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Trinity System Core Rules (Expanded) for /r/gamedesign

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?

Primary Attributes - Core Attributes


The Trinity System takes these three fundamental aspects of a person and uses them as the
Primary Attributes for characters. Body, Mind and Soul sum up most of what all these other
systems try to capture in a more concise and balanced form. As with any role playing game we
assign numbers to these attributes in order to represent the character's potential. The numeric value
next to an attribute or skill is called a rating. But having a number next to the word Body leaves
things in a very general state. Do all characters with a Body rating of 4 perform in the exact same
way? Are all Olympic athletes capable of competing for every event? The answer to both is "no".

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.

How to build a Defining Trait


Prime Attribute Category: Which Prime Attribute does it fall under?
Name/adjective: Secondary Attributes must be adjectives.
Description/definition: Definition of the adjective.
Mechanical Use: What the mechanical effect is.

Body Defining Traits (Positive)
Agile - quick and well coordinated in movement (add to Initiative)
Dexterous - skill in the use of hands or body (+1 to Unarmed, Contact Weapon tests)
Limber - characterized by ease of bending the body (+1)
Strong - able to exert great bodily or physical power (+1 to Unarmed, Contact Weapon, add to
lifting)
Tough - capable of great physical endurance (add to Will to Live)

Mind Defining Traits (Positive)
Alert - fully aware and attentive (add to Initiative)
Focused - exclusive attention to one object; close mental application. (add to Will Power)
Intelligent - quick to reason and understand
Knowledgeable - possessing or exhibiting knowledge, insight or understanding
Perceptive - able of apprehending by means of senses or the mind

Soul Defining Traits (Positive)
Charismatic - personal quality that gives influence or authority of large number of people
Charming - personal quality that is pleasing or attractive to others
Creative- capable of transcending traditional ideas, rules, patterns, relationships and create new
ideas
Determined - resolute of will, (add to Will Power, add to Will to Live)
Empathic- able to vicariously experience the feelings, thoughts or attitude of others
Intuitive - able to perceive truth or fact independent of any reasoning process
Skills
A person is more than natural (or unnatural) potential. A person learns skills throughout their life to
deal with events and challenges that may come up. Most role playing games include skill use. This
one is no exception. Skills represent different subjects of what the character has learned and practice
to face what life throws at them. Combat oriented characters will be skilled in their chosen forms of
combat. A medic will be skilled in medicine/healing. In the Trinity System there are two categories of
skills, General Skills and Focused Skills.

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.

Focused Skills (Optional Rule)


Focused Skills branch off from General Skills. That character who fights with guns wants to know
more than just the basics. That person wants to be particularly effective with pistols because of their
concealability. So that character invests in the Pistol skill. Though the basics of shooting are the same
for each class of gun, there is a difference when shooting a pistol as opposed to shooting a shotgun.

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.

Linked Skills and Primary Attributes


Each General Skill is linked to a Primary Attribute by default. Focused Skills that are part of the
that skill tree are thus linked to the same Primary Attribute. The General Skill of Athletics is linked
to Body. Any skills that are part of the Athletics skill tree is thus linked to Body.

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.

Sample Skill Tree


Body Mind Soul
Archery* Survival* Magic*
Compound Bow Desert Alchemy
Crossbow Forest Divination
Horse Bow Jungle Spell Casting
Long Bow Water Summoning

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

Score Level of Success


2-10 No Success
11-13 Minor Success
14-17 Moderate Success
18-22 Major Success
23+ Extreme Success

Each "1" rolled subtracts a level of success.


Each "6" rolled allows the player to add the 6 plus roll the die again and add the result to the
test.

The level of success helps determine the results.

Botch & Critical Botch (Optional Rule)


During a skill test if a "1" is rolled and no success are gained as a final result this is a botched test.
Not only did the individual fail but there maybe some complication as a result.

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.

Modifiers - Penalties & Bonuses


Creating a flame with a fully fueled and functional lighter with no wind is not much of a challenge and
thus probably would not require any test. Creating a flame with flint and steel and kindling is a bit
more challenging and might require a test. Creating a flame in a snow storm with flint and steel and
kindling is very challenging. Or maybe the character has no skill in the task they are attempting to
accomplish so the character doesn't even know where to start. Now the character is facing more than
just a test. There are factors working against the character. These factors may be represented by
penalties as a numeric value subtracted from the score of the test.

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 .

Penalties and/or Bonuses can be assigned to any 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.

Derived Attribute: Initiative


1. Add Body rating
2. Add Mind rating
3. Apply Modifiers if applicable
4. Total equals Initiative rating

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.

Actions/Turns and Rounds


Actions or turns are the same thing. They both describe a character's time to act as well as a period
of measured time. This period represents 6 seconds of time.

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.

Surprise and Perception


Sometimes characters are caught off guard. Does the character even notice that they just tripped the
trap that sent the giant ball rolling towards them? The results of a Perception test are determined by
the following Non-Skilled Test formula

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.

Order of Play in rounds.


a. Acting player declares action and target
b. Defending player declares defense
c. Subtract -4 from every action after the first (cumulative)
d. Acting player makes appropriate test
e. Defending player makes appropriate test
f. Subtract defending player's levels of success from acting player's levels of success
Ranged Combat
Ranged Combat is any combat that is fought out of the reach of contact weapons. Firearms, bows,
blasters, javelins, shurikens, throwing knives, a hurled cast iron skillet would all count as ranged
weapons if used outside of the reach of a contact weapon. Any ranged weapon listed will have a
distance shown for Short, Medium, Long and Extreme range. Ammunition and accessories for
ranged weapons can modify the weapon's range.

Damage @ Range
Success Short Medium Long Extreme
Minor Minor

Moderate Moderate Minor


Major Major Moderate Minor
Extreme Extreme Major Moderate Minor
*Close range is defined as half of short range.

Recoil (Optional Rule)


Recoil is the backward movement of a gun caused by the forward ejection of gases produced from
the ignition of propellants. Recoil is based on the caliber of the bullet. Recoil can add a negative
modifier to follow up shots in the same turn when taking multiple actions. Some weapons,
accessories and custom loads can increase or decrease recoil. Recoil is not applicable to any action
other than a follow up shot in the same turn.

Full-Auto (Optional Rule)


The weapon continuously fires rounds once the trigger is depressed. The weapon will stop firing once
the trigger is released or runs out of ammo. Using a weapon in full-auto mode has the following
mechanical effects.

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.

Burst fire (Optional Rule)


Burst fire is a feature on some automatic guns (bullet, beam, what have you) which fires (typically) 3
rounds once the trigger is depressed. The weapon will not fire any more rounds until the trigger is
reset or released and depressed again. Burst fire is only effective at close range. Game wise this
has two mechanical effects.
Combat Test: Positive modifier - Default: Each round after the first adds a +2 modifier to the
attacker's combat test. So the standard 3 round burst would add a +4 modifier to the attackers
combat 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.

Stabilizing, Recovering and Healing


Stabilizing, recovering and healing from wounds depends on the level of wound suffered. Keep
track of the level of wounds. Stabilizing a wound Recovering from a wound means that the
character no longer suffers the penalties inflicted because of the wound. Healing is usually a longer
process and sometimes requires treatment. Healing means the wound is gone.

Minor Wound Recovery and Healing


Each penalty from a minor wound will go away after 5 minutes of rest. If a character has
suffered 6 minor wounds the character will fully recover after 30 minutes of rest. The wound
itself may not have fully healed but the character has recovered from the penalties caused by
it. No treatment is necessary but may speed up the recovery and/or healing process.

Minor wounds do not require stabilizing.

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 Recovery and Healing


The penalty from a moderate wound will decrease by 1 for every 60 minutes of rest. If a
character has suffered 2 moderate wounds the character will fully recover after 8 hours of rest.
No treatment is necessary but will speed up the recovery and healing process.

Moderate Wounds do not require stabilizing.

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 Recovery and Healing


Recovering the lost die from a major wound takes 2 weeks of rest. If a character has suffered
3 major wounds the character will fully recover after 6 weeks of rest. Treatment is necessary!
Major wounds require stabilizing within 60 minutes. Major wounds can be stabilized if the
equivalent of a minor surgical kit or trauma kit is available. The administering party would simply
make a skill test. A major success will stabilize one major wound.

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 Wound Recovery and Healing


Recovering from an extreme wound takes 1 month of rest. If a character has suffered 3
extreme wounds the character will fully recover after 3 months of rest. Treatment is
necessary!

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

Bleeding (Optional Rule)


Bleeding can be caused by wounds suffered by a character. Wounds caused by piercing, cutting
and tearing sources cause bleeding more easily than wounds caused by blunt sources. The biggest
danger of bleeding is exsanguination (bleeding out to the point of death). The next biggest danger of
bleeding is infection (optional rule). Bleeding can be external or internal. Each wound level can
cause the same rate of bleeding however, we are generally only concerned with major and extreme
bleeding. Minor and moderate bleeding will usually take care of itself though at the GM's discretion
infection may still be a factor.

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

Treating Bleeding Wounds


Treatment of bleeding wounds requires a medical skill test.

Bleeding Success Level


Rate required to stop
bleeding
Major Moderate
Extreme Major

Treating Blood Loss
Treatment of blood loss depends on the amount of blood lost.
Blood Loss Treatment required to stabilize
up to 15% Rest and oral hydration
up to 30% IV hydration via Saline/Ringer
up to 40% Blood transfusion
over 40% Miracle
With proper hydration the body will replace about 5% of its blood volume per hour. However this is
mostly plasma. The body will replace red blood cells at about 5% per week.

Complication from Blood Loss


Even after being stabilized there can be complications due to blood loss. Ever hour that a character is
at less than 80% blood volume they must make condition test.

Condition & Will to Live


Depending on the severity of a character's wounds they may suffer more than just the inconvenience
of pain hindering their actions. People can pass out from pain. More serious wounds can cause
longer lasting conditions or even death. If a character reaches a point where they may test for
condition the character's Derived Attribute of Will to Live comes into play.

Derived Attribute: Will to Live


1. Add Body rating
2. Add Soul rating
3. Apply Modifiers if applicable
4. Total equals Will to Live rating
Condition Test
1. Roll 2D6
2. Add Will to Live rating
3. Apply Modifiers
4. Total equals Condition Score

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 & Called Shots (Optional Rule)


Called Shots are generally a part of every role playing game which involves combat. In reality not
calling a shot doesn't place the shot into some magical place that absorbs damage. It will land some
where on the body regardless of intention or lack there of. If the Hit Location rule is used roll on the
hit chart after a successful attack or if a character is making a Called Shot see the chart for
Penalties to the Combat Skill Test

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

Left Leg 1-2 -2


*Head wounds apply a -6 penalty to a Condition Test if they cause a Condition Check.

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

Derived Attribute Will Power


Will Power is defined as control of one's impulses and actions; self control. Events can happen that
are designed to or as a side effect may evoke a specific action, possibly an involuntary one, from a
character. Character A is hiding in the dark waiting for Character B to come into view so that
Character A can jump out and scare Character B. When this happens Character B being surprised
can react in several ways, but most likely jumping and possibly screaming are possible. Player B may
opt to roll a Will Power Test to control the character's actions.

Derived Attribute: Will Power
1. Add Mind rating
2. Add Soul rating
3. Apply Modifiers if applicable
4. Total equals Will Power rating

Will Power Test


5. Roll 2D6
6. Add Will Power rating
7. Apply modifiers
8. Total equals Will Power Score

Tertiary Attributes - Personal Qualities (Optional Rule)
Merits, flaws, gifts, talents, qualities, these Tertiary Attributes are personal traits which go beyond
the Core Attributes and Defining Qualities but may compliment them. Like the Soul attribute
Personal Traits can deal with more abstract aspects of a character, like how some people are more
gifted with math, some people are cool under fire. Usually these Personal Traits arise under certain
circumstances.

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

Please send feedback to chaosrex at gmail or reply to the reddit thread. Thank you!

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