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58 downloadsThe 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
Where to now? I would like to help form up the party at this point. But you have at least one lead which you can choose to follow it... Or make your own lead. So where to? You have the wheel.
OOC: Samuel Holland posted a topic in Shadowplay International's Demon the DescentPitter patter, pitter patter. A voice whispers "There's a storm coming... Can you hear it?" It's comforting, like honey spread on butter and crusty, toasted, bread. The caramel voice fades into the waves, that is reality, and the rain continues. Pitter patter, pitter patter. You gasp for air, as light suddenly pierces your pupils. The shear intensity is blinding and burns like nothing you have experienced since the fall... Where are you now? --------------------------------- Game on! Everyone starts on full Aether, Health and WP. All replenish in real time... Except for Aether which you will need to collect using actions. You get 1 major action, per day, per Resolve. A Major Action is not just one test. But something that would require a scene or an extended effort to do. (Driving to work and making deal with a co-worker doesn't count as a Major Action - unless that deal effects the story -. But going to a night club that is believed to be a front for enemy intelligence is.... Also, you can tag onto other people's Major Actions for free. )
Demon: The Descent Cape Town Original Sin BASIC INFORMATION Organization: SPI Domain: Cape Town (Online at rpgpost.com) Genre: Demon: The Descent VST: Samuel Holland (PM me on the forums to get ahold of me) VSS Publication: 20/4/2015 STYLE OF PLAY Physical: 2 Demons can be incredible weapons. Incredible weapons that are made of very rare and valuable materials. Perhaps you deserve your freedom. But the God-Machine wants its Divinium back. Mental: 3 Everything happens for a reason. Demons know this well: they engineered it that way. However, sometimes they forget that even the gravity holding them to the ground was computed by the God-Machine and that's when it strikes. Social: 3 The God-Machine has many operatives in the Mortal World. A sociable Demon can always get the best of his adversary's agents by out politicking them. Rather than fighting them directly. Action: 2 How will you escape when the Angels eventually discover your secret bunker? Will you stay and fight? What about your wife on the other side of town or little Johnny at school? Character Development: 5 Of all the supernatural varieties Demons often develop the most. They often blame it on the emotions that flood their hardware when they fall. They weren't designed to feel or to hope... But it does feel nice. It feels, human. Others theorize that the personal development a Angel goes through is merely self-realization. A re-understanding of themselves that allows them to see who they really were before the God-Machine manufactured them. Darkness: 4 The World of Darkness is a terrifying place. Especially for the hunted former Angels of the God-Machine. The Unchained must now fortify themselves as they face the horrors of the mortal world all while avoiding capture by the still loyal Angels. Stealth: 5 Your adversary is immensely powerful and has eyes everywhere. One wrong move and you'll end up burned or worse. So hide from the Angels and develop your cover. After all, it's all you have to stop the enemy from finding you. Espionage: 4 With the enemy hunting your every move. Attacking the enemy without careful planning is suicide. So if you want to survive longer than your fall you'll need to make your operations as clandestine as possible. Gather your intelligence, plan your attack and ensure the mortals and the enemy's agents don't find you. If you live, you might even do some good. Drama: 3 Demons and Humans have one thing in common, both are nothing if not melodramatic. Everything happens for a reason. Albeit that reason may not be as exciting as some people may believe. A wise Demon knows how to manipulate this and allows his competitors and the mortals to bicker while she sneaks away with the reward. Intrigue: 3 Another Demon revels in knowing why everything happens. While the first Demon encourages the conflict and runs away while the victims are too busy trying to get vengeance. It is not unheard of for another Demon to actually look into what 'really' happened. Only for both Demons to return to their Ring and share in the bounty. Danger: 5 The enemy are at the gates, everyone is under threat, how can you survive the night? Demons should get used to the threat of danger, the possibility of violence arising from multiple sources with little-no warning. Your assets, loved ones, holdings or other interests will often be under threat of something bad happening â€“ and bad things WILL happen if you just sit there and do nothing! It is entirely up to the Demon to diffuse any situation and nullify a threat before it escalates out of control. Horror: 3 Even the most mundane of things can become truly horrifying. The supernatural intrudes into the mundane and makes the lines between fantasy and reality blur. Horror singles you out, makes it personal. You might be able to cheat reality, but can you trust your own perception of it? The aftermath of any supernatural encounter may have either psychological or supernatural consequences for potentially any Demon. The Unchained in question may never know which is whichâ€¦ Compromise: 4 You can't win every fight. So figure out what you're willing to lose instead. Manners: 2 You'll catch more flies with honey than with vinegar. This is especially true with a collection of angst-y, paranoid Demons with one goal: Survive. Mystery: 4 There are things that happen in this mortal world that even the God-Machine hasn't prepared you for. A wise Demon knows that everything happens for a reason and that they can only exploit it if they understand what is happening. Pacing: Variable Demon has no set pacing. One day you might be relaxing with your Cover's Husband and Child. The next you and your Ring are Burned and are trying to escape death or, worse, deconstruction. Each of the above operates on a scale of 1-5 . 1 means that the element in question will rarely be present, 3 meaning it will regularly be present, and 5 meaning it will always be present. VENUE DESCRIPTION Mood: A terrifying mess between Post Traumatic Stress and a hope for a better, free, future. Themes: The duality between the dark and dreadful mortal world to that of the sterile perfect heaven. The price of freedom. The consequences of power. What is a soul worth? How many lives are worth ending for your own? Especially seeing as you're a creature that was never meant to exist in the first place. PREFERRED CHARACTER TYPES Definitions: No Approval: No need to consult me. I'll Approve it. Low Approval: Have a chat with me and I'll have a look at the idea. - I'm fairly Reasonable. Demon: Demons of all Incarnations require no approval unless specified in the Addenda. As such Analysts are still a High Approval, but will be approved at low. Approved Analyst Incarnation Demons with the false belief of being either a Messenger or Psychopomp: No Approval larger than that required to be an Analyst. Approved Analyst Incarnation Demons with the correct belief that they are part of a separate incarnation: Low Approval on top of the High Approval. This is to represent the canon, albeit false, belief that their are only four incarnations which represent the four embeds required to activate the Cipher. All Agendas are Low Approval. This is not to discourage them from the game. But represents the relationship between player and storyteller to maintain them. Demonic form should be built by the player and sent to the Storyteller with a short description ~100-200 words on what your character was created to do. As per the SPI Addenda the following Processor is not approved: Eliminator Cannon. The above is to not only to comply with the Addenda. But also so I have an idea what you character is and can do. Catalyst: Low Notification. Antinomians: High Approval, as per the SPI Addenda. Assuming the proposed PC is actually an Antinomian, from Player/ST discussion, it WILL be approved at Low. Exiles: Not Approved. Going Loud: Low Approval. Mid Notification required if you do not have another cover. Mid Approval required if you do not have another cover and wish to continue playing the PC. - This is due to the Addenda. Demon-Blooded: Offspring: No Approval Required if PC Demonic Parent. Low Approval else wise. Fractal: No Approval if both Demonic Parents are PCs. Low Approval else wise. This does not over-ride the High Approval required due to the Addenda. Latent: No Approval if PC Offspring Parent. Low Approval else wise. Stigmatic: Low Approval. POWERS Ciphers and Interlocks are designed by the VST with Player input. SKILLS, ATTRIBUTES AND MERITS Attributes: Attributes at 1 Dot or less: Low Approval. Attributes at 4 Dots or more: Low Notification. Attributes at 5 Dots or more: Low Approval. Else wise: No Approval. Skills: Skills at 4 Dots or more: Low Notification. Skills at 5 Dots or more: Low approval. Characters with less than 7 Skills: Not Approved. Characters with less than 8 Skills: Low Approval. Else wise: No Approval. Merits: Merits at 5 Dots or more: Low Approval. Allies/Retainers/Contacts... Etc.: Low Approval so that the VST can work with the player to build NPCs that accurately represent what the player wants for their XP. Else wise: No Approval. EXPERIENCE All PCs start chronicle without access to the 30 starting Experience at No Approval. This can be appealed at Low Approval for character concepts that represent the following categories from Demon: The Descent. Established Presence: 5xp Respected Veteran: 10xp Unchained Role Model: 15xp Elder Demon: 25xp Champion of Hell: 35xp (Modified to 30xp) Restricted XP will be released at a rate of 3xp per month (on top of whatever is earned) and will be allowed to be spent as a 'Free Action'. Why have I done this? There are a few reasons: Firstly, I believe that 30xp is enough to warrant end game material in 2nd Edition and I want to see this chronicle last for years to come. Secondly: Character Development. I believe that allowing characters to grow will encourage good and fun story-arches. Thirdly, I encourage all players to apply for the Low Approval to play one of these "Advanced Character Types", if they think it necessary for their concept. I'm not unreasonable. I just believe 30xp is a little much for a starting character. - I am happy to discuss this.