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The TRINITY CORE Basic Rules document is divided into several "Chapters".

USING TIS GUI!E


Chapter " is a#out the #asic rules o$ the %ame. It tal&s a#out ma&in% tests'
Difculty ratin%s' and (hat )ou*ll need to %et started pla)in% the %ame.
Chapter + details creatin% characters' providin% the rules and %uidance
)ou*ll need to ma&e the persona )ou*ll pla) in the %ame. It includes the
various races' archet)pes and speciali,ation' #ac&%rounds' e-uipment and
an) additional customi,ation option that )ou can choose to add .avor to )our
character. /an) o$ the rules in Chapter + rel) on material $ound in Chapter 0
and 1.
Chapter 0 e2pands on the rules o$ ho( to pla) the %ame #e)ond the #asics
descri#ed in Chapter ". This chapter covers the &inds o$ die rolls )ou*ll ma&e
to determine success or $ailure at the %iven tas&. This chapter also
summari,es the three #road cate%ories o$ activit) )our characters (ill
en%a%e themselves in durin% their e2ploits. These activities include3
E2ploration' Interaction' and Com#at.
Chapter 1 is all a#out eldritch lore. It covers the nature o$ the various t)pes
o$ ma%ic $ound in the various settin%s o$ Trinit) Core. It covers all $orms o$ 45'
#oth supernatural and -uasi6scientici7cal happenin%s. This chapter deals (ith
the rules o$ spellcastin%' $or (hich it o8ers traditional methods o$ spellcastin%
in addition to variations such as /ana 9ools. In addition it deals (ith
Bionetics' technolo%ical (onders %ra$ted into #iolo%ical recipients.
G:/E !ICE
The %ame uses pol)hedral dice (ith di8erent num#ers o$ sides. These dice
come in sets that can #e $ound in various places across the (e#' or in local
%amin% stores. In these rules' the various dice are are$ered to #) the letter d
$ollo(ed #) the num#er o$ sides3 a d"; meanin% a ten6sided die' $or e2ample.
Te most common dice used in Trinit) Core are the d";s' thou%h d1s' d<s'
and d=s are also used. Somet occasions call $or a percentile dice' or d>. To
roll a percentile dice roll t(o di8erent ten6sided dice num#ered $rom ; to ?.
One die @desi%nated #e$ore )ou rollA %ives the tens di%it' and the other the
ones di%it. I$ )ou roll a B on the tens dice' and a ; on the ones dice' )ou*d
have rolled a result o$ B;. Rollin% t(o ;s represents a roll o$ ";;. Some ten6
sided dice are num#ered in tents @;;' ";' +;' 0;' 1; and so onA' ma&in% it
easier to distin%uish the tens di%it $rom the ones di%it. : roll o$ ; and ;;
results in ";;.
ROCCING TESTS
Trinit) Core uses t(o ten6sided dice @+d";A to determine the success or
$ailure o$ a %iven tas&. To determine success or $ailure roll +d"; and add
modi7ers or :ttri#ute die results to the total value. :n) result that e-uals the
Difculty TN o$ the tas& or #eats it' succeeds. /ishaps occur (hen a
character rolls a " on either o$ the +d";s. /ishaps have a /ishap event chart
(hich tells the Re$eree and 9la)er hat the conse-uences o$ the mishap are.
/IS:9 C:RT
+6< Nothin% appens
B6? Deapon Speed lo(ers to "'
";6"+ :ction Cloc& resets
""6"1 Deapon Brea&s or /is7res
"E6"B !ra(s Opportunit)
"=6+; Deapon E2plodesFShatters @!ealin% +C to all (ithin ";*A
ROCCING INITI:TIGE
9la)ers roll initiative to determine (hen their character acts durin% com#at.
a character (ith a ++ Init %oes #e$ore a character (ith a "; init and so on.
:CTION CCOCHS
!urin% com#at' pla)ers set the Action Clock to determine (hen ther
characters turn to act arrives. Three dice are used $or this purpose a t(ent)6
$our sided @d+1A die' a t(elve6sided @d"+A
and a si26sided @d<A. :s each com#atant #e%ins the #attle' their Action Clocks
are set to ". :s the character ta&es actions in a Phase' the cloc& %oes up #)
". Dhen a cloc& reaches its ma2imum $ace value @sho(in% a < on a d< $or
instanceA. The character is entitled to a Iuic&enin%' ever) character has a
small num#er o$ -uic&enin%s" in their repertoire' some %iven #) talents' and
some #) the (or&in%s o$ the character*s Uni-ue Talent. 4or more re%ardin%
-uic&enin%s see the Iuic&enin% entr) in Chapter +.
Once the character*s -uic&enin%s have all resolved' the cloc& starts ane(. :
$e( -uic&enin%s call $or a Cimit Brea&. Dhenever )our character %ains a limit
#rea&' )ou roll $rom the Cimit Brea& ta#le $ound on chapter +. Each class has
its o(n chart o$ limit #rea&s.

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