Triune System

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    Roll 2d# + Attribute Modifier + Skill Rank (when applicable)

    (Where # is the die rank for that Attribute type)

    Degree of Success depend on how close result is to the DifficultyChallenge (DC)

    Below 10 points of DC = Botch Within 0 of DC = Exact hit Above 10 points of DC = Critical

    There are four die ranks:d4d6d8d10

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    3 Attribute types:

    Body = Strength, Coordination, Stamina

    Mind = Intelligence, Perception

    Spirit = Willpower, Charisma, Favor

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    Strength = Damage dealt with melee

    weapons and related skills: Climb, Jump,

    etc.Coordination = Ability to dodge and to

    hit targets as well as related skills:

    Acrobatics, Ride, etc.

    Stamina = provides health points HP andability to resist poisons and the like

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    Intelligence = Affects ability to learn

    more lore knowledge

    Perception = Ability to detect the hiddenobjects and avoid surprise

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    Willpower = Ability to resist mental

    domination

    Charisma = Ability to persuade andinfluence others

    Favor = Provides a pool of points that can

    be spent to add bonuses to die rolls and

    to affect the plot in a significant manor.

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    You start with a pool of30 points.

    For every five points you spend on anAttribute Type, you gain/increase a die

    rank. (Die ranks cant increase beyond

    2d10)

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    Each attribute type has a set amount ofpoints to spend on each individualattribute

    Body = 6 pointsMind = 4 pointsSpirit = 6 points

    Points spent on a single attribute can rangefrom 0 to 6 with each point increasing the

    attribute modifier by 1

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    There are 4 skill categories: Lore, Abilities, and Inherent Skills

    Lore: Pretty much any category of knowledge can be a Lore and is

    solely dependant on a persons Intelligence Attribute: General

    History, Local History, Language, etc.

    Abilities are complex actions that require special training. The

    Attribute score associated with each varies. Such Skills include

    Sword Skills, Acrobatics, Swimming, Etc.

    Inherent skills that anyone can perform without special training and

    are improved only at character creation: Such skills include

    Dodging, Athletics, sneaking, etc.

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    Number of Lore Skill points are determined by the Mental Attribute

    die rank:

    2 Points to open a Lore Skill, 1 Point to advance it

    Any one Lore ability can be maxed up to 10 points

    2d4 = 4 Lore Points

    2d6 = 8 Lore Points

    2d8 = 12 Lore Points

    2d10 = 18 Lore Points

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    Every character gets 30 points to spend on abilities. It costs 4 points

    to activate an ability at first Rank and 2 points to advance it.

    Abilities are advanced by Ranks and give a +1 to die roll per

    rank.

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    Every character gets 10 points to spend on inherent skills. It cost 1

    point to advance an inherent skill.

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    There are 6 playable races:

    The basics:

    HumansGents: A large, stocky race with a human

    appearance.Syllithids: A biped Reptilian raceDaerun: A humanlike race with a demonic

    appearance: Pointy ears, red eyes, talonsFarisi: A wolf-like race

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    +1 Intelligence, +1 Favor

    (Urban)

    Quick to learn: It cost 2 less points to purchase any skill

    Mechanically Inclined: Gain a +1 roll bonus when interacting with

    any mechanical system: lock-picking skills, crossbows skills, etc.

    Favor of the Gods: Choose an additional feat at creation

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    +1 Strength, +1 Stamina

    (Agrarian )

    Paralyzing Intimidation: Gents can paralyze an opponent for 1 round

    upon a successful intimidation check

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    +1 Coordination, +1 Perception

    (Hunter/Gatherer)

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    +1 Strength, +1 Stamina

    (Agrarian )

    Paralyzing Intimidation: Gents can paralyze an opponent for 1 round

    upon a successful intimidation check

    s

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    +1 Willpower, +1 Charisma

    (Nomadic)

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    +1 Willpower, +1 Charisma

    (Nomadic)

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    +1 Strength, +1 Perception

    (Tribal)

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    Noble:

    Soldier:

    Rogue:

    Craftsman:Merchant:

    Sailor:

    Wizard

    Farmer:

    Cleric:

    Hunter: +

    Minstrel:

    Diplomat: