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: