From Dreamstasis

GameSystem: Trinity

Domains

The fundamental underlying concept behind Trinity is that there are three domains in which subjects can influence other subjects. These are: the physical domain or the contest of objects, the magical domain or the contest of minds, and the spiritual domain or the contest of wills.

Attributes

In accordance with the three domains each character has three sets of capacity attributes and ability attributes. They also have resource pools that refill every turn according to the corresponding capacity attribute and can be utilized according to the corresponding ability attribute. These form the basis of your character.

 PhysicalMagicalSpiritual
CapacityStrengthIntelligencePassion
AbilityDexterityWisdomCharisma
ResourceEnergyGloryGrace

Each domain has its own resource that is replenished at the beginning of your turn up to your relevant capacity multiplied by your relevant ability. During your turn you can convert these resources into actions of the appropriate domain. When it is not your turn any remaining resource functions as a defensive buffer that can absorb damage in a particular domain before it decreases your capacity in that domain. At the beginning of your turn any remaining resource from the previous turn is converted into a common resource called initiative, before the resource is replenished for the turn. Initiative can be spent on your turn to take additional actions.

Property

 PhysicalMagicalSpiritual
DeviceWeaponSpellPrayer
EquipmentGearEnchantmentBlessing
PowerForceFocusFavour
QualityDeflectionReflectionProtection

Property can be devices or equipment. Devices are actively wielded and associated with a skill, while equipment is carried and works passively.

Power

The power of devices determines the multiplier to be applied to attack rolls and damage, while the quality of equipment determines the multiplier to be applied to defence rolls and resistance.

Ranges

Ranges are based on the power of the property.

Force

Focus

Favour

Skills

Skills allow actions, the success of which is determined by what is called a challenge roll. This involves rolling a die, and multiplying the resulting number with the relevant attribute and any bonus from the mastery level of the skill. Actions that affect others can be opposed by a relevant skill of their own.

Assuming that an action succeeds, the effect of the action is determined by its impact, which is the difference between the sums of the relevant attributes and equipment bonuses of the actors. All skills have a domain and a device. The domain can be physical, magical, or spiritual. The domain determines what attributes are involved in the use of the skill. The device is the form that the skill takes when used.

For instance, Darsic has the skill Swordsmanship. This allows him to make attacks on foes with a sword (as well as perhaps parry with it). A particular foe, Goblin, has the skill Dodge, and can attempt to challenge the effects of Swordsmanship with it. When Darsic attacks Goblin, they make opposed challenge rolls with their skills. If Darsic rolls higher than or equal to Goblin, then the attack deals damage, otherwise it misses. In the first case, Darsic and Goblin calculate the impact to see the resulting effects.

Skill levels between 0 and 4 are considered training levels. At these levels, you're still learning the fundamentals of the skill. Skill level determines the type of dice you can roll. At skill level 5 you are considered to have mastered the skill and subsequent levels provide a mastery bonus to your rolls. Whenever you roll the maximum possible dice roll, regardless of success or failure, you increase the skill level by 1.

Skill LevelDice Roll
01d4
11d6
21d8
31d10
41d12
5+1d20

Your level is the sum total of all your skill levels combined together.

Actions

To quantify turn-based actions, we use an action cost system where different actions have values assigned to them. Each turn, you can spend either resources of the appropriate domain, or initiative, to complete actions.

Any discrete motion that takes less than a second is considered to cost one action. For instance, taking a step forward or backwards costs 1 action. Attacking with a drawn weapon also costs 1 action. Thus the combined motion of stepping forward, attacking, and then stepping backward to avoid the threat range of a still standing opponent is a total of 3 actions. Similarly, flipping to a page of a spellbook, concentrating on the spell, and casting it should cost 3 actions.

Thus, most standard actions such as attacking cost 3 actions. This can allow unique situations if you manage to for instance get more than the average of 5 actions. For instance, with 6 actions you can attack twice a round if you don’t move, or you could move, attack, and then leave 1 action to block or parry. A few spells cost so many points they can effectively take multiple turns to cast.

Counters are made in response to attacks to a character, and are designed to disrupt them.

Opportunities are made in response to any adjacent movement, ranged attack or magic cast.

Stance

A piece may be assigned a stance, which determines its behaviour when it is not your turn.

Support

Pieces that are next to a defender can provide combat support.

Reactions

On your opponent’s turn, if a piece has unspent energy of the relevant domain from your previous turn, it may react.

Stance: Engage

Stance: Evade

Costs

0 Actions

1 Action

2 Actions

3 Actions

4 Actions

5 Actions

Combat

Combat is essentially dealt with by making rolls with relevant skills. When initially creating a skill that can be used for combat, make sure to indicate their domain and device. Combat occurs whenever a piece makes the attack action against an acceptable target. First, the attacker makes an attack roll and the defender makes a defence roll. If the attack roll meets or exceeds the defence roll, it is a hit. On a hit, the targeted piece loses resources equal to the difference between the attacker’s damage and the defender’s resistance. If the resource is insufficient to cover all the damage, then the defender loses the relevant capacity equal to the shortfall.

AttackDomainDeviceAttack Roll MultiplierDefence Roll MultiplierDamage MultiplierResistance Multiplier
StrikePhysicalToolDexterityDexterityStrengthStrength
FeintMagicalToolDexterityWisdomStrengthIntelligence
IntimidateSpiritualToolDexterityCharismaStrengthPassion
BlastPhysicalSpellWisdomDexterityIntelligenceStrength
SleepMagicalSpellWisdomWisdomIntelligenceIntelligence
FearSpiritualSpellWisdomCharismaIntelligencePassion
SmitePhysicalPrayerCharismaDexterityPassionStrength
BindMagicalPrayerCharismaWisdomPassionIntelligence
RebukeSpiritualPrayerCharismaCharismaPassionPassion

Critical Effects

A critical hit occurs on when the attacker’s roll is a natural 20 or the defender’s roll is a natural 1. On a critical hit the damage is calculated as if the resistance was zero. This should better reflect the idea of critical hits as hitting weak points (chinks in armour, holes in defenses) as well as allowing a chance for characters to damage even high defence opponents.

A critical miss occurs when the attack roll is a natural 1, or the defence roll is a natural 20. This is an automatic miss that does no damage. If the attacker is in a position vulnerable to an opportunity, they automatically provoke one.

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Page last modified on August 27, 2018, at 06:09 AM