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The Trinity Code 2.0 – Sample Combat

Example combat

An Operative is fighting an Assassin. Both are using bladed weapons with harm-1. They are both in the same range band (close quarters). The Operative is trained in Blades, so suffers no penalty from using their knife.

The Operative has a flak jacket, armour-1, resilience-3

The Assassin has no armour.

The Operative has 8 health

The Assassin has 5 health

The Operative has  Power-1, Quickness+2 and Cool+2; the Assassin has Power+1

Notes:

Advantage: if the player has Advantage, they receive a +1 modifier to their next move; if the enemy has Advantage, the player suffers a -1 modifier to their next move

Double 2s and 3s impose a -2 and -1 modifier to the next move (if that move is the same as the current move)

Double 4s and 5s grant a +1 and +2 modifier to the next move (if that move is the same as the current move)

Double 1s and 6s allow the GM or the player to introduce environment tags (negative and positive respectively) 

Standard combat move: toe-to-toe (+Power)

Move with Advantage only: press home (+Power)

Move without Advantage only: stand ground (+Power)

The Operative has selected size up the situation (+Quickness) and stand ground (+Cool instead of +Power) as professional moves.

Combat begins

The Operative uses their size up the situation professional move before the combat starts, describing how they use their training to weigh up their opponent’s weak points and strengths. They roll 6 on 2d6, then add their Quickness rating of +2 resulting in a total of 8, giving them Advantage as per the move’s result list.

Round 1

The player decides to press home their Advantage. (Note that this move is only available because the player has Advantage.)

Advantage gives them a +1 modifier, and their Power rating gives them a -1 negative modifier: both modifiers cancel each other out. 

They roll a 3 and a 4 on 2d6, giving them a total of 7. 

The press home move’s results dictate that they are able to inflict their harm and avoid enemy harm, but they now lose Advantage (note that the enemy does not gain Advantage either).

The Assassin suffers harm-1 from the Operative’s knife, reducing their Health to 4.

Round 2

Without Advantage, the press home move is no longer available. The Operative decides to go toe to toe

They roll 4 and 4 on 2d6, then apply their Power modifier of -1, giving a total result of 7: a partial success.

As the move describes, both sides inflict harm, and neither side gains Advantage. 

The Assassin suffers another harm-1 from the Operative’s knife, reducing their Health to 3.

The Operative’s flak jacket absorbs the harm-1 from the Assassin’s knife, but the flak jacket’s resilience is reduced by 1, giving it a new value of resilience-2. Once it reaches resilience-0, the flak jacket will be rendered useless.

Note that the double 4s result gives the player a +2 modifier to their next roll, but only if they make the same toe to toe move against the same enemy.

Round 3

The +2 modifier is too good an opportunity to miss. The Operative goes toe to toe again. 

They roll 4 and 5 on 2d6, and apply their Power modifier of -1, giving a result of 8. However, their +2 modifier from the previous ‘doubles’ roll is also added to the result, giving a total of 10 – a total success. 

Not only does the player inflict their harm, they also avoid taking harm from the enemy and gain Advantage!

The Assassin suffers another harm-1, reducing their Health to 2. 

Round 4

Time to press home that Advantage. 

The player rolls double 1s – an automatic total failure, no matter what other modifiers apply to the roll.

The enemy inflicts their harm and takes Advantage. The Operative’s flak jacket soaks up the damage, but its effectiveness is now reduced to resilience-1. It will only be able to protect them for one more hit.

With the critical 1:1 roll,  the GM describes how the Assassin smashes a window beside the player, creating the negative environment tag broken-glass-1, which will impose an ongoing -1 modifier in addition to the -1 modifier for the enemy’s Advantage. Things could hardly have gone worse for the Operative this round …

Round 5

With the enemy possessing Advantage, the stand ground move is now available. As a professional move, the Operative is able to use +Cool instead of +Power for stand ground, which they choose to make now.

They roll 4 and 6 on 2d6. The broken-glass-1 tag imposes a -1 modifier, as does the enemy’s Advantage, giving a modified result of 8.

The Operative then adds their Cool+2 to the result, giving them a total result of 10. A total success, thanks to their professional stand ground move option. 

They turn things around, inflicting harm and taking back Advantage!

The Assassin takes another harm-1, reducing their Health to a precarious 1.

Round 6

Given they now have Advantage and hoping for a better result than last time, the Operative chooses to press home once more. 

They roll 3 + 5 on 2d6, adding the +1 for Advantage, then subtracting one for their Power rating of -1. A total result of 8 – a success. 

A partial success for press home tells them they get to inflict harm and avoid enemy harm, but lose Advantage. They inflict another slice of their knife for harm-1 – enough to overcome the Assassin, who crumples defeated to the ground, collapsing on top of the broken glass…

End of combat

The Operative emerges unscathed, though their flak jacket is almost ruined. Without time or resources to patch it up, they press on, hoping that their next adversary isn’t packing a more powerful weapon …

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