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-<WRAP center round tip 60%> 
-This page is a work in progress... Most content is currently [[deprecated:start|deprecated]] while I'm working on a major rules revision. 
-</WRAP> 
- 
 ====== Core Rules (Alpha) ====== ====== Core Rules (Alpha) ======
  
-===== What the Core Kernel Guarantees ===== +The Core Rules  are the always-on core of the game. They are designed to be easy to learn, and fast to run at the table, but infinitely expandable through [[extensions:start|Extensions]].  The Core Rules consist of these elements: 
-The Core Kernel is the always-on rules engine for resolving opposed situations using **cards + real tokens** (no dice, no fake tokens).+  - **[[.:actors:start|Actor Definition]]** (minimum) 
 +    - **[[.:actors:creation|Actor Creation]]** (minimum) 
 +    - **[[extensions:structural:advancement|Actor Advancement]]** (minimum) 
 +  - **[[automatic-actions|Automatic Action Resolution]]**--when player actions are not opposed 
 +  - **[[.:conflicts:start|Conflict Resolution]]**--for playing Hands when player actions //are// opposed  
 +  - **[[content-packs:core-rules:start|Content Pack]]**--cards and tokens for downloading and printing
  
-It guarantees: +===== Core Concepts ===== 
-  * A single repeatable procedure for conflict resolution (**Conflict → Hands**). +==== Integer Math Rules (Guiding Principle) ==== 
-  * Deterministic outcomes with **integer-only math**. +All math is integer-only to be quick and easy for players to do in their head. **No Fractions**-- if a rule would create a fraction, //**round down**//
-  * Bluff space (hidden commitments) and meaningful bet sizing (poker pressure). +
-  * Modular stability: Extensions must “plug in” at named hook points, not rewrite flow. +
- +
-===== Glossary (Kernel Terms) ===== +
-  * **Actor**: Any entity that can take actions (PCs, NPCs, monsters, hazards, etc.). +
-  * **Trine (the)**: all three aspects that make up an Actor: Mind / Body / Spirit. +
-  * **TA (Trine Aspect)**: one of Mind / Body / Spirit. +
-  * **TS (Trine Score)**: A TA’s score derived from averaging its three AVs. +
-  * **TTS (Total Trine Score)**: TS(Mind)+TS(Body)+TS(Spirit). +
-  * **Attribute**: 3 per Aspect,  9 total, that quantify Aspect power and versatility. +
-  * **AV (Attribute Value)**: The current rating of an Attribute (and the cap on how much you can bid from your stack on that Attribute). +
-  * **TD (Trine Dominance)**: The Mind/Body/Spirit dominance result (like Rock-Paper-Scissors) +
-  * **AD (Attribute Dominance)**: Attribute dominance result (including cross-aspect matchups, per the reference card). +
-  * **Hand**: One complete cycle (ante → commit → reveal → resolve → outcome). +
-  * **Conflict**: One or more Hands until victory/retreat/elimination/narrative end. +
-  * **Bid Tokens**: Attribute tokens used like poker chips during a Conflict. +
-  * **Wildcards**: Special heroic tokens (PC-only by default), refresh once per Conflict. +
-  * **ES (Edge Step / Stakes)**: Conflict-level Stakes value (1–5), announced by GM. +
- +
-===== Integer Math Rules (Guiding Principle) ===== +
-All kernel math is integer-only to be quick and easy for players to do in their head. +
- +
-  * **Floor** means “round down.” +
-    * Example: floor(3.9)=3 and floor(3.0)=3. +
-  * **No fractions**if a rule would create a fraction, use floor. +
-  * **Min-1 rule (nonnegative derived values only)**: +
-    * After flooring, if a derived nonnegative value would become 0 **but at least one contributing AV is not 0**, the final value is **1**.+
  
 ===== Dominance Loops ===== ===== Dominance Loops =====
  
-This term is used to describe how one Aspect or Attribute has advantage over one other, but is weaker than one other, just like Rock-Paper-Scissors. This is the core concept in the game that is used over-and-over.  +This term is used to describe how one Aspect or Attribute has advantage over one other, but is weaker than one other, just like Rock-Paper-Scissors. This is the core concept in the game that is used over-and-over. See the [[dominance|Dominance]] article for a more complete explanation
- +
-==== Trine Dominance (TD) ==== +
-  * **Mind > Body > Spirit > Mind** +
- +
-Mind over Body. Body is the Vessel of the Spirit.  Spirit inspires the Mind. +
- +
-==== Intra-Aspect Attribute Dominance (AD loops) ==== +
-  * Mind: **REA > KNO > QUI > REA** +
-     * “Think → Know → Quick → Think.”   +
-  * Body: **STR > FIT > AGI > STR** +
-     * “Smash → Last → Dash → Smash.”  +
-  * Spirit: **WIL > PRE > INT > WIL** +
-     * “Grit → Aura → Gut → Grit.” +
- +
-==== Cross-Aspect AD ==== +
-When the compared Attributes come from different TAs, use the **[[.:dominance:start|Cross-Aspect Attribute Dominance reference]]** (the 27-matchup card). +
-(Provided as a one-page game aid for speed at the table.) +
- +
-===== Actor Numbers ===== +
-==== Trine Score (TS) ==== +
-TS always uses 3-slot construct (even if some Attributes are absent). +
- +
-For a TA with AV triplet (x/y/z): +
-  * **TS = floor((x+y+z)/3)** +
-  * Apply **Min-1 rule** if TS would be 0 but at least one of x,y,z is nonzero. +
-  * Absent Attributes (“-”) count as conceptual 0 for TS math. +
- +
-Examples:  +
-An Actor with Reason 4, Knowledge 5, and Quickness 7 has Mind TS = 5  +
-An Actor with STR 10, FIT 9, AGI - has Body TS = 6 (and cannot move) +
- +
-==== Total Trine Score (TTS) ==== +
-  * **TTS = TS(Mind) + TS(Body) + TS(Spirit)** +
- +
-===== Wildcards (Kernel, locked) ===== +
-  * PCs have **WR (Wildcard Rank)** and gain that many Wildcard tokens per Conflict. +
-  * Wildcards refresh **once per Conflict** (“zip guns”), not per Hand. +
-  * **Anti-nuke rule:** you may spend **at most 1 Wildcard per Hand** (unless an Extension changes this). +
-  * NPCs have **WR=0** by default (an Extension may grant WR to Featured/Boss NPCs). +
- +
-Wildcards: +
-  * Add to any Attribute bid. +
-  * **Do not count against the AV cap.** +
-  * Are not transferred to opponents (they are not “poker chips”). +
- +
-===== Stakes (ES) (Kernel, locked) ===== +
-At the start of a Conflict, the GM determines Stakes from the **highest Rank present**: +
- +
-  * **ES = min(5, 1 + floor((R_max − 1)/5))** +
- +
-GM announces the Stakes name + number (without revealing Rank): +
-  * ES1 “Low Stakes” +
-  * ES2 “Hot” +
-  * ES3 “High Stakes” +
-  * ES4 “Deadly” +
-  * ES5 “Mythic” +
- +
-===== Power Stack (Kernel) ===== +
-Each Actor enters a Conflict with a stack of real Power tokens: +
- +
-  * **Power Stack = 3 × TTS** +
- +
-These tokens act like poker chips: +
-  * Tokens are **moved** between Actors via pots. +
-  * If you cannot pay the mandatory ante, you are removed from the Conflict (see Ante). +
- +
-(Extensions may alter starting stack size, but the kernel default is 3×TTS.) +
- +
-===== Kernel Contract (Hook Points) ===== +
-Extensions must plug in to one of these named steps: +
- +
-  * **Engagement** → Who is in the Conflict, what’s at stake, what ES is. +
-  * **Commit** → Hidden choices and token commitments. +
-  * **Reveal** → Reveal cards/tokens. +
-  * **Resolve** → Apply TD/AD rules and compute winners/margins. +
-  * **Outcome** → Damage/DoS/loot/pot awards. +
-  * **Update State** → Persistent AV changes, eliminations, refresh rules. +
- +
-No Extension may introduce special-case flowcharts that bypass the Contract. It must modify variables at a named step. +
- +
-===== Conflict Procedure (Kernel) ===== +
-Most unopposed actions resolve inside a **Scene** without starting a Conflict. +
-When opposition or sequencing matters, the GM declares a **Conflict**. +
- +
-A Conflict is made of one or more **Hands**. +
- +
-==== Hand Procedure (Kernel) ==== +
-**0) Engagement (GM)** +
-  * Confirm participants. +
-  * Confirm Stakes (**ES**) for this Conflict. +
- +
-**1) Mandatory Ante (all participants)** +
-  * Each participant antes **exactly 1 real Power token** into the **Ante Pot**. +
-  * Any Actor who cannot (or will not) ante is removed from the Conflict. +
- +
-**2) Commit TA (hidden)** +
-  * Each remaining participant commits a **TA card** (Mind/Body/Spirit), face down. +
- +
-**3) Reveal TA, Resolve TD, Pay the Ante Pot (multi-opponent rule locked)** +
-  * Reveal all TAs. +
-  * Resolve TD **pairwise** against all opponents. +
-  * Count **TD Wins** per Actor. +
-  * Pay the Ante Pot **token-by-token** to the Actor(s) with the most TD Wins first: +
-    * If tied, pay **round-robin in table order** among the tied leaders until the pot is empty. +
-  * Any unpaid tokens become a **Jackpot** and carry over into the next Hand’s Ante Pot. +
- +
-**4) Commit Attribute + Bid (hidden)** +
-  * Each participant chooses an **Attribute card** (subject to the Core restriction: your Attribute must belong to your chosen TA). +
-  * Each participant secretly commits real Power tokens from their stack as a **bid**, up to: +
-    * **0 to AV** for that Attribute (AV is the cap). +
-  * You may also add: +
-    * Any number of **Pot Bonus** tokens you currently hold (they **do not** count against AV cap). +
-    * Up to **1 Wildcard** (PCs only by default; does not count against AV cap). +
- +
-**5) Reveal Attribute + Bid** +
-  * Reveal Attributes and all committed tokens. +
- +
-**6) Resolve AD** +
-  * Determine AD results (including cross-aspect matchups via the reference card if needed). +
- +
-**7) Determine Winners (pairwise)** +
-For each opponent pair: +
-  * Compute each side’s **Showdown Total**: +
-    * **Showdown = (real bid tokens committed) + (Pot Bonus tokens committed) + (Wildcard if used)** +
-  * Apply the **Sweep Critical** (locked): +
-    * If you win **both TD and AD** versus that opponent, add **+ES** to your Showdown Total versus that opponent. +
-  * Higher Showdown wins. +
-  * **Margin = Winner Showdown − Loser Showdown** +
- +
-**8) Damage (pairwise, kernel pacing locked)** +
-  * If Margin ≤ 0 → **0 damage** +
-  * If Margin > 0 → **Damage D = ES + floor(Margin/5)** +
- +
-Damage type: +
-  * Damage is typed by the winner’s **TA** (Mind/Body/Spirit). +
-  * Damage reduces the defender’s AV(s) in that TA (persistent). +
- +
-**9) TA Completeness Scaling (locked)** +
-If the damaged TA has **P present Attributes** (P = 0–3): +
-  * If P=0: take **0** damage. +
-  * If P=3: D' = D +
-  * If P=2: D' = D − floor(D/3) +
-  * If P=1: D' = floor(D/3), with **minimum 1 if D>0** +
-Then assign D' among **present** Attributes only. +
- +
-**10) Assign Persistent AV Damage** +
-  * The damaged Actor chooses how to distribute D' among Attributes in the damaged TA (unless an Extension changes who chooses). +
-  * Reduce AVs accordingly (cannot go below 0). +
-  * If an Attribute reaches **0**, that Attribute card is unusable (cannot be played/bid). +
- +
-**11) Elimination** +
-An Actor is eliminated from the Conflict if: +
-  * They cannot ante (token elimination), OR +
-  * All **three** Attributes in any one TA are at AV 0 (TA elimination). +
- +
-(Actors with absent Attributes use the TA Completeness rules above; absent slots do not “count as zeros you must destroy.”) +
- +
-**12) Award the Hand Pot** +
-All real Power tokens committed this Hand (including antes and bids) form the **Hand Pot**. +
-  * The Hand Pot is awarded to the overall Hand winner. +
-  * If there is no single clear Hand winner (e.g., multi-opponent split results), the GM resolves pot awards using the same round-robin method as the Ante Pot, or carries it as a **Jackpot** to the next Hand (table preference; kernel default is “carry as Jackpot to keep pressure high”). +
- +
-**13) Update State** +
-  * Apply AV changes (persistent). +
-  * Remove eliminated Actors from the Conflict. +
-  * Continue to next Hand or end the Conflict if the fiction says it ends. +
- +
-===== Table Culture Rules (Kernel) ===== +
-  * **Roleplay-first, double-blind preserved:** before reveals, no one (including GM) may interrogate “how” to narrow a player’s hidden choice. +
-  * Spoken narration before reveals is non-binding “table talk.” +
-  * After reveals, the acting player may add a brief justification to align narration with revealed TA/Action tag. +
-  * If the tag reasonably fits, it stands (“Bluff Space Rule”). +
- +
-===== Kernel Minimum Components ===== +
-  * TA cards: Mind / Body / Spirit +
-  * 9 Core Action/Attribute cards (one per Attribute) listing broad intent tags +
-  * Real Power tokens (chips) +
-  * Wildcard tokens (PCs only by default) +
-  * TD reference (Mind>Body>Spirit) +
-  * AD reference (intra-loops + cross-aspect 27 matchup table) +
- +
-===== What Is Not Kernel ===== +
-These belong to Extensions unless/until explicitly promoted: +
-  * Initiative / timing phases / action speed +
-  * Passive Actor difficulty systems for unopposed tasks +
-  * Specialized action lists beyond the 9 core cards +
-  * Status effects, conditions, equipment subsystems +
-  * Alternative pot award policies (if you want something other than “Jackpot carry”) +
- +
----- +
- +
- +
-====== Core Rules: The Kernel Contract (How the Core Stays Simple) ====== +
- +
-The Core Rules are designed to be easy to learn and fast to run at the table. +
-To keep that promise, the Core follows a fixed sequence each Hand, and any optional rules (“Extensions”) are only allowed to plug into specific steps of that sequence. +
- +
-This is called the **Kernel Contract**. +
- +
-===== What this means ===== +
- +
-  * **Core stays small**: you can learn it quickly and play right away. +
-  * **Extensions stay clean**: each Extension must say exactly which step it modifies. +
-  * **No exception spaghetti**: if a new rule can’t be described as “it changes Step X in this one way,” it probably costs too much complexity. +
- +
-===== The Kernel Contract: the 6 Steps of a Hand ===== +
- +
-Each Hand follows these steps in order: +
- +
-==== Step 1: Engagement (Who is interacting?) ==== +
-The GM identifies which Actors are actually involved with each other *this Hand*. +
-In big chaotic fights, the GM may split the conflict into smaller interaction groups (clusters) so the table doesn’t bog down. +
- +
-==== Step 2: Commit (Everyone locks in their choices) ==== +
-Each involved Actor: +
-  * pays the required ante (if used), +
-  * chooses a Trine Aspect (Mind / Body / Spirit), +
-  * chooses an Attribute action, +
-  * chooses how many Power tokens to commit (your bid). +
- +
-These choices are normally made **face-down** to preserve bluffing. +
- +
-==== Step 3: Reveal (Turn the cards over) ==== +
-Everyone reveals what they committed: their Trine Aspect, Attribute, and bid. +
- +
-==== Step 4: Resolve (Figure out who has the advantage) ==== +
-Resolve the “who beats who” layers in the same order every time: +
-  * **Resolve TD** (Trine Dominance) +
-  * award the pot (if using antes / pot bonuses) +
-  * **Resolve AD** (Attribute Dominance) +
-  * check for **Sweep** (winning both TD and AD against the same opponent, if Sweep is enabled) +
- +
-This step produces each side’s **final advantage** going into the outcome. +
- +
-==== Step 5: Outcome (What happens?) ==== +
-Use the final results to determine what happens: +
-  * damage (if this is an attack), +
-  * progress, control, or Degrees of Success (if this is not damage), +
-  * any other immediate effects. +
- +
-==== Step 6: Update State (Apply changes that carry forward) ==== +
-Apply lasting changes: +
-  * reduce Attribute Values from damage, +
-  * check elimination / defeat conditions, +
-  * update any ongoing effects that remain active, +
-  * return any tokens that refresh now (unless an effect keeps them committed). +
- +
-===== Extension Rule: “Plug In, Don’t Rewrite” ===== +
- +
-Optional systems (Extensions) must attach to **one or more named steps above**, and only modify that step in a stated way. +
- +
-Examples: +
-  * **Tempo / Phases** plugs into Step 5 (it changes *when* outcomes resolve). +
-  * **Range / Movement** plugs into Step 1 (it changes who can legally target whom). +
-  * **Equipment** plugs into Step 5 (it modifies damage dealt/taken, and sometimes timing if Tempo is enabled). +
-  * **Buffs / Shields / Stances** plug into Step 6 (they keep some tokens committed and reduce what you can bid later). +
- +
-If an Extension needs lots of “except when…” clauses, it should be rewritten until it can fit cleanly into this contract. +