You are on page 1of 12

WELCOME TO THE STORYPATH SYSTEM

Hello Onyx Path fans!


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 accommo-
date 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!
Signed,
The Design Team

STORYPATH
• Bonding: Though the rules are designed to portray
individual characters, Storypath also uses group me-
SYSTEM OVERVIEW chanics to create a collaborative storytelling role-play-
ing experience. The Bonds formed during character
The Storypath System uses ten-sided dice, and is de- creation and sessions bring new overarching mechan-
signed to be an action-heavy roleplaying game. The rules ics and collaborative themes into play based on char-
facilitate a number of playing styles and in game elements acter milestones.
at the table including:
• Competence: The player-characters are assumed to
• Action Gameplay: Storypath takes cues from action be competent in their area of specialization be it
movies to keep scenes moving quickly and preventing research, combat, persuasion, or any other field of
them from getting bogged down. human endeavor. Dice rolls aren’t always meant to
assume success or failure: they’re meant to determine
• Cinematic Pacing: Storypath divides sessions and influence over the story and the degree to which the
scenes into different units of time that support a character succeeds.
story moving at the speed of plot. Campaigns are
modeled similarly to a long-running television series, • Enhanced Combat: Storypath combat uses ranged
using episodes, arcs, and seasons, to emphasize plot bands, fields with terrain features, and the tools for
and characters over minutia or real time competency. both active and supporting characters to contribute to
a fight. Combined, these techniques will keep fights
• Scaling: Storypath uses a comparative chart to mea- interesting — even in extended conflicts and battles.
sure general degrees of power between opponents.
MODE S OF PLAY
Gods or superheroes can fight each other on mostly
equal ground, while mere mortals can do the same to
one another. It’s only when the psychic superhuman Storypath actions belong to three general modes that
deals with your average beat cop that Scale comes roughly map to Attributes, or ways characters interact with the
into play! setting. Modes are schemas inspired by traits instead of rigid

2
STORYPATH
categories, and are not meant to be internalized as hard and
fast rules. By design, different settings will inspire new modes
clustered around setting-specific special traits and systems.
SYSTEM BASICS
The following schemas apply to most games powered by
ATT RIBUTE S A N D ABI LITIE S
the Storypath System, regardless of setting:
ACTION-ADVENTURE Attributes are divided into three Arenas: Mental,
(PHYSICAL-INSPIRED MODE) Physical, and Social — and three Functions: Force, Control,
Physical peril, violence, and round-by-round action. and Resistance — for nine total Attributes.
This is the realm of punch-ups, car chases, and defusing Attributes reflect a character’s most basic qualities to define
bombs with seconds to spare. These fast-paced scenes usu- who they are. They might be smart, strong, graceful, or self-as-
ally take place in real-time, with specialist rules covering sured. If other characters were asked to describe that person in
combat and dramatic movement. a few words, their responses would likely be a reflection of their
PROCEDURALS Attributes: they might say they’re clever or clumsy, or that they’re a
brusque but effective leader. When paired with Skills, these traits
(MENTAL-INSPIRED MODE)
determine the character’s ability to overcome specific obstacles.
Deductions, careful research, and cunning preparation. Dice pools are formed from pairing a Skill with an
The focus is on solving problems by using information Attribute. Skills describe a character’s capabilities, either
gathered through clues and evidence or formulated plans. from formal training or refining raw talent.
These scenes take place as montages, skipping through
DIFFICU LTY
long stretches of work, and include specialist rules for in-
vestigation and crafting.
Any action that you actually roll for has a Difficulty,
INTRIGUE (SOCIAL-INSPIRED MODE)
even if it’s 0. This is the number of successes that you must
Interpersonal ties, relationships, and social manipulation. meet — including any Enhancements — to see if you suc-
These scenes include interrogations, infiltrating secret social cir- ceed. Any action that you actually roll for has a Difficulty,
cles, and pursuing romantic ties. They blend real-time conver- even if it’s 0. This is the number of successes that you must
sation with stretches of “skipped” time, and include specialist meet — including any Enhancements — to see if you suc-
rules for persuasion and representing different personalities. ceed. If you don’t meet the Difficulty, you fail.

THE CORE MECHANIC


You roll a dice pool of d10s: Attribute + Skill against a set Difficulty, which is the number of successes you must meet.
Each die that rolls an 8 or above is a success. If your dice roll scores one or more successes, you add bonus success-
es from any Enhancements from equipment or powers. You succeed on your action if the successes meet or exceed
the Difficulty, and fail if you don’t. More successes than you need allow benefits called Stunts, and failing gains you
Consolation, a chance to affect the story anyway. If you score 0 successes rolling the dice and one or more of them show
a 1, you botch and fail especially badly, but earn more Momentum (a kind of Consolation) than for a failure.
Powerful entities, like demigods or superheroic novas, roll at a target number of 7 or above to get a success.

Example: You roll 6 dice as your pool against Difficulty 3

0 1 2 3 4 5 6
No Successes and if Insufficient Number of Successes Extra Successes
any die shows a 1, Successes needed. If you get this that add Stunts
then a botch occurs. with Consolation many, you succeed.

3
ST UNTS at any one time, though their Momentum pool starts out
empty, and empties out again at the end of each story Arc.
Stunts are a way of rewarding success beyond the basics, al-
You receive a point of Momentum whenever your char-
lowing you to spend your extra successes to produce additional
acter suffers a failure or setback as the result of a Challenge
effects, like creating useful Enhancements or Complications
(a long-term condition on the character that provides dif-
for other characters. They’re also used to narrate details to the
ficulties in their narrative), or if your dice roll fails and
scene that are beneficial to your characters and generated by
accept Momentum as your Consolation.
your character’s action. Perhaps you successfully clamber over
a wall and have time to create a handhold for the friend flee-
E D GE S
ing directly behind you, or confuse pursuit with a false trail.
Edges are unique quirks that offer a
FAI LU RE & CONS OLATION character a constant, passive benefit. They
often provide an Enhancement to certain
If a dice roll scores no successes, or the character
actions, allow a character to bypass spe-
cannot muster enough successes to overcome the dif-
cific disadvantages, or represent
ficulty even with Enhancements, the action fails.
access to abilities or resources
Simply put, you don’t achieve whatever you were
the character would not other-
hoping to. You swing and miss, your charm falls
wise have.
flat, you draw a blank.
The specific results of failure depend S KI LL T RICKS
on the context, but it never ends in noth-
ing happening. Instead, the Storyguide (or Skill Tricks are applications of
GM) moves the story onward by offering a human ability that verge on the super-
Consolation, a minor benefit that doesn’t human — or, at least, the superhuman-
exactly give them what they want, by advanc- ly reliable. It’s certainly possible to drive
es the group’s interests somehow. If your backwards at top speed through raging traffic
character fails to earn enough successes without so much as denting a wing-mirror, but
to sneak into the white-collar criminal’s it’s not something even an expert can just
office after-hours, they might succeed at accomplish on command…unless they’ve
sneaking in, but accidentally trip the si- got a Skill Trick.
lent alarm…giving them only a few scant Unlike Edges, Skill Tricks cost
minutes to search. Momentum to activate, and cover specific
Consolations can’t substitute for ac- feats or sequences — the sort of cool moments
tual success, but might include informa- that make you go “wow” (or “bullshit”) when
tion leading the character to another avenue you see them pulled off in an action movie.
of assault or completely different aspect of As such, Skill Tricks don’t normally provide
the story, a minor Enhancement offer- an Enhancement that can be spent on any-
ing a success to a future action, or at- thing — instead, they offer a “free” Stunt
tracting a potentially-useful NPC. when used, representing the specific trick
in question.
MOME NT UM
Perhaps the most com-
mon kind of Consolation
is Momentum. This is a re-
source that players spend to con-
trol the story’s narrative pacing
and help out their characters with
direct dice-adders. By default, it is an
“out of character” resource, though some
settings may claim it’s the very real
hand of destiny at work.
Each character can have up
to 12 Momentum

4
place they came from, or even a concept or setting topic that
SCALE relates to their character. Each Path is important not only to
Storypath games span back-alley brawls to dragon-riding a single character, but are built to give substance and mean-
dogfights, often in the same adventure. Scale exists to handle ing to the entire chronicle, as well as a holistic sense to the
these extreme circumstances, representing entities or effects character’s history beyond Edges, Attributes, and Skills.
on a different level than normal humans. A Might (Physical In some cases, these are setting specific groups and or-
Force Attribute) 1 weakling can struggle against a Might 5 ganizations a character can be a part of; in others, these are
bodybuilder, but they’re both ants in front of a T-Rex. specific to a certain chronicle or group. Characters relate
However, they are also exciting adventures where he- to a Path through a short sentence or descriptive phrase,
roes overcome impossible odds. Scale is therefore kind to which defines a fact and a relationship to the setting, like
important characters; a raging giant easily crushes build- “Three-time Bare-Knuckle Boxing Champion” or “Reborn
ings and faceless crowds, but our heroes can dart through God of Fire and Sacred Shrines”.
the chaos and face him on more even ground. Paths contain a number of standard elements:

I N ITIATIVE
• Asset Skills/Specialties: When a character takes this
Path at character creation, they receive Specialties
In action-adventure round-by-round conflicts, the ac- of the player’s choice in the two listed Asset Skills.
tion can get pretty chaotic. Storypath uses an initiative More specific Paths (such as Pantheons) grant listed
system that’s a mix of traditional and collaborative means Specialties particularly relevant to their groups.
to make sure everyone gets their chance in the spotlight.
• Contacts, Mentors, and Allies: Characters on a Path
At the start of the scene, you roll a dice pool of d10s will have other characters who are useful acquaintanc-
with the Attributes and Skills your character is using to es, acquired over the course of her life and work: a
react to the situation. Each roll generates a turn slot for colleague, a lover, or just someone to trade favors with.
either a player or Storyguide character, with the slots
placed in order of which achieved the most successes — • Equipment: The character can gain access to any
traits (and then Storyguide’s preference) break the tie if equipment relevant to the Pathway (normally re-
there’s a draw. This is the initiative order. stricted to common items; high-cost items or mean
the character has to take a Challenge, as described
The player character who achieved the most successes
below).
occupies the first player turn slot, and acts within it. Once
the next slot comes up, the first player decides which of • Access: Some locations in the setting might be re-
their group-mates takes their turn, out of those who have stricted for most characters, but if the character’s Path
yet to act this round. And so on, with each player pick- would grant them access — such as someone with “A
ing the next to go after his or her turn is finished. The legacy New York’s Finest” as their Path — they’d be able
Storyguide does the same with their characters. This cycle to walk into the police station or a cop bar anywhere
continues every round until no characters or turns remain, in NYC with no questions asked or alarms raised.
at which point it resets and the player character whose turn
was last picks the next player to start the next round. Narrative Advantage/Disadvantage: On a Stunt or
once per session, the player group can collaboratively bring
H EALT H in an advantage that relates to a character’s Path, or bring
in a disadvantage that will challenge the group (but will
Damage in the Storypath System is represented by two sep- provide Momentum and challenges to overcome).
arate but related concepts: stress boxes, which measure accumu-
lated strain from the conflict, and Injury Complications, which
represent actual injuries. Once all a character’s stress boxes are
filled by damage, they are Taken Out (maybe killed, maybe not), EXAMPLE HEALTH TRACK
but a player can stop damage from affecting their stress boxes
by accepting Injury Complications instead. These are effectively
extra successes added to the Difficulty; without buying off these
Vitality: 3 •••
Injury Complications, the character can’t attempt the action.
-1 -1 -2 -2 -4
PAT H S
Paths represent pieces of a chronicle setting which char-
acters can interact with and be a part of. Paths are the orga-
nizations characters belong to, the societies they join, the

5
ACTION-ADVENTURE
The Storyguide rolls for the horde — it’s fairly dangerous, so
the pool is 8 dice. It’s a good roll, turning up 5 successes,
EXTENDED EXAMPLE which she splits between the two player characters. They
each compare their Defenses the higher of Close Combat or
A pair of Scions (Rhiannon, daughter of Brigid, and Sigrun, Dodge Defenses, respectively. Rhiannon’s player has Defense
a child of Loki), having been alerted that another Scion of Loki 3 — high enough to avoid being hit, while Sigrun’s player
has gone rogue and loosed a frost giant into Washington, D.C., only has a Defense 1, missing the Difficulty of 2 by 1. They
arrive on the scene. They’ve tracked the giant to a construc- pile onto Rhiannon and try to pin her beneath the weight
tion site and find it looming behind the skeleton of a would-be of ice and snow, but she punches her way out of the dogpile
building. A wake of destroyed equipment, frosted-over infra- and leaps away from the attack cold and snowy but other-
structure, and frozen workers spread are behind it. Snow pelts wise unharmed. Hurled bolts of ice launch from the mass of
down hard and obscures the player-characters’ view. creatures and freeze over Sigrun’s wings, slowing her rapid
approach — but isn’t enough to stop it. (Minion enemies like
From the frosted wreckage, humanoid shapes stir and
this do not typically cause injury to Hero-tier player characters
shamble towards the Band. They move without intelli-
unless they grossly exceed their Defense, instead causing
gence, impelled by instinct and magic. Once they spot the
a Complication. In this case, Sigrun is slowed
presence of the Scions, they quicken and charge menacing-
down by ice.)
ly. Since none of the characters are using stealth to infil-
trate the place, they don’t need to beat the perception rolls
of the humanoid shapes.
The Band exchanges looks, knowing they’ll have to
get past these snowy constructs before they can reach the
bigger foe. The Storyguide asks her players to roll for ini-
tiative. Rhiannon’s player gets four successes and Sigrun’s
rolls three. The Storyguide rolls one pool for the
horde of constructs and only gets one success.
The players decide to go in the order the dice
fell.
Rhiannon wastes no time and charges
in first. The mob is in Close Range already,
so she moves to Engaged on her action
without requiring a movement roll. She
rolls Might + Close Combat (8 dice).
She rolls 4 successes against the mob’s
Defense (a type of Difficulty) of 1. Since
the mob is treated as one single group,
they Rhiannon’s player decides to put all
of her successes into damage, since mobs
have a much higher stress track than play-
ers but don’t take usually Injury Complications.
Sigrun shouts that she will try to
gain ground and uses one of
her divine powers to shape-
shift into the form of the
eagle, then her player rolls
her movement dice (a pool
of Finesse + Athletics to
move past the mob in a swoop.
Her player rolls a Might + Close
Combat to attack with a dice pool of
6. She rolls 3 successes; again the mob
takes the damage directly as Sigrun slashes
with her talons and soars past.
The great horde of creatures surges forward and threat-
ens to consume both Scions under its frigid, seething mass.

6
The players decide that Rhiannon will go first again the Alma’s player makes a contested Presence + Persuasion
next round. The Scions mount their second assault; Rhiannon roll beats the Storyguide’s Resolve + Empathy, and he lends
recklessly rapid-fires her gun. She chooses to Empty the Clip an ear. She scores 4 successes to his 1, and by spending extra
while making an Aim attack action, which adds 2 extra suc- successes equal to his Composure, she pulls off a Stunt to
cesses to her roll — giving her a total of 5 successes against the reduce the Scope of the task. The player describes the count-
Defense of 1. The hail of bullets tears through the creatures’ less other sacred items she’s been privileged to privately pray
frost bodies and turns them into powder. before. Soon he’s flattered into adding his relic to that list
Meanwhile, Sigrun decides to snatch one of these and leaves her alone to pray. Or so he thinks…!

I NT RIGU E
snow-monsters in her claws and drops it on its remaining fel-
lows. Sigrun’s player asks the Storyguide how heavy the snow
creatures are, and together they determine that human-shaped Last night, Devon Emmitt fled his home with light
snow creatures are light enough for an eagle to pick up. Her streaming from his mouth, possessed by a flesh-eating asi-
player rolls Might + Close Combat and turns up 2 successes, man. Fortunately he’s an old friend of Dakarai Sterre, Scion
which gets +2 successes due to Scale — magnified by her magic of Damballa, who calls in a favor from Machado, a demigod
to be enough to take out the mob facing her as well. It drops hitwoman.
like a stone, and they all explode with the satisfying sound of
shattering ice. For a moment all is silent but the gentle hiss of This investigation is a Complex Action, which means
settling snow. The Storyguide tells the players the way is clear, that overall success depends on multiple rolls to represent
and the Scions rush to face the giant. different intervals of the investigation. The Storyguide
judges this a case requiring two core Clues (discrete infor-

INTRIGUE AN D
mation that drives story progress) to crack. The time limit
leaves only two intervals before Devon chows down, so our
PROCEDURAL EXAMPLES heroes split up for the first interval.
Machado uses her Path Contacts as a Career Criminal
S O CIAL
to declare she knows a guy in a local street gang who will
talk, and interrogates him. He reveals the neighborhood’s
Alma Choudry is an incarnation of Ganesha dedicat- abuzz about a glowing man stuffed into a car — the first
ed to salvaging the scattered components of a vimana, Clue. Since she uses her Contacts for this, it doesn’t re-
a mythological flying machine, from across the World. quire a roll, but Machado’s player decides to roll Presence +
Unfortunately, the latest part can’t be bought at auction — Persuasion in the hopes of getting an extra success, against
it’s been claimed as a shintai (sacred body) of Kagu-tsuchi a Difficulty of 2. Her player scores three successes, and her
(the dead and dismembered Japanese God of Fire) by the player uses the last success to get an alternative clue — they
fringe cult Moeru Kodomo. know where a suspicious car is parked. Putting two and
two together, she deducts it’s probably the same car.
Resolved to steal it back, Alma arranges a meeting with
the cult-leader, Kagari Noda, by masquerading as a rich pa- During the same interval — since multiple charac-
tron. Some divine magic completes the illusion, and soon ters can split up to cover more ground — Sterre hits
she’s sat right in front of the relic. the books and his player makes a Reason + Occult roll.
Unfortunately, his library is thin on glowing African vam-
Alma assesses Kagari over some small talk, so her player
pire-spirits, so he lacks an Enhancement and 2 successes
makes a Manipulation + Empathy roll. She hopes he’ll give
doesn’t beat the Difficulty of 3. He hasn’t found a Clue,
her a moment alone, but if his Attitude (how he feels about
but as a Consolation the Storyguide offers the asiman’s
her) toward her is lower than Scope of that task (how big a
weaknesses from a Wikipedia article — this info won’t
favor she’s asking), her suggestion will fail. The Storyguide de-
help catch it, but could provide an Enhancement later.
cides that Kagari considers leaving the relic unguarded to be
a Significant request, a Scope of 3 — which means it’s pretty On their second interval, they search the car. Machado’s
difficult. player makes a Cunning + Subterfuge roll with a teamwork
bonus. Four successes beats the Difficulty of 3, and discov-
Unfortunately, Alma’s Manipulation + Empathy roll as-
ers the owner’s address, the second Clue, which concludes
sessment roll gets 2 successes, and since Kagari isn’t trying
the investigation. A spare success fuels a Stunt to notice
to hide his feelings there’s no contested roll. While he’s
another detail — there was no struggle. “Devon” was a will-
pleased with her recent donation, his Attitude (Trivial, or
ing passenger.
an Attitude of 1) isn’t quite good enough. Since it won’t be
easy to improve his Attitude further, she decides to reduce The owner’s door bursts open before the two can
the apparent Scope of the task, making it seem like not knock on their approach, and Dakarai prepares to put that
such a big deal that the priceless relic be left unguarded. Enhancement he earned earlier to good use.

7
FIND YOUR DESTINY
LIVE THE MYTH
EMBRACE YOUR FATE
Scion is a game about gods, humanity, and everything Hero, are corebooks containing the Storypath System, the
in between. It’s a game about mythic deeds and the reasons setting of the World, and how to make characters in the
why people talk about those mythic deeds. It’s also about World of Scion.
modernity - the World today is a very different place than Scion Second Edition uses the Storypath System,
the anything our ancestors could’ve conceived. and Hero contains a number of additional mechanical
The ancient powers never fully went away. They wander elements:
our roads and cities, mingling with the teeming masses of
humanity. You are one of their children, born to the magic • Divine Pantheons: Ten global pantheons, cultural
of yesterday and the promise of tomorrow. groupings of gods that act as parents and patrons for
Scions: the gods of the Algonquian, Aztec, Chinese,
The Primordial deities and savage Titans, dread fore- Egyptian, Greco-Roman, Hindu, Irish, Japanese,
bears of the gods, have escaped their eternal prisons to wage Norse, and Yoruba.
war with the gods once more. Those battles in the heavenly
Overworlds of the gods have spilled over into our World. • Supernatural Paths: Genesis, Calling, and Pantheon.
Armed with weapons possessed of mighty powers, the Scions are born, are created, are chosen by the gods,
Scions, divine offspring of both god and man, stand as hu- and this Genesis act colors their entire life. They’ve
manity’s only defense. But even the gods themselves cannot also got Callings, or aspirations towards the kind of
stand united, as ancient rivalries spring forth once more. god they want to be — such as a Warrior, a Lover, a
Healer — that determine the supernatural gifts they
Will you rise to the heights of power through your her-
receive. Lastly, they’re born into or join a Pantheon,
oism? Will you become more than just a pawn in a spiteful
the grand collection of gods with their own rivalries
divine game? What great events will mark your ascent to
and politics.
godhood?
Scion Second Edition consists of four books which • Purviews and Boons: Discrete elemental miracles
define and expand the game’s setting, called the World, tied into the powers of the World, granting Scions
and some of the godly pantheons defining that World. influence over their powers of their parents: fire, the
The Scions — children of the gods — are granted a spark sea, the forge, thunder and the sky, and many others.
of divinity from their parents, allowing them to climb in
• Knacks: An upgrade to the Skill Tricks of Mortals,
power until they take their seats at the right hand of their
these allow Scions truly superhuman action hero
parents, the gods. The first two, Scion: Origin and Scion:
moves or suave dramatic powers that defy belief.

8
HOPE • SACRIFICE • UNITY
Trinity: Continuum is an action-adventure game of • Allegiances: A heaping handful of modern-day or-
heroes of all kinds and every time period. It’s a game ganizations to which a Talent may belong, from the
about seeing something that needs doing and doing it. troubleshooters of 9, to the explorers of the Global
Because if you don’t, who will? The titular Continuum Cartography Initiative, to the virtuous thieves of Les
is a collection of timestreams and alternate universes Fantômes. Æon’s Allegiances are headlined by seven
stretching back into the barely-remembered past, and Psi Orders, each specializing in a different Aptitude
flowing far into the distant future. of psychic power.
Talents are daredevils of extraordinary luck or skill, • Gifts: Can you shoot a target from a mile away while
the Indiana Jones or James Bonds of the world. Psions skydiving? Does traffic always tend to work in your
are those gifted with the psychic aptitude to manipulate favor, but stymie your foes? Gifts are the inexplicable
the world to a precise degree. Novas are the stalwart few abilities possessed by Talents which manifest as ex-
who can control the very fundamental forces of nature treme skill or incredible luck.
— a power which, if they’re not careful, will drive them
mad with aberrant lusts. These Inspired individuals, and • Dramatic Editing: Sometimes, even when the odds
more, rise to the fore whenever heroes are in need. And are stacked to your advantage, things just refuse
the world is always in need of heroes. to go your way. Maybe the guards are doing their
Every age has its heroes. Which will you be? rounds early and are about to catch you breaking
into a safe. Maybe you’ve just fumbled and fallen
The Trinity: Continuum consists of one central rule- off a cliff. Dramatic Editing is what allows you, the
book — which includes all the core rules, a modern day player, to briefly grab the reins from the Storyguide
setting, and rules for Talents — and three main major era to explain how you’re going to get out of a jam.
books detailing important flashpoints in the Continuum. Suddenly a convenient vent above the safe door lets
These aren’t the only eras that will be explored; other you quickly hide from the guards, or an errant tree
eras along the Continuum will be forthcoming. branch growing out of the cliff grants you the means
Trinity Continuum: Æon describes a science-fiction to save yourself.
setting in 2120, where psions are on the rise to help lift
• Aptitudes: One of eight fields of Psi ability pos-
humanity to the stars and protect them from the return
sessed by psions, such as psychokinesis (remote
of the Aberrants. Trinity Continuum: Aberrant con-
movement), telepathy (remote communication), or
tains a more immediate near future superpowers setting
biokinesis (reshaping your own body). electrokine-
in 2028 where novas have begun to appear all over the
sis (technology and the electromagnetic spectrum),
world. Trinity Continuum: Adventure! uses low-pow-
vitakinesis (healing your body, or someone else’s),
ered versions of the three Inspired types to fulfill pulp
teleportation (remote movement, even across the
archetypes in an action-packed 1924.
galaxy), clairsentience (remote sight and vision),
Trinity: Continuum uses the Storypath System. and quantakinesis (command of subtle quantum
Additionally, this game’s rules will include: forces and probability).

9
SCION A N D T RI N ITY:
CONTI N U UM SYSTEM
VARIA NTS PREVIEW
While Scion and Trinity: Continuum both use the ability to anticipate and seize opportunities that come
Storypath System, they each have their own proprietary their way. This is, in part, because they create these op-
systems to interact with the setting. Featured here is a portunities. This system is meant to replicate the con-
sneak preview of two systems, Relic Birthrights for Scion trivance of coincidence inherent to the heroic universe
and the Dramatic Editing used by the Talents of Trinity: that lies at the heart of Trinity: Continuum. It allows for
Continuum. the editing of a scene in a dramatically relevant manner,
so long as the result doesn’t contradict previously estab-
RELICS OF SCION lished details.

T H E TWIST
A revolver called Giantsbane, whose hammer is a small
fragment of Mjolnir. A classic GTO “goat” muscle car. A
ring with the algiz rune on it. The tools of the gods that allow Dramatic editing allows for the retconning of events
a Scion to access and channel their otherworldly abilities are that have already transpired in the chronicle, casting them
called relics. They provide their own motifs, or methods of in a new light and revealing actions or preparations taken
use, that allow a Scion to work miracles through them. in a brief descriptive flashback. Most often, this comes in
Relics can: the form of a twist or dramatic shift — an appropriate mo-
ment where the character reveals their gun hidden under
• Channel a Purview for the Scion, allowing them to ex- the table, the small cache of passports for when their bud-
press miracles through the relic’s motifs (see Purviews) dy needs a quick exit, or the fact that the drunk they just
rather than their parent’s. It might also provide a small rolled for petty cash was in on the scam.
bonus to doing so. Giantsbane, being a massive gun,
can only use Sky in the form of shooting lightning, huge PARAMETE RS
gusts of wind, and similarly forceful exhalations, but it
Believability: Dramatic editing can be used to generate
does these things especially well.
a plausible advantage within the scene, but it can’t strain
• Provide special Boons all their own, based on the the suspension of disbelief (at least, not without sufficient
motifs of the relic. These Boons can be bought more expenditure of Inspiration). It’s quite possible that the ma-
cheaply than the Scion’s own Boons, but only work fioso duct taped two guns to the bottom of his favorite
when they have the relic in their possession. table in his favorite restaurant; it’s equally unlikely he did
the same to office desk of a CEO in Mumbai.
• Remove the cost of an associated set of Knacks or
Consistency: The edit can’t overrule facts that have
Boons. Alternately, they might allow the use of a
been previously established in the setting or override the
Knack with a different Ability or Calling.
effects of a dice roll that have already occurred. If the
• Allow a special power, such as an enchanted gun Storyguide states that a supply locker is empty, the char-
providing infinite ammunition, a pair of head- acter can’t dramatically edit the scene to find a supply
phones allowing the Scion to remotely hear con- of ammunition. Dramatic editing also can’t be used to
versations, or a tuning fork allowing the Scion to contradict or override anyone else’s use of editing within
effortlessly mimic any sound she hears. This might the scene.
even be fairly mundane, such as doubling the range Timeframe: Some edits have time limits to them, ac-
on a bow, but in the hands of a demigod they be- cording to the episodic nature of the series. These must
come even more mighty. be adhered to!

DRAMATIC E DITI NG I N
Dramatic Shift: The edit must come at a moment of
need or appropriately dramatic moment (the twist), as de-
T RI N ITY: CONTI N U UM tailed above.
Whether it’s uncanny planning, tremendous luck, or For more about the Storypath System, Scion, and
the hand of Fate, characters with Inspiration have the Trinity: Continuum, please visit www.theonyxpath.com.

10
11

You might also like