Trigate Concepts

as found in the pages of the Zd10 Wiki

Here you can find a list of sample skill packages, but as you can technically combine any skills you wish, you can create your own!

Melee Combatants

Ranged Combatants

Those of Guile

Magic Users

Practitioners of the Divine

Masters of the Mind

Spiritual Negotiators

  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/s-occultist.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Occultist — Ambient spiritual and psionic energies through the world can inhabit both places and things. Some can steal from the legends of the past to enhance themselves.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/s-exorcist.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Exorcist — A variety of spirits, psionic beings, and remnant souls exist that wish to tamper with the physical realm. Exorcists specializing in protecting individuals from these beings and often ply their trade while wandering.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/s-tomekeeper.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Tomekeeper — There are magnificent works of writing that embody the mind of their creators. Tomekeepers carry these books with them, using them to alter themselves, the battlefield and potentially their foes.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/s-calavera.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Calavera — While some seek to fight spirits and other beings, the Calavera instead seeks to communicate with them and potentially aid them. Some spirits will repay this kindness, gifting the Calavera with quirks.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/s-sineater.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Sin-Eater — The souls and spirits that exist in the world can be powerful. A Sin-Eater knows this and will consume them to gain access to this power. Originally tied to the belief that said spirits would cause others to commit evil.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/s-revenant.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Revenant — Beings who have close ties to ghosts and spirits, potentially having died themselves. Embracing this can gain supernatural abilities similar to these beings, potentially taking forms similar to them for their benefit.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/s-brandshaper.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Brandshaper — Some individuals are able to leave a sort of mark or brand on others, a direct stain on a spiritual level. Masters of curses and affecting those they have branded, they can use this ability beyond maledictory.

Maestros of Music

Tinkers of Technology

Education and Acumen

  • Alchemist — Utilizing the natural components of the world around them, Alchemists are capable of creating various elixirs, potions, salves, decoctions, philters, stimulants and other things for various effects.
  • Fumigant — With a narrower focus, Fumigants focus on the direct application of more dangerous concoctions through specialized devices. This tends to lead to more worldly experience as well.
  • Slayer — Through training or natural skill, Slayers have fundamental understandings of biology and anatomy which leads them to excel in exterminate a variety of creatures more easily.
  • Inkscribe — There is power in the ink, some say. Especially if you can control it. Through a combination of skill and arcane power, Inkscribes are capable of bringing their art to life.
  • Truewriter — At the abstract bottom of the universe, one can find concepts of a language used to describe and define things. Truewriters study these words in hopes of accessing their power.
  • Wordspeaker — Similar to those who practice Truewriting, Wordspeakers instead learn utterances of the language that makes up reality, allowing them to reshape the world with but a whisper.
  • Akashic — Across all worlds, there exists the records which are a compendium of thoughts, events, emotions, and memories. Trained Akashics you can access these to alter their knowledge and skills.
  • Annelidist — Symbiotes capable of a diverse number of things exist across the worlds and Annelidists share their bodies with them. Due to this, they are qualified healers and combatants.
  • Wander-Chef — Taking the quest for the perfect dish literally, the Wander-Chef is a traveler capable of creating amazing dishes with effects that near border on magical enchantment.
  • Brewmaster — Alcohol is universal and Brewmasters make it an art, their beverages inspiring courage and other effects carried within their magical brews. Unsurprisingly they are adept drunken brawlers.
  • Sawbones — With training as surgeons and apothecaries, many lives have been saved by a wandering Sawbones. Exceptional healers, their physical finesse doesn't leave them defenseless, however.
  • Plague Doctor — With so many worlds and living things it is only understandable that disease and plague can spread easily. Plague Doctors study pathogens to better understand how to fight them - or make them spread.

Damned by Daemons

  • Cabalist — Though not fully understood, some have attempted some mastery and understanding over what exactly Daemons are so that they can use their own powers against them.
  • Mountebank — Daemons increasingly try to tempt beings with promises of power. Mountebanks find themselves in this position, but try to use their new capabilities to wriggle free from the contract.
  • Daemonhost — Sometimes a daemon will decide to try and influence the world directly, attempting to control a being personally. Sometimes they fight back, however, gaining access to daemonic powers.
  • Worldrender — Influenced by the beings outside of the world, Worldrenders find they are able to temporarily rend abstract concepts of the universe which grants them unique talents and aptitude.
  • Remnant — Sometimes daemons or daemonic energy forces itself into reality where someone else happens to be. That person is trapped in a daemonic shell they can learn to control and harness.

The Odd Ones Out

  • Fright — Masters of maskcraft, they create and utilize different masks to change their forms in a multitude of ways, granting them access to various forms and abilities.
  • Tarene — Adapted from a form of cardcraft, the Tarene is capable of using a deck of cards to draw power from. Given the random nature of their abilities, they tend to be inexorably tied to fate and destiny.
  • Shifter — Therianthropy tends to be a death sentence to many people, however, Shifters accept their fate and try to master it, getting all they can from their unique condition.
  • Mutagenist — Undergoing rituals to turn themselves into a form of mutant, Mutagenists are able to imbibe concoctions to alter themselves and push their minds, bodies, and souls to their limits.
  • Champion — Through some method, a Champion makes a connection to what is known as an animatra. Training with this being and drawing power, they can summon their animat to fight alongside them.
  • Wilderwych — Masters of wortcraft and herbalism, Wilderwyches are extremely capable of living off the land and are master survivalists and navigators. They are also skilled at animal handling.
  • Outsider — It is known that there are greater intelligences beyond the known borders of reality, and sometimes they decide to "bless" certain beings. Of course, the term "bless" is oft relative.
  • Stitchmaster — Many societies take trophies from the bodies of hunted beings, but some have delved into anatomy, biology, and surgery to graft parts of foreign creatures to themselves.
  • Protean — Often thought as a hurricane in a bottle, they point themselves at a problem and uncork the stopper... sometimes even managing to rid of the problem. Shapeshifters at the extreme.
  • Swarmlord — Primal Insects sometimes infest beings in an attempt to have them feed their swarm, but sometimes the infested beings are able to wrest control for themselves, creating their own swarm.
  • Scion — Whether from a forgotten age or crafted directly for you, your fate and destiny are bound to that of a particular artifact of exceptional power. Through it, you can master its own power and your own.
  • Wyrmic — Dragonkind is one of the most common types of magical creatures across the planes, referenced in almost every culture in some way. Wyrmics are those who try to adopt their powers for themselves.
  • Simulacrum — There are some who can learn the odd abilities of monsters and beasts and use them as they wish. Some take this a step further and eat these beings to go even further in gaining these powers.
  • Luckbender — Some beings never develop any skills or abilities, they just seem incredibly lucky. Or maybe everyone else is unlucky? A Luckbender can tap into this and modify luck and probabilities.

Hybrids

  • [Color] Magus — Combining magical talent with martial combat prowess, a Magus is able to bring the might of both spell and sword to bear. Utilizing both allows them to approach problems in either way.
  • [Color] Stalker — Combining magical talent with skills of thievery and stealth, a Stalker is masterful in their craft and excels at getting in and out of places that regular thieves may have difficulty with.
  • [Color] Mind — Combining magical talent with psionic capabilities, Minds are capable of purely controlling the world around them to ensure that their wishes and desires come to fruition.
  • [Color] Singer — Combing magical talent with the skills of bardic music, Singers can sway the hearts and minds of crows and shape the world around them in ways regular musicians only dream of.
  • Paladin of [Child] — Representing one of the Divine Children, a paladin services them through martial might and combat prowess, enforcing the goals of the Child they represent and protecting their followers.
  • Prelate of [Child] — Representing one of the Divine Children, a prelate services them through psionic talent, often enlightening their fellow followers and truly spreading the message their Child wishes.
  • Agent of [Child] — Representing one of the Divine Children, an agent services them through roguish trickery and stealth, often doing things that are necessary but should not see the light of day.
  • Celebrant of [Child] — Representing one of the Divine Children, a celebrant services them through bardic song, bringing the message of their Child to the masses and reinvigorating their Child's followers.

Concept, Trigate Concept, Class, Profession, Archetype, Package, Job

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