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Found 2 results

  1. Version 1.0.0

    59 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
  2. The camp spread out as far as the eye could see, north from Kahi’s Wall. The Ultgar King Kahi had erected the wall a century ago against the goblin Warlord Fak; the gruesome carvings of goblinoid faces locked into a rictus of pain lined the top of the redstone wall. South of the barrier, a single dirt road disappeared into the distance, the only sign of civilization beyond the wall. Only a few hundred feet from the barricade, Prince Nicoli’s tent stood, proud in the prince’s blue and white colors. It was by far the largest and grandest in the area but there were rumors he wasn’t taking that one across the border. The most practical of Mael’s children, it was entirely possible that he would forego the comforts due to a noble of his standing. Some of the nobles following him seemed to be afraid that they would be required to leave their massive tents and soft luxuries behind when they crossed into the goblin’s lands. The nobles and those looking to impress were further south but the further north the camp went, the lower on the social strata the tents and their occupants were. The aura of the area was excitement and eagerness, mixed with a party attitude. Beer and ale flowed freely as maji smoke made a haze in the area. Heavier drinks and substances were passed around when officers weren’t nearby. War songs were belted out in every key imaginable and camp followers danced for the soldiers and adventurers. It was the eve of war, and few denied themselves their pleasure of choice.
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