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TABLE OF CONTENTS

STORYPAT H SYSTEM BASICS 3


ROLLING THE DICE 3
COMPLICATIONS 3
EN HANCEMENTS 3
STUNTS 4
FAILU RE AN D CONSOLATION 4
MOMENTUM 4
SCALE 4
HEALTH 5
PATHS 5

T H E T RI N ITY CONTI N U UM 6
COMING SO ON 7

SCION 8
COMING SO ON 9

T H EY CAME F ROM BE N EAT H T H E SEA! 10


DYSTOPIA RISI NG: EVOLUTION 12
STRAINS 12

STORYPAT H SYSTEM H IGH LIGHTS 14


MODES OF PLAY 14

ACTION-ADVE NT U RE 15
EXTE N DE D EXAMPLE

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WELCOME TO THE STORYPATH SYSTEM
Hello, Onyx Path fans!
The evolution of the Storypath system started with the Trinity Continuum, a world of hope, heroism,
and peril, and Scion, a world where the children of the old gods walk the earth. Since then, it’s expanded
to include They Came from Beneath the Sea!, a world of underwater horror in 50s schlock films, and
Dystopia Rising: Evolution, a world of horror and survival after the Fall of humanity.
Early on, we found that Trinity Continuum and Scion had similar system needs, because their charac-
ters 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 orga-
nizations, and their values in the second editions of these beloved games.
To move forward, however, we needed to take a step back, because the first editions of the Trinity
Continuum and Scion used custom variants of the Storyteller System that powered Vampire: The
Masquerade and other classic White Wolf games. Despite the differences between those variants, how-
ever, 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 narra-
tive, story-built play, and action-adventure. It also draws inspiration from a number of other influences that
focus on cinematic high-octane action and storytelling to create a streamlined experience for epic stories.
They Came from Beneath the Sea! and Dystopia Rising: Evolution both benefit from that design.
Within these pages, you’ll find a preview of the rules. We hope you enjoy the Storypath system and are
inspired to roll the dice and tell great stories!
Signed,
The Design Team

STORYPATH SYSTEM
avoided by spending successes, in the same way as difficul-
ty, but they do not prevent a character from succeeding.
BASICS A Complication is a “yes, but…,” a drawback that might
inflict injuries, cause new problems, or increase the dif-
ROLLING THE DICE
ficulty for future challenges. For example, if a character
climbs over a fence, the barbed wire across the top is a
Once the player assembles his dice pool, he rolls the Complication at level 2. She can get over the fence; the
dice. He wants each die to land at or above his target num- question is whether or not she can spend a moment —
ber. His target number is 8 by default. Each die that meets and two successes — tossing her jacket over the wire to
his target number is a success. A success is the basic curren- keep her hands from being sliced open.
cy of the Storypath system. Players use successes to complete
challenges, overcome Complications, and do cool Stunts. EN HANCEMENTS
If a player rolls a 10, that die gives one success and is rolled An Enhancement is something that makes a challenge
again. This is called 10-again, and it continues until no dice easier, such as a useful piece of equipment, or favorable
show a 10. Some special benefits provide 9-again or 8-again, circumstances of which a character can take advantage.
where those die results or higher are also rolled again. If a player rolls at least one success, they receive bonus
successes from any Enhancements relevant to that chal-
COMPLICATIONS lenge. If an Enhancement does not specifically apply to
the task at hand, or if they don’t roll at least one success,
Some challenges come with a Complication, an un-
the player can’t use it.
foreseen consequence to success. Complications can be

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STUNTS Consolations can’t substitute for actual success but
might include information leading the character to an-
Stunts are a way of rewarding success beyond the basics, other avenue of assault or a completely different aspect
allowing you to spend your extra successes to produce of the story, a minor Enhancement offering a success to a
additional effects, like creating useful Enhancements or future action, or attracting a potentially-useful Storyguide
Complications for other characters. They’re also used to character.
narrate details about the scene that are beneficial to you
or other characters and generated by your character’s ac- MOMENTUM
tion. Perhaps you successfully clamber over a wall and
have time to create a handhold for the friend fleeing Perhaps the most common kind of Consolation is
directly behind you or confuse pursuit with a false trail. Momentum. This is a resource that players spend to con-
trol the story’s narrative pacing and help their characters
FAILURE AND CONSOLATION by directly adding dice to their dice pool. By default, it
is an out-of-character resource, though some settings
If a dice roll scores no successes, or the character can- may claim it’s the very real hand of destiny at work. The
not muster enough successes to overcome the difficulty Momentum pool starts out empty, and empties out again
even with Enhancements, the action fails. Simply put, at the end of each story arc.
you don’t achieve whatever you were hoping to. You swing
You receive a point of Momentum whenever your
and miss, your charm falls flat, you draw a blank.
character suffers a failure or setback as the result of a
The specific results of failure depend on the context, Challenge (a long-term Condition on the character that
but it never ends in nothing happening. Instead, the provides difficulties in their narrative), or if your dice roll
Storyguide (or GM) moves the story onward by offering a fails and you accept Momentum as your Consolation.
Consolation, a minor benefit that doesn’t exactly give them
what they want, but advances the group’s interests some- SCALE
how. If your character fails to earn enough successes to
sneak into the white-collar criminal’s office after hours, Storypath games span back-alley brawls to dragon-rid-
they might succeed at sneaking in, but accidentally trip ing dogfights, often in the same adventure. Scale exists
the silent alarm…giving them only a few scant minutes to handle these extreme circumstances, representing enti-
to search. ties or effects on a different level than normal humans. A

THE CORE MECHANIC


You roll a dice pool of d10s: Skill + Attribute 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 successes 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 successes Number of successes Extra successes
any die shows a 1, with Consolation needed. If you get this that add Stunts
then a botch occurs. many, you succeed.

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Might (Physical Force Attribute) 1 weakling can struggle relationship to the setting like “Three-time Bare-Knuckle
against a Might 5 bodybuilder, but they’re both ants in Boxing Champion” or “Biotech Researcher for Orgotek.”
front of a T. rex. Each Path can contain any or all of the following
However, they are also exciting adventures where he- elements:
roes overcome impossible odds. Scale is therefore kind to
• A short description of the Path
important characters; a raging giant easily crushes build-
ings and faceless crowds, but our heroes can dart through • Four Skills associated with the Path
the chaos and face him on more even ground.
• Group, contact, and access connections
HEALTH
• Special abilities associated with the Path (usually
Characters gain special Conditions when injured, called Edges)
called Injury Conditions. There are four general categories,
corresponding to increasing levels of severity: Bruised, • A Path Condition that
Injured, and Maimed. Beyond that, you’re Taken Out. triggers when you
Except for Taken Out, characters don’t often get Injured invoke the Path
or Maimed, they get Broken Arm or Cracked and Crushed too often
Skull. Be descriptive when applying Conditions — weap-
• In some games
ons can only apply Injury Conditions that are narratively
(like Scion
logical. If an Injury Condition wouldn’t affect your char-
and They
acter (say, they’re trying to shoot someone while suffering
Came from
from a broken leg) the Condition effect or Momentum
Beneath the
generation simply doesn’t apply.
Sea!), once
per session
you may add
EXAMPLE HEALTH TRACK 2 dice to any
roll that plau-
Vitality: 3 ••• sibly applies
to your Path
experience.
-1 -1 -2 -2 -4 This also al-
lows you to
create new nar-
rative details.

PATHS
Paths are the organizations to which characters be-
long, the societies they join, the place from which they
came, or even a concept or setting topic that relates to
them. Each Path is important not only to a single char-
acter, but is built to give substance and meaning to an
entire chronicle, as well as a holistic sense to the charac-
ter’s history beyond Edges, Skills, and Attributes.
In some cases, these are setting-specific groups
and organizations of which a character can
be a part; in others, these are specific to
a certain chronicle or group. Characters
relate to a Path through a short sentence or
descriptive phrase that defines a fact and a

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HOPE • SACRIFICE • UNITY
The Trinity Continuum is an action-adventure uni- power which, if they’re not careful, will drive them mad
verse of heroes of all kinds and every time period imag- with aberrant temptation. These Inspired individuals, and
inable. It’s all about seeing something that needs doing more, rise to the fore whenever heroes are in need. And the
and doing it — because if you don’t do it, who will? The world is always in need of heroes.
Continuum is a collection of timestreams and alternate Every age has its heroes. Which will you be?
universes stretching back into the barely-remembered
past, and flowing far into the distant future. The Trinity Continuum starts with one core rule-
book — which includes all the core rules, a modern-day
Talents are daredevils of extraordinary luck or skill, setting, and rules for Talents — and three main ma-
the Indiana Jones or James Bonds of the world. Psions jor-era game lines detailing important flashpoints in
are those gifted with the psychic aptitude to manipulate the Continuum. Trinity Continuum: Æon describes a
the world to a precise degree. Novas are the stalwart few science-fiction setting in 2122, where psions are on the
who can control the very fundamental forces of nature — a

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rise to help lift humanity to the stars and protect them
from the return of the Aberrants. Trinity Continuum:
COMING SOON
Aberrant contains a more immediate, near-future super- • A core rulebook for the fan-favorite Trinity Universe,
powers setting in 2028 where novas have begun to ap- the Trinity Continuum depicts a world of heroes will-
pear all over the world. Trinity Continuum: Adventure! ing to jump into action, to right wrongs, stand up to tyr-
uses low-powered versions of the three Inspired types to anny, and make the world a better place. This rulebook
fulfill pulp archetypes in an action-packed 1924 – the era contains the core rules for playing games set in the
that features the birth of the Aeon Society. These aren’t Continuum, which is the basis for further rulebooks
the only eras that will be explored; other eras along the such as Trinity Continuum: Æon. In addition, it
Continuum are forthcoming. contains a modern-day action-adventure setting where
The Trinity Continuum core rulebook uses the teams of daring men and women confront corruption,
Storypath system. Additionally, this game’s rules include: solve problems, and defeat the bizarre. Also contains
rules for playing Talents, people who display extraordi-
• Allegiances: A heaping handful of modern-day or- nary skill or luck.
ganizations to which a Talent may belong, from the
• Trinity Continuum: Æon: A new edition of the
troubleshooters of 9, to the explorers of the Global
classic Trinity science-fiction game. The year is 2120,
Cartography Initiative, to the virtuous thieves of
a time of Unity, and the world has changed. Fascist
Les Fantômes. Æon’s Allegiances are headlined
dictatorships rule over cyberpunk dystopias, vying for
by seven psi orders, each specializing in a different
control with bioengineered utopias. Insane, mutated
Aptitude of psychic power.
Aberrants have recently returned from deep
• Gifts: Can you shoot a target from a mile away space to reclaim the Earth, while psions
while skydiving? Does traffic always tend to work arise from all corners of the globe to stop
in your favor, but stymie your foes? Have your them. Ranging from telepaths to teleport-
companions thought you dead on more ers, psychokinetics to vitakinetics, the
than one occasion only to see you psi orders are a force to reckon with. The
stumble home the next day with Æon Trinity watches over them all.
a great story to tell? Gifts are the • Æon Æxpansion: Additional
inexplicable abilities possessed by material building off the Æon rule-
Talents that manifest as extreme skill book, including VARG battlesuits,
or incredible luck. Aberrants and Aberrant cults, no-
etic biotech, cyberware and espio-
• Dramatic Editing: Sometimes, even
nage hardtech, using psions in the
when the odds are stacked to your
modern day, new weapons and ar-
advantage, things just refuse to
mor, Nihonjin Superiors, an essay
go your way. Maybe the
on life in 2123, and rules for psiads. 
guards are doing
their rounds • Trinity Continuum:
early and are Aberrant: A new edition of
about to catch the classic Aberrant super-
you break- hero game. The year is
ing into a safe. Maybe 2028, a time of Sacrifice.
you’ve just fumbled and Ten years ago, the Galatea
fallen off a cliff. Dramatic Editing is what exploded in orbit, and people all
allows you, the player, to briefly grab the over the world began to manifest
reins from the Storyguide to explain the ability to manipulate the fun-
how you’re going to get out of a jam. damental forces of nature. These
Suddenly a convenient vent above novas quickly rose to become media
the safe door lets you quickly darlings, with influence felt everywhere:
hide from the guards, or an From superteams to fashion shows,
errant tree branch growing from conflict zones to computer tech,
out of the cliff grants you few parts of the world are left un-
the means to save yourself. touched. The Æon Society keeps an eye
on things, but even they can only do so much.

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FIND YOUR DESTINY
– LIVE THE MYTH –
EMBRACE YOUR FATE

Scion is a mythic game about Gods, humanity, and everything in between.


It’s a game about mythic deeds and the reasons people talk about those deeds.
It’s also about modernity — The World today is a very different place than
anything our ancestors could’ve conceived.
The ancient powers never fully went away. They wander our roads
and cities, mingling with the teeming masses of humanity. You are
one of their children, born to the magic of yesterday and the prom-
ise of tomorrow.
The Primordial deities and savage Titans, dread forebears
of the gods, have escaped their eternal prisons to wage war
with the Gods once more. Those battles in the heavenly
Overworlds of the gods have spilled over into our World.
Armed with weapons possessed of mighty powers, the
Scions, divine offspring of both God and man, stand as
humanity’s only defense. But even the Gods themselves can-
not stand united, as ancient rivalries spring forth once more.
Will you rise to the heights of power through your heroism? Will you become
more than just a pawn in a spiteful divine game? What great events will mark your
ascent to Godhood?
Scion Second Edition consists of four books that define and expand the
game’s setting, called The World, and some of the Godly pantheons defin-
ing that World. The Scions — children of the Gods — are granted a spark
of divinity from their parents, allowing them to climb in power until
they take their seats at the right hand of their parents, the Gods.
The first two, Scion: Origin and Scion: Hero, are corebooks con-
taining the Storypath system, the setting of The World, and how
to make characters in The World of Scion.
Scion Second Edition uses the Storypath system, and Hero
contains a number of additional mechanical elements:
• Divine Pantheons: Ten global pantheons, cultural
groupings of Gods that act as parents and patrons for
Scions: the Gods of the Algonquian, Aztec, Chinese,
Egyptian, Greco-Roman, Hindu, Irish, Japanese, Norse,
and Yoruba.
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• Supernatural Paths: Genesis, Calling, and Pantheon.
Scions are born, are created, are chosen by the
Gods, and this Genesis act colors their entire life.
COMING SOON
Several supplements are planned for Scion: Origin
They’ve also got Callings, or aspirations toward the and Scion: Hero. They include:
kind of God they want to be — such as a Warrior, a
Lover, or a Healer — that determine the supernatu- • Scion Jumpstart: Learn how to be a hero! This
ral gifts they receive. Lastly, they’re born into or join jumpstart will provide everything you need to play
a pantheon, a grand collection of Gods with its own your first session of Scion: Hero.
rivalries and politics.
• Scion Companion: This companion is a player-fac-
• Purviews and Boons: Discrete elemental miracles ing supplement for Scion: Hero, and will dive deep
tied into the powers of The World, granting Scions into characterization and offer new rules.
influence over their powers of their parents: fire,
the sea, the forge, thunder and the sky, and many • Scion Ready Made Characters: The Scion Ready
others. Made Characters are a collection of developed,
ready-to-play characters you can use to kick off a
• Knacks: An upgrade to the Skill Tricks of mortals, Scion: Hero campaign.
these allow Scions truly superhuman action-hero
moves or dramatic powers that defy belief. • Scion Bestiary: The titanspawn are a looming threat
in Scion, but they’re not the only antagonists in the
World. The Scion Bestiary is an expansive collec-
tion of monsters, beasts, and antagonists for your
Scion: Hero game.

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They Came from Beneath the Sea! is a new game of the setting of TCfBtS! is its chaotic assembly of
encompassing the wonder, horror, thrills, and hilarity conflicting bad guys. The robot sharks may despise
of 1950s science fiction. This game evokes all that is the aquatepillars, while the Glowing People see ev-
great in the B-movies of decades ago, and provides a eryone as their slaves — whether human, iguanoids,
dynamic, fun experience at the table. or were-lobsters — creating a broad culture for players
and Directors to explore, manipulate, and form into
They Came from Beneath the Sea! (TCfBtS!) is a ta- a living, gurgling world of aquatic menace.
bletop roleplaying game in which the players, as humans,
live in a world under increasing attack. The attackers? The world with which you’re presented in TCfBtS!
Aliens from beneath the sea, obviously. Adventures can is familiar, yet weirder. Chuck Berry and Elvis Presley
range from the one-shot defense of a small coastal town, blare from the jukebox in the diner corner, our heroes
to the lengthier liberation of a cruise ship infested with gather at the counter for their dollar ‘shakes, greasers
gill-kin, all the way to a campaign in which characters drive up to the outdoor theatre with their hair slicked
seize an alien submarine and ride it all the way down to back, and the ladies do the Twist, all while suspicious
the sea bed to take the fight to the invaders. military personnel and scientists work on new weap-
ons and experiments within walking distance of town.
In this game, the protagonists are strong-jawed war The Red Scare is in full effect. The words “atomic” and
veterans, cunning and resourceful explorers, utterly “bomb” are on everyone’s lips. This could be the 1950s
insane scientists, and blue-collar heroes, just looking we all know, except everything is cranked up: the para-
to defend their patches of land. Each appears as in noia, the pop culture, the fear of global destruction.
the B-movie classics of the era, providing a wealth of Everyone is a little more protective over their home-
inspiration for the kinds of characters you’ll play in land, fearful of their neighbors, and when word spreads
this game. of the Soviets consorting with aquatic monsters, it
Aliens invade, but they’re not a homogeneous race. doesn’t take long for the rumors to gain traction.
Far from it: This game contains a mix of Enslavers, Your weapons against the alien incursion come
Invaders, Destroyers, Primordials, and Spies, all pre- not only in the form of fists and bullets but Quips
senting a broad array of dangers and objectives for and Cinematics. Drawn from decks of cards or
repeat play, and frankly, to cause confusion. A part rolled from tables in the book, Quips are your

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award-winning one-liners that allow your blow to pack a harder punch, make your rebuke more scathing, or
just act as a pithy thing to say before dying. Are they sometimes incongruous to the scene or inappropriate in
any context? Of course! But use that moment where you state “this alien tastes like momma’s apple pie” to your
advantage with this new game mechanic and get your whole table laughing, too!
Cinematics, meanwhile, encourage you to put the “meta” in “metagame,” as you accumulate points to
spend on inserting deleted scenes in your game, cut to black when the action gets too hot, apply bad dubbing
to an alien’s dialogue, or summon a stuntman to replace the scrawny scientist
character when he has to run the length of an exploding submarine, cr-
ab-person baby in arms. Cinematics are a new feature the players can use
to make their game of TCfBtS! even more frenetic and fun.
Highlights of They Came from Beneath the Sea! include:

• The human world invaded! An entire chapter on the world of TCfBtS!,


allowing you to pull events from the 1950s and incorporate them into your
game, with a distinctly fishy taste!
• Ready-to-play scenarios!
New to roleplaying or unin-
spired? TCfBtS! contains
an adventure and pre-
made characters that can
be run straight from the
book, and a separate com-
prehensive setting for you
to place your game into
idyllic, 1950s Delaware!
• A plethora of charac-
ters! As well as the five
Archetypes, a mix of 12
Origins and Ambitions
make for a wide variety
of heroes for play in this
game!
• Props! Stunts! Cinematics!
Quips! The customization of char-
acter powers in this game is one of
its most impressive features, and can
change from game to game!
• Over 30 alien threats! Complete
with profiles, stat blocks, and story hooks
for easy incorporation into your game!
• Fiction, setting and aliens by
Larry Blamire! The director of
such movies as The Lost Skeleton
of Cadavra and Trail of the Screaming
Forehead lends his talents to a substantial portion of this
book, branding it with his distinctive style!

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“People don’t need a reason to be awful to each
other. They just need to survive. But people don’t need
a reason to survive, either. They just need each other.
Figure that one out, you’ve got a shot at understanding
why we’re all still here.”
— Tribeca Rockaway, sniper of the Dead Heroes gang

No one knows how long it’s been since the world was Some highlights of Dystopia Rising: Evolution
blasted with nuclear radiation and became infected with include:
the undead. Major cities were all but destroyed; transit
• An update of the popular live-action setting, present-
is reduced to animals, wagons, and the occasional iron
ing a fresh and exciting take on the post-apocalypse
horse. The survivors of the Fall were the first strain of
genre.
deviation from the human condition and were able to
make it through the rapidly spreading epidemic. • Rules for creating characters for up to 24 different
Humanity has just started to rebuild, but large sec- Strains, variations on humanity that survived the
tions of the world are still irradiated or completely over- Fall.
run by the undead. Small communities come together
• Details on the powers of faith and psionics, along with
in a world where concepts such as “democracy,” “free-
advice on running action-adventure stories, webs of
dom,” and “government” are newly reborn. Finding a
personal intrigue, or procedural investigations.
community of decent size in this world is rare; finding
one that has any concept of equality or morality is rarer • Dozens of antagonists, including a variety of zombies
still. and raiders to use in your series.

STRAINS
Oh, and people have the unnerving ability to come
back from the dead, regrown from the very virus that
destroyed the world.
Quoted from The Doomsday Book:
This is dystopia. The world is broken. It is up to you
Nobody really knows where the fungal infection
to pick up the pieces and make a new world from the
came from; sure, there are theories, but I haven’t seen
remains of the old.
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anything close to definitive proof. I’m not sure it matters anymore, really. So instead, let’s talk about what it’s done
to us, the human race… or what’s left of us anyway.
For starters, we should all be dead. And I don’t mean in the live-die-
return way, either. None of us should be able to survive in this world —
the radiation, the chemicals, the tainted water, the poisoned meat, and
of course the fungal infection itself. Humanity should have died 100
times over. Yet here we are.
That’s where the Strains come in, I think. We’re looking
at hyper-evolution in action, changes taking place in real time
across a few generations instead of so many hundreds of years.
Funny how the old differences fell away, too. Nothing like an apoc-
alypse to make you realize that being an asshole to someone about
their junk or the color of their skin is useless bullshit.
I’ve got some notes on the most common Nor’East Strains,
though I’m willing to admit my exposure to some of them is way
more limited than others. There’s plenty more walking around,
but if you want the odds-on most likely Strains to run into, here
you go:
Diesel Jocks: I always thought the whole “bond with their
ride” thing was garbage until I actually met some Jocks. They
may not actually control their rides with their minds, but
they come damn close, and without them I doubt we’d
have what roads we do have left.
Natural Ones: I get that it’s easy to blame technology
for screwing up the world, and I respect their raw surviv-
al skills, but turning our backs on tech feels short-sight-
ed and a little spiteful. If the world is going to get better
in any major way, it won’t be from primitive living.
Pure Bloods: My parents were servants in a Pure Blood house-
hold and their patron got me my education and my first job, so
I’ve seen the good that these families can do. I also saw the para-
noia, greed, backstabbing, and endless politics up close, though, so
approach with caution.
Remnants: What can I say, we Leftovers are an odd bunch. The
stranger ones get all the attention — the ones with animal features or leaves
instead of hair, that kind of stuff. Most of us, though, just want somewhere
we can belong. I know I did.
Retrogrades: Pretty much the best example I can imagine of how our fast
evolution works. I know it doesn’t seem so from their appearance, but when
you consider that the Strain developed in some of the most radioactive areas
on the planet, it’s amazing how tough they are.
Vegasians: Imagine if the phrase “necessary evil” was a person, and you’ve
got a Vegasian. Sure, people run in groups, people need things, and so there
will always be people at the edge of the group who’ll get you what you want…
for a price. Doesn’t mean I have to like it.
Yorkers: Growing up in the city and running with the Dead Heroes taught
me a lot about Yorkers. Yeah, they’re argumentative, hot-tempered, territorial,
and hold grudges like gravity holds us to the ground, but they’ll go through
hell for those they love. What else matters?

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STORYPAT H SYSTEM
H IGH LIGHTS
• Cinematic Pacing: Storypath divides sessions and scenes into different units
of time that support a story moving at the speed of plot. Campaigns are mod-
eled similarly to a long-running television series, using episodes, arcs, and sea-
sons, to emphasize plot and characters over minutiae or real-time competency.

• Scaling: Storypath uses a comparative chart to measure general degrees of


power between opponents. 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 deals with your average beat cop that Scale
comes into play!

• Bonding: Though the rules are designed to portray individual characters,


Storypath also uses group mechanics to create a collaborative storytelling role-
playing experience. The Bonds formed during character creation and sessions
bring new overarching mechanics and collaborative themes into play based on
character milestones.

• Competence: The player characters are assumed to be competent in their area


of specialization be it research, combat, persuasion, or any other field of human
endeavor. Dice rolls aren’t always meant to assume success or failure: They’re meant
to determine influence over the story and the degree to which the character succeeds.

• Enhanced Combat: Storypath combat uses range bands, fields with terrain features,
and the tools for both active and supporting characters to contribute to a fight. Combined,
these techniques keep fights interesting — even in extended conflicts and battles.

MODE S OF PLAY
Storypath actions belong to three general modes that roughly map to Attributes, or
ways characters interact with the setting. These modes are schemas inspired by traits
instead of rigid categories and are not meant to be internalized as hard-and-fast rules.
• Action-adventure (Physical-inspired mode): Physical peril, violence, and round-by-
round action. This is the realm of punch-ups, car chases, and defusing bombs with
seconds to spare. These fast-paced scenes usually take place in careful moment-to-mo-
ment action, with specialist rules covering combat and dramatic movement.

• Procedural (Mental-inspired mode): Deductions, careful research, and cunning


preparation. The focus is on solving problems by using information gathered
through clues and evidence or formulated plans. These scenes take place as
montages, skipping through long stretches of work, and include specialist rules
for investigation and crafting.
• Intrigue (Social-inspired mode): Interpersonal ties, relationships, and so-
cial manipulation. These scenes include interrogations, infiltrating secret
social circles, and pursuing romantic ties. They blend real-time conver-
sation with stretches of “skipped” time and include specialist rules for
persuasion and representing different personalities.

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ACTION-ADVE NTU RE
EXTE N DED EXAMPLE
A pair of psions (Alexis, a psychokinetic Legionnaire, rolls 3 successes. The mob takes damage once again
and Javier, a Norçan biokinetic), having been alerted as Javier slashes with his talons.
of an incursion of Chromatic vessels in the woods out-
side their colony, arrive on the scene. Among the dense- Another Chromatic screams as the talons slash into
ly-packed woods in the early-morning fog, they see the the tubes jutting from the alien’s spine. The Chromatic
bright flashes of light from a mob of Chromatics prepar- screams and falls unconscious. The remaining alien host
ing to march on the unsuspecting colony. Once they spot surges forward and threatens to consume both psions un-
the presence of the psions, the Chromatics quicken and der its writhing, glowing mass.
charge menacingly. The Storyguide rolls for the horde; the mob is
Alexis wastes no time and charges in first. The dangerous, so the pool is 8 dice. It’s a good roll,
mob is in close range already, so she moves to turning up 5 successes. The player characters roll
Engaged on her action without requiring a move- to boost their Defense; Alexis’ player ends up with
ment roll. She rolls Close Combat + Might (8 dice). Defense 3, while Javier’s player only has a Defense
She rolls 4 successes against the mob’s Defense (a 1. The Storyguide spends 4 of her 5 successes to
type of difficulty) of 1. After buying off the Defense buy off both characters’ Defense.
of 1, she uses her 3 remaining successes to damage The Chromatics damage both Alexis and Javier,
the mob. The Storyguide reduces their number of giving each of them one Injury Condition. Since
Injury Conditions accordingly. they are player characters, each Injury Condition
Alexis gives a loud scream of rage, and runs straight relates to the damage they receive. The Storyguide
at the Chromatics. Swinging her sword in a wide arc, she assigns Alexis the Injury Condition of “Gut Shot,”
slashes through them, scattering her opponents. One of reflecting the laser shot she gets to her stomach.
the Chromatics falls over, unable to withstand the psion’s Javier gains the Injury Condition of “First-Degree
onslaught. Burns” due to the laser burns on his arms.

Javier shouts that he’ll try to gain ground and The Storyguide also has the mob fire at Javier’s
uses one of his noetic powers to grow wings and tal- wings, slowing his rapid approach — but not
ons. His player rolls his movement dice (a pool of enough to stop it. Spending the last success from
Athletics + Dexterity) to move past the Chromatic the Chromatic’s roll, the Storyguide gives Javier a
mob in a swoop. He rolls 3 successes — enough to Complication of Pierced Wings to overcome.
buy off the Storyguide’s difficulty of 3. Focusing their laser fire, the Chromatics punch
“I’ll get around them and attack from behind!” Javier through the psions’ defensive maneuvers. Alexis grunts
screams, as wings and talons grow from his flesh. Leaping in pain as the energy pumps into her abdomen. Javier
into the air, he dives just over the scattered Chromatics, screams as the barrage rips through his arms and wings.
distracting them while staying just out of reach. Once Gritting his teeth, he’s able to stay aloft despite the pain,
past the mob, he turns and faces them with his razor-sharp but he can smell the feathers on his noetic wings starting
talons. to smolder and burn. “I don’t know how much longer I
can stay aloft!” he screams to Alexis.
Once he succeeds, his player rolls a Close
Combat + Might to attack with a dice pool of 6. He Alexis nods, and prepares to swing at the next
Chromatic in front of her….

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