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glossary [2026/01/20 06:41] – [People / Roles] jobglossary [2026/02/06 07:53] (current) job
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   - **Actor** — Anything that can take actions (PCs, NPCs, monsters, robots, cities, mountains, environments, etc.).   - **Actor** — Anything that can take actions (PCs, NPCs, monsters, robots, cities, mountains, environments, etc.).
-  - **TA (Trine Aspect)** — Mind / Body / Spirit. You play one each Hand. +  - **Trine Aspect (TA)** — Mind / Body / Spirit. You play one each Hand. 
-  - **TD (Trine Dominance)** — The TA counter loop (Mind ▶ Body ▶ Spirit ▶ Mind).+  - **Trine Dominance (TD)** — The TA counter loop (Mind ▶ Body ▶ Spirit ▶ Mind).
   - **Action Card** — In Core Rules, one of 9 Attribute cards with broad tags; it sets what Attribute you must bid.   - **Action Card** — In Core Rules, one of 9 Attribute cards with broad tags; it sets what Attribute you must bid.
-  -  **AT (Attribute)** — Refers to one of the 9 Attribute names itself. +  -  **Attribute (AT)** — Refers to one of the 9 Attribute names itself. 
-  - **AV (Attribute Value)** — Your current “stat” for an Attribute; it caps what you can bid with that Attribute and gets reduced by damage. +  - **Attribute Value (AV)** — Your current “stat” for an Attribute; it caps what you can bid with that Attribute and gets reduced by damage. 
-  - **AD (Attribute Dominance)** — The Attribute counter system (within and across Aspects) that determines win/tie/loss. +  - **Chips** — Physical tokens that are used to represent current AVs when playing around the table.  
-  - **TS (Trine Score)** — The “beer-proof average” of the 3 AV slots in a TA (missing “—” counts as 0). +  - **Attribute Dominance (AD)** — The Attribute counter system (within and across Aspects) that determines win/tie/loss. 
-  - **Hand** — One full cycle: ante → TD/pot → bidding → AD → outcome/damage+  - **Trine Score (TS)** — The “beer-proof average” of the 3 AV slots in a TA (missing “—” counts as 0). 
-  - **Conflict** — A series of Hands until someone wins, is eliminated, retreats, or the scene resolves. +  - **Hand** — Playing one round of cards representing the Actions of Actors in Conflict
-  - **Wildcards (WR)** — A heroic “zip-gun” resource: spend at most 1 per Hand; refresh once per Conflict (PCs by default).+  - **Conflict** — A series of Hands played until someone wins, is eliminated, retreats, or the scene resolves. 
 +  - **Wildcards (WR)** — A heroic resource token that can become any Attribute token when played.
  
 ===== People / Roles ===== ===== People / Roles =====
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   * **Actor Sheet** — just like a Character Sheet from other games.   * **Actor Sheet** — just like a Character Sheet from other games.
   * **Concept**— a generalized term for what kind of thing is the Actor? It could be a sentient race, like a Dwarf, but could also be something more abstract, like a Spaceship.   * **Concept**— a generalized term for what kind of thing is the Actor? It could be a sentient race, like a Dwarf, but could also be something more abstract, like a Spaceship.
 +  * **Type**— a specialized category of the Actor Concept.  For example, if the Actor Concept is Human, their Type may be Male or Female. 
  
 ===== Trine Aspects (TA) ===== ===== Trine Aspects (TA) =====
 All Actors at a most basic level are described by 3 Aspects. All Actors at a most basic level are described by 3 Aspects.
-  * **The Trine** — The set of all three Aspects.+  * **The Trine** — The three Aspects that make up an Actor: **Mind / Body / Spirit**.
   * **TA : Trine Aspect** — one of Mind / Body / Spirit.   * **TA : Trine Aspect** — one of Mind / Body / Spirit.
  
 ===== Attributes (Grouped by Aspect) ===== ===== Attributes (Grouped by Aspect) =====
-Each Trine Aspect (TA) is further broken down into 3 Attributes.+Each Trine Aspect (TA) is further broken down into 3 Attributes that together from the nine core traits that quantify an Actor. 
 ==== Mind ==== ==== Mind ====
   * **Reason** / **REA** / **R**   * **Reason** / **REA** / **R**
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 ===== Stats ===== ===== Stats =====
-    * **AV : Attribute Value** — current strength/capacity of an Attribute; also caps how much can be bid with that Attribute. +    * **Attribute Value (AV)** — current strength/capacity of an Attribute; also caps how much can be bid with that Attribute. 
-    * **TS : Trine Score** — derived rating of a TA, calculated from its three AV slots (missing “—” counts as 0). +    * **Trine Score (TS)** — derived rating of a TA, calculated from its three AV slots (missing “—” counts as 0). 
-    * **TTS : Total Trine Score** — TS(Mind) + TS(Body) + TS(Spirit). Useful encounter-power shorthand. +    * **Total Trine Score (TTS)** — TS(Mind) + TS(Body) + TS(Spirit). Useful encounter-power shorthand. 
-    * **BB : Build Budget** — sum of all 9 AVs + Build Points spent on Abilities/Extensions. +    * **Build Budget (BB)** — sum of all 9 AVs + Build Points spent on Abilities/Extensions. 
-    * **BP : Build Points** — currency for buying Abilities/Extensions instead of (or in addition to) raising AVs. +    * **Build Points (BP)** — currency for buying Abilities/Extensions instead of (or in addition to) raising AVs. 
-    * **R : Rank** — a derived “power tier” from BB. +    * **Rank (R)** — a derived “power tier” from BB. 
-    * **WR : Wildcard Rank** — number of Wildcards (heroic resource) an Actor has (PCs by default; NPCs only if granted by Extension). +    * **Wildcard Rank (WR)** — number of Wildcards (heroic resource) an Actor has (PCs by default; NPCs only if granted by Extension). 
-    * **ES Edge Step** — proposed scaling tier (not fully locked yet).+    * **Stakes** — Scale Ante and Bids in Conflicts based on the Build Budgets of involved Actors. 
 +    * **[[core:actors:start#record_keeping|Stat Block]]** — a condensed way of writing any Actor's Stats.
  
-===== Resolution / Outcomes ===== +===== Game Play (Conflicts)  ===== 
-  * **DoS : Degree of Success** — numeric success quality for non-damage outcomes (model still in progress).+Because the game design draws heavily from Poker, those terms are often used. 
 +  * **Bid** — the number of Chips (Attribute Tokens) an Actor commits during a Hand. 
 +  * **Edge** — an Actor's advantage over another Actor 
 +  * **Showdown** — when cards and chips are flipped face up during a Hand. 
 +  * **Stakes** — how risky a Conflict is. Sets ante amount, and dominance bonus. 
 +  * **Sweep**— like a Critical in other game systems, when a player wins both TD and AD.  
 +  * **Degree of Success (DoS)** — numeric success quality for non-damage outcomes (model still in progress).
   * **Pot Bonus** — Tokens awarded from the ante pot after TD resolution (may be added to bids and don’t count against AV cap).   * **Pot Bonus** — Tokens awarded from the ante pot after TD resolution (may be added to bids and don’t count against AV cap).
   * **Jackpot** — Pot tokens that carry over to the next Hand if not fully paid out.   * **Jackpot** — Pot tokens that carry over to the next Hand if not fully paid out.
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   * **'- '**  —  Absent Attribute slot in Actor serials (not applicable).   * **'- '**  —  Absent Attribute slot in Actor serials (not applicable).
  
-===== Gameplay Terms ===== 
-Because the game design draws heavily from Poker, those terms are often used. 
-  * **Edge** — an Actor's advantage over another Actor 
-  * **Sweep**— like a Critical in other game systems, when a player wins both TD and AD.