TRG PRIME
Core Rulebook Reference • Version 1.4 • 441 Pages
Welcome to TRG Prime
A comprehensive d20 roleplaying game system by Traris Games
Core System
d20 Roll: Roll d20 + modifiers vs Difficulty (DC)
Open-Ended: Natural 20s and 1s can explode!
Action Points: 3 AP per combat turn
Attack Value: Exceeding DB by 5+ = Critical Hit
Character Creation
1. Generate Ability Scores
2. Choose Race & Heritage
3. Select Background
4. Pick Class
5. Assign Skills & Feats
6. Calculate Final Stats
Initiative Formula
CombatInitiative = (Dex × 5) + (Wis × 5) + modifiers
Higher initiative acts first each round.
Hit Points
CoreHP = Size Mod + (Con per level) + (Class Mod per level)
Death State: Usually 5 (die when Dying > Death State)
Defense
CoreDB = 10 + BDB + Dex + armor + modifiers
Your Defensive Bonus (DB) is the difficulty for enemies to hit you.
Magical Traditions
MagicArcane: Intelligence-based, Wizards
Divinity: Wisdom-based, Clerics & Crusaders
Ethereal: Charisma-based, Bards
Verdant: Wisdom-based, Druids
Races & Heritages
Choose your ancestry - each race has multiple heritages for customization
Character Classes
Eight distinct paths: Adept, Expert, and Martial traditions
Skills & Actions
Skills represent training in specific areas - gain ranks as you level
Skill System
Skill Check: d20 + Ability Mod + Skill Ranks + Class Bonus
Ranks: Maximum 1 rank per character level
Class Bonus: +2 to +6 depending on level (for class skills)
Key Skills
Acrobatics (Dex): Balance, tumble, avoid AoO
Athletics (Str): Climb, swim, jump
Perception (Wis): Notice things, spot hidden
Stealth (Dex): Hide and move silently
Knowledge Skills
Arcana (Int): Magic, spells, magical items
Nature (Wis): Animals, plants, weather
Religion (Wis): Gods, undead, divine
Planes (Int): Outer planes, planar creatures
Social Skills
Diplomacy (Cha): Persuade, negotiate
Deception (Cha): Lie, feint, disguise
Intimidate (Cha): Coerce, demoralize
Sense Motive (Wis): Detect lies, read intentions
Combat Rules
Tactical combat using Action Points and d20 rolls
Action Points
CoreEach creature has 3 Action Points (AP) per turn.
Attack Rolls
CoreAttack: d20 + BAB + ability mod + other bonuses
Success: Attack roll ≥ target's DB
Attack Value (AV): Attack Roll - DB
Critical: AV of 5+ = critical hit!
Saving Throws
CoreFortitude (Fort): Base save + Con (physical effects)
Reflex (Ref): Base save + Dex (dodge effects)
Will: Base save + Wis (mental effects)
Critical Hits
ImportantWhen your Attack Value is 5+, you score a critical hit!
AV 5-9: Minor Critical
AV 10-14: Moderate Critical
AV 15+: Major Critical
Roll on critical tables for effects!
Damage Reduction
DefenseArmor and natural armor provide Damage Reduction (DR)
DR reduces all incoming damage from physical attacks
Example: DR 5 reduces a 12 damage hit to 7
Conviction Points
Hero PointsStart with 1 conviction point (some get bonuses)
Spend to:
• Reroll any d20
• Avoid death
• Activate special abilities
Magic System
Four magical traditions powered by Power Points
Power Points (PP)
CoreInstead of spell slots, TRG Prime uses Power Points
Each spell has a PP cost to cast
PP = Race Bonus + Class Bonus + modifiers
Recover PP after rest
Arcane Tradition
IntelligenceClasses: Wizard
Key Ability: Intelligence
Casting Style: Prepared spellcasting
Wizards study from spellbooks and prepare specific spells each day
Divinity Tradition
Wisdom/CharismaClasses: Cleric (Wis), Crusader (Cha)
Key Ability: Wisdom or Charisma
Casting Style: Prepared or limited
Channel divine power from deities
Ethereal Tradition
CharismaClasses: Bard
Key Ability: Charisma
Casting Style: Spontaneous
Magic through performance and art
Verdant Tradition
WisdomClasses: Druid
Key Ability: Wisdom
Casting Style: Prepared
Nature magic and wild shape
Spellcraft Checks
CastingSpellcraft Check: d20 + BSB + ability mod
Base Spellcraft Bonus (BSB): Increases with level
Must meet or beat spell DC to cast successfully
