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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:core-rules: |
| - | + | ||
| - | The term Actor replaces " | + | |
| - | + | ||
| - | 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. [[:glossary|Actor Sheets]], if they exist, describe the powers and abilities of the thief and the merchant of course, and how difficult it might be to avoid being robbed or swindled, but in TnT, the city itself is also an Actor, albeit an abstract one, which can take actions like " | + | |
| ===== Actor Elements ===== | ===== Actor Elements ===== | ||
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| - **The Trine** — all of their 3 main Aspects: Mind, Body & Spirit | - **The Trine** — all of their 3 main Aspects: Mind, Body & Spirit | ||
| - **Trine Aspect (TA)**— one of the 3 Aspects, Mind, Body or 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 | + | - **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)**— the sum of all three Trine Scores | - **Total Trine Score (TTS)**— the sum of all three Trine Scores | ||
| - **Attributes (AT)** — each Aspect is further broken down into 3 Attributes | - **Attributes (AT)** — each Aspect is further broken down into 3 Attributes | ||
| - | | + | - **Attribute Value (AV)**— the numerical value of each Trine Attribute |
| - **Build Budget** — how many Build Points are used to create the Actor | - **Build Budget** — how many Build Points are used to create the Actor | ||
| - **Rank**— a calculation of power level relative to other Actors that is derived from Build Budget | - **Rank**— a calculation of power level relative to other Actors that is derived from Build Budget | ||
| - | | + | - **Wildcard Rank**— an Edge PC Actors have over NPC Actors derived from Rank |
| ==== Build Budget ==== | ==== Build Budget ==== | ||
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| | __**R95**: 873–881__ | **R96**: 882–890 | __**R97**: 891–899__ | **R98**: 900 | | | | __**R95**: 873–881__ | **R96**: 882–890 | __**R97**: 891–899__ | **R98**: 900 | | | ||
| - | ---- | + | ==== The Trine ==== |
| + | All Actors have three Aspects called the Trine. Those three Trine Aspects (TAs) are: // | ||
| + | Each TA is further broken down into 3 Attributes (ATs) described below. | ||
| - | The articles under this page go into detail about how Actors are defined in the Core Rules, and how to create them: | + | === Abbreviations === |
| - | {{indexmenu> | + | 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. |
| - | <WRAP center round tip 100%> | + | __**MIND Aspect**__ |
| - | ==== GM Sanity Check Sidebar (Beer-Proof Math) ==== | + | * **Reason** |
| + | * **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 | ||
| - | Use this when you’re reading an Actor serial or building one by hand. | + | ---- |
| + | ==== Attributes ==== | ||
| - | === 1) Trine Score (TS) for each TA === | + | ---- |
| - | For each Trine Aspect (Mind/ | + | |
| - | **TS = floor((AV1 + AV2 + AV3) / 3)** | + | === MIND: REA, KNO, QUI === |
| + | == Reason (REA) == | ||
| + | Reason is a measure an Actor' | ||
| + | == Knowledge | ||
| + | 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 | ||
| + | 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.** | ||
| - | * Treat absent **“—”** as **0** for TS. | + | ---- |
| - | * **Min-1 rule:** if the result would be 0 but **at least one** of the three AVs is non-zero, TS becomes **1**. | + | |
| - | **Quick check:** add the three AVs, divide by 3, drop remainder. | + | === BODY: STR, FIT, AGI === |
| + | == Strength (STR) == | ||
| + | Strength is a measure of an Actor' | ||
| - | === 2) Total Trine Score (TTS) === | + | == Fitness |
| - | **TTS = TS(Mind) + TS(Body) + TS(Spirit)** | + | Fitness measures how physically fit the Actor is. It is associated with the Action Card tags **Endure, Long Push, Sustain, Recover, Brace/Hold** |
| - | (Handy “encounter power” glance value.) | + | == Agility |
| + | Agility measures how physically quick the Actor is, their reaction time speed, as well as their hand-eye coordination. It is associated with the Action Card tags **Finesse, Evade, Maneuver, Balance, Precision** | ||
| - | === 3) Build Budget (BB) === | + | ---- |
| - | **BB = (sum of all 9 AVs) + (Build Points spent on Abilities/ | + | |
| - | In serials written as **(BB/AbSpent)**: | + | === SPIRIT: WIL, INT, PRE === |
| - | * `BB` is total budget | + | == Willpower |
| - | * `AbSpent` | + | Willpower |
| - | | + | |
| - | === 4) Rank (R) === | + | == Presence |
| - | **R = 1 + floor((BB − 27) / 9)**, minimum **1** | + | Presence measures the Actor' |
| - | * Villager baseline: **BB=27 → R1** | + | == 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, |
| - | === 5) Wildcard Rank (WR) === | + | ---- |
| - | Wildcards are heroic by default: | + | |
| - | * 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** | + | ==== Non-Numeric Attributes ==== |
| - | **Refresh:** Wildcards refresh **once per Conflict**, not per Hand (“zip guns”). | + | 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. |
| - | === 6) Actor Serial quick read === | + | ---- |
| - | **Format: | + | |
| - | `R{R}/ | + | |
| - | Notes: | + | ===== Record Keeping ===== |
| - | * `@` means **AV=100** | + | **Actor Sheets**—Each Actor has a " |
| - | * Use `-` inside triplets for absent Attributes | + | |
| - | * TS is included inline (e.g., `M3(...)`) to show bid caps at a glance. | + | |
| - | === Worked micro-example === | + | **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. |
| - | `R1/ | + | |
| - | | + | **Stat Block**—Because several numerical values actually describe an Actor, they are often described in a numerical " |
| - | | + | |
| - | | + | |
| - | </WRAP> | + | Below is the standard format of a Stat Block: |
| + | **R{R}/{WR}(BB[/ | ||
| + | * **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>: | ||
