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core:actors:start [2026/01/06 17:34] – [Actor Elements] jobcore:actors:start [2026/02/06 03:56] (current) job
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 ====== Actors ====== ====== Actors ======
  
-<WRAP center round important 60%> +**//People//**, **//Places//** and **//Things//** are all considered to be Actors in the No-Dice RPG"Actorreplaces the term "Character" from other RPGs, and is also used to describe anything that can take an Action or that can interact with another Actor. "People" Actors include PCs that Players create, and also NPCs controlled by the GM that include things like animals, sentient beingsrobotsetc. (anything with Mind Aspect). "Place and Thing" are a special type of Actorcalled **[[abstract|Abstract Actors]]**, and generally do not have Mind or Spirit Aspects, but some do (like magic sword, haunted graveyard, etc.) 
-Work in progress page... +  
-</WRAP> +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:handouts#actor_sheets|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 the ND RPG, the city itself is also an Actor, albeit an abstract one, which can take actions like "pickpocket," and "swindle." This abstraction allows the GM to have a [[:glossary|Stat Block]] for the city itself, and know it's abilities and their difficulty quickly when the PCs enter it, even without any other NPCs generated. Abstract Actors can be anything, a Swamp that causes the Foggy Condition, a Spaceship that uses its AGI to attack with lasers and evade attacks,  A mountain that "attacks" using an Avalanche, etc. 
- +
-The term Actor replaces "Character" from other RPGs. This is because in TnT, anything that can take an Action and interact with another Actor is considered to be an Actor. Players create Actors that they play throughout the gamebut the GM also creates, or uses source material that contains Actors. Obvious Actors are things like sentient creatureslike human Player Characters (PCs)or monsters or aliens that the the GM controls as Non-Player Characters (NPCs). But unlike other gamesthe GM in TnT will also use Actors to describe abstract things that interact with the PC Actors.  This gives the GM consistent way to quantify the powers and abilities of those entities  +
- +
-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 "pickpocket," and "swindle." This abstraction allows the GM to have an Actor Sheet for the city itself, and know it's abilities and their difficulty quickly when the PCs enter it, even without any other NPCs generated. Abstract Actors can be anything, a Swamp that causes the Foggy Condition, a Spaceship that uses its lasers to attack and its AGI score to evade attacks,  A mountain that "attacks" using an Avalanche, etc.  +
- +
-===== Record Keeping ===== +
-**Actor Sheets**—Each Actor has a "character sheet" called an Actor Sheet.  This can be a simple piece of paper that is filled out, but is more commonly a blank formatted template. Their Sheet tracks the persistent state of an Actor that will remain the same unless they gain or lose power through gameplay. +
- +
-**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.  They may gain or lose cards and tokens, but only those changes that persist are recorded on the Actor Sheet. The Actor Deck and Token Stacks track everything else+
  
 ===== 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
Line 76: Line 67:
 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.  They are also always displayed in this canonical order: 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.  They are also always displayed in this canonical order:
  
-__MIND__ +__**MIND Aspect**__ 
-  * Reason - REA - R +  * **Reason** - REA - R 
-  * Knowledge - KNO - K +  * **Knowledge** - KNO - K 
-  * Quickness - QUI - Q +  * **Quickness** - QUI - Q 
-__BODY__ +__**BODY Aspect**__ 
-  * Strength - STR - S +  * **Strength **- STR - S 
-  * Fitness - FIT - F +  * **Fitness** - FIT - F 
-  * Agility - AGI - A +  * **Agility** - AGI - A 
-__SPIRIT__ +__**SPIRIT Aspect**__ 
-  * Willpower - WIL - W +  * **Willpower** - WIL - W 
-  * Presence - PRE - P +  * **Presence** - PRE - P 
-  * Intuition - INT - I+  * **Intuition** - INT - I
  
 ---- ----
- +==== Attributes ====
-=== MIND: REA, QUI, KNO === +
-== Reason (REA) == +
-Reason is a measure an Actor's is ability to problem-solve, their grasp of logic, as well as a measure of how fast they are able to learn.   +
-==== 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.  +
-<hidden onHidden="Click to see table of examples" onVisible="Click to hide table of examples"> +
-^ Stat  ^ Example Species                   ^ Example Capability                        ^ +
-| 0     | A non-sentient object             | Nothing, can't think                 | +
-| 1                                                                            | +
-| 2                                                                            | +
-| 3     | A an average human                |                                      | +
-| 4                                                                            | +
-| 5                                                                            | +
-| 7                                                                            | +
-| 10    |                                                                        | +
-| 15    |                                                                        | +
-| 30    |                                                                        | +
-| 50    |                                                                        | +
-| 100   | Loki, Norse trickster god         | Able to trick any other god          | +
-</hidden> +
-==== 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 stat.  +
-<hidden onHidden="Click to see table of examples" onVisible="Click to hide table of examples"> +
-^ Stat  ^ Example Species                   ^ Example Capability                        ^ +
-| 0     | A stone                           | Nothing, doesn't know anything       | +
-| 1                                                                            | +
-| 2                                                                            | +
-| 3     | A an average human                |                                      | +
-| 4                                                                            | +
-| 5                                                                            | +
-| 7                                                                            | +
-| 10    |                                                                        | +
-| 15    |                                                                        | +
-| 30    |                                                                        | +
-| 50    |                                                                        | +
-| 100   | Thoth, Egyptian god of knowledge  | Invent astronomy, math, geometry     | +
-</hidden>+
  
 ---- ----
  
-===== BODYSTRAGIFIT ===== +=== MINDREAKNOQUI === 
-==== Strength (STR====  +== Reason (REA) == 
-Strength is a measure of an Actor'physical strength, i.e. the ability to lift heavy objectshave big muscles, etc.  Strength points can be added to any double-blind contest where being strong has an effect on the outcome: melee combat, a Task Check to bash down a door, etcThis is one of the three stats that adds to how many [[deprecated:rules:core:actors:hit-points|Hit Points]] an Actor has. +Reason is a measure an Actor'is ability to problem-solvetheir grasp of logicas well as measure of how fast they are able to learnIt is associated with the Action Card tags **AnalyzePlanLogicDeduceDiagnose.** 
-<hidden onHidden="Click to see table of examples" onVisible="Click to hide table of examples"> +== Knowledge (KNO) == 
-^ Stat  ^ Example Species                   ^ Lift or Throw                        ^ +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 elementsor even game show contestant who knows endless pop culture triviaare all examples of Actors with a high knowledge Attributes. It is associated with the Action Card tags **RecallCraft, TechnicalProtocol, Research, Lore.** 
-| 0     | An unconscious Actor              | Nothing                             | +== Quickness (QUI) == 
-| 1     | A young human child or pixie      | small objects weighing a few pounds +Quickness is the speed of thought, the ability to make witty comeback with a jokedraw a fast conclusion to a problem, and decisiveness. It is associated with the Action Card tags **React, Think Fast, SlightImprovise.** 
-| 2     | A human adolescent or female elf  | lift 100lbsthrow less than 10lbs   | +
-| 3     | A an average human                | deadlift 200lbsthrow less than 20lbs                                     | +
-| 4     | A an average Half-Orc                                                  | +
-| 5     | A an average Orc                  |                                      | +
-| 7     | A an average Ogre                                                      | +
-| 10    | A an average Hill Giant                                                | +
-| 15    | A an average Stone Giant          |                                      | +
-| 30    | A an average Titan                |                                      | +
-| 50    | A an average Leviathan            |                                      | +
-| 100   | Magnithe Norse god of strength  | Lift a castlethrow a ship         | +
-</hidden> +
-==== Agility (AGI==== +
-Agility measures how physically quick the Actor istheir reaction time speed, as well as their hand-eye coordination.  Agility points can be added to any Double-Blind Contest where being coordinated or quick has an effect on the outcome: missile combat, a Task Check to cross a river on a logetc.  +
-<hidden onHidden="Click to see table of examples" onVisible="Click to hide table of examples"> +
-^ Stat  ^ Example Species                   ^ Example Capability                        ^ +
-| 0     | A plant                           | Nothingcan't move                  | +
-| 1                                                                            | +
-| 2                                                                            | +
-| 3     | A an average human                |                                      | +
-| 4                                                                            | +
-| 5                                                                            | +
-| 7                                                                            | +
-| 10    |                                                                        | +
-| 15    |                                                                        | +
-| 30    |                                                                        | +
-| 50    |                                                                        | +
-| 100   | Hermesthe Greek god of speed    | Able to outrun any mortal            | +
-</hidden> +
-==== Fitness (FIT==== +
-Fitness measures how physically fit the Actor is.  This stat is is analogous to Constitutionor in other rule systems, Endurance. It plays a similar role in the rule system for physical perseverence as Willpower does for Spirit contests.  Fitness points can be added to any Double-Blind Contest where being healthy has an effect on the outcome: Task Check to force march with an army overnightor to survive the effects of poisonfor example+
  
-Fitness also has the important role in determining how long an Actor can participate in combat without suffering penalties.  See the [[deprecated:rules:core:combat:|Combat]] articles for more detail.  This is one of the three stats that adds to how many [[deprecated:rules:core:actors:hit-points|Hit Points]] an Actor has. 
-<hidden onHidden="Click to see table of examples" onVisible="Click to hide table of examples"> 
-^ Stat  ^ Example Species                   ^ Example Capability                        ^ 
-| 0     | A ghost                           | None, can't interact with the material world | 
-| 1                                                                            | 
-| 2                                                                            | 
-| 3     | A an average human                |                                      | 
-| 4                                                                            | 
-| 5                                                                            | 
-| 7                                                                            | 
-| 10    |                                                                        | 
-| 15    |                                                                        | 
-| 30    |                                                                        | 
-| 50    |                                                                        | 
-| 100   | Atlas, the giant who holds up the world    |             | 
-</hidden> 
 ---- ----
  
 +=== BODY: STR, FIT, AGI ===
 +== Strength (STR) ==
 +Strength is a measure of an Actor's ability to exert physical force. It is associated with the Action Card tags **Brute Force, Overpower, Lift/Carry, Break** 
  
 +== Fitness (FIT) ==
 +Fitness measures how physically fit the Actor is.  It is associated with the Action Card tags **Endure, Long Push, Sustain, Recover, Brace/Hold** 
  
-===== SPIRIT: WIL, INT, PRE ===== +== Agility (AGI) == 
-==== Willpower (WIL==== +Agility measures how physically quick the Actor is, their reaction time speedas well as their hand-eye coordination. It is associated with the Action Card tags **FinesseEvadeManeuverBalancePrecision** 
-Willpower is a measure of the Actor's determinationdiscipline and perseverance.  This stat effects their ability to resist torture or similar hardship, their conviction to their goals, and represents their self confidence.  Will points can be added to any Double-Blind Contest where the strength of one's spirit has an effect on the outcome: casting a spell, trying to intimidate NPC Actor, trying to resist being possessed by a ghost, etc.  +
-<hidden onHidden="Click to see table of examples" onVisible="Click to hide table of examples"> +
-^ Stat  ^ Example Species                   ^ Example Capability                        ^ +
-| 0     | A possessed creature              | Unable to act or think independently | +
-| 1                                                                            | +
-| 2                                                                            | +
-| 3     | A an average human                |                                      | +
-| 4                                                                            | +
-| 5                                                                            | +
-| 7                                                                            | +
-| 10    |                                                                        | +
-| 15    |                                                                        | +
-| 30    |                                                                        | +
-| 50    |                                                                        | +
-| 100   | Sisyphus, greek myth symbolizing the power of perseverance   | Roll a boulder up a hill for eternity +
-</hidden> +
-==== 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, their ability to notice things that aren't obvious, spot someone hiding nearby, etc. Intuition points can be added to any Double-Blind Contest where being able to feel what's right or detect something hidden has an effect on the outcome: trying to sense the mood of an NPC Actor, trying to determine the Difficulty of an Action in advance, etc.  +
-<hidden onHidden="Click to see table of examples" onVisible="Click to hide table of examples"> +
-^ Stat  ^ Example Species                   ^ Example Capability                        ^ +
-| 0     | An unconscious being              | Not aware of their surroundings      | +
-| 1                                                                            | +
-| 2                                                                            | +
-| 3     | A an average human                |                                      | +
-| 4                                                                            | +
-| 5                                                                            | +
-| 7                                                                            | +
-| 10    |                                                                        | +
-| 15    |                                                                        | +
-| 30    |                                                                        | +
-| 50    |                                                                        | +
-| 100   | The Oracle of Delphi, chosen of Apollo   | The gift of prophecy      | +
-</hidden> +
-==== Presence (PRE) ==== +
-Presence measures the Actor's charisma, force of personality, their leadership ability and determines how willing others are to be influenced by them. Presence can take many forms, but whether an Actor is a successful charlatan, a famous performer, a terrifying ogre, or a beloved king, this trait is immediately recognizable to all who witness it.   +
-In the case of Environmental Actors, PRE is a measure of the object's quality of craftsmanship, or impressiveness, in the case of places.  +
-<hidden onHidden="Click to see table of examples" onVisible="Click to hide table of examples"> +
-^ Stat  ^ Example Species                   ^ Example Capability                        ^ +
-| 0     | A mundane object                  | Leaves no impression on the beholder | +
-| 1                                                                            | +
-| 2                                                                            | +
-| 3     | A an average human                |                                      | +
-| 4                                                                            | +
-| 5                                                                            | +
-| 7                                                                            | +
-| 10    |                                                                        | +
-| 15    |                                                                        | +
-| 30    |                                                                        | +
-| 50    |                                                                        | +
-| 100   | Zeus, king of the gods            | Inspire gods and mortals alike       | +
-</hidden> +
----- +
- +
-===== Non-Numeric Stats ===== +
-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 statsbut be missing a definition of all other Stats.  Any missing stat in an Actor definition should be considered to also be a dash (-)meaning that the Stat is not applicable to that Actor; they simply don't possess that stat.  Such creatures are immune to any effect that damages that statas well as any action that is opposed by that stat.  For example, a zombie with **//FIT: - //** is immune to fatigue, since it reduces that Stat.  Similarly, a mindless avalanche may not be effected by a mind-effecting spell, since it has no Mind Stats.   +
- +
-Actors missing Stats, or with a dash (-) listed next to a Stat ignore any ante required to take actions dependent on that stat, meaning that although a zombie has no FIT stat, it is still able to make physical attacks in combat, because it may ignore the 1 FIT ante to do so.+
  
 ---- ----
  
 +=== SPIRIT: WIL, INT, PRE ===
 +== Willpower (WIL) ==
 +Willpower is a measure of the Actor's determination, discipline and perseverance.  This stat effects their ability to resist torture or similar hardship, their conviction to their goals, and represents their self confidence.  It is associated with the Action Card tags **Resist, Focus, Courage, Spiritual Strength**
  
-The articles under this page go into detail about how Actors are defined in the Core Rules, and how to create them:+== Presence (PRE) == 
 +Presence measures the Actor's charismaforce of personality, their leadership ability and determines how willing others are to be influenced by them. Presence can take many forms, but whether an Actor is a successful charlatan, a famous performer, a terrifying ogre, or a beloved king, this trait is immediately recognizable to all who witness it. It is associated with the Action Card tags **Interpersonal, Command, Perform, Deceive/Bluff**
  
-{{indexmenu>:core:actors:}}+== 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, their ability to notice things that aren't obvious, spot someone hiding nearby, etc. It is associated with the Action Card tags **Notice, Read Motives, Instinct, Sense Danger**
  
-<WRAP center round tip 100%> +----
-==== GM Sanity Check Sidebar (Beer-Proof Math) ====+
  
-Use this when you’re reading an Actor serial or building one by hand. 
  
-=== 1) Trine Score (TS) for each TA === +==== Non-Numeric Attributes ==== 
-For each Trine Aspect (Mind/Body/Spirit):+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.  Such creatures are immune to any effect that damages the missing stat, and may not play any Action card associated with missing stats.
  
-**TS = floor((AV1 + AV2 + AV3) / 3)**+----
  
-  Treat absent **”** as **0** for TS. +===== Record Keeping ===== 
-  * **Min-1 rule:** if the result would be but **at least one** of the three AVs is non-zero, TS becomes **1**.+**Actor Sheets**—Each Actor has a "character sheet" called an Actor Sheet.  This can be a simple piece of paper that is filled out, but is more commonly a blank formatted template. Their Sheet tracks the persistent state of an Actor that will remain the same unless they gain or lose power through gameplay.
  
-**Quick check:** add the three AVsdivide by 3, drop remainder.+**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.  They may gain or lose cards and tokensbut only those changes that persist are recorded on the Actor Sheet. The Actor Deck and Token Stacks track everything else
  
-=== 2) Total Trine Score (TTS) === +**Stat Block**—Because several numerical values actually describe an Actor, they are often described in a numerical "serial number" format shorthand. This allows the GM to read an NPC Actor's shorthand stat block and know at a glance how powerful they are, and how to play a Hand with them. It also keeps written Actor Stat Blocks brief in written materials. 
-**TTS = TS(Mind) + TS(Body) + TS(Spirit)**+
  
-(Handy “encounter power” glance value.)+Below is the standard format of a Stat Block: 
 +**R{R}/{WR}(BB[/AbSpent]) - M{TS}(REA/KNO/QUI) - B{TS}(STR/FIT/AGI) - S{TS}(WIL/PRE/INT)** 
 +  * **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 Extensions introduce Abilities and AbSpent tracks how many Build Points were spent on Abilities instead of Attributes. 
 +  * **M{TS}, B{TS}, and S{TS}** are their Mind/Body/Spirit Aspect Trine Scores, followed by the 3 Attributes that make up each Aspect in parentheses.  
 +  * The **@** is used to represent an AV of 100 (extremely rare)
  
-=== 3) Build Budget (BB) === +Example: average human villager Stat Block: 
-**BB = (sum of all 9 AVs(Build Points spent on Abilities/Extensions)**+**R1/1(27/0)-M3(3/3/3)-B3(3/3/3)-S3(3/3/3)**
  
-In serials written as **(BB/AbSpent)**: +---- 
-  * `BB` is total budget +===== Core Actor Articles ===== 
-  * `AbSpent` is optional +The articles under this page go into detail about how Actors are defined in the Core Rules, and how to create them:
-  * AV total is implied as `BB − AbSpent`+
  
-=== 4) Rank (R) === +{{indexmenu>:core:actors:}}
-**R = 1 + floor((BB − 27) / 9)**, minimum **1** +
- +
-  * Villager baseline**BB=27 → R1** +
-  * Bigger BB = higher Rank. +
- +
-=== 5) Wildcard Rank (WR) === +
-Wildcards are heroic by default: +
-  * PCs list **WR** +
-  * NPCs without wildcards omit WR or use `/0` +
-  * Featured/Boss NPCs may list WR if granted via Extension +
- +
-**Default WR progression:** +
-**WR = 1 + floor((R − 1) / 2)** +
-(WR increases at R3, R5, R7, …) +
- +
-**Spend cap:** max **1 Wildcard per Hand**   +
-**Refresh:** Wildcards refresh **once per Conflict**, not per Hand (“zip guns”). +
- +
-=== 6) Actor Serial quick read === +
-**Format:** +
-`R{R}/{WR}(BB[/AbSpent]) - M{TS}(REA/KNO/QUI) - B{TS}(STR/FIT/AGI) - S{TS}(WIL/PRE/INT)` +
- +
-Notes: +
-  * `@` means **AV=100** +
-  * Use `-` inside triplets for absent Attributes +
-  * TS is included inline (e.g., `M3(...)`) to show bid caps at a glance. +
- +
-=== Worked micro-example === +
-`R1/1(34/7)-M3(3/3/3)-B3(3/3/3)-S3(3/3/3)` +
- +
-  * TS: 3/3/3 → TTS 9 +
-  * BB 34 with 7 AbSpent → AV total 27 +
-  * R1 → WR1 +
- +
-</WRAP>+