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.