Unofficial Foundry Virtual Tabletop implementation of the Trinity Continuum Core RPG, by Onyx Path Publishing. The system currently supports Trinity Core, Adventure, Aeon, and Aberrant. (Talents, Psions, and Novas.) It is also homebrew friendly, to an extent.
This is a beginning work by the system author: Expect errors, bugs, and poor coding & design in general. See the GitHub Issues page for details on known bugs.
Install system in Foundry with: https://raw.githubusercontent.com/randomcard/trinity/master/system.json
Due to IP concerns, this system does not include most content. It does include Attributes, Skills and Sources (Facets/Psi/Nova), but does not have any descriptions for those items. Descriptions can be added manually. Other elements will need to be created (as Items) and added to characters via drag-and-drop. These elements include:
- Paths
- Contacts
- Edges
- Specialties
- Skill Tricks
- Gifts
- Equipment
- Stunts
- Tags
- Bonds
Information on each of these elements can be found in the Trinity Continuum Core Rulebook, and other Trinity products. Generally, you would populate these items from the rulebook(s), then drop the items on the character sheet. If you have groups of items in a folder (such as Stunts), you can drop the folder on a new character sheet to give the character copies of them all at once.
Stunts and tags can be dropped into other item types. For example, Stunts can be added to Actions, or Tags can be added to Equipment.
Once the character is created, and desired items added to it, you can make further changes by selecting the "Lock" icon on the right of the character navigation bar. This will allow changes to a wide variety of settings, as well as make visible a "Configure" tab. This tab allows changing a character type (such as a Talent, or a Psion - or both!) and default dice settings, as well as showing all items associated with the character.
Start rolling dice in one of four ways:
- Click on any "rollable" dot value. For example, click on the dots of an Attribute.
- Click on a roll icon (Black dice on orange circle). This will bring up the saved roll settings (if set), or an empty roller if not.
- Go to the "Saved Rolls" tab (the dice on the left of the character navigation bar), and click on the "New Roll" button.
- Go to the "Saved Rolls" tab, and click on any of the saved rolls there, if any.
After doing any of these, a Roll window will appear, where you can add or remove dice, enhancements, and change roll options like the success value. You can also save the roll settings to use them again later, or to associate the settings with a roll icon on an actor/character or item.
Group initiative is on by default (Edit in system Settings). After you Start Combat
, all combatants will be replaced by placeholder Friendly, Neutral, or Hostile tokens depending on the token's disposition. Important: Make sure all tokens added to the combat tracker have the appropriate disposition.
If you would like to keep track of who had focus, when, then you can right-click on the entry in the combat tracker and select Give Focus
. This will show a menu of all combatants with that disposition. If you select one of them, the placeholder image and name will be replaced with that character. When you move to the next (or previous) round, the list will reset to the placeholders.
Most character elements that can't be dropped as an item on the character (such as facets or inspiration) can be edited in the "Configure" section on the character sheet.
The Actors directory has a "Party Overview" button that launches a window to keep track of party Momentum, and the party's aspirations. In order to show in this overview, characters must have a token in the scene, and the token and actor/character needs to be owned by a player.
Rolling for initiative requires creating a "Saved Roll":
- Click on a Skill or Attribute to open the "Roll Options" dialog.
- Configure the roll as appropriate.
- Select "Save As".
- Name the Saved Roll and select "Save".
- Go to the "Combat" tab, go into edit mode (click the lock icon on the nav bar), and select that Saved Roll from the "Link Roll" dropdown in the Initiative area.
A number of settings are available in Game Settings > Configure Settings > System Settings to tweak behavior.
If you enable Skill Subtypes, all skills must have a subtype that matches one of the designated skill types or they will not show on the Attribute/Skill tab. Remember that you can always access skills from the "Config" tab if you need to edit an existing skill. (Such as adding a sub-type so it does show properly.)
A rough facsimile of the Mage20 can be made in this system:
- Create the appropriate attributes and skills. Talents, Skills, and Knowledges would be considered sub-types of skills (see above).
- Rename existing Quantum item (if present) to Arete, or create a new Attribute item as if it was Quantum.
- Go to Game Settings > Configure Settings > System Settings > Health Model, and change it to Storyteller/WoD.
- In System Settings, change the default roll settings (such as the Success Value) to match the system.
- Spheres would be created as Quantum Powers.
Some code was obtained from other sources:
- Original code was the Boilerplate System, a lightweight starter set. (https://gitlab.com/asacolips-projects/foundry-mods/boilerplate)
- Elements from party-overview were used. (https://github.com/League-of-Foundry-Developers/party-overview)
- Custom combat class adapted from a sample by Tommycore. (https://discordapp.com/channels/170995199584108546/670336275496042502/893041317637132288)
- Combat elements adapted from Combat-Modify-Initiative by taMiF (https://github.com/taMiF/Combat-Modify-Initiative) and sample code from Rysarian. (https://discordapp.com/channels/170995199584108546/718281676333252660/939977489822933042)
- And many, many more. Big thanks to the Discord community!
Some graphics adapted from:
- https://game-icons.net/. CC BY 3.0 License: http://creativecommons.org/licenses/by/3.0/.