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Matt

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  1. I'm Back As Well

    Welcome back. Hope your medical issues have been resolved.
  2. The evolution of the Storypath system is tied to our work on Trinity: Continuum, a world of hope, heroism, and peril, and Scion, a world where the children of the old gods walk the earth. Early on, we found that both new editions of these games had similar system needs, because their characters are larger-than-life and fight in epic battles on a grand scale. We knew we needed a system that could accommodate everyday citizens on the street, superheroes soaring above skyscrapers, and gods of the sun and sky, but we also wanted rules to help facilitate the connection between the player-characters, their organizations (Allegiances for Trinity and Pantheons for Scion), and their values. To move forward, however, we needed to take a step back, because the first editions of Trinity: Continuum and Scion used custom variants of the Storyteller System which powered Vampire: The Masquerade and other classic White Wolf games. Despite the differences between those variants, however, at its core the Storyteller System was designed chiefly as a horror game for creatures that could be effectively fought by human opponents. In other words, the Storyteller System is great for vampires, but it didn’t excel at portraying superheroes…or gods! To us, this meant that the stories of these action-adventure games were hindered by their original systems. The Storypath System was designed as a new set of rules, inspired by the legacy of the Storyteller and Storytelling Systems, in addition to other story-centric rules. The Storypath System keeps the focus on narrative, story-built play, and action-adventure. It also draws inspiration from a number of other influences that focus on a cinematic high-octane action and storytelling, as well, to create a streamlined experience for epic stories. Within these pages, you’ll find a preview of the rules and examples for both Scion and Trinity: Continuum. We hope you enjoy the new Storypath System and are inspired to roll the dice and tell great stories!
  3. Version 1.0.0

    27 downloads

    The evolution of the Storypath system is tied to our work on Trinity: Continuum, a world of hope, heroism, and peril, and Scion, a world where the children of the old gods walk the earth. Early on, we found that both new editions of these games had similar system needs, because their characters are larger-than-life and fight in epic battles on a grand scale. We knew we needed a system that could accommodate everyday citizens on the street, superheroes soaring above skyscrapers, and gods of the sun and sky, but we also wanted rules to help facilitate the connection between the player-characters, their organizations (Allegiances for Trinity and Pantheons for Scion), and their values. To move forward, however, we needed to take a step back, because the first editions of Trinity: Continuum and Scion used custom variants of the Storyteller System which powered Vampire: The Masquerade and other classic White Wolf games. Despite the differences between those variants, however, at its core the Storyteller System was designed chiefly as a horror game for creatures that could be effectively fought by human opponents. In other words, the Storyteller System is great for vampires, but it didn’t excel at portraying superheroes…or gods! To us, this meant that the stories of these action-adventure games were hindered by their original systems. The Storypath System was designed as a new set of rules, inspired by the legacy of the Storyteller and Storytelling Systems, in addition to other story-centric rules. The Storypath System keeps the focus on narrative, story-built play, and action-adventure. It also draws inspiration from a number of other influences that focus on a cinematic high-octane action and storytelling, as well, to create a streamlined experience for epic stories. Within these pages, you’ll find a preview of the rules and examples for both Scion and Trinity: Continuum. We hope you enjoy the new Storypath System and are inspired to roll the dice and tell great stories! - Onyx Path Design Team
  4. The first brochure for Trinity Continuum and Trinity Continuum: Æon is available at the link below.
  5. Version 1.0.0

    30 downloads

    Trinity Continuum EVERY AGE HAS ITS HEROES. Our modern world is fraught with dangers, from the products of mad science and corporate greed to the perils of lost civilizations. Fortunately, as many of the Talented will tell you, danger is their middle name, and the Æon Society is here to help them put things to right. The only constant in the world is change, and that’s where you come in. At long last, the Trinity: Continuum returns in this new edition with a new system and setting revised from the ground up. Talents: the subtle champions, daredevils of unparalleled skill and luck. Psiads: those able to employ the powers of their own minds to affect those around them. Novas: the stalwart few with the power to alter the very fabric of reality. These Inspired arise in times of need. Few of them will ever sit idly: they seem to be driven to act. Some will be crowned as heroes, others as power–mad aberrations. Which will you be? The Trinity: Continuum Rulebook will include: • The Storypath system • A modern introductory setting that’s packed with action and adventure • A full guide to playing Talents, their Gifts, and their various allegiances. Trinity Continuum: Æon In a world still recovering from a devastating war with horrifying mutated Aberrants, the last thing humanity wants to hear is that they’re are back, and they want Earth. Fortunately, Orders have arisen, each responsible for the creation of a specialized type of psion ready to combat the Aberrant menace. Will it be enough? A battle rages among the stars, and the psions are humanity’s best weapon. Trinity Continuum: Æon will include a: • Complete 22nd century setting featuring Earth’s first steps into the greater galaxy. • Guide to psions, the powerful artificially–created psi–users produced by the quixotic Psi Orders. • GM–centric material detailing some of the setting’s secrets and potential future fates.
  6. Aberrant RPG Mega-Attribute Enhancement: Universal Charm (Mega-Charisma) While Mega-Charismatic novas are famous for getting along with just about anyone on Earth; a nova with this enhancement can get along with just about anyone, period! Such a nova can interact well socially with any form of sapient being they encounter, no matter if it's a Zep scientist or Joe Schmoe from Cleveland. System: The nova's Mega-Charisma and most enhancements are equally effective against any type of sapient being. Mega-Charisma enhancements dependent on sexual appeal can't be used with most alien races, for obvious reasons. (The only exception to this would be the"weird-looking human" variety of aliens portrayed in the various Star Trek television/movie series and the Lum*Urusei Yatsura manga/anime series.) The nova also gains a -[Mega-Charisma] difficulty bonus on all social rolls for interacting with aliens, baseline humans, tainted or high-Chrysalis novas, psions, daredevils, etc. This enhancement is permanent, and has no quantum point cost. This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.
  7. Aberrant RPG Mega-Attribute Enhancement: Credibility (Mega-Charisma) Prior to the Nova Age, most people had a reflexive disbelief of people and things that were beyond what their worldviews defined as "normal". As this attitude is found among humans in nearly all universes without publicly recognized paranormal beings, many novas who travel to parallel universes and to previous eras can find themselves dismissed as hoaxers and the like. While that's useful for keeping a low profile, occasionally a nova will need to shatter that reflexive disbelief. Certain novas have the ability to do just that. System: When activated, this enhancement will cause all non-Inspired beings in the nova's vicinity to take her, her words and her deeds seriously instead of dismissing them as some sort of hoax or hallucination. Inspired beings (and their equivalents) can make a contested Willpower roll against the nova's Mega-Charisma in order to avoid this effect. This enhancement costs 1 quantum point to activate for a scene. This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.
  8. Aberrant RPG Mega-Attribute Enhancement: Universal Appeal (Mega-Appearance) Prerequisite: Two or more dots of the Shapeshift power A nova with this enhancement is retains his superhuman beauty (if sometimes in a weird way) no matter what form he assumes. While often provoking commentary on the nova's personality, this can provide a number of unexpected benefits - most beings don't feel threatened by something they consider beautiful. System: The nova's Mega-Appearance and most enhancements will apply in whatever nonhuman form the nova takes (unless the nova wishes otherwise), be it animal, alien, plant, mythological beast or inanimate object. Mega-Appearance enhancements dependent on sexual appeal are never "carried over" by this enhancement, for obvious reasons. This enhancement is permanent, has no quantum point cost and is only available to Mega-Attractive novas. This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.
  9. Aberrant RPG Mega-Attribute Enhancement: Absurdity (Mega-Appearance) Prior to the Nova Age, most people had a reflexive disbelief of people and things that were beyond what their worldviews defined as "normal". Some novas have learned to take advantage of this common bias to nullify unwelcome attention to their activities. Be warned, this tactic isn't always successful... System: When activated, this enhancement will cause all non-Inspired beings in the nova's vicinity to dismiss her, her words and her deeds as some sort of hoax or hallucination instead of taking them seriously. Inspired beings (and their equivalents) can make a contested Willpower roll against the nova's Mega-Appearance in order to avoid this effect. If the non-Inspired beings have any prior experience with actual Inspired beings or their equivalents, the Willpower roll is considered an automatic success. This enhancement costs 1 quantum point to activate for a scene and is available to novas with either variety of Mega-Appearance. This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.
  10. Aberrant RPG Mega-Attribute Enhancement: Techgnosis (Mega-Wits) For all their superhuman genius, many Mega-Intelligent scientists and engineers share a basic failing with their baseline counterparts. Simply put, they make incorrect - and often wildly over-optimistic - assumptions as to how human technology will progress. While their eventual failure is embarrassing for futurists when they are proved wrong, this can also lead to decades worth of wasted effort and resources. Novas with this enhancement are not burdened with that handicap; as they have an intuitive grasp of technology that lets them understand how to reverse engineer, mass produce and use wisely any device they encounter. System: The nova never suffers any difficulty penalties for working with technologies from different Technology Levels than her own. Provided that the nova has the correct basic Ability to use a device, she can figure out exactly how to use it as a free action. If she gets the chance to examine the device in a non-destructive manner, the nova can make an Intelligence roll to intuit how the device functions and whatever is needed to reproduce it. This enhancement works on both advanced mundane and Inspired technologies of any origin; be it human, transhuman or even alien. This enhancement costs 1 quantum point to use for a scene, although the understanding it grants is permanent for all practical purposes. This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.
  11. Aberrant RPG Mega-Attribute Enhancement: Multiplexed Mind (Mega-Wits) Prerequisites: Mega-Wits at 6+ dots, Hypercognition and Multitasking enhancements. While all Mega-Witty novas possess superhuman speed of thought, those who develop the upper ranges of Mega-Wits can attain degrees of processing speed that rival if not outperform the most advanced supercomputers. Novas who develop this enhancement can perform mentally to match and/or exceed the efforts of entire groups of less-sharp individuals. Some such novas are even rumored to be capable of performing just as well in the physical realm, but there has been no hard evidence for that as of yet. System: A nova with one level of this enhancement can perform (Mega-Wits x 5) extra mental actions per turn, ignoring any and all penalties for making multiple actions. Additional levels of Multiplexed Mind can be purchased as the nova increases his Mega-Wits and Quantum Trait ratings in tandem, as seen below. This is a permanent augmentation of the nova's mental processes and has no quantum point cost. 2 Levels: Requires Quantum 7 and Mega-Wits 7, allows nova to perform (Mega-Wits x 10) extra mental actions per round. If the nova also has the Neural Acceleration enhancement for Mega-Dexterity, he may convert any of his extra mental actions into extra physical actions as desired. The nova still limited to using only one quantum power per turn at this stage, however. 3 Levels: Requires Quantum 8 and Mega-Wits 8, allows nova to perform (Mega-Wits x 15) extra mental actions per round. If the nova also has the Neural Acceleration enhancement for Mega-Dexterity, he may convert any of his extra mental actions into extra physical actions as desired. The nova has also begun to optimize his quantum power usage, and may use up to 5 of his extra actions to use his quantum powers. All normal quantum point costs for power usage apply. 4 Levels: Requires Quantum 9 and Mega-Wits 9, allows nova to perform (Mega-Wits x 20) extra mental actions per round. If the nova also has the Neural Acceleration enhancement for Mega-Dexterity, he may convert any of his extra mental actions into extra physical actions as desired. The nova has continued to optimize his quantum power usage, and may use up to 10 of his extra actions to use his quantum powers. All normal quantum point costs for power usage apply. 5 Levels: Requires Quantum 10 and Mega-Wits 10, allows nova to perform (Mega-Wits x 25) extra mental actions per round. If the nova also has the Neural Acceleration enhancement for Mega-Dexterity, he may convert any of his extra mental actions into extra physical actions as desired. The nova has also fully optimized his quantum power usage, and may use any of his extra actions to use his quantum powers. All normal quantum point costs for power usage apply. This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.
  12. Aberrant RPG Mega-Attribute Enhancement: FTL Reactions (Mega-Wits) This is the mental counterpart to FTL Reflexes, and allows novas to react fast enough mentally to travel at relativistic and/or superluminal speeds in space with much less trouble than their slower brethren. Those novas who possess FTL Reflexes as well as this enhancement can traverse interstellar distances as easily as Joe Sixpack could walk the length of an empty field. System: A nova with this enhancement suffers only half the penalties (round up) on rolls for moving at relativistic and/or superluminal speed in space. If the nova also has FTL Reflexes, she will suffer no penalties whatsoever. This is permanent and has no quantum point cost. It's also fairly useless for novas incapable of moving at relativistic and/or superluminal speeds in space. This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.
  13. Aberrant RPG Mega-Attribute Enhancement: Acumen (Mega-Wits) Humans - and therefore most novas - are dependent on a wide variety of environmental factors in order to function at their best. As with their physical and social requirements, people also have intellectual needs that must be met in order to avoid mental stagnation and prevent the eventual degradation of their healthy brain functions. Even worse, their minds often are prevented from developing to their full potential in the first place due to harmful influences in their intellectual environments. Mega-Witty novas with this enhancement can shrug off those problems with ease, as their evolved intellects can function just fine without adequate intellectual stimulation and will develop properly in even the most hostile intellectual environments. While this can cause social conflicts with people and cultures of an anti-intellectual bent, such is only to be expected and planned for in advance. System: The nova can sustain himself intellectually for an indefinite period on residual quantum energies. So long as he still has at least 1 quantum point in quantum pool, the nova will have no need for sources of intellectual stimulation to keep his mind active and fully capable, but will still enjoy and desire such. For purposes of this enhancement, sources of "intellectual stimulation" include having intelligent discussions with other people near the nova's intellectual plateau, all forms of thought-provoking entertainment and exposure to the arts. The nova will still require a knowledge base to work from, but that won't be any great problem if the nova also has a Mega-Intelligence rating and suitable enhancements. The nova is also able to operate and develop at his full intellectual capacity in the most hostile of intellectual environments. For purposes of this enhancement, "hostile intellectual environments" contain some or all of the following harmful influences: anti-intellectual social norms, prevention of full access to instruction, dishonesty and disinformation by the instructor, the instructor's refusal to explore controversial topics which are germane through intelligent and measured discussion, any irrelevant distractions and all harmful social influences intended to prevent the nova from making full use of and improving his own critical thinking and complex reasoning. (This covers all forms of harassment and abusive speech.) The nova is automatically immune to undesirable (distracting, harmful, subversive, virulent, self-destructive, etc.) memes* of all sorts, hysterical reactions, cognitive distortion, all forms of cognitive bias**, mundane detrimental biofeedback effects and gaslighting***. The nova also gains 6 Willpower or Attribute successes against Inspired effects which cause detrimental biofeedback effects or reduce the character's Intelligence and/or Wits ratings and those of the corresponding Mega-Attributes. The nova can automatically recognize cognitive dissonance - when two cognitions, or a cognition and a behavior, are in contradiction - within his own thought processes and correct for it as he pleases. Finally, the nova can detect and identify any and all memes he encounters as an automatic action. Acumen is an automatic enhancement and requires no quantum point expenditure. *Meme: a concept, behavior or style that spreads through sapient minds via their communications, much like diseases spread among living organisms. **Cognitive Bias: a form of distortion in judgment resulting in false deductions about a given subject. **Gaslighting: a form of psychological abuse in which false information is presented with the intent of making a victim doubt his own memory and perceptions. This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.
  14. Aberrant RPG Mega-Attribute Enhancement: Wayfarer (Mega-Intelligence) Given the globe-trotting lives many novas end up leading, it should come as no surprise that they face certain difficulties in their journeys that others don't even consider. Aside from the extra attention they get from their status as celebrities, the use of quantum powers brings up certain questions. How does one fly to another country without being flagged down by the local air force? How does one smuggle five young orphans (who also happen to be latent novas) out of mainland China without attracting the attention of the Heaven Thunder Triad, who are always looking for more nova bodies to process into lucrative nova-derived drugs? And even if you do manage to get the kids away from the Triad, how do you get them past the customs agents and the local INS? How does one avoid Directive agents, or even nosy paparazzi? A nova with this enhancement has an intuitive understanding of both the problems faced by traveling novas and how best to evade those problems. Some novas have used this to become superhuman smugglers - whether they run Underground Railroads for innocent people or funnel black market items to First World nations has been left to their individual consciences. System: The nova automatically reduces all rolls made by others to track, intercept, or waylay him (and/or his cargo while traveling by [Mega-Intelligence] successes. This enhancement is permanent, and has no quantum point cost when used by the nova himself. If the nova wants to use this with a group of travelers or a cargo, he must spend 2 quantum points to protect the group or cargo for the duration of their journey. (The nova must also accompany the group or cargo in order to provide his protection.) This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.
  15. Aberrant RPG Mega-Attribute Enhancement: Mental Prodigy: Xenology (Mega-Intelligence) A nova with this enhancement is a genius when it comes to alien lifeforms - in some cases, the nova may actually relate better with alien sapients that he does with baseline humans! Aside from making the nova an excellent candidate for First Contact (and subsequent diplomatic relations), his genius also applies to every possible facet of alien life - xenobotany, xenoecology, xenozoology, xenosociology, you name it! System: Whenever the nova is involved in situations or problems concerning extraterrestrial life forms, and/or nonhuman terrestrial sapients, the player may make an Intelligence roll. For each success achieved, he may roll an additional die when making Xenology and Xenorelations rolls and any other rolls related to those tasks. This enhancement costs 1 quantum point to activate; the effects and bonuses received last for a minimum of an hour, and possibly longer (at the Storyteller's discretion). This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.
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