The Trinity Code 2.0 – Part 1

For The Trinity Code, you will choose a Profession from a playbook. This will give you information on your starting attributes, skills and gear.

It will also describe some profession-specific moves only available to characters with that profession, as well as describing how you can upgrade your character once you gain experience.

Previous careers will become TC2.0 Playbooks

Characters have five attributes, as follows:

  • Power – physical prowess and strength. A key attribute for melee combat and for using thrown and drawn ranged weapons, such as bows
  • Quickness – dexterity, reaction time and speed. A key attribute for using firearms and for performing moves that rely on alertness or speed.
  • Smarts – how aware your character is of their surroundings; how quick thinking they are. Useful for sneaking, stealth and infiltration, or for figuring out gadgets, gear or strange situations
  • Knowledge – how much the character knows about the world and things around them. If your character becomes versed in arcana, this is a key attribute for magic.
  • Cool – a measure of how your character operates under pressure; also governs how socially adept your character is. A key attribute for interacting with others

Attributes range from -1 to 3, with -1 being below average, and 3 being exceptional.

You will start with a range of values assigned to each attribute, based on a theme chosen from your playbook.

For example, the Lone Wolf theme from the Operative playbook tells you to assign values to your attributes as follows:

Power: +1
Quickness: +2
Smarts: -1
Knowledge: -1
Cool: +2

As your character gains experience, you will have opportunity to increase these values. Certain narrative events may cause the values of attributes to decrease, both temporarily and permanently.

In addition, you have a Luck attribute, which starts with a value of eight. You can use a Luck point to automatically succeed at a move, or to avoid taking harm.

Each use of Luck decreases your Luck value. When you reach zero, you are Out of Luck.  Some playbooks allow characters with that profession to regain Luck points if they spend experience to do so.

Your Profession will also specify what skills you are trained in, and allow you to choose your starting gear.

For example, the Operative is trained in Small firearms, Large firearms, Blades, Sway (a social influence skill) and one other skill of their choice.

For gear, the Operative may choose three items from the following list:

Stiletto, blade, harm-1
Pistol, small-firearm, harm-2, ammo-6, range-closemedium
Sniper rifle, large-firearm, harm-3, ammo-4, rangelong
Grenade, harm-4, consumable-1, range-close-medium, thrown, splash-3
Bullet-proof vest, armour-1, threshold-4
Tactical armour, armour-2, threshold-6, obvious
Medkit, consumable-2, heal-2

Italicised tags associated with each item will be covered later.

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