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TRI is a German multi-genre RPG that mixes fantasy, cyberpunk, noir, horror, and crime fiction themes.

The TRI universe is made up of three worlds: Terra (Earth in the 1930's), Rulegard (a medieval fantasy world), and ION (a futuristic setting). The characters are Mistrunners (Nebelgänger in German), able to pass through the Mist, the substance that connects all three worlds. They can't take equipment with them, so the technologies of the worlds are kept separate, but they may escape prisons or dangerous situations just by moving to another world. Additionally, Mistrunners have some special abilities like fast regeneration. Because Mistrunners gain power by slaying other Mistrunners they live a dangerous life.

TRI uses six-sided dice exclusively. The basic mechanic is to roll a pool of d6 to score successes by reaching or exceeding a target number per die. So a roll of four dice against a target of 5 would result in two successes if the results of the individual dice are 2, 4, 5, and 6. A 6 counts as a success and may be re-rolled to gain additional successes.

A character has eight main attributes which are complemented by three Mist attributes: Sihir (magic), Suni (analytical skill), and Sans (impulsive actions). He also can learn a number of skills. Attributes and skills may differ from world to world. The basic values are bought using a point system.

In each scene or round, a player may allocate a maximum of 6 dice to his attempted actions. This may be anything from one die each for six actions to a single action with six dice. This is the basic dice pool for the action. Attributes and skills add dice to every action. The combat rules make use of this system which allows offensive and defensive actions during each round. Damage is determined by the number of successes scored, modified by the weapon and a potential attribute bonus. Damage reduces the available action dice per round.

Magic in TRI's is an open system with several schools of magic. Each school allows the caster to select certain effects he wants to achieve. The effects determine the successes that are required to successfully cast the spell. The school of destruction for example let's the caster decide which form of damage he wants to create (fire, cold, electricity, etc.), the area of effect (cone, ray, ball, etc.) and the amount of damage.

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