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TRG Prime RPG

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

Combat

Initiative = (Dex × 5) + (Wis × 5) + modifiers

Higher initiative acts first each round.

Hit Points

Core

HP = Size Mod + (Con per level) + (Class Mod per level)

Death State: Usually 5 (die when Dying > Death State)

Defense

Core

DB = 10 + BDB + Dex + armor + modifiers

Your Defensive Bonus (DB) is the difficulty for enemies to hit you.

Magical Traditions

Magic

Arcane: 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

Core

Each creature has 3 Action Points (AP) per turn.

Standard Action 2 AP
Move Action 1 AP
Swift Action 0 AP
Full-Round 3 AP

Attack Rolls

Core

Attack: 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

Core

Fortitude (Fort): Base save + Con (physical effects)

Reflex (Ref): Base save + Dex (dodge effects)

Will: Base save + Wis (mental effects)

Critical Hits

Important

When 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

Defense

Armor 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 Points

Start 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)

Core

Instead 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

Intelligence

Classes: Wizard

Key Ability: Intelligence

Casting Style: Prepared spellcasting

Wizards study from spellbooks and prepare specific spells each day

Divinity Tradition

Wisdom/Charisma

Classes: Cleric (Wis), Crusader (Cha)

Key Ability: Wisdom or Charisma

Casting Style: Prepared or limited

Channel divine power from deities

Ethereal Tradition

Charisma

Classes: Bard

Key Ability: Charisma

Casting Style: Spontaneous

Magic through performance and art

Verdant Tradition

Wisdom

Classes: Druid

Key Ability: Wisdom

Casting Style: Prepared

Nature magic and wild shape

Spellcraft Checks

Casting

Spellcraft Check: d20 + BSB + ability mod

Base Spellcraft Bonus (BSB): Increases with level

Must meet or beat spell DC to cast successfully

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