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Trinity Tri Stat System Core Rules
Trinity Tri Stat System Core Rules
Please share freely with those willing to provide feedback to chaosrex at gmail
Friday,
January
17,
2014
5:22
PM
Introduction
Core Attributes
Body
Mind
Soul
Defining Traits (Optional Rule)
Skills
General Skills
Focused Skills (Optional Rule)
Skill Tree
Linked Skills
Tasks
Skill Tests
Modifiers
Extended Tests
Non-Skilled Tests
Derived Attributes
Initiative
Turns & Rounds
Multiple Actions
Movement
Sprint
Walk
Surprise & Perception
Combat
Melee Combat
Defense
Order of Play
Ranged Combat
Recoil (Optional Rule)
Full Auto (Optional Rule)
Burst Fire (Optional Rule)
Damage/Wounds
Stabilizing, Recovering & Healing
Derived Attribute - Will to Live
Condition Monitor
Hit Locations & Called Shots (Optional Rule)
Armor
Bleeding (Optional Rule)
Treating Bleeding Wounds
Treating Blood Loss
Complications due to Blood Loss
Derived Attribute - Will Power
Personal Qualities
Character Creation
*Italicized entries are optional rules.
Introduction - to the Trinity System.
Body, Mind and Soul is a common description of attributes that make up a person. These three
elements do a good job of dividing these very different aspects that make a single person. Many role
playing game systems describe different aspects of some or all of this trinity of Body, Mind and Soul.
But none do a good job of balancing and differentiating all three. Whatever attributes are listed
generally fit under one of the three. Strength, dexterity, constitution, quickness, agility, toughness,
endurance usually try to quantify their respective representations of the Body. Intelligence, wisdom,
perception, reason, wits, logic are all aspects of the Mind. Dealing with the Soul is a little more
abstract. Is charisma an aspect of the mind? I've met people who I thought where very charismatic
but at the same time were dumb as stumps. Where does creativity come from? Why are some people
great with animals?
SCORE Description
1 Inept
2 Significantly below adult human average
3 Below adult human average
4 Adult human average
5 Above adult human average
6 Significantly above adult human average
7 Highly capable
8 Extremely capable
9 Best in the Land
10 World Class ability
11 Legendary
12 Best in the universe. Unequaled
Secondary Attributes - Defining Traits (Optional Rule)
Secondary Attributes are adjectives used to describe more refined aspects of each of the Primary
Attributes and give bonuses when applicable to tests. That character with the Body rating of 4
maybe an exceptionally strong individual. Or maybe a very agile character. Or maybe that character
is well rounded in all aspects of Body but not exceptional in any. A player assigns a number of
Secondary Attribute equal to the character's Primary Attribute rating. So a character with a Body
rating of 4 would also have 4 Secondary Attributes. Each Secondary Attributes provides some
mechanical advantage to the character usually in the form of a modifier for tests. For instance a
character with a Body rating of 4 who has Strong listed as a Secondary Attribute would get a +1
modifier to any tests where strength is a key factor.
Each Secondary Attribute is considered to have a rating of 1. A character can take the same
Secondary Attribute multiple times and each time they do their respective effects stack. Only 1 type
of Secondary Attribute can be used per test.
General Skills
General Skills represent the basics of a skill. A character who fights with guns will take the Shooting
skill which allows that individual to use small arms. The basics of shooting are the same for any gun
one picks up. That same character might also take the Unarmed Combat skill. But the basics will only
take you so far. There are no master martial artists who only know the basics. There is a point where
a character might want to know more than the basics so they can truly being to master a given skill.
Or maybe instead of moving beyond the basics a character choses to focus right off the bat. Maybe a
character thinks that using any gun other than a pistol will be rare so that character decides they don't
need to learn the basics. They go out, buy a pistol, take it to the range and learn to use it. They only
ever carry a pistol so they don't bother learning anything about other guns. Why would a person do
that? General Skills can have a rating up to 2. Focused Skills can have a rating up to 4.
General Skills and Focused Skills differ in one other way. Focused Skills cost less to acquire
because they are focused on a narrower ability.
Rating Description
1* Novice
2* Apprentice/Associate's Degree
3 Journeyman/Bachelor's Degree
4 Expert/Master's Degree
5** Master/PHD
6** Grand Master
*General Skill
**General & Focused Skill together
Skill Tree
General Skills and Focused Skills represent a Skill Tree. The General Skill can be thought of as
the trunk of the skill tree while the Focused Skills are the skill tree's branches. A Character who
has purchased the General Skill of Shooting and the Focused Skill of Pistols uses the rating of both
those skills combined as they are part of the same skill tree. A character with only a general
knowledge of a subject or who knows only the specifics of a focused skill can only go so far. It's not
until a character combines the fundamental knowledge of the General Skill with the focused
knowledge of the Focused Skill that they can truly master a given skill.
The default link is a default only. There may be cases where it makes more sense for a skill to be
used with another Primary Attribute. If a character who has the Athletics skill wants to calculate the
time it would take for that character to run a certain distance it would make more sense for a skill test
to use Mind rather than Body.
Tasks
A task is anything a character wants to accomplish. Opening a door is a task. Loading a gun is a
task. Shooting a gun is a task. Hitting the target is a task. Most tasks do not require anything other
than the player stating that their character is doing said task. When the task is more than simple for
the character they may need to determine if their character can succeed at the task with a test.
Opening an stuck door, loading a gun quickly under pressure, shooting a gun under pressure may
not be simple tasks. Most task results will be determined by the following Skill Test formula.
Skill Test
1. Roll 2D6
2. Add Primary Attribute rating
3. Add Skill rating
4. Apply Modifiers if applicable
5. Total equals Skill Test Score
A Critical Botch occurs when the test is first rolled and both die come up as "1"s. This can only
happen with the initial first roll. If both die of the first roll come up as "6"s and the character opts to roll
both die again and both die come up as "1"s this is not a critical botch. It maybe a botch if the final
result is no success. If the character somehow ends up with a successful result despite the snake
eyes the outcome may not be entirely favorable.
The same can be true for favorable factors. A character comes across a stuck door. The character
decides to try and break the door down. Fortunately the character has the Secondary Attribute of
Strong. Strength will be a factor in getting this door open. The character also has the right tool for the
job, a battering ram. Team work might play a factor in a test. Other members of the party catch up
and one is able to assist. These favorable factors may be represented by bonuses as a numeric
value added to the score of the test .
Extended Tests
Some tasks are not so simple that they can be accomplished in one quick test. While slapping a
bandage on a minor wound is a quick test, performing surgery is not. Performing surgery is a series
of tasks from making an incision in the correct place to diagnosing the problem, fixing the problem
and closing the incision. Some tasks may require extended tests which require multiple successes.
Non-Skilled Tests
Some tasks don't require much skill or require a skill that the character performing the test does not
have. Maybe a closed door is stuck and requires brute force to open. Or maybe a door is locked but
no one in the party knows how to pick locks. In that case the results will be determined by the
following Non-Skilled test formula.
Non-Skilled Test
1. Roll 2D6
2. Add Primary Attribute rating
3. Apply Modifiers if applicable
4. Total equals Non-Skilled Test Score
Derived Attributes
The Trinity System has three Derived Attributes, Initiative, Will Power and Will to Live. These
Derived Attributes are derived from the Core Attributes. They cannot be purchased but can be
modified by Defining Traits and Personal Qualities.
Initiative is used to determine who or what acts first when time becomes a factor. Initiative is almost
always used during combat but it can be used anytime there is a time critical task like a giant ball is
rolling down a corridor and threatens to crush a character who has only two choices, out run the giant
ball or get run over by it. Or maybe a horde of zombies is closing in on the characters who are in a
car that won't start. Can the character fix the car before the zombies mob them? The order in which
characters or objects act is determined with the Initiative results. Characters have a Derived
Attribute Initiative rating which is used with the following Initiative Test formula.
Initiative Test
1. Roll 2D6
2. Add Initiative rating
3. Apply Modifiers if applicable
4. Total equals Initiative Score
Initiative is not a success based test. The character with the highest Initiative Score acts first
followed by the next highest Initiative Score. When it is a character's time to act it is called their Turn
or Action. The time it takes for all participants to act is called a Round. A Round ends when all
participants have had a chance to take a Turn regardless of whether or not they actually took their
Turn.
Will Power and Will to Live will be discussed later in the rules.
Rounds do not represent a period of measured time. Instead they are the collection of actions/turns
taken by all participants until all have stopped taking actions.
Multiple Actions
Characters may take more than one action during a Round. The number of actions a character can
take in a round is equal to half of the character's Initiative Rating rounded up. Each action after the
first adds a -4 penalty to any test.
Movement
Sprint
The average human can sprint at about 6.5 meters a second. We must account for reaction time,
launch time and acceleration. In the Trinity System this translates to a person with a Body of 4 over
a flat even surface sprinting 30 meters a turn.
Walk
The average human walks at about 2.5 meters a second. In the Trinity System this translates to a
person with a Body of 4 over a flat even surface walking 10 meters a turn.
Perception Test
1. Roll 2D6
2. Add Mind rating
3. Apply Modifiers if applicable
4. Total equals Perception Test Score
Combat
Combat is resolved in the same way as Tasks. Why have a separate system that works totally
different? A lot of role playing games do have a completely separate system for resolving skill based
tasks. But not the Trinity System.
Time to Fight
All characters who are aware that combat is about to start should make an Initiative Test.
Resolving Combat
Combat is a Skill Test.
Melee Combat
Melee combat is any combat that is fought within reach of a contact weapon including hands and
feet. This is also the case if a character is using a ranged weapon such as a gun within reach of a
contact weapon. Melee Combat can be defended against in some cases.
Defense
A character may defend against melee attacks and direct target thrown weapon attacks. The player
declares they will defend against an attack prior to the attacker rolling for the combat test. Defense
is a Skill Test.
Each level of success from a Defense Test subtracts a level of success from the attackers
Combat Test.
Damage @ Range
Success Short Medium Long Extreme
Minor Minor
Combat Test: Special: Firing a weapon in full-auto takes the entire turn. See the weapon's
rate of fire to determine how many rounds can be fired in a single turn. The attacker rolls a
single combat test. The first round uses the results of that test. Default: Each consecutive
round after the first uses the same results with a -2 cumulative modifier applied. So a weapon
firing 6 rounds in a turn would start with the result then -2, -4, -6, -8, -10. Once the result is no
longer a success the weapon is off target.
Condition Test: Negative modifier - Default: Each round that hits after the first adds a -2
modifier to the target's condition test.
Multiple Actions: Recoil - Negative modifier - Default: Each round after the first adds a -1
modifier to follow-up shots in the same turn. So the standard 3 round burst would add a -2
modifier to follow up shots on top of the -4 modifier for each action after the first. The first
follow up burst fire shot would incur a -6 modifier to the combat test.
If the character takes a second action but does not fire a second burst then the -2 modifier
does not apply and the second action would incur the normal -4 modifier.
Damage/Wounds
Most role playing games use a number of Hit Points or Health as a way of quantifying a character's
ability to deal with wounds. The Trinity System does not use points to track a character's condition.
Instead the different wound levels cause penalties when a character attempts a task. A character
can receive a hundred paper cuts and not die, but with a hundred paper cuts that character is going
to be in a lot of pain which reduces that character's ability to function. The level of success of the
combat Skill Test plus the weapon's damage modifier will determine the level of wound. Keep track
of the level of wound as well as the penalties applied.
Minor Wounds are usually more of an annoyance than a threat to well being. Small cuts,
scrapes, medium size bruises, minor sprains, first degree burns or any injury that cause little
more than pain, a few drops of blood or a tender spot. These wounds are quick to recover with
a few minutes of rest unless there is something exceptional about what caused the wound. A
character who is allergic to bees and was just stung by one for example will be in more trouble. If
the infection optional rule is in play this also maybe an issue.
Moderate Wounds do more than just mildly annoy. They actually cause a lasting hindrance.
These might include deeper cuts, large bruises, lasting sprains, minor fractures, second degree
burns. These wounds are slower to recover from and slower to heal. These wounds benefit
greatly from treatment but lots of rest will usually allow the character to heal.
Major Wounds can severely hamper the character for weeks after being suffered. These might
include cuts into muscle, compound fractures, bruised internal organs, third degree burns. If
these wounds aren't treated they are only going to get worse.
Note: It is possible to lose more than 2 die from major wounds. A character can go into the
negative. Keep track of your wounds.
Extreme Wounds are survivable if they can be treated by a very competent or extremely lucky
individual. These type of wounds can have permanent lasting effects. These wounds can include
partial dismemberment, major organ trauma or failure, and first degree burns. If the character
recovers and heals fully from these wounds they should be extremely grateful. These wounds
are extremely difficult to treat. If left untreated the character will likely die in a matter of hours.
Wound Level Effect
Minor -1 penalty to all tests
Moderate -4 penalty to all tests
Major -1 Die, If both Die are lost test for Condition
Extreme Halve all test scores and test for Condition
*If a character acquires a penalty of -12 they may test for Condition.
Minor wound treatment can be administered if the equivalent of a first aid kit is available. The
administering party would simply make a skill test. A minor success will cut the recovery and
healing time by 50%. Each level of success beyond minor doubles the effectiveness of the
treatment.
Minor wounds heal within 1-4 days. This is generally only important if the infection optional
rule is in play.
Moderate wound treatment can be administered if the equivalent of a first aid kit is available.
The administering party would simply make a skill test. A minor success will cut the recovery
and healing time by 25%. Each level of success beyond minor doubles the effectiveness of the
treatment.
Moderate wounds heal within 1-4 weeks.
Major wound treatment can be administered if the equivalent of a minor medical facility is
available. The administering party would simply make a skill test. A minor success will cut the
recovery and healing time by 10%. Each level of success beyond minor doubles the
effectiveness of the treatment.
Major wounds heal within 1-4 months.
Extreme wounds require stabilizing within 10 minutes. Extreme wounds can be stabilized if
the equivalent of a of a S.T.O.M.P. (SEAL Team Operations Medical Pack) is available. The
administering party would simply make a skill test. An extreme success will stabilize one
extreme wound.
Extreme wound treatment can be administered if the equivalent of a major medical facility is
available. The administering party would simply make a skill test. A minor success will cut the
recovery and healing time by 5%. Each level of success beyond minor doubles the
effectiveness of the treatment.
Extreme wounds heal within 2-6 months.
If a major or extreme wound is not stabilized within the allotted time the character must make a
condition check. The character must continue to make condition checks every time the allotted
time expires until they are stabilized or die.
Results of the stabilizing skill test are not succeed or fail.
Wound Level Stabilize Result Outcome
Major Critical Botch Wound level becomes Extreme
Major Botch Force condition check
Major No Success Nothing
Major Minor Success Time to stabilize is extended by 25%
Major Moderate Success Time to stabilize is extended by 50%
Major Major Success Stabilized
Major Extreme Success Stabilize 2 major wounds or cut recovery time by 20%
Extreme Critical Botch Cause additional moderate wound and force a condition
check
Extreme Botch Force a condition check
Extreme No Success Nothing
Extreme Minor Success Time to stabilize is extended by 25%
Extreme Moderate Success Time to stabilize is extended by 50%
Extreme Major Success Time to stabilize is extended by 100%
Extreme Extreme Success Stabilized
Major bleeding measures blood loss at a rate of about 5% each minute. Left untreated the character
will bleed out and die within 8 minutes. Each additional level of major bleeding increases the rate of
blood loss by 5% thus decreasing the time to bleed out.
Extreme bleeding measures blood loss at a rate of about 20% each minute. Left untreated the
character will bleed out and die within 2 minutes. Each additional level of extreme bleeding
increases the rate of blood loss by 10% thus decreasing the time to bleed out.
Wound Source Wound Level Bleeding rate
Piercing Minor-Extreme Minor-Extreme
Cutting Minor-Extreme Minor-Extreme
Tearing Minor-Extreme Minor-Extreme
Blunt Moderate-Extreme Minor-Major
Condition is not a success based test. Use the following chart to determine Condition.
2 Death
3-4 Permanent Wound
5-6 Shock
7-10 Unconscious
11 + No additional effects
Hit Location
Location Roll Penalty to Combat Test
Head* 12 -5
Right Arm 11 -5
Left Arm 10 -5
Torso 5-9 0
Right Leg 3-4 -2
When a character suffers a wound to a specific limb the wound penalty should apply to that limb.
Armor
Armor is any barrier used or worn to protect from damage. Armor works by applying a negative
modifier to the attacker's combat roll. Armor should be used in conjunction with the hit location
optional rule.
Ballistic Armor
Type Description Modifier
I Rated for protection against small caliber handguns -1
II Rated for protection against medium caliber handguns -2
III Rated for protection against medium caliber handguns -3
IV Rated for protection against large caliber handguns -4
V Rated for protection against large caliber rifles -5
VI Rated for protection against large caliber rifles -6
Work in Progress
Character Creation
Purchase Points
Primary Attribute = 4 x New Value
Secondary Attribute = automatic increase with each new value of Primary Attribute
purchased.
Tertiary Attribute = cost shown for each Tertiary Attribute or use build table.
General Skill = 3 x New Value
Focused Skill = 2 x New Value
Primary Attributes Cost
Value Cost Cumulative
1 4 4
2 8 12
3 12 24
4 16 40
5 20 60
6 24 84
7 28 112
8 32 144
9 36 180
10 40 220
11 44 264
12 48 312
General Skill Cost
Value Cost Cumulative
1 3 3
2 6 9
Focused Skills Cost
Value Cost Cumulative
1 2 2
2 4 6
3 6 12
4 8 20
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