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| - | This page is a work in progress... Most content is currently [[deprecated: | ||
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| ====== Core Rules (Alpha) ====== | ====== Core Rules (Alpha) ====== | ||
| - | ===== What the Core Kernel Guarantees ===== | + | The Core Rules are the always-on |
| - | The Core Kernel is the always-on | + | - **[[.: |
| + | - **[[.: | ||
| + | - **[[extensions: | ||
| + | - **[[automatic-actions|Automatic Action Resolution]]**--when player actions are not opposed | ||
| + | - **[[.: | ||
| + | - **[[content-packs: | ||
| - | 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, |
| - | * 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**: | + | |
| - | * **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)**: | + | |
| - | * **AD (Attribute Dominance)**: | + | |
| - | * **Hand**: One complete cycle (ante → commit → reveal → resolve → outcome). | + | |
| - | * **Conflict**: | + | |
| - | * **Bid Tokens**: Attribute tokens used like poker chips during a Conflict. | + | |
| - | * **Wildcards**: | + | |
| - | * **ES (Edge Step / Stakes)**: Conflict-level Stakes value (1–5), announced by GM. | + | |
| - | + | ||
| - | ===== Integer Math Rules (Guiding Principle) | + | |
| - | All kernel | + | |
| - | + | ||
| - | * **Floor** means “round down.” | + | |
| - | * Example: floor(3.9)=3 and floor(3.0)=3. | + | |
| - | * **No fractions**: if a rule would create a fraction, | + | |
| - | | + | |
| - | * 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. |
| - | + | ||
| - | ==== Trine Dominance (TD) ==== | + | |
| - | * **Mind > Body > Spirit > Mind** | + | |
| - | + | ||
| - | Mind over Body. Body is the Vessel of the Spirit. | + | |
| - | + | ||
| - | ==== 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 | + | |
| - | (Provided as a one-page game aid for speed at the table.) | + | |
| - | + | ||
| - | ===== Actor Numbers ===== | + | |
| - | ==== Trine Score (TS) ==== | + | |
| - | TS always uses a 3-slot construct (even if some Attributes are absent). | + | |
| - | + | ||
| - | For a TA with AV triplet (x/y/z): | + | |
| - | * **TS = floor( (x+y+z)/ | + | |
| - | * 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 ===== | + | |
| - | * PCs have **WR (Wildcard Rank)** and gain that many Wildcard tokens per Conflict. | + | |
| - | * Wildcards refresh **once per Conflict**, 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/ | + | |
| - | + | ||
| - | Wildcards: | + | |
| - | * Add to any Attribute bid. | + | |
| - | * **Do not count against the AV cap.** | + | |
| - | * Are not transferred to opponents (they are not “poker chips”). | + | |
| - | + | ||
| - | ===== Stakes (Edge Score, ES) ===== | + | |
| - | At the start of a Conflict, the GM determines Stakes from the **highest Rank Actor 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/ | + | |
| - | * **Resolve** → Apply TD/AD rules and compute winners/ | + | |
| - | * **Outcome** → Damage/ | + | |
| - | * **Update State** → Persistent AV changes, eliminations, | + | |
| - | + | ||
| - | 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/ | + | |
| - | + | ||
| - | **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: | + | |
| - | * 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/ | + | |
| - | + | ||
| - | Damage type: | + | |
| - | * Damage is typed by the winner’s **TA** (Mind/ | + | |
| - | * 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/ | + | |
| - | * 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/ | + | |
| - | + | ||
| - | **11) Elimination** | + | |
| - | An Actor is eliminated from the Conflict if: | + | |
| - | * They cannot ante (token elimination), | + | |
| - | * 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, | + | |
| - | * 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/ | + | |
| - | * Real Power tokens (chips) | + | |
| - | * Wildcard tokens (PCs only by default) | + | |
| - | * TD reference (Mind> | + | |
| - | * AD reference (intra-loops + cross-aspect 27 matchup table) | + | |
| - | + | ||
| - | ===== What Is Not Kernel ===== | + | |
| - | These belong to Extensions unless/ | + | |
| - | * 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**: | + | |
| - | + | ||
| - | ===== 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/ | + | |
| - | * **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. | + | |
