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| ====== Actors ====== | ====== Actors ====== | ||
| - | <WRAP center round important 60%> | + | **// |
| - | Work in progress page... | + | |
| - | </ | + | For example, if the PCs entered a city, the GM might have a thief NPC Actor who tries to pickpocket on of the PC Actors, and there may also be a merchant in that city selling expensive gear the players are interested in. [[content-packs: |
| - | The term Actor replaces " | + | ===== Actor Elements ===== |
| - | For example, if the PCs entered a city, the GM might have a thief NPC Actor who tries to pickpocket | + | Every Actor is created using these elements: |
| + | - **The Trine** — all of their 3 main Aspects: Mind, Body & Spirit | ||
| + | - **Trine Aspect (TA)**— one of the 3 Aspects, Mind, Body or Spirit | ||
| + | - **Trine Score (TS)**— calculated by averaging all 3 Trine Attributes of an Aspect. TS is //never reduced// by bidding or damage and is the //maximum amount// an Actor may bid on an Attribute (Action). | ||
| + | - **Total Trine Score (TTS)**— | ||
| + | - **Attributes (AT)** — each Aspect is further broken down into 3 Attributes | ||
| + | - **Attribute Value (AV)**— | ||
| + | - **Build Budget** — how many Build Points are used to create | ||
| + | - **Rank**— a calculation of power level relative | ||
| + | - **Wildcard Rank**— | ||
| - | The articles under this page go into detail about how Actors are defined in the Core Rules, and how to create them: | + | ==== Build Budget ==== |
| - | {{indexmenu>: | + | The Trine Attributes of all Actors may range in power from 0— 100. An average adult human has Attribute Value 3 on all Attributes. The most powerful Actor that can be created in the game has 100 AV on all ATs. |
| - | <WRAP center round tip 100%> | + | **Build Points ** are used to increase Actor AVs above 0, so the average adult human mentioned above has a Build Budget of 27 Build Points: |
| - | ==== GM Sanity Check Sidebar | + | |
| - | Use this when you’re reading an Actor serial or building one by hand. | + | ==== Rank and Wildcards ==== |
| - | === 1) Trine Score (TS) for each TA === | + | **Rank** describes how powerful an Actor is based on their Build Budget. |
| - | For each Trine Aspect (Mind/ | + | |
| - | **TS = floor((AV1 + AV2 + AV3) / 3)** | + | **Wildcards** are special Tokens that only PC actors receive that give them an Edge over NPCs. The Ranks when a PC Actor gains a Wildcard are underlined in the Rank table below following this formula: |
| - | | + | **Wildcard Rank progression: |
| - | * **Min-1 rule:** if the result would be 0 but **at least one** of the three AVs is non-zero, TS becomes **1**. | + | WR = 1 + floor((R − 1) / 2)** |
| + | So WR increases | ||
| - | **Quick check:** add the three AVs, divide by 3, drop remainder. | + | Examples: R1–2 → WR1, R3–4 → WR2, R5–6 → WR3, R7–8 → WR4 |
| - | === 2) Total Trine Score (TTS) === | + | ^ Rank → BB range ^ ^ ^ ^ ^ |
| - | **TTS = TS(Mind) + TS(Body) + TS(Spirit)** | + | | **R0**: 0–26 | __**R1**: 27–35__ | **R2**: 36–44 | __**R3**: 45–53__ | **R4**: 54–62 | |
| + | | __**R5**: 63–71__ | **R6**: 72–80 | __**R7**: 81–89__ | **R8**: 90–98 | __**R9**: 99–107__ | | ||
| + | | **R10**: 108–116 | __**R11**: 117–125__ | **R12**: 126–134 | __**R13**: 135–143__ | **R14**: 144–152 | | ||
| + | | __**R15**: 153–161__ | **R16**: 162–170 | __**R17**: 171–179__ | **R18**: 180–188 | __**R19**: 189–197__ | | ||
| + | | **R20**: 198–206 | __**R21**: 207–215__ | **R22**: 216–224 | __**R23**: 225–233__ | **R24**: 234–242 | | ||
| + | | __**R25**: 243–251__ | **R26**: 252–260 | __**R27**: 261–269__ | **R28**: 270–278 | __**R29**: 279–287__ | | ||
| + | | **R30**: 288–296 | __**R31**: 297–305__ | **R32**: 306–314 | __**R33**: 315–323__ | **R34**: 324–332 | | ||
| + | | __**R35**: 333–341__ | **R36**: 342–350 | __**R37**: 351–359__ | **R38**: 360–368 | __**R39**: 369–377__ | | ||
| + | | **R40**: 378–386 | __**R41**: 387–395__ | **R42**: 396–404 | __**R43**: 405–413__ | **R44**: 414–422 | | ||
| + | | __**R45**: 423–431__ | **R46**: 432–440 | __**R47**: 441–449__ | **R48**: 450–458 | __**R49**: 459–467__ | | ||
| + | | **R50**: 468–476 | __**R51**: 477–485__ | **R52**: 486–494 | __**R53**: 495–503__ | **R54**: 504–512 | | ||
| + | | __**R55**: 513–521__ | **R56**: 522–530 | __**R57**: 531–539__ | **R58**: 540–548 | __**R59**: 549–557__ | | ||
| + | | **R60**: 558–566 | __**R61**: 567–575__ | **R62**: 576–584 | __**R63**: 585–593__ | **R64**: 594–602 | | ||
| + | | __**R65**: 603–611__ | **R66**: 612–620 | __**R67**: 621–629__ | **R68**: 630–638 | __**R69**: 639–647__ | | ||
| + | | **R70**: 648–656 | __**R71**: 657–665__ | **R72**: 666–674 | __**R73**: 675–683__ | **R74**: 684–692 | | ||
| + | | __**R75**: 693–701__ | **R76**: 702–710 | __**R77**: 711–719__ | **R78**: 720–728 | __**R79**: 729–737__ | | ||
| + | | **R80**: 738–746 | __**R81**: 747–755__ | **R82**: 756–764 | __**R83**: 765–773__ | **R84**: 774–782 | | ||
| + | | __**R85**: 783–791__ | **R86**: 792–800 | __**R87**: 801–809__ | **R88**: 810–818 | __**R89**: 819–827__ | | ||
| + | | **R90**: 828–836 | __**R91**: 837–845__ | **R92**: 846–854 | __**R93**: 855–863__ | **R94**: 864–872 | | ||
| + | | __**R95**: 873–881__ | **R96**: 882–890 | __**R97**: 891–899__ | **R98**: 900 | | | ||
| - | (Handy “encounter power” glance value.) | + | ==== The Trine ==== |
| + | All Actors have three Aspects called the Trine. Those three Trine Aspects (TAs) are: // | ||
| - | === 3) Build Budget (BB) === | + | Each TA is further broken down into 3 Attributes |
| - | **BB = (sum of all 9 AVs) + (Build Points spent on Abilities/ | + | |
| - | In serials written as **(BB/ | + | === Abbreviations === |
| - | * `BB` is total budget | + | |
| - | * `AbSpent` is optional | + | |
| - | * AV total is implied as `BB − AbSpent` | + | |
| - | === 4) Rank (R) === | + | Throughout these rules, the nine ATs of The Trine are written either spelled out, abbreviated to three capital letters, or abbreviated to just one capital letter. |
| - | **R = 1 + floor((BB − 27) / 9)**, minimum **1** | + | |
| - | | + | __**MIND Aspect**__ |
| - | * Bigger BB = higher Rank. | + | |
| + | * **Knowledge** - KNO - K | ||
| + | * **Quickness** - QUI - Q | ||
| + | __**BODY Aspect**__ | ||
| + | * **Strength **- STR - S | ||
| + | * **Fitness** - FIT - F | ||
| + | * **Agility** - AGI - A | ||
| + | __**SPIRIT Aspect**__ | ||
| + | * **Willpower** - WIL - W | ||
| + | * **Presence** - PRE - P | ||
| + | * **Intuition** - INT - I | ||
| - | === 5) Wildcard Rank (WR) === | + | ---- |
| - | Wildcards are heroic by default: | + | ==== Attributes ==== |
| - | * PCs list **WR** | + | |
| - | * NPCs without wildcards omit WR or use `/0` | + | |
| - | * Featured/ | + | |
| - | **Default WR progression: | + | ---- |
| - | **WR = 1 + floor((R − 1) / 2)** | + | |
| - | (WR increases at R3, R5, R7, …) | + | |
| - | **Spend cap:** max **1 Wildcard per Hand** | + | === MIND: REA, KNO, QUI === |
| - | **Refresh:** Wildcards refresh **once per Conflict**, not per Hand (“zip guns”). | + | == Reason (REA) == |
| + | Reason is a measure an Actor' | ||
| + | == Knowledge (KNO) == | ||
| + | Knowledge this represents the sheer volume of data retained by the Actor, although it may be gathered through life experience or formal education. A historian who remembers vast swaths of ancient legends, a scientist who has memorized the periodic table of elements, or even a game show contestant who knows endless pop culture trivia, are all examples of Actors with a high knowledge Attributes. It is associated with the Action Card tags **Recall, Craft, Technical, Protocol, Research, Lore.** | ||
| + | == Quickness (QUI) == | ||
| + | Quickness is the speed of thought, the ability to make a witty comeback with a joke, draw a fast conclusion to a problem, and decisiveness. It is associated with the Action Card tags **React, Think Fast, Slight, Improvise.** | ||
| - | === 6) Actor Serial quick read === | + | ---- |
| - | **Format: | + | |
| - | `R{R}/ | + | |
| - | Notes: | + | === BODY: STR, FIT, AGI === |
| - | * `@` means **AV=100** | + | == Strength |
| - | * Use `-` inside triplets for absent Attributes | + | Strength is a measure of an Actor' |
| - | * TS is included inline | + | |
| - | === Worked micro-example === | + | == Fitness (FIT) == |
| - | `R1/1(34/ | + | Fitness measures how physically fit the Actor is. It is associated with the Action Card tags **Endure, Long Push, Sustain, Recover, Brace/Hold** |
| - | * TS: 3/3/3 → TTS 9 | + | == Agility (AGI) == |
| - | * BB 34 with 7 AbSpent → AV total 27 | + | Agility measures how physically quick the Actor is, their reaction time speed, as well as their hand-eye coordination. It is associated |
| - | | + | |
| - | </WRAP> | + | ---- |
| + | |||
| + | === SPIRIT: WIL, INT, PRE === | ||
| + | == Willpower (WIL) == | ||
| + | Willpower is a measure of the Actor' | ||
| + | |||
| + | == Presence (PRE) == | ||
| + | Presence measures the Actor' | ||
| + | |||
| + | == Intuition (INT) == | ||
| + | Intuition is a measure of how accurately the Actor guesses things correctly, feels the right answer without knowing why, or avoids acting foolish. It also determines how aware an Actor is of their circumstances, | ||
| + | |||
| + | ---- | ||
| + | |||
| + | |||
| + | ==== Non-Numeric Attributes ==== | ||
| + | Some Actors in the game will have a dash (-) listed next to a Stat. For example, a magical talking door, or a zombie, might list **//FIT: - //**, or an avalanche might be listed with only STR and AGI stats, but have dashes all other Stats. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Record Keeping ===== | ||
| + | **Actor Sheets**—Each Actor has a " | ||
| + | |||
| + | **Actor Deck**—Because this is a card game, each Actor also has a Deck of cards and a Stack of tokens that represent their current state. Their current state may change based on the outcome of hands. | ||
| + | |||
| + | **Stat Block**—Because several numerical values actually describe an Actor, they are often described in a numerical " | ||
| + | |||
| + | Below is the standard format of a Stat Block: | ||
| + | **R{R}/ | ||
| + | * **R** stands for Rank, and {R} is their numerical Rank | ||
| + | * **{WR}** is the numerical value of their Wildcard Rank (if the don't have one it will be 0) | ||
| + | * **BB** is their Build Budget expressed as a number | ||
| + | * **AbSpent** is always 0 in the Core Rules. | ||
| + | * **M{TS}, B{TS}, and S{TS}** are their Mind/ | ||
| + | * The **@** is used to represent an AV of 100 (extremely rare) | ||
| + | |||
| + | Example: average human villager Stat Block: | ||
| + | **R1/ | ||
| + | |||
| + | ---- | ||
| + | ===== Core Actor Articles ===== | ||
| + | The articles under this page go into detail about how Actors are defined in the Core Rules, and how to create them: | ||
| + | |||
| + | {{indexmenu>: | ||
