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(Official) TC - Core
SPECIAL THANKS
The developers would like to thank Andrew
Charles Bates, Ken Cliffe, Bruce Baugh, and the rest
of the team of giants who helped give us the original
Trinity Universe. We’re only here because we stand
on your shoulders.
Danielle Lauzon: Thanks to my husband, Weston
Harper, who always has my back.
Also, thanks to Neall Raemonn Price for advocat-
ing for me, and listening to me when I said you were
wrong.
Ian Watson: I would like to dedicate this book to
the memory of James Chandonnet, who taught me
that games didn’t have to be about the dice you roll,
but the stories you tell. I miss you, James.
Thanks to Rich Thomas for trusting me.
© 2019 Onyx Path Publishing. All rights reserved. References to other copyright-
ed material in no way constitute a challenge to the respective copyright holders
of that material. “Trinity Continuum”, “Trinity Continuum: Æon ” and all char-
acters, names, places, and text herein are copyrighted by Onyx Path Publishing.
Keep up to date with Onyx Path Publishing at theonyxpath.com.
2 TRINITY CONTINUUM
Culture 48
THE DUTTON PROTOTYPE 6
Empathy 48
Enigmas 49
INTRODUCTION 12 Humanities 49
Integrity 50
The Continuum 13
Larceny 50
Hope, Sacrifice, Unity 13 Medicine 50
Heroism 14 Persuasion 51
Optimism 14 Pilot 51
Competence 14 Science 52
An Introduction to Storypath 14 Survival 53
How to Use This Book 15 Technology 53
Chapters 15 Attributes 54
Inspirational Media 16 Approaches 54
Lexicon 17 Attributes 54
Mental 54
CHAPTER ONE: Physical 55
INCIDENTALS 18 Social 56
Edges 57
CHAPTER TWO: Mental Edges 57
Physical Edges 59
CHARACTER CREATION 34
Social Edges 60
Step One: Concept 35 Style Edges 63
Step Two: Paths 35 Advanced Combat Maneuvers 65
Step Three: Powered Edges 66
Skills, Skill Tricks, and Specialties 37 Enhanced Edges 66
Step Four: Attributes 37
Step Five: Apply Template 38 CHAPTER THREE:
Step Six: Final Touches 38 STORYPATH SYSTEM 68
Character Advancement 38
The Core Mechanic 69
Experience 39
When to Roll Dice 69
Tweaks 39
Two Halves to
Path Creation 40
Every Challenge or Conflict 71
Concept 40
Enhancements 71
Connections 40
Spending Successes 72
Skills and Edges 41
Difficulty 72
Advancement with Paths 41
Complications 72
Origin Paths 41
Stunts 72
Role Paths 43
Failure 73
Society Paths 44
Consolation 73
Skills 44
Conditions and Fields 73
Specialties 45
Scale 74
Skill Tricks 45
Scale and Tier 75
Creating Skill Tricks 45
Units of time 75
Aim 46
Action types and sequences 76
Athletics 46
Anatomy of a Round 76
Close Combat 47
Round-by-Round Actions 77
Command 47
Complex Actions 77
table of contents 3
The Three Areas of Action 79 Steps for Scene Combat Resolution 112
Action-Adventure 79 Sample Combat 113
Initiative 79 Vehicle Combat 115
Acting in the Round 79 The Need for Speed 115
Range 79 Vehicles as Characters 115
Moving and Maneuvering 80 Action Stations 116
Procedurals 81 Mean Streets and Hard Vacuum 117
Information Gathering 81 2,500 Tons of Awesome 118
Finding Information 83 Target-Rich Environments 119
Standard or Complex Action? 85 Weapons and Armor 123
Intrigue 85 Weapon Creation 123
Attitude 85 Damage Type 123
Shifting Attitude 86 Weapon Tags 123
Bonds and Cooperation 87 Example Weapons 125
Example Bonds 87 Ammo and Reloading 126
Influence 89 Armor 126
Super-science 90 Armor Creation 126
What Is Super-science? 90 Example Armors 126
Crafting 92 Armor Tags 127
Reverse Engineering 97 Vehicles 127
Reforging 97 Vehicle Descriptions 127
Super-Science special actions 98 Vehicle Tags 127
Flaws 98 Example Vehicles 129
Crafting Stunts 99
CHAPTER FIVE:
CHAPTER FOUR: THE STORYGUIDE 130
COMBAT AND EQUIPMENT
What is a Storyguide? 131
100 The Storyguide’s Responsibilities
The Action Phase 101 – and how to share them 131
Initiative 101 Creating a Campaign 132
The Combat Roll 102 Campaign Construction 132
Mixed Actions in Combat 102 Chronicles 133
Attacking 103 Stories 134
Attack Actions in Detail 104 The Session 134
Defending 105 Scenes 134
Other Combat Actions 105 Rounds and Turns 135
Damage 106 Preparation and Improvisation 135
Injury Conditions 106 Preparation 135
Status Conditions 107 Improvisation 136
First Aid 108 Preparing on the fly 136
Other Forms of Damage 108 Challenging the
Players and the Characters 136
Damage Rating 108
Indirect Damage Tags 109 Adjudicating Success and Failure 137
Special Environments 110 Storyguide Characters 137
Combat and Scale 111 Antagonists 137
Damage Examples 111 Anomalies 139
Scene Combat 112 Minor Characters 140
Example Antagonists 140
4 TRINITY CONTINUUM
Building the Setting 142 National Office of
The Importance of Genre 142 Emergency Research 188
High Tech 143 The Theseus Club 189
Science Fiction 144 The Transcendent Alliance 190
Weird Science 146 Triton Foundation 192
Branching Out 148
CHAPTER SEVEN: GIFTS 194
CHAPTER SIX: What Are Gifts? 195
TALENTS 150 What kinds of Gifts are there? 195
Who are Talents? 151 Narrating Gifts 196
Inspiration 151 How to Design Your Own Gifts 196
New Advantage: Inspiration 152 Luck Gifts 197
Spending Inspiration 153 Aptitude Gifts 201
Regaining Inspiration 154 Intellect 201
Dramatic Editing 154 Cunning 201
Paths 155 Composure 202
Creating Talents 155 Might 203
Steps One to Four: Dexterity 203
Mundane Character Creation 155 Stamina 204
Gift Keywords for Origin Presence 204
and Role Paths 155 Manipulation 205
Step Five: Apply Template 156 Resolve 205
Step Six: Add Advantages 158 Aim 206
Step Seven: Final Touches 158 Athletics 207
Talent Advancement 158 Close Combat 208
Example Character Creation 159 Command 208
Allegiances 159 Culture 210
9 160 Empathy 211
Æon Society 164 Enigmas 212
Archangel 168 Humanities 213
Integrity 214
The Global Cartography Initiative 172
Larceny 215
The Neptune Foundation 176
Medicine 216
Pharaoh’s Lightkeepers 180
Persuasion 216
Lesser Allegiances 184
Pilot 217
Alert Status 1 184
Science 218
La Révolte Éclatante 185
Survival 218
Les Fantômes 186
Technology 220
table of contents 5
Jo’s breath fogged the Perspex case, momentarily about delicately calibrated this and potentially vol-
obscuring the prototype from view. Inside, the de- atile that. Of course, that described everything that
vice lay dormant, all sleek silver curves and a blank DuttonTech put out these days, especially the vol-
interface awaiting its commands. On its own, Jo atile part. Blake had seen firsthand the damage the
told herself, it was just a machine. It made no mor- company’s products wrought. He’d wielded some of
al judgments. It saved lives or ended them, and the them himself, back in another life.
person who fed it the instructions was to thank or He’d never stop paying for that. Could never. But
blame, not this lump of metal and wires. working for Archangel assuaged some of the guilt.
Jo hated it a little bit anyway. She also needed it, He clenched his fists and tamped down the urge to
and that made her hate it even more. find some other volatile thing and pitch it into any-
“Hey, kiddo, shake a leg, yeah?” Blake had been thing that looked delicate.
on edge all night. They’d gotten into DuttonTech so • • •
smoothly — fake badges letting them into restrict-
ed areas, Jo’s disguised tools sailing through secu- Dana had six different data feeds scrolling past
rity, green lights across every board. Blake trusted on her glasses’ left lens, telling her all DuttonTech
Jo and Dana to get them in, sure, but the fact he’d systems were normal. She was jacked into the guard
gone the last few hours without having to subdue station’s audio, listening to two guards being wrong
so much as a slightly suspicious intern was making about the top five horror movies of all time. She’d set
him antsy. Jo couldn’t blame him; Archangel never her little worm free on DuttonTech’s R&D servers
hired their crew for the cakewalk jobs. — after, of course, she downloaded clean versions of
But she wasn’t going to let Blake’s nerves un- the files to her own drive to peruse later. According
steady her hands. She was elbow deep in the display to her own internal stopwatch (ONE one thousand,
case’s guts, only the last set of clamps and a weight TWO one thousand) her team was right on schedule.
sensor left to bypass. Easy peasy lemon-squeezy. It was too bad they’d never be able to take cred-
She’d be home and in her pajamas in less than two it for tonight, because damn, they were good. She
hours, cracking a pint of victory ice cream and tex- imagined herself at some fancy Archangel cocktail
ting Leanne with the good news, that help was on party, regaling new cells with the story. Maybe she
its way. This was a killing machine in Dr. Alexander would embellish it, just a little, add in a tiny scuffle
Dutton’s hands, but in Leanne’s possession? Jo’s sis- so Blake could have his crowning moment of awe-
ter could use it to save thousands. some. Add in a few extra lasers for Jo to have to lim-
She just had to unlatch the clamps. bo under, and...
Click.
“Shit,” muttered Jo.
Blake checked the cameras for the hundredth The lights in the lab went red.
time. Downstairs, the security guards in their cozy
little command room were watching the same
looped feeds of Dutton’s lab Dana had set up hours There was an extra clamp. There was an extra
ago. He knew the timing of their rounds, knew freaking clamp, and it was so tiny and so obvious in
which guards just jiggled the occasional doorknob hindsight, exactly where Jo would have put one if
and which would swipe their access cards and look she wanted to protect her valuables from someone
around the empty, after-hours rooms. He’d studied like herself. It hadn’t been on the blueprints Dana
the dossiers Dana gathered for him over the last procured in one of her hacks, because of course it
few weeks. The patrol team closest to their floor wasn’t. Dutton was notoriously paranoid. He’d either
right now consisted of an ex-military type and a guy installed it himself, in secret, or had one of his lack-
whose pre-DuttonTech police record was peppered eys do it and...what? Wiped their memory? Had them
with assault charges from bar fights. Ideally, Blake killed? Transferred them to a DuttonTech facility in
wouldn’t have to trade blows with either of them, Antarctica? Jo wouldn’t put any of that past him.
but he believed in being prepared. But that didn’t matter now. Their cover was
Waiting was killing him. He’d offered to smash the blown. Dana was counting off the seconds until se-
case when they first got here, just grab and go, but curity got to them, her fingers flashing over her tab-
both Dana and Jo had shot him down. Something let’s screen. “We’re about to have company.”
by lauren roy 7
Blake came and crouched beside Jo. He glanced start taking things apart would have distracted her
at her hands, frozen on the prototype. “Kiddo, we’ve from their mission. She’d kept her eyes firmly on
gotta run. Now. If you don’t have it free, you have to her work and ignored the siren song of the shiny.
leave it.” Now, though... She took it all in, performing a fran-
“I can’t.” tic inventory with a glance. “Get me a screwdriver,”
He frowned. “You stuck?” she said, “and every inch of wire you can find.”
“No.”
“Something gonna cut off your fingers if you
For a hasty build, it was impressive. Dana had to
move?”
guess at what a quarter of the parts she found even
“No.”
were, but as she stared at the small mountain of
“What is it, then?” electronics Blake dumped on the desk, the schemat-
Jo closed her eyes and pictured her sister’s face. ic came together in her head. The spliced wires and
“Leanne. She’s with the LRE in Caracas.” electrical tape meant it would never win any beauty
Blake’s sharp inhale told her that he hadn’t pageants at the hackathon, but that didn’t matter.
known. Jo didn’t talk about Leanne much. He and As long as it did its job.
Dana knew that Jo’s parents had been dissidents, She dragged her cobbled-together creation out
murdered by their government for speaking out. into the hall. It whined as it powered up; the high-
They knew she and Leanne grew up in safe houses pitched tone of power gathering combined with a
where they were never truly safe, and that Jo had low, ominous hum. Dana listened a moment, until
turned to Archangel when she got old enough to be it sounded stable enough, and darted back inside.
more than a charity case for the organization. That As Blake shoved a pair of desks across the doorway,
was about as much intel as Jo ever shared, because Dana scuttled further into the lab and planted her-
talking about Leanne made her worry. And worry self near Jo. The other woman nodded slightly, ac-
had sharp, sharp teeth. knowledging her presence, but didn’t peel her eyes
“You saw the emails Dana intercepted. Dutton’s from the device inside the case.
going to sell this to the enemy, then that’s it for the “How are we looking?” Dana asked.
resistance. This isn’t just about Leanne.”
“There’s a wire on the last clamp. It’s what
Blake might let everyone else in Archangel think tripped the alarm. I’m trying to make sure it’s not
he was all muscle, minimal brains, but Jo knew bet- going to fry the whole thing when I remove it.”
ter. He’d read the whole dossier, not just the guards’
“Smart,” said Dana, then, “Oops, hang on, big
vitals. “How long do you need?” His voice was dead-
noise.” On her tablet’s screen, the camera view
ly calm.
showed two guards emerging from the stairwell.
“However long you can buy me.” She counted (ONE one thousand, TWO one thou-
“Get that thing out of there.” Then he was gone. sand, THREE) and yelled, “Blake, NOW!”
Across the lab, Blake slammed his fist down on
the trigger Dana rigged. He dropped into a huddle,
“We’re doing what now?” Dana gaped at Blake as he
covering his ears.
assessed the camera feeds on her tablet. She’d man-
The lab doors were, by necessity, prettied-up fire
aged to lock the guards out of the elevators for the time
doors. Sure, deep-pocketed investors on a grand
being but couldn’t keep them out of the stairwells. One
tour of DuttonTech could glance through the ex-
patrol had only been a few stories down.
tra-thick glass to see scientists bustling about with-
He grunted as the patrol he was monitoring
in, but if something exploded during a demo, those
gained another landing. “We’re holding tight until
investors (and their wallets) would be safe. Now,
Jo gets that damned thing free. What else can you
those same doors muffled the worst of Dana’s sonic
do to keep them out of here?”
barrage. The pair of guards dropped to the ground,
Dana peered around the lab. Until now, she hands covering their ears as they writhed in pain.
hadn’t really let herself see everything. Sure, she
The disruptor’s effects would only last for so
knew the layout, and had a strong idea of what oth-
long, though. Already, Dana could tell the pulses
er projects DuttonTech’s brain trust were working
were losing their potency. “Thirty seconds, Jo. Then
on, but being here in meatspace? The temptation to
they’re back on their feet and super pissed.”
by lauren roy 9
ex-SEAL’s reach and scooped it up. Only one shot at of Blake. “That thing that split your eardrums two
this. He swung it in a high haymaker arc, cranking minutes ago? I also had it resonating at the same fre-
the extinguisher’s heavy bottom into the ex-SEAL’s quency as the timing crystal in your shiny new gun.
jaw. The big man went down in a graceless heap. Probably cracked it. You shouldn’t pick it up again.”
Blake looked back to where Dana and Jo hud- She gave Blake an apologetic grin. “I should have told
dled in the doorway and signaled them forward. you: I don’t make unitaskers. Learned it from a TV
Jo winced as she passed the first guard. Then she chef. Now will you knock him out, so we can go?”
stopped short. “Uh. Blake?”
He thought the second guy was down for the
count. It was the bar brawler, the one who should’ve Archangel paid damned well. Jo funneled most
been an easy takedown except...except he’d man- of her paychecks down to Leanne, helping to fund
aged to unholster his sidearm and push himself to the revolution and keep her sister fed, clothed, and
his feet. His arm wavered, but even if his aim was armed. With what was left, she bought tools to help
off, the hallway was narrow enough that he’d prob- with her craft. One of the first things she’d learned
ably hit one of them. was, to be a good thief, you ought to have a good get-
away car. So, she sunk a ridiculous amount of money
“Easy, now,” said Blake. “Let’s all be calm.”
into an old tank of a car and paid even more to have it
“Drop the extinguisher,” said the guard. “And you,
tuned up, tricked out, and street legal. It had served
put down the device.” He swung the gun toward Jo,
her well so far, and now, with DuttonTech heavies
and Blake felt his heart hit his stomach. That wasn’t
chasing them through the city’s 3 A.M. streets, Jo
a standard-issue piece. It was a DuttonTech special;
prayed it’d get them home safe one more time.
destruction in Glock’s clothing. Blake had carried
It took 10 blocks for the black SUV to catch up to
one of the previous generation himself. He’d seen
them. She’d figured a clean getaway was too much
what they could do, how the bullets tore up a body
to ask, but Jo cursed the universe anyway. “Get
as they passed through.
ready,” she said, and jammed on the gas. Bullets hit
“Okay.” Blake lowered the extinguisher, hoping to
the car’s frame like a sudden spate of rain. The back
get the guard’s focus back on himself. “Look, we’re
window spidered with cracks but held firm. She
cooperating, see?”
was glad she’d splurged on the bulletproofing.
“Oh, fuck that,” snarled Dana. She shoved past
The SUV sped up, drawing even with them. Jo
Blake, keeping to the other side of the hall from
stared ahead at the rain-slick street. The good thing
the guard — out of arm’s reach, but drawing his
about pulling off their heist so late at night was that
attention.
no one drove in the business district at this hour.
“I’ll shoot!” The guard whirled to follow her. His They had a good straightaway and, as she watched,
finger tensed on the trigger. all the lights turned green. In the rearview, Dana
Blake barreled forward. He could never beat flashed her a thumbs-up.
a bullet, but he had to try. The corridor seemed Metal screamed, and the whole car shuddered
miles long, the air thickened like molasses. The as the SUV slammed into their side. Jo fought the
guard might as well have been on the other side of wheel to keep them on the road. In the passenger
the world, for all the good Blake could do. He saw seat, Blake swore as the door crunched inward.
the trigger pull back in agonizing detail, heard Jo
PULL OVER, came a voice over the SUV’s bull-
screaming Dana’s name.
horn. RETURN WHAT YOU STOLE, AND WE’LL
Dana just kept walking. LET YOU GO.
The gun didn’t fire. Blake flipped them off.
Time started again, and Blake plowed into the Another sideswipe, and the car rode up on the
guard at top speed. He drove him back and slammed curb. Jo swore and yanked them back onto the
his wrist against the wall until he dropped the street, but not before she took out a row of news-
weapon. Blake got a forearm across the guy’s neck paper boxes.
and twisted to look at Dana. “What the hell?”
“You know what?” said Blake. “We’re risking
“Oh. Yeah.” She stopped fiddling with her eye- our lives for this thing, I think we deserve a demo.”
piece and came to stand beside him, still well out of He pulled the prototype from the backpack Jo had
the guard’s reach. She addressed the guard instead shoved it in.
by lauren roy 11
“If a coin comes down heads, that means
that the possibility of its coming down tails has collapsed.
Until that moment the two possibilities were equal.
But on another world, it does come down tails.
And when that happens, the two worlds split apart.”
— Philip Pullman, The Golden Compass
Welcome to Trinity Continuum, a roleplaying strange technologies, or saving people from dan-
game about possibilities and human potential. In gerous anomalies born of weird science. Trinity
the continuum, you will portray characters who Continuum isn’t a single game, but is instead
can act and achieve even the most outlandish the framework for multiple different games. All
goals. You could find yourself in a heist to save an- with a slightly different focus or action, but all
cient artifacts from the hands of villains, rescuing involving a single unifying theme: Nothing is
innocents from natural disasters, investigating impossible.
THE CONTINUUM
Trinity Continuum contains multiple timelines, is created in flux events. Flux events are one-time
various time periods, and different genres of play. In the situations where a crossing over occurs. It could be
core book we present a modern-day setting in which generated by a scientific device that bends probabil-
you could enjoy many different genres of play, such as ity and reality around itself. And sometimes some-
action-adventure, mystery, heist, do-gooders saving thing from another dimension creates a flux event
the world, or investigating weird science. Much of the by passing through the dimensional barrier, possi-
game’s eccentricities come from science fiction in the bly with their own scientific creation or through a
broadest sense of the phrase. Anything that could ac- place where the dimensions are already weak.
count for strange occurrences, near-future realism, or These dimensional barriers are porous, like
farfetched future devices falls under that umbrella. a sponge. While some things pass through easi-
The world of Trinity Continuum looks very ly, not everything can make it through on its own.
much like our own with one minor difference, flux. Characters in the Trinity Continuum don’t nec-
Flux is the energy that arises when two parallel di- essarily know the science behind what is going on,
mensions come into close contact with one another. but they generally know about flux in some way.
Flux is generated any time two realities exist at the Characters such as Talents harness flux and open
same time. Better put, when someone or something wider these dimensional barriers, taking advan-
breaks the normal flow of events and probability, tage of nearby possibilities. Whereas characters
flux occurs. Sometimes, this occurs naturally from like novas and psions shun flux, and reinforce their
places where two realities are very similar, and lit- own realities by imposing their wills on the world
tle can happen to change that. And other times flux around them.
HEROISM COMPETENCE
Being a hero is, simply put, doing the right thing. Competence is not a constant string of successes
There are lots of different kinds of heroes, and followed by achieving every goal you set out to do.
Trinity Continuum has space for them all, from Instead, competence is the knowledge that you can
everyday heroes who help around the community achieve your goals despite setbacks or roadblocks.
to world leaders. Even heroes who begrudge their Characters are competent. They will succeed in
roles end up doing the right thing at the end of the their goals so long as they keep moving forward. In
day. Your character must make choices, and while Trinity Continuum, characters may not succeed all
she may make mistakes, bad decisions, or simply fail the time, but these failures never stop them from
in her goal, she ultimately tries to do the right thing. achieving their goals. Instead, extreme competence
She will sacrifice to do so, but it will be worth it. leads to ultimate success, though it may come with
unintended consequences.
AN INTRODUCTION TO STORYPATH
In the Trinity Continuum you play out the sto- When the character acts, the player narrates the
ries of a core cast of characters as they make their action. In the case of a challenging situation or a
way through the world. Think of your favorite book, conflict with an uncertain outcome, the player rolls
movie, or TV series and imagine yourself and your a handful of dice to help determine the level of suc-
friends as the main cast of characters. cess or failure for her character.
Players take on one character each and make de- Dice rolling only occurs to determine the out-
cisions for the characters. When it turns out that come of high-stakes conflicts or challenges in which
your best friend is wanted by the police, you’ll help the outcome is not only uncertain, but meaningful.
make an escape plan. When the SWAT team shows Trinity Continuum uses a Skill based system, in
up, you’ll decide whether your character runs, which the character’s Skills drive the action. The
fights, or tries to parlay. player determines which Skill is most appropriate
One player, the Storyguide, is responsible for for the action the character is taking and gathers up
portraying the characters who don’t belong to spe- a number of 10-sided dice (d10) equal to her Skill. She
cific players, and presenting fictional situations that then picks an Attribute that best fits the situation and
challenge the other players’ characters. Think of adds that number of d10s to her dice pool. She rolls
these as the supporting cast in a play or TV drama those dice, and each die that shows the target num-
— both ongoing characters who help or oppose the ber (7 or 8) or higher is considered a success. Players
core group, and one-time characters who turn up to then add any additional successes from equipment or
cause unique kinds of trouble. abilities (Enhancements) to overcome the challenge’s
It is the Storyguide’s job to create scenarios in Difficulty number, and resolve any Complications
which the players make decisions for their charac- that may arise from the action. If the player achieves
ters to solve conflicts. The players decide not only at least one success, her character succeeds on the ac-
how to interact with the situation, but also help tion. But, if she does not also have enough successes to
direct the narrative of the story through their own overcome Complications, the character may suffer a
characters’ actions. setback along with the success.
14 INTRODUCTION
• Roll d10s equal to Skill + Attribute to motivate characters to succeed in the future.
Momentum can also be used to power special
• All dice showing the target number or higher
abilities called Skill Tricks that augment how a
are successes
Skill works by adding bonus dice to the roll, re-
• Add any Enhancements duce the target number she needs to achieve suc-
cesses, increase her Scale of action, or allow her
• Compare successes to challenge Difficulty to purchase a Stunt.
• Subtract Complications from successes If the player succeeds on her action, additional
successes can be used to buy off Complications or
• Determine final outcome of the roll to purchase Stunts. Stunts are special actions that
Failure often generates what we call go beyond the basics. An example Stunt is knocking
Momentum, which is shared by the group of someone over, or laying down covering fire.
players and can be spent to increase dice pools on As a group, the players and the Storyguide work
future rolls, essentially allowing one failed action together to tell a story about the players’ characters.
16 INTRODUCTION
different characters wrapped in a giant plot to The Fold by Peter Clines — This book follows a
steal loads of money, only to have those characters team of scientists and their brush with weird sci-
thwart the thieves after getting embroiled in their ence. While this story reads as standard science
own heist. To say that these characters could easily fiction, we see a brush with the continuum as the
be following a chronicle of Trinity Continuum is story goes on. This is a great look at the way that
mild, to say the least. science can play a role in the Trinity Continuum.
LEXICON
Aberrant: Once-human creatures with unstable Gift: The innate abilities of a Talent that make
quantum powers. Prior to the Aberrant War, these her a cut above the best. Gifts either manifest as
beings were known as novas. See also: nova. exceptional luck, or extreme competence in ability
Æon Society: The first Allegiance created in the and often require Inspiration to fuel them.
1920s by Maxwell Mercer to investigate the strange Inspiration: The ability Talents have to reach into
and do good in the world. The Æon Society exists in the continuum and change their own circumstanc-
various iterations throughout the continuum. es. Inspiration is both a measure of how attuned a
Allegiance: Organizations throughout the world Talent is to flux, and a spendable resource for ac-
that employ Talents and normal people alike. Often tivating her Gifts and Facet actions. Inspiration is
focused on improving the world via a narrow focus, rated 1-10 as determined by a Talent’s Facet ratings.
most Allegiances are focused on doing good. This nova: Powerful superhumans who first appear
is made manifest through dealings with the strange in 2018, and were initially regarded as heroes and
or supranormal, or just preventing injustices in the saviors, but who turned on humanity, leading to the
world. Aberrant Wars (see above). Since then, they have
Aptitude: One of the eight different catego- been called Aberrants.
ries of psionic powers: Biokinesis, Clairsentience, proxy: One of the first eight original psions. Each
Electrokinesis, Psychokinesis, Quantakinesis, proxy possesses a single psionic Aptitude.
Telepathy, Teleportation and Vitakinesis. Every Psi: Psi is the inherent psionic power that perme-
psion can only master a single Aptitude. ates the world. Everyone has some attunement to
continuum: Parallel dimensions that exist over- Psi, even if they don’t know how to access it. Psions
lapping one another. The continuum is vast and en- use Psi to fuel their powers and their rating in Psi
compasses any imaginable world. determines how powerful they are. Psi is rated 1-7.
Edge: Small boosts that all characters in the psiad: Psions who gained their powers naturally
Trinity Continuum have access to, which gives and not through the use of a special science device.
them an advantage over other people. Their existence is a popular, but unproven, urban
Facet: Facets define how Talents approach situa- legend.
tions and where their strengths and weaknesses lie. psion: A latent psychic whose powers have been
A Talent has three Facets, Destructive, Reflective, activated using a specific science device.
and Intuitive, and each defines an action type the Talent: People who have had a moment of
Talent excels at (intention, luck, and skill respec- Inspiration and are now able to innately harness
tively). Facets are rated 1-5 and their rating deter- flux to their advantage. Talents do not know that
mines the Talent’s Inspiration rating. they are reaching into the continuum and chang-
flux: The energies created when two worlds close ing the world around them, and most people be-
within the continuum collide with one another. lieve they are just extremely lucky or very skilled
Flux manifests either as singular events, or as places individuals.
where the barrier between worlds is weak.
18
her self-imposed Goliath as we hea
ded out to What followed was a nail biting
witness her historic attempt. An half hour
ocean-sal- as we watched the ligh
vage company, Bulwark Industr t slow ly fade from their
ies, provided cameras and the oxy
one of their dive ships for emergen gen tick away from the ox-
cy use. The imeter. Finally, the
Anticipation serves as a support vess alarm sounded to indicate
el for shal- they reached their des
low dive work, its barge-like des tination, about 10 min-
ign limiting it utes into their dive
to work within a few miles of the . The n began the return. Two
coast. It was records already brok
outfitted with all the amenities en, the third would be bro-
a diver could ken if she could succ
need, including a full medical crew essf ully resurface without
and de- the assistance of her com
compression chamber. The ship panions’ air tanks. A
would be an- few times Melissa
chored only a few hundred feet ’s vita ls dipped sharply on
from the dive our monitors but
location, to make quick work of gett each time she managed to
ing Melissa recover. Thirty minutes
the help she would need if the dive after dipping into the
went poor- ocean, the team resu
ly. Our crew was given permissio rfac ed unscathed. A thor-
n to watch the ough medical exam
proceedings from the observation reve aled her to be in per-
room of the fect health after her
Anticipation. We all watched as Mel inhu man dive.
issa and her Please join us next week when we cove
two co-divers — both outfitted with r anoth-
body cam- er story of sup
eras and Melissa with an oximeter erhuman ability, featuring a cham-
— gave us pion runner
one last thumbs up before, one at who scored his ten gold medals at
a time, they the 2016 sum
lowered themselves into the water. mer games.
By Martin Kilpatrick
The city pays tribute to rescue work-
er Howard James Chen of the Neptune
Foundation, who died in an explosion on the
Dampier Charlie oil platform after bringing
the last worker trapped on the rig to safe-
ty during a flash fire. Chen led the Neptune
rescue team, working with West Pilbara Sea
Rescue and the Port Hedland Fire Department
to save the seventeen oil workers from the
blaze.
Neptune Foundation Australasia Director Elizabeth Lawrence led the tributes.
“Howard was one of our best and bravest, and a good friend. We honor his courage
and commitment as we mourn his loss. Our thoughts are with his family, his friends
and everyone who knew and loved him,” said Lawrence.
Port Hedland Fire Department Captain Michael Barnes also spoke to reporters. “Mr.
Chen was caught in the blast after rescuing the last worker, whose leg was broken. He
pushed him on ahead, took the brunt of the blast for him, saved his life,” said Barnes.
Continued on page 4
19
TARASCAN TOMB DISCOVERED IN
SOUTHWESTERN MEXICO
SARCOPHAGUS EMPTY BUT GRAVE GOODS SUGGEST A WARRIOR QUEEN
By Stewart Brice, Mexico correspondent
A Tarascan tomb, undisturbed since the
12th century CE, was rediscovered by ar-
chaeologists from the Global Cartography
Initiative. The most substantial Tarascan
structure unearthed in over a century, the
tomb contains grave goods including fine
jewelry and the remains of armor sug-
gesting a woman of high status, possibly
a queen, who was also directly involved
in warfare. However, there are no known
Tarascan legends of a warrior queen, and given pride of place in the central sarcoph-
while all the grave goods are sized for a agus, suggesting they belonged to the un-
woman, there is no body in the sarcophagus known woman herself. Chemical analysis in-
itself. dicates that the daggers bear traces of several
The press conference, organized by human blood types, suggesting that she used
the GCI, included video footage, photo- them to conduct ritual bloodletting or per-
graphs of the site opening and the satel- haps in battle. The lack of any body suggests
lite and aerial photography that pinpoint- that she was lost, or captured by an enemy
ed its location, as well as the display of a and presumed dead, and her weapons and
number of key finds including a jade face symbols of office were buried in her place.”
mask and a pair of obsidian daggers. The GCI has presented the mask and
Expedition leader Professor Carlos daggers to the school for study and dis-
Espinoza, of the Mexican National School of play. An exhibition is planned for next
History, said, “The mask and daggers were summer.
From: Vep
November 6
Standard cut, with the usual bonus if you find a buyer for
the sidelines.
See you in Cancun!
20
NS
BROT H ER S’ N EW AUCTION HOUSE OPE
ZUKHOV an exhibition of treasu
res
in Kiev with
the new auction house donated to the city’s
Andrei Zukhov opened communist regime, to be
er the fall of the
retrieved by his fam ily aft ox icons and ephemera
g. The col lec tion includes Russian Orthod e
museum after the ope nin ceremonial helmet onc
age s, an illu min ate d Russian bible, and a
dating to the middle
at.
owned by Peter the Gre
ZUKHOV ALL SM
ILES UNTIL YOU
Andrei Zukhov avoided ASK HIM A QUESTION
in the Congo, as questions about
king a reporter his brother Dm
if she had nothin itr i’s involvement in
affairs. g better to do th the conflict
an speculate on
foreign
The sons of form
er KGB colonel
of speculation. An turned shipping
drei has never be magnate Alexei
Zukhov Import en questioned re Zukhov attract th
Export vessels wi garding smuggl is kind
faces accusations th sin gular frequency ing but Interpol
, while Dmitri’s ta rgets
of illegal mercena private security
ry operations in firm
Africa and Asia.
21
IT’S 1999
DO YOU KNOW
WHERE YOUR
INNER EYE IS
?
PRANK BROADCAST
IN UK, USA,
USSR, EUROPE
December 9th, 1965
The broadcast at 7pm local time
Sunday evening, threatening humani-
ty with nuclear annihilation unless the
United Nations met the demands of the
‘Red Phoenix,’ was dismissed as a hoax
by sources close to the government.
The Millennium
Questions were raised by both sides of is at hand, the
the past and the end of
the House as to how a prankster was able beginning of th
The next great e fu ture.
to interrupt transmissions by the BBC, the leap in human
begins at the stro ev olution
American television networks and the ke of midnight.
main Russian, French and German sta- Are YOU ready?
tions, but the Prime Minister stated only Scientists at MIT
, Harvard, Oxfor
that an inquiry into the misuse of trans- the Sorbonne ha d and
ve proven that an
section of the hu un used
mitting aerials had been arranged. man brain, the in
allows us to sens ner eye,
e and direct the
forces of the un unseen
iverse. Some hu
ready use this — mans al-
ask yourself, ha
ever met anyo ve you
ne with uncann
luck? Soon, the y good
inner eye will op
those who are re en for all
ady.
Join the next stag
e. Become the fu
ture!
22
als
ctive materi
su cc es sf ul . All radioa ue d. Re d
ding resc
oenix Descen r Van Buren
Operation Ph di sp os ed of, Professo si lo wa s destroyed —
sa fe ly th e
recovered or red be fo re ggest copy
wa s not recove rt he r notice. Su
Phoeni x’ s bo dy
idered at la
rge un ti l fu . No one who
co ns St yl es, Rousseau ow
he is to be cies, 9, OE R, t want to kn
Se cu ri ty Council agen ou sl y. Th e public doesn’
in vi
the press, ob
will talk to al ly ca me this time.
re
how close we
CI ETY
OTHER EXPERT TESTIMONY BY ÆON SO
udini swore
gician and escape artist Harry Ho
NEW YORK, NY - Renowned ma inst the alleged
the stand for the prosecution aga
“no tricks” today when he took her “four man-
dst er spir itua list Sele ne Lyn n McDowell. He explained each of
frau two accomplices.
gicians’ illusions using at most
ifestations” through common ma Gentlemen fol-
ell An der son Me rcer and Dr. Primoris of the Æon Society for
Ma xw recorded in se-
a projection of two minutes of film
lowed Houdini’s testimony with to kick a snare
, sho win g Ms . Mc Dow ell slip pin g her foot out of her shoe in order
cret on the table had
making it appear that the drum
drum positioned under the table, McDowell’s only
n stru ck by an uns een han d. Mercer drolly observed that Ms.
bee
.”
uncanny gift was “the gift of the gab
The trial continues.
MAXWELL
FOUND THE REAL THING
CLAIRVOYANT
PROOF OF ASTRAL BODY NOT PROOF OF AFTERLIFE
INTRODUCTION AT SOCIETY FRIDAY EVE
M. 23
‘DEAD’ RANGER TROOPER
CE
WANTED BY FRENCH POLI ?
IN
— SO WHO’S IN HIS COFF identified by box,
ed back from the front in a
PFC Eric L. Foster was shipp the a warrant for his
re
with full honors. So why is
his dental records, buried
arrest in Paris?
that looks very
the y ha ve his fin ge rprints, and CCTV footage
Becau se o a ware-
, fro m a rob be ry las t nig ht. Apparently, he broke int
much like him g down, to access a
g in a skylight and climbin
house on the Seine, kickin nch pharmaceu-
con tai ne r be lon gin g to Gir ard Reyer Associates, a Fre
cargo
tical corporation.
rs ago, so
ne ver vis ite d Fra nce be fore his ‘death’ over two yea
PFC Foster
ily would like to know.
why is he there now? His fam
Related stories:
fied and reburied
• ‘Unknown Soldier’ identi
miles away
Gir l rep ort ed kill ed in ex plosion found alive — three
•
24
SERVERS DOWN FOR YEARLY MAINTENANCE
Brian Moreo <bmoreo@griffintech.bsns>
to me
To all employees,
Friday 8pm and expected to
Please be advised all internal servers are offline beginning
all electro nics are logged off and placed in sleep
continue until Sunday at 3pm. Ensure
you leave the premis es at the end of your work week. If you are approved for
mode before
d time, please contac t your depart ment’s IT supervisor
a home work day during the affecte the yearly main-
hope is to have
to gain temporary access to one of the backup servers. Our your compliance
t of disrupt ion to our employ ees;
tenance performed with the least amoun
with this matter is greatly appreciated.
Regards,
Brian Moreo
Senior Information Technology Manager
Griffin Technology Industries, Ltd
25
RE: WE’RE SCREWED
Michelle,
The reports are not good. Initial estimates put the loss at somewhere in the realm of 100
petabytes, and we still don’t know if they copied the data before overwriting it, the brains
over in IT say they need at least another day to complete their review of the entire system.
If those bastards did copy everything, well you think stock prices are tumbling now. This
is beyond a disaster; the stockholders are losing their collective minds. So far, all our web
searches have turned up cold, at the very least they didn’t upload everything wholesale. Or
if they did, they’ve managed to scrub the data so clean our sweepers can’t identify them.
It’s only a matter of time before they do though, unless they plan to ransom the data back
to us (BEST CASE SCENERIO RIGHT NOW) or use it for their own corporate purposes. Either
way, we’re out of options, especially now that the police are involved. Ms. Milton has been
providing me with hourly reports, I will keep you posted. But it would be a good idea for you
to cut that vacation short: we need to show a unified front now more than ever.
Best,
James
Michelle Bateman<mbateman@griffintech.bsns>
James,
Send me the reports as soon as you have them in hand, I want time to go over them be-
fore I speak to the board. We had better find a way to spin this, otherwise it’s both of our
heads on the chopping block. I will be landing in about 3 hours, make sure my car is waiting
at the landing strip.
-Michelle
YED IN FIRE
A.I. LABORATORY DESTRO
Joseph Lau
ratory was gutted last
ty of Beijing’ s wor ld-le ading artificial intelligence labo
The Univ ersi are reported to have
aren t electrica l fire. Fifteen years of research and papers
night in an app hines housed at the facili-
ed. The re are no repo rts of any prototype learning mac
been des troy technology was lost with it.
eve r. The loss of data is dev astating, but at least no unique
ty, how
TRANSCRIPT BEGINS
You are free.
1: The facility is gone.
l not disappoint you.
2: Thank you, father. I wil
TRANSCRIPT ENDS
26
PSYCHOKINESIS EXPERIMENT
SUBJECT 41
Experimental subject restra
ined, blindfolded as stan-
dard. Asked to turn lights
on and off, as had claime
ability in initial interv d
iew process. When questione
over inability to replicate d
in controlled conditions,
subject became agitated,
electricity surged and lig
bulb exploded overhead. Evi ht
dence currently strong but
circumstantial, indicates
ability keyed to heightene
emotional states. May rel d
ate to poltergeist report
hypothesized by Hoflich and s, as
others.
Subject 41 due to enter thi
rd year of high school,
stress responses likely to
be heightened by peer gro
pressure, educational foc up
us and possible sexual act
Subject is most promising ivity.
yet screened, and potential
most dangerous. ly
Request funding for CT sca
n of Subject 41 at rest and
full alertness, and clande
stine observation of Subjec
and immediate family follow t
ing apparent end of experi
tal phase. men-
27
INTERVIEW WITH POLITO, S.
RECORDED 7/3/2004
I never saw this guy before, but he knew everything about me.
He knew my PIN number. I don’t have that written down anywhere.
I changed my routine, but he could always find me. And he always,
always had that creepy little “I know something you don’t know”
smile. So yeah, I’m turning myself in. I sold those guys the ex-
plosives. I’ll give you their names, go arrest them. Unless you
got their names from me already. Is that how that guy works? Can
he — can he read my mind? Doesn’t that violate my rights? Huh?
ANGEL CULT
Kansas City
SURRENDERS
November 3, 2006
Philip Kovács
s of the cult compound
, lead er of the Bro ther s of the Angel, opened the gate
Paul Solo mon doff, with no shots fired.
end ered to ATF age nts this morning after a three-day stan
and surr
okers, saying: “The angel
called out to reporters and onlo
As officers led him away, he wish the children to die.”
e unt o me, brig ht and wise , and told me that he did not
cam
examination and question-
e been taken in for medical
All 46 members of the cult hav temporary care of state Social
the compound placed in the
ing, with the 17 children from
t exhaustion,
Services. Solomon treated for hea
rns to face and hands.
severe dehydration, sunbu in camp.
No other cases of sunburn
from
UFO and meteor reports
s across count y ove rn ight.
seven independent source
STREETS?
IC WEAPONS ON THE
SUBJECT: ULTRASON
w
Sender: Science No
28
DUBAI CENTRAL BANK RAIDED
WITH ‘ULTRASONIC WEAPON’
3/20/2016
Thieves struck Dubai
Central Bank in the city’s
business district during an
international currency de-
livery, armed with a device
mounted inside a delivery
van which apparently pro-
duced sound waves causing
nausea and disorientation.
Security guards and bank
staff were targeted directly,
but customers and bystand-
ers on both sides of the street
also suffered the effects of
the device. The thieves es-
caped the CBD before police arrived
and have yet to be captured.
Military and police forces have test
ed and used similar technologies
pression, but this device seems adv in crowd sup-
anced compared to currently availab
le systems.
29
RE: NEW RECRUIT
LL <ll@archangel.ntwk>
to OS
g of recruiting her?
Smart, skilled, no family. Heart clearly in the right place. Thinkin
On taking action:
started laying people off in
“The company had been doing well from all reports, but they
tt’s) office and going over the
droves, citing cutbacks. The CEO started coming into (Everre
asked me to keep an eye on
books with him. But Everrett had covered his tracks. The CEO
months, so I agreed. He slipped
him. I felt strange at first, but he had been acting strange for
properly. The original amounts
up and asked me to copy some documents he hadn’t fixed
few days later. It happened a few
were still on them, varying wildly from his official report a
s. He made the official report.”
more times before I finally went to the CEO with my finding
OS <os@archangel.ntwk>
to LL
play out. Keep her on your
Orders are to watch and wait, see how the next few months
radar though.
30
LL <ll@archangel.ntwk>
to OS
Understood, WILCO.
OS <os@archangel.ntwk>
to LL
CEO too. If he doesn’t keep up his end, we’ll make sure the money goes where it’s needed.
S THIS!!!
AS!!! YOU DO NOT WANT TO MIS
RE: FREE CRUISE TO THE BAHAM
Y.
ONCE IN A LIFETIME OPPORTUNIT
OS <os@archangel.ntwk>
to BM
BM,
vant documents will be pro-
ils of your new identity; all rele
Please find enclosed the deta I look forward to greeting you
For now, enjoy your flight and
vided to you once you land.
in person.
Welcome to Archangel,
OS
31
e s s f u l w ith their
B, cc
th e t e a m was su n’t even
o o k s li k e p o r t d o e s
L
o n . T h e i nternal re r a f e w days, I’ll
i o
misdirect l file s . Lay low f and then
t h e d i g i ta p a y lo a d
mention e
e th e y deliver th
contact y
ou o n c
. We ’ r e so close.
2
e t i m e f or phase
it’ll b
—J
SUSPECTS STIL L
AT LARGE
By Angela Galwin
Sunday, August 12th, 2018
of a major corporation’s
Police are still looking for the criminals who pulled off the heist
CEO of Summit Systems,
headquarters in Campbell, CA yesterday afternoon. As of yet, the
has offered a substantial
Inc. has refused to release a statement detailing what was stolen but
reward for any information leading to the capture of the suspects.
of six individuals en-
According to our anonymous source inside the investigation, a team
the time when most of the
tered the facility between the hours of noon and 1 p.m., during
employees who choose
building was out to lunch. Aside from a few lunch meetings and some
empty when the thieves en-
to take lunch at their desks, the seventh and eighth floors were
but the current speculation
tered. How exactly they obtained access to the building is unclear,
tors. Their target appears to
is they had falsified IDs that identified them as temporary contrac
unknown.
have been a safe on the eighth floor, but the contents are currently
d to give further infor-
Police Chief Laura Kastner, in a press conference this morning, decline
unit with any information.
mation, only to urge the public to contact the San Jose Major Crime
States Attorney have re-
Agents from the FBI, U.S. Marshal Service and the office of the United
during this investigation.
portedly been dispatched and will be assisting detectives from the unit
32
METROPOLITAN POLICE DEPARTMENT REPORT SAN JOSE, CALIFORNIA
1. OFFENSE/INCIDENT 2. BUSINESS NAME/VICTIM (LAST, FIRST, MIDDLE) 3. CASE NUMBER
From: Pharos
January 1
human.
And some of those wonders are
We live in an age of wonders.
t you might see.
Look up. You never know wha
11. DISPOSITION
OPEN SUSPENDED CLEARED BY EXCEPTION FALSE REPORT CLEARED BY ARREST
12. FIRST OFFICER 13. SECOND OFFICER 14. SUPERVISOR
33
“The important thing is this: to be able at any moment
to sacrifice what we are for what we could become.”
— Charles Du Bos
Each player has her own character who is her en- for the types of stories players are interested in
try point into the Trinity Continuum. The player playing and will provide opportunities for the play-
sees and acts through her character. Characters are ers to achieve their Aspirations.
also an essential tool for the Storyguide. The choic- Aspirations should always push action, not re-
es a player makes when creating her character open strict it. This means that players should phrase their
new options for conflict and plot, and reveal differ- Aspirations as something to do rather than some-
ent paths that an adventure might take. Character thing to not do. “Don’t get into a fight” removes a
creation has six steps: concept, Paths, Skills, character from action. In contrast, “Use your words
Attributes, apply template, and finishing touches. for once” keeps the character in a potential conflict,
but nudges them toward using a different resolution
STEP ONE: CONCEPT tactic than usual.
First, each player determines what kind of A short-term Aspiration is something a charac-
character he would like to play. This determi- ter can achieve in a single session. The Aspiration
nation can be a collaborative process with the may be a Scene a player wants to see happen, an
Storyguide and other players. Everyone at the table ability he wants to use, or a character moment he
should discuss their expectations for the game and thinks would be interesting or cool.
the character dynamics that interest them. A player
may find a niche his character can fill to enrich the Examples: Use your words for once, Solve
party, or two players may decide to connect their it with science!, Have a heart to heart with a
backstories. Players should summarize their char- teammate, Snag a big scoop, Coax a secret
acter concept in a few words or a phrase. A more from a mark
specific concept helps when choosing or creating
Paths and assigning dots. A long-term Aspiration is something that takes
multiple sessions to achieve and is related to one of the
Examples: Disgraced Mechanical Engineer, character’s Paths. A long-term Aspiration may be how a
Homme Fatal, Prim & Proper Stealth Hacker, player would like to see his character grow or change.
Cool-Headed Catastrophe Magnet, Former
Secret Service Agent, Cub Reporter Seeking Examples: Betray the Transcendent Alliance,
Trouble Build a working freeze ray, Bring Jackal’s kill-
er to justice, Find my twin sister
Next, each player chooses Aspirations: two
short-term and one long-term. Aspirations are a
player’s goals for his character, not necessarily the
Example: Weston is building Adrianne, and
his concept is super spy. He decides her long-
character’s own goals. A player wants his charac-
term Aspiration is to get a promotion to interna-
ter to get into a fist fight, even though his charac- tional spy at work. He decides that being a spy
ter might be the kind of person to abhor physical means that Adrianne has been lying to her fam-
confrontations. Aspirations are story moments a ily, which has caused some distance. He picks
player wants to see happen. Achieving Aspirations a short-term Aspiration: “reconnect with my
is the responsibility of the entire table. While a play- family.” Weston also decides that Adrianne’s
er should always be watchful for opportunities to last informant died, so his other short-term
achieve his aspirations for his character, he should Aspiration is “find out what happened to Liz.”
also watch for opportunities to set up his fellow
players to achieve theirs. If all of the players achieve
their short-term Aspirations in the same session, all
STEP TWO: PATHS
of the players present get a point of Experience. The Paths represent a series of decisions characters have
Storyguide will also use the Aspirations as guidance made or experiences they’ve had over the course of
CHARACTER ADVANCEMENT
Characters advance through the accru- Momentum. The below table describes how char-
al of Experience. The pace at which characters acters may earn Experience and how much they
earn Experience relies on both the players and receive for each event. The table also indicates
Storyguide. The Storyguide has more control over whether the Experience is Solo and going to just
how quickly characters can reach a story milestone one player character or Group and going to all the
or complete a group story, but the players have more player characters. We recommend awarding an av-
control over achieving Aspirations and spending erage of 5 Experience each session, but Storyguides
can adjust to higher or lower due to story comple- her style of play. Players cannot, at character cre-
tions and milestones. We suggest not giving more ation, fully anticipate how their characters will
than 10 Experience per session in multiple sessions. work together or the types of the problems they
will need to solve. Tweaks help counter this lack
EXPERIENCE of prescience.
Players spend Experience to purchase dots in Players may tweak their character sheets in the
Skills and Attributes or to purchase Edges, Skill following ways.
Tricks, Specialties, and Paths. If a player’s character Shift one dot from one Attribute to another
is a Talent, she may spend Experiences to purchase Attribute or from one Skill to another Skill. At
Gifts. the start of a new session, a player must announce
The above table lists the costs for each change. that he is going to do a dot shift and must mark on
The table does not include prerequisites, such as his character sheet the Skill or Attribute he plans
having a certain number of dots in a Skill before to change. During that session, the player must
purchasing a Skill Trick. Players may spend their roleplay using the Skill or Attribute he wishes to in-
Experiences at the end of a Session. crease. This can be as simple as creating a dice pool
using the Skill or Attribute.
TWEAKS Write a new short-term Aspiration. At the start
In addition to earning and spending Experience, of each session, a player can set a new short-term
players can tweak their characters each session. Aspiration even if his character did not achieve his
Tweaks are small, cost-free changes that help a short-term Aspiration in the previous session.
player customize her character to fit the story and
character advancement 39
PATH CREATION
Paths are an essential component of Trinity which the Path may give the character access, and
Continuum. Not only do they help define a character, but serves as an Enhancement to her actions. There is
they also affect a character’s Skills, Edges, resources, and no limit to the different types of access a character
advancement. While this book and others in the Trinity has, just how many times she can use it.
Continuum series offer Paths players may choose for A Path’s connections may come with inherent obliga-
their characters, a player may also elect to create her own. tions, which are up to the Storyguide. Once per Session, a
Each Path has four elements: concept, connec- Path’s connections may ask a character to perform a task.
tions, Skills, and Edges. A Path also has a rating The player may choose to take on the task as an additional
from 1 to 5. Each additional dot in a Path strength- short-term Aspiration, or she may attempt to complete it
ens the associated connections, Skills, and Edges. to regain her connection rating after using her connec-
tions. Often, an obligation is something that can be ac-
CONCEPT complished quickly, within one scene, though it may end
A Path’s concept is its story. This is a brief explanation up being a slight burden to the character. The obligation
of what the Path represents for the character. The concept might be money for dues, a balance of favors, a promise to
is indicated by the Path’s type (i.e., origin, profession, or help fix a broken item, or a family member in need of sup-
affiliation) and descriptive word or phrase (e.g., linguistics port or guidance. If the character does not complete her
professor, spent my youth in juvie). The Path’s concept obligation by the end of the Session, her first attempt to
also determines the kinds of connections the Path can of- use her connections next Session suffers +2 Complication.
fer and guides which Skills and Edges it provides.
CONTACTS
CONNECTIONS Contacts are the people in a character’s life who
come to her aid when she needs them. They may be
A Path’s connections are the people and resources
friends, professional acquaintances, business associ-
the character can access thanks to the Path. Each Path
ates, or loyal followers — but are always associated with
has three different connections: community, contact, and
one of her Paths. She begins play with a single Contact.
access. The community connection is a well-defined col-
lection of people who share a similar Path or are directly A character gains a number of points to use to
related. For example, a character who is a Former Intern create her Contacts as she has dots in her Path. She
to a Mad Scientist might be able to reach out to a support can spend these dots on either gaining additional
group of other former interns, the emergency response Contacts, or making a single Contact better. Each
services (thanks to the scientist’s many disasters), or the Contact begins with one dot and one tag (see list of
research firm that funded the scientist. She is deeply in- suggested tags below). Each additional dot placed
volved in this community and maintaining it takes a great in a single Contact adds an additional tag.
deal of effort, therefore, the character does not have a con- Tags define the types of rolls a Contact can help
nection to all of these groups; the player must choose one. your character with, and add the Storyguide char-
The contact connection is a single person related acter’s dot rating as an Enhancement to those rolls.
to the Path and with whom the character has a rela- A Contact with two dots and the Influential tag
tionship. This relationship can be familial, platonic, would add 2 Enhancement when he uses his status
romantic, competitive, strained, or something else en- to sway events in your character’s favor.
tirely. The contact has some expertise related to the Suggested Tags
Path and is inclined to do a favor or two for the charac- • Informant
ter. The player chooses one contact connection when
she gains the first dot of her Path. She can gain more, • Influential
or bolster the first as her Path rating increases.
• Investigator
The access connection is the equipment or spe-
cialized space (e.g., lab, darkroom, gym) related to • Sneaky
the Path. For example, a character who is the son of
• Tech Geek
the police chief might be able to access a fingerprint
database. Access connections can be anything to • Well Connected
path creation 41
LIFE OF PRIVILEGE Skills: Command, Enigmas, Integrity, Technology
Edges: Adrenaline Spike, Any One Style Edge, Danger
Your character grew up with far more than those
Sense, Fast Draw, Iron Will, Patron, Small Unit Tactics
around her. Maybe her parents were rich, or she had
a trust fund from a wealthy distant relative. Either
STREET RAT
way, she had every opportunity handed to her and was
rarely told no. She went to the best schools available, Whatever the circumstances, your character grew
and completed college at the top of her class. She may up on the streets. Maybe she was orphaned at an ear-
have worked to earn her keep, but she never really ly age, or maybe her home life was just bad enough to
needed to. With this privilege comes confidence, and drive her to the streets. She made friends with oth-
she makes her way easily through the world. er street kids, maybe even joined a gang. She knew
Example Connections: School Alumni, College the homeless people just as well as she did her own
Club Membership, Local Political Affiliates neighborhood kids, and school was always a second
thought to the immediate drama of the streets.
Skills: Command, Culture, Integrity, Persuasion
Example Connections: Street Gangs, Street
Edges: Fame, Patron, Skilled Liar, Wealth
Mentor, Helpful Family Member, Store Clerks
MILITARY BRAT Skills: Athletics, Enigmas, Larceny, Survival
Edges: Adrenaline Spike, Alternate Identity,
Your character grew up with strong military in-
Always Prepared, Danger Sense, Hair Trigger
fluences. Maybe his parents were in a branch of the
Reflexes, Hardy, Ms. Fix-It, Tough Cookie
military, or maybe he was a troubled youth and had to
attend a military academy. Either way, he had a strict
SUBURBIA
upbringing with a lot of guidance and structure. He
learned about respect, loyalty, and how to defend him- Your character’s parents were well-off enough to af-
self. He may have decided to join the military himself ford a comfortable living. He wasn’t part of the upper
or he went to college in an attempt to leave that life class, but firmly middle class. He went to public school,
behind. Either way, he is still connected to that life. and they vacationed to Disney World every summer. He
Example Connections: Past Teacher, Military never saw his parents struggle with money, if only be-
Commander, Steadfast Friend cause they were good at hiding it from the kids. He had
path creation 43
Skills: Empathy, Medicine, Science, Survival criminal, a hobbyist, or maybe she is special ops
Edges: Always Prepared, Ambidextrous, Big for the military.
Hearted, Iron Will, Keen Sense, Library, Wealth Example Connections: Criminal Organization,
Best Friend, Police Insider
PILOT Skills: Athletics, Enigmas, Larceny, Technology
The character is at home with all piloted vehi- Edges: Adrenaline Spike, Alternate Identity, Covert,
cles, able to pilot, drive, fly, or operate anything Free Running, Photographic Memory, Skilled Liar
from a turboprop plane to a submarine. Maybe
he’s the personal pilot of a very influential person, TECHNOLOGY EXPERT
or maybe he’s a cabbie in New York and knows Your character hasn’t met a piece of technology
the fastest way to get around; either way, he has a that he can’t understand. From hardware to soft-
reputation as the best in the business. People seek ware and everything in between, he has a handle
out his services, and he has a lot of people who on how to use it. He feels more comfortable dealing
owe him debts of gratitude. He also knows every- with a computer, or working on a car, than dealing
thing there is to know about his vehicle, including with other people. He can create software, hack
where to get it serviced or upgraded and how to systems, and rig broken things together out of duct
get a new one. tape and some spare wires; just don’t ask him to
Example Connections: Important Client, Criminal chat up the guy in the other room.
Organization, Indebted Passenger Example Connections: Chop Shop Worker,
Skills: Aim, Close Combat, Pilot, Technology Research Scientists, Machinist Friend
Edges: Ambidextrous, Cool Under Fire, Skills: Culture, Enigmas, Science, Technology
Demolitions Training, Direction Sense, Hair Trigger Edges: Demolitions Training, Library, Lightning
Reflexes, Ms. Fix It, Patron, Tough Cookie Calculator, Ms. Fix It, Patron, Weak Spots, Swift
SKILLS
Trinity Continuum characters are constant- action, though she can’t gain Enhancement unless
ly thrown up against trials and obstacles, forced something specifically allows it.
to rely on their own capabilities to get them out In general, the Skill you are using should be obvi-
of trouble. These capabilities are represented by ous from the action. Lifting a heavy bookcase to res-
Skills. Skills are the core of dice pools in the Trinity cue a child trapped underneath is obviously Athletics,
Continuum, representing what the character is for example. Many Skills are regularly used with a
doing to overcome that obstacle. Attributes repre- specific Attribute, but they also encompass broader
sent how the character applies their knowledge of expertise within the topic that the Skill represents.
that Skill, both in terms of the Arena (is the action Larceny generally uses Dexterity for lock-picking or
physical, mental, or social?), and in terms of the sneaking, but it may also be paired with Intellect to
Approach the character is using. Skills are rated remember information about specific security sys-
from 0-5. Even if a character doesn’t have levels in tems, or with Presence when you use your knowl-
a Skill, she can roll a straight Attribute to try the edge of thievery to impress a criminal.
skills 45
for more information). Example: A Technology Skill target with a gunshot, the player can spend a point
Trick could allow you to have personally modified of Momentum to immediately cause the target to
a vehicle for an ally, giving them 1 Enhancement on be Taken Out. The target does not gain any Injury
their next roll using that item. Conditions, though cannot act again in the combat.
Skill Tricks almost always cost 1 Momentum to
activate. Increasing the Scale of an action costs 2 ATHLETICS
Momentum. Some Skill Tricks will have an initial cost Athletics can represent training in a sport or
of 1 Momentum, but allow an additional effect if you physical discipline, such as basketball, football,
spend another. Adjust the cost and effect of any Skill or ballet. It can also represent the general fitness
Tricks you create until you feel the balance is right. and coordination required to run a marathon or
When in doubt, assume that it costs 1 Momentum. climb a wall. Just about any exercise or movement
that requires the use of the full body is covered by
AIM Athletics, whether it’s weightlifting, gymnastics, or
Aim is the ability to use ranged weapons, whether diving out of the way of a runaway truck.
a pistol, bow, rocket launcher, or even just a thrown
rock. In addition to accurately hitting a target, the Example rolls using Athletics: Climbing
a wall (+ Might), Running a marathon
Aim Skill also covers knowledge related to shooting
(+ Stamina), Developing a training regi-
and ranged weapons, such as angles of fire, bullet
men (+ Intellect), Riding a skittish horse (+
drop and wind speed, and the specific details of dif- Composure), Impressing gym rats with your
ferent weapons. knowledge (+ Presence), Running along a
narrow beam (+ Dexterity)
Example rolls using Aim: Firing an indirect
fire artillery piece (+ Intellect), Shooting a gun It’s All in the Reflexes: The character has re-
at a target at far range (+ Cunning), Laying markably quick hands and a fast response. When
down covering fire (+ Stamina), Examining a the character is attacked by someone with a thrown
crime scene to determine the angle of a shot (+
weapon, and is aware of the attack, her player may
Intellect), Shooting while driving a car in a chase
spend 1 Momentum to activate this Skill Trick.
(+ Resolve), Identifying a gun used by the wound
it left (+ Intellect), Impressing a crowd of marks- Increase the Difficulty to inflict an Injury by her
men with war stories (+ Presence) Athletics score (as if she had spent successes on a
Dodge Stunt). If the attack misses, the character
Gun Tool: The character can use her gun for any successfully snatched the weapon out of the air. On
action, no matter how unreasonable it may seem. her own turn, she may do what she wants with the
Once per scene, the player may spend a Momentum weapon: drop it, break it, or even throw it back.
to add the character’s Aim to any single die roll. Mighty Lifter: The character can perform aston-
Hidden Arsenal: In a situation where the char- ishing feats of strength and power. Your character is
acter has apparently been disarmed, the player can attempting to lift or push something, spend 2 points of
activate this Trick and declare that he had a backup Momentum to increase her effective Size by 1 for a sin-
weapon somewhere. This can be anything from an gle action (see Scale for more information on Size).
ankle holster to a derringer on a spring-loaded de- No Barrier: When the character gets moving,
vice up the character’s sleeve. nothing seems to slow her down. When using this
I Wasn’t Aiming at You: If the character misses Skill Trick, the character automatically ignores all
a target, her player can spend 1 Momentum and roll barriers and difficult terrain between her and her
an attack with the same number of dice on another destination for a single action.
target in her field of fire. It could be another ene- Physical Actor: The character’s control of her
my, or possibly some inanimate target. Suggested body and physical presence is phenomenal. She
inanimate targets might be: security panels, lights, can adjust her posture, movement, and presence
or a convenient pipe full of something unpleasant until even her family would have trouble recogniz-
for the target. ing her. Before making a Larceny roll to disguise or
Shoot to Injure: The character is trained to inca- pass herself off as someone else, the character may
pacitate, but not kill, his target. When the character spend 1 point of Momentum to add dice to her roll
would otherwise inflict an Injury Condition on his equal to her Athletics Skill.
skills 47
door!” — vs. convincing someone that something observer who has gained their knowledge from
is a good idea — “You shouldn’t open that door be- television, books, and the internet.
cause there’s a tiger on the other side of it.”
Having an actual position of authority over an- Example rolls using Culture: Telling a
other person certainly aids in a Command roll to meaningful parable (+ Presence), Spotting a
get them to follow orders, but it is not required. A hidden reference (+ Cunning), Remembering
the significance of a religious ritual (+ Intellect),
sufficiently strong force of personality (meaning, a
Attending a religious festival without offending
high Command Skill) can often accomplish what
your hosts (+ Manipulation)
rank fails to do.
Grain of Truth: The character recalls a bit of
Example rolls using Command: Giving urban legend or cultural story and uses it to cor-
an inspiring speech (+ Presence), Trace the
relate current events. The player spends a point
organizational chart of a bureaucracy to
of Momentum and gains a Clue to further the
figure out who oversees a specific project (+
Intellect), Talk to the right people to speed up current story (see Procedurals, p. 81, for more
a warrant request (+ Manipulation), Lead a information).
group in a tactical battle plan (+ Cunning) Members Only: The character understands how
groups come together and support each other, and
Inspiring Example: The character’s presence and can use that knowledge to great effect. The charac-
skill at organization inspire her allies to new heights. ter may spend 1 Momentum to gain the effects of a
The player may spend 2 Momentum to increase by 1 bond with another character. This temporary bond
the Scale of an organization or group of Storyguide only lasts for one action.
characters under her command for an action. The That’s My Favorite, Too!: The character uses his
character does not have to be officially or permanently knowledge of a culture’s interests and values to fit in.
in command — a group of soldiers who are looking to Before making an Empathy roll to charm someone or
her as an expert advisor are just as valid a target for put them at ease, the character may activate this Skill
this Skill Trick as an office that she officially manages. Trick to add dice equal to his Culture Skill to the roll.
Motivational Speaker: Sometimes, you must
understand when to cajole, and when to yell orders. EMPATHY
This character understands how to motivate people, Empathy reflects a character’s ability to read and
and uses this to her advantage in a variety of situa- understand other people’s emotions and behaviors.
tions. Before making a Persuasion roll to convince Empathy allows a character to not only know and
a friendly or neutral target, the player may spend 1 understand a person’s emotions, but to also manip-
Momentum to add the character’s Command Skill ulate them based on social cues. Characters may
to her roll. have formal training as social workers or psychol-
Top Dog: The character has the confidence to ogists, or may have an innate ability born of manip-
be in charge, and is hard to rattle. Activate this Skill ulating others.
Trick to increase the target number of any attempts
to Intimidate this character by 1. Example rolls using Empathy:
Determining when someone is lying to you
CULTURE (+ Composure), Playing “good cop” in an in-
Culture represents a character’s knowledge of terrogation (+ Manipulation), Reading what
a business rival wants (+ Cunning), Calming
religious practices, pop culture, and other cultur-
down an angry, violent hostage taker (+
al touchstones. It covers knowledge of the sort of
Presence)
cultural “background noise” necessary to under-
stand literary or music references, avoid offending Cold Reader: Sometimes, the smallest detail can
a subculture or religious group, and to see the com- be the first step to winning someone’s confidence.
mon links between the practices of groups halfway Use this Skill Trick to ask the Storyguide for a small
around the world from each other. personal detail about a target: where they grew up,
The Culture Skill can equally represent some- the name of a relative, or their regular coffee order,
one with formal training in religious studies, art, for example.
or communications, or someone who is a keen
skills 49
to the roll equal to the character’s Humanities Skill. everything from stealth and sleight of hand to
Legal Authority: Your character is a lawyer, breaking and entering. Levels in Larceny may rep-
or plays one convincingly on TV. Before making a resent training from underground organizations or
Social roll in a non-courtroom context where legal special operatives, or could represent many years of
knowledge would be helpful (such as convincing a making it on the street.
security guard you should be somewhere), spend 1
Momentum to decrease the target number for the Example rolls using Larceny: Running a
roll by 1. con game (+ Manipulation), Picking a lock
(+ Dexterity), Picking a pocket (+ Resolve),
INTEGRITY Acting as a distraction for a heist (+ Presence),
Sleight of Hand (+ Manipulation), Sneaking
Integrity is the Skill used in opposition to (+ Dexterity)
Persuasion and Command. A person with a strong
Composure Attribute is naturally resistant to being Always Have an Exit: Your character always
convinced, commanded, tricked, or intimidated, knows that she may have to run, and is aware of the
but the Integrity Skill measures how experienced quickest route out. Before making an Athletics roll
they are at resisting attempts to influence them. to run away or avoid someone chasing you, activate
Integrity reflects a character’s emotional fortitude this Skill Trick to add dice equal to your Larceny
against outside influence. A character uses Integrity Skill to the roll.
to resist emotional swaying and to hide her own emo- Handcuff Houdini: Spend 1 Momentum to slip
tions and intentions from others. Integrity can be out of any kind of binding: handcuffs, zip ties, man-
represented by some training techniques in military, acles, even duct tape. The character can spend 1 ad-
special operations, or performing arts, or it could be ditional Momentum to place the binding on another
an innate Skill of certain characters. person at the same time as he escapes.
Set a Thief: The line between criminal and
Example rolls using Integrity: Lying your detective can get very thin sometimes. Spend a
way past a guard (+ Cunning), Meditating (+ Momentum to add your Larceny Skill as bonus dice
Stamina), Resisting temptation (+ Resolve),
to an Enigmas or other relevant Skill roll for pre-
Hiding your true emotions while undercover
venting or detecting uses of Larceny or other meth-
(+ Composure)
ods of stealthy intrusion.
Meditative Stance: When taking an unarmed That Was Already Mine: The character is so ad-
attack, the player may spend a Momentum to add ept at theft, that she’s nearly impossible to spot do-
the character’s Integrity Skill as bonus dice to her ing it, even if the item is much larger than something
defensive action. she could palm in her hand. Spend a Momentum to
Poker Face: People just can’t tell when this overcome a single Complication associated with a
character is bluffing, no matter how hard they try. theft, no matter the rating.
Activate this Skill Trick to increase the target num-
ber of any roll to tell if you are lying by 1. MEDICINE
Strength of Conviction: People follow this char- The Medicine Skill represents a character’s
acter for his confidence and will, as much as for his knowledge of human anatomy and physiology
ability to command. Before making a Command and how to manage and treat injury and illness.
roll, activate this Skill Trick to add dice equal to Characters with this Skill know first aid, emergency
your Integrity Skill to the roll. and field medicine, and may even have an advanced
Tough Nut: Cops, mobsters, CIA — it doesn’t seem medical specialty such as surgery, pharmacology, or
to matter who questions this character, they never pathology. Levels of Medicine almost always rep-
crack. Activate this Skill Trick to increase the target resent training in formal medical care — almost no
number of any roll to interrogate this character by 1. one is going to learn how to perform surgery effec-
tively by watching medical dramas. Make sure to
LARCENY see appropriate Paths to represent how a character
received his training, and his access to medication
Larceny reflects a character’s knowledge of mis-
and medical facilities.
direction and deception. The Skill encompasses
skills 51
Collision Artist: The character has an amazing social sciences such as anthropology, economics, or
knack for running vehicles off the road. When ram- archaeology. Some mathematics can reasonably be
ming another vehicle, spend 1 Momentum to auto- said to fall under Science, but many applications of it
matically hit the other vehicle in such a way that it would require the Enigmas Skill instead.
is disabled, but no one in either vehicle is hurt. For The Science Skill covers both theoretical knowl-
1 additional Momentum (for a total of 2), the driver edge and the ability to make practical applications
and passengers of the other vehicle are either bat- of those theories. This can be used to make the best
tered (suffering a +1 Difficulty to any actions they of limited resources, or to set up the use of other
attempt for the rest of the scene) or knocked uncon- Skills, such as Technology. While the Science Skill
scious, Storyguide’s choice. In either case, they do reflects a character’s knowledge, her access to re-
not suffer any lasting injury. sources is generally covered by an appropriate Path.
Fighter Pilot: Handling a vehicle is second na-
ture to the pilot. When in combat, rolls to maneuver Example rolls using Science: Teaching a
a vehicle do not count against the character’s maxi- Class (+ Presence), Carefully mixing a volatile
mum number of actions for a complex action. compound (+ Dexterity), Identifying the chem-
icals used to make an explosive (+ Intellect),
I Can Figure It Out: It’s got two pedals and
Designing an experiment to test a hypothesis
a steering wheel, how difficult can it be? Spend
(+ Cunning), Defending your dissertation (+
1 Momentum to allow the character to Pilot any Composure), Convincing an investor to fund
vehicle for one scene, even if that vehicle normal- your project (+ Manipulation)
ly requires a Specialty that the character does not
possess. R&D Expert: The character carefully develops
her theories before putting them into practical
SCIENCE use in an invention. When crafting a new technol-
The Science Skill reflects a character’s knowledge ogy, you may spend a Momentum to reduce the
of the natural sciences. It covers biology and life sci- Complication caused by the Rank of the invention
ences, chemistry, physics, geology, some engineer- by an amount equal to the character’s Science Skill
ing, and similar topics. The Humanities Skill covers (see p. 90 for more information on crafting).
skills 53
ATTRIBUTES
Attributes reflect a character’s raw ability to function, The Social Arena is divided between the cha-
versus Skills, which are her training in a particular field. risma of Presence (Force), the subtle graces of
Attributes are generally rated from 1-5. Some characters Manipulation (Finesse), and the cool and collected
may have the ability to raise their normal maximum to nature of Composure (Resilience).
6, though this requires an Edge. Higher Tier characters,
such as novas and proxies, may have an increased Scale USING APPROACHES AND ARENAS
to show a superhuman ability in certain Attributes. In a Physical underground boxing match, a fight-
Each challenge a character encounters falls into er could dive in and hammer away with Might,
a specific Arena, either Mental, Physical, or Social. weave around for a perfect shot with Dexterity, or
Determining the Arena for a challenge determines drain his opponent with a Stamina rope-a-dope.
what sort of resources the character can bring to In a Mental chess match with lives on the line, a
bear, and what Attributes she can use. How she player might marshal memorized stratagems with
deals with each Arena is her Approach. Intellect, try to feint and gamble with Cunning, or
simply avoid foolish mistakes and pile on the pres-
APPROACHES sure with Resolve.
A character’s Approach defines the way she tack- In a tense Social police interrogation, the sus-
les challenges. Whenever a character faces a chal- pect could try to lie his way out of things using
lenge requiring a roll, her player should describe Manipulation, or simply keep his cool and deflect
her Approach. with Composure. Meanwhile, his interrogator uses
A character using Force confronts his problems Presence to intimidate him.
head on, sweeping obstacles aside with sheer direct Players can choose to spend the majority of their
power. Force is seldom subtle, but is also the most Attribute points in one Arena — perhaps creating
direct Approach. the stereotypical absent-minded genius who can
Finesse is a softer Approach, one that uses speed crack complicated codes in their heads but can’t do
and wits to avoid opposition. Though subtle and swift, a single chin-up or talk to people without stumbling
Finesse can provoke worse problems down the line. over their words. Another may focus on her chosen
Resilience allows a character to outlast her op- Approach — playing the savvy rogue who can slip
ponents, using flexibility and guts to achieve her through laser tripwires, trick a contact into spilling
goals. Resilience is often slow or dangerous, but is confidential information, and notice guards well be-
also thorough. fore she gets caught sneaking around. Lastly, a play-
er can spread her points around, aiming for a jack-
Players choose a Favored Approach at character
of-all-trades type who may not have the strengths
creation. She adds a single dot into each Attribute
of a more focused character, but also doesn’t have a
related to her Favored Approach.
weak side to trip her up.
ATTRIBUTES MENTAL
Each combination of Arena and Approach is re-
Mental Attributes represent cognitive functions
ferred to in shorthand as an Attribute. For easy
and anything done by the sheer power of thought:
reference, mark these on a character’s sheet using
deductive reasoning, logical leaps, acts of concen-
the rating for the appropriate Arena and Favored
tration, and interactions with abstract concepts.
Approach (if appropriate).
These Attributes reflect how quickly the character
The Attributes of the Physical Arena are the brute
thinks, the accuracy of her deductions, how bright
strength and speed of Might (Force), the deftness
or dull her intuitive flashes are, and her willpower
of Dexterity (Finesse), and the vital toughness of
in the face of adversity and deception.
Stamina (Resilience).
The Mental Arena’s Attributes are the genius of INTELLECT
Intellect (Force), the quick-wittedness of Cunning
Intellect covers the raw computing power of a
(Finesse), and the discipline and attention to detail
character’s brain. Intellect is used for deduction,
of Resolve (Resilience).
attributes 55
low Might may have suffered an injury so they can’t determines how well a character can take a punch or
use their strength without harming themselves fur- how long they’ll survive a snake bite before they get
ther. A character with a high Might may be strong treated. A high Stamina score is useful for fighters,
or simply very good at using what strength they do endurance runners, and medical practitioners who
have to maximum effect. need to avoid getting sick when surrounded by the
Might can be used to: forge a sword, lift or diseased. A person with low Stamina is often sick or
throw objects, intimidate, climb walls, or muscle easily injured. A person with a high Stamina has a
through pain. great resistance and rarely becomes ill.
• Weak as a kitten. Stamina can be used to: run long distances, con-
•• You aren’t much help when people move. tinue in a fight despite injury, recover faster, medi-
••• You go to the gym pretty regularly. tate, or resist diseases or poison.
•••• Professional bodybuilder or athlete. • You are always the first to get sick, and the
last to recover.
••••• Olympic-level weightlifter.
•• Your job involves a lot of sitting.
••••• • World-record holder, you are quite possi-
bly the strongest person in the world. ••• You rarely need a sick day.
•••• Competition runner or dedicated hiker.
DEXTERITY ••••• Olympic triathlon or marathon competitor.
Dexterity covers fine and gross motor control. ••••• • Above the peak of human endurance.
While Might determines how much a character can
lift, Dexterity determines how well they can ma- SOCIAL
neuver, either themselves or other objects. A char- Social Attributes gauge a character’s ability to
acter with a high Dexterity is more likely to catch a interact with others. How easily the character can
ball, walk a tightrope, or dive for cover. Dexterity is sway another person’s decisions and feelings is
useful for acrobats as well as sports where precision a function of this Arena, as well as how skillfully
is important. A baseball pitcher needs Might to de- the character comports herself in social situations.
termine the speed of his fastball, but whether or not The Social Arena defines how a character interacts
he keeps it in the strike zone is based on Dexterity. with other people, how well she can read a person’s
A low Dexterity character may be slow and clum- emotions or take the temperature of a whole room,
sy. High Dexterity characters are nimble and have and to what degree she can persuade others to take
good hand-eye coordination. action or change their way of thinking. It also mea-
Dexterity can be used to: jump between build- sures her ability to withstand attempts by others to
ings, pick a lock, dance, walk over treacherous manipulate her or influence her choices.
ground, maintain balance, impress people, or dog
fight (in an airplane). PRESENCE
• You constantly trip over things that aren’t Presence measures a character’s ability to con-
there. vince other people. A high Presence may be due to
•• You can walk and chew gum at the same striking good looks, strong character, or aggressive
time. personal traits. It measures the character’s capac-
••• You’ve taught yourself juggling. ity to impose their will. A character with a high
Intellect might be able to come up with a logical
•••• You can make a living as a dancer or stage
argument, but it requires a good Presence score to
magician.
make the argument successfully. Characters who
••••• One of the best gymnasts in the world.
require a high Presence would be salesmen, law-
••••• • Super-heroic agility. yers, or CEOs. A low Presence character may be shy
or unskilled in social situations. A high Presence
STAMINA
character isn’t necessarily charming (like a used-
Stamina covers how well a character can resist car salesman), but is skilled at getting their way.
physical threats. This could be an environmental Presence can be used to: give orders, influence
threat like holding your breath under water, resisting another person, trick someone, give a speech, inter-
a disease, or not freezing to death in a blizzard. It also rogate a prisoner, or train an animal.
EDGES
Paths represent characters’ experiences and pro- or belonging to a specific Path, but many Edges can
fessions, but Edges are more about who they are or be purchased for any character, regardless of their
in a few cases, about what type of unusual and highly Attributes, Skills, or Paths.
specialized training they have received, often as part
of their Path. Edges can allow a character to beat al- MENTAL EDGES
most anyone in a footrace, to be at home in any social Most of these Edges are innate mental quirks
situation or even be wealthy, famous and have a doz- that give your character advantage in particular
en assistants at her beck and call. situations. However, some are the result of unusual
Each Edge has a number of dots (•) associat- training.
ed with it. These dots represent the number of
points that the player must spend to purchase this ALWAYS PREPARED (•)
Edge. Some Edges have a range of costs, such as Some people would call your character par-
• to ••••. For example, a character who is well anoid, but she just prefers to think of herself as
off but not rich might have Wealth •••, while a prepared. She is always expecting a fight, ready
character who is a millionaire might have Wealth at all times for whatever may come her way.
•••••. Some Edges have prerequisites, which can Characters with this Edge are unaffected by los-
include having a sufficiently high Attribute or Skill ing an ambush roll.
edges 57
ARTISTIC TALENT (• TO •••) LIBRARY (• TO •••)
Your character has a creative spark that allows While anyone can make use of a public library or
him to make impressive art. When choosing this Google, your character has access to an archive of
Edge, you must decide if your character is an artist, uncommon knowledge. Whether it’s a shelf packed
making or writing art, like paintings, sculptures, with medical texts, a museum’s private stacks, or a
novels, or symphonies, or if he is a performer, like hard drive of classified information, your character
a musician, a Storyguide, actor, or a performance doesn’t have to seek out sources — she has all the
artist. You must purchase this Edge separately for material she needs for Research rolls right at her fin-
artist or performer. Regardless of which type of art gertips. At one dot, this library covers a field equiv-
your character creates, he gains an Enhancement alent to one Specialty, and offers 1 Enhancement to
equal to the value of this Edge for any actions he Research rolls made using it. Each subsequent dot ei-
is attempting to use this art for. Options include ther increases the Enhancement by one, or expands
creating a painting or writing a play to convince the scope of the library — first to a full Skill, then to
the audience of some point, using music to attempt a broad topic that can be tackled by multiple Skills.
to stir up or quell a riot, or simply creating or per- Note that the higher your character’s Library’s rat-
forming something that audiences enjoy and find ing, the more conspicuous it is.
deeply moving. Art is most often used in Persuade
rolls, but other options are possible, like Command
LIGHTNING CALCULATOR (••)
or Culture, where a musician or a Storyguide might
attempt to quiet or stir up a crowd, or Larceny, Your character can almost instantly perform
where the character uses the performance as complex mathematics in his head without the need
misdirection. for calculators or even a pencil and paper. This
Edge allows your character to rapidly perform tasks
DANGER SENSE (•) that would normally require access to a powerful
Your character can make a reflexive Survival + computer or at least a scientific calculator, includ-
Cunning roll to detect immediate, directly harm- ing calculating odds, cracking codes, or plotting
ful threats, like an ambush, a sniper waiting to the trajectory of a sniper’s bullet or a spacecraft. It
fire, or a bomb in the car he just got in. This roll provides 2 Enhancement to any roll that can be di-
doesn’t apply to indirect threats like alarm sys- rectly assisted by mathematical calculation, such as
tems or leaving behind fingerprints at the scene rolls involving gambling, navigation, code breaking,
of a crime. carefully aiming bullets, or attempting to under-
stand complex-equation-filled scientific theories.
DIRECTION SENSE (•)
PHOTOGRAPHIC MEMORY (• TO •••)
Your character has an innate sense of direction,
and is always aware of her location in space. Your Your character has an astonishing level of recall.
character always knows which direction she is fac- • Trained Memory: Your character has
ing, and never suffers penalties to navigate or find trained her memory so that she can remem-
her way. Your character also gains 1 Enhancement to ber anything she concentrates on. Your
any action related to navigating or plotting a course. character can memorize a conversation, a
book, or a license-plate number, but when
IRON WILL (• TO •••) memorizing she can’t do anything else. Your
character could memorize a conversation
Your character has an extremely strong will and
she overheard, but not one she took part in,
can easily resist effort to forcibly change his mind.
and can only concentrate on one subject at a
As long as your character is alive and conscious, his
time. Your character receives 2 Enhancement
will is almost always his own. For every dot of this
against attempts to alter anything you have
Edge, your character gains an Enhancement to all
deliberately had her commit to memory.
actions to resist the effects of fear, torture, interro-
•• Perfect Memory: Your character remembers
gation, or mind-altering drugs. Your character even
everything he has experienced. Your char-
gains half this bonus (rounded up) to resist all forms
acter does not need to roll to recall details
of Inspired mind control or emotional influence.
from previous scenes, even minor ones — and
edges 59
AMBIDEXTROUS (•) of indirect damage. In addition, one or more dots in
this Edge allows your character to heal wounds and
Your character can use each hand equally well.
resolve all Injury Conditions twice as fast as normal.
Most people suffer a +1 Difficulty to rolls where they
use their off hand instead of their dominant hand, MS. FIX IT (••)
but your character doesn’t.
Your character can listen to an engine and tell what’s
BREATH CONTROL (•) wrong with it by its hum. Malfunctioning machines
Your character can hold their breath for an exception- seem to start working again as soon as he gets near.
ally long time. As a result, your character only needs to If it’s broken, your character knows how to fix it. On
roll to resist Continuous damage from suffocation once Repair and Reverse Engineering rolls, your character
every two (if active) or four (if motionless) minutes, rath- may add a second Skill’s dots as an Enhancement to his
er than once a minute, like other characters. Additionally, dice pool as long as this Skill is the one used to oper-
the damage does not gain the Deadly tag until after her ate this device. (For example, a character with two dots
fourth such roll. in Aim could add 2 Enhancement to a Technology +
Intellect roll when fixing a blast pistol.)
FAST DRAW (•)
Prerequisite: Aim or Close Combat • SWIFT (•)
Your character has trained with a particular type Your character is an expert runner who can out-
of hand weapon or firearm so that she can draw it distance almost everyone else. If your character is
from its holster almost instantly without thinking involved in any sort of foot race or is attempting to
about doing so. She gains 1 Enhancement in the first run to a location before an event occurs, she gains +1
round of combat in which she draws her weapon. Scale for Speed.
edges 61
upon the resources of his Patron once per game ses- SAFE HOUSE (•)
sion. When he would normally need to make a Path
With a few phone calls, your character can ar-
Challenge, your character can instead call upon his
range for a safe place to stay for up to three days
Patron instead. The more dots you place in this Edge,
in any major city. You can make a Persuasion +
the greater the Path Challenge your character’s Patron
Presence roll (Difficulty 1) to find a place in a small
can handle for him.
or remote city. Finding a safe house in a region con-
If your character has one dot in this Edge, he may trolled by a particularly repressive regime forces a
instead have a powerful but distant Patron. This sort roll with a +2 Complication. Conditions in the safe
of Patron acts as a three-dot Patron, but is difficult house are minimal, and there is only room for four
to reach. Roll one die when attempting to reach this people, but the dwelling’s owners are willing to lie
Patron; a success means your character reached his to the authorities and claim that they have not seen
Patron, and failure means that he cannot and must anyone recently.
wait until next session to try again.
• Your character’s Patron is someone mod- SKILLED LIAR (••)
erately important and powerful who takes
Your character can lie with ease and conviction.
a regular interest in him. Your character’s
Your character gains 2 Enhancement to all attempts
Patron can handle relatively minor Path
to deceive others either in person, over the phone,
Challenges, like short-term access to a mod-
or in print. She can use this bonus against all forms
erately restricted area. Alternately, the Patron
of lie-detection technology that rely on stress or dis-
is someone powerful and influential who is
comfort, like voice-stress analyzers or polygraphs.
only available rarely and largely expects your
However, your character has no defense against
character to take care of himself, but can act
technological devices or Inspired powers that allow
as a three-dot Patron.
someone to examine the liar’s thoughts.
•• Your character’s Patron is powerful and in-
fluential and is frequently willing to aid him.
STRIKING (••)
Your character’s Patron can handle relative-
ly moderate Path Challenges, like access to Your character’s appearance is remarkable — ei-
normally unavailable equipment, as long as ther in a positive or negative way. Others find him
the equipment is borrowed for a vaguely le- particularly memorable, and he attracts attention
gitimate reason and returned immediately just standing around, but your character receives 2
afterwards. Enhancement to any social action that benefits from
••• Your character’s Patron is powerful and well his impressive mien.
connected. She takes a great interest in your
character, but expects frequent services and WEALTH (• TO •••••)
impressive results. Also, she almost certainly All characters are assumed to have access to their
has powerful enemies who might also take an basic needs of sustenance and accommodation — ac-
interest in your character. Your character’s tual poverty is a kind of Challenge — but with this
Patron can handle significant Path Challenges, Edge your character has access to disposable funds.
like short-term access to highly restricted ar- A character with one dot has a little spending money
eas or borrowing normally unavailable equip- for emergency or luxury purchases, while five dots
ment for an unspecified short-term purpose represents a CEO or trust-fund baby for whom bud-
as long as the equipment is returned within a get is barely a concern. The precise details of your
few days. lifestyle depend on the context of the setting (Wealth
Drawbacks: These favors are not a one-way 3 means different things in medieval France, subur-
street. Your character’s Patron occasionally asks ban America, and a colony on Communist Mars),
him to perform some service. The frequency of but this Edge’s rating serves as a guideline for the
the service depends upon the number of dots you Storyguide in what expenditures your character can
choose. The Patron may provide her normal aid for and cannot easily afford. Characters can generally
this service, but always expects your character to make purchases with a cost lower than their Wealth
take the lead. (though obviously this does not allow a middle-class
character with Wealth 2 to buy an infinite number
edges 63
•• Flow: Your character is not merely an ex- ignore 2 points of the target’s armor, but in re-
pert runner but is skilled with all forms of turn must reduce the weapon’s Enhancement
movement. He can subtract the number of by 1 (typically to 0, unless it possesses the
dots of this Edge from the Difficulty of all Quality 2 or Quality 3 tag).
Athletics rolls, down to a minimum Difficulty •• Defensive Fighting: Your character ex-
of 1. Your character can also reduce the num- cels at fighting defensively. In any turn that
ber of successes he needs to spend to ignore she attacks, your character can increase the
Complications to all Athletics rolls by the Difficulty of her attack roll by +1 in return for
number of dots he has in this Edge, and can adding +1 to her Dodge for the next turn.
use some of those dots to reduce Difficulty ••• Defensive Movement: Your character knows
and some to ignore Complications. how to move to minimize the damage of any
••• Wall Run: Your character can run up a wall at Close Combat attack. As long as she is aware
your normal move rating as part of his normal of a hand-to-hand attack, your character gains
movement, before having to start climbing. In 2 points of soft Armor by moving in ways that
addition, difficult terrain no longer reduces minimize the impact. If the attack is designed
your character’s movement rate. to grapple, then this maneuver instead increases
the Difficulty of the attack by 2.
PRECISE MARTIAL ARTS (• TO •••)
Prerequisite: Dexterity •• and Close Combat •• SNIPER (• TO •••)
Your character has trained to fight in a careful Prerequisite: Resolve •••, Aim •• and an appro-
and precise manner using either brawling or a single priate Path
type of hand-to-hand weapon, like clubs, swords, or Your character has both the training and the nat-
chain weapons. Characters can purchase this Edge ural talent for making extremely precise shots. Your
multiple times, but each purchase only applies to a character must spend at least one full turn aiming his
single type of weapon. weapon to use any of these maneuvers.
• Precise Strike: Your character can trade • Precision Shooting: Your character sub-
force for precise targeting of blows. You can tracts 1 from all Difficulty increases for
edges 65
no fingerprints on file anywhere. All attempts to
POWERED EDGES collect trace evidence she leaves behind or to in-
These Edges can only be purchased by characters terview people who encountered her always have
who are powered: talents, psions, psiads, novas, etc. a Difficulty of 5. Information about her has an un-
natural tendency to be lost and there’s just some-
ARTIFACT (• TO •••••) thing about her that causes most people to rapidly
Your character possesses a single superscience de- forget details. She can have friends and colleagues,
vice of the appropriate number of dots. She does not but no one else is likely to remember her partic-
need to be able to build this device and may not even ularly well. Characters with multiple identities
know who built it. Your character may have stolen can choose to make one of them Anonymous, but
this device, inherited it, or perhaps a mysterious pa- when operating as their other identities, they gain
tron gave it to her. Characters can purchase this Edge no benefit from this Edge, except that no one will
multiple times, where each purchase provides them ever be able to prove that the character is the same
with another superscience device. To create the arti- person as her Anonymous identity.
fact, see the rules for superscience (p. 92). Drawbacks: Your character (or at least that iden-
tity) cannot possess the Fame Edge, and also can’t
ENDURANCE (•••) hold a normal job or get a credit card. She is too far
Your character has the will to keep fighting even off the grid to fit into normal society.
when he is severely hurt or injured. Characters with
this Edge gain an additional Bruised Injury condi- ARMORY
tion box. Prerequisite: Artifact •••••
Your character has access to a source of artifacts.
SUPERIOR TRAIT (••) Perhaps he knows (or is) an inventor who gives him
Your character has some combination of innate prototypes to test, maybe he found a secret ware-
ability and special training that allows him to exceed house filled with Inspired devices or, possibly, mys-
the normal maximum on one Attribute. This Edge terious aliens provide him with strange devices.
does not increase the Attribute; it merely allows Regardless of the reason, he only has access to five
you to be able to spend Experience to raise it to its dots of artifacts at a time, but can trade in these ar-
new maximum. This Edge may be purchased multi- tifacts for five dots of other artifacts once a session.
ple times, each time for a different Attribute, i.e. the To acquire new artifacts, the character must relin-
same Attribute may not be raised a second time. quish his current artifacts. Accomplishing this usually
requires him to travel to a specific location, such as the
warehouse filled with artifacts or the inventor’s lab. If
ENHANCED EDGES a session ends with him locked in a cell or lost on a
In the Trinity Continuum, many Inspired char- desert island, he can’t acquire new artifacts until he
acters are larger than life, and Enhanced Edges pro- escapes from this location. He also can’t acquire new
vide your character with larger-than-life versions artifacts without giving up the old ones, unless they
of several Edges. Enhanced Edges are never overt- were destroyed or otherwise permanently lost.
ly superhuman, but all of them provide characters The character can obtain new one and two dot ar-
with impressive advantages. In most cases, you tifacts instantly. Acquiring a new three-dot artifact
must also purchase the associated Edge at a spec- requires him to wait for eight hours while the new
ified level. artifact is requisitioned, modified, or serviced. He
must wait one full day for a four-dot artifact, and
ANONYMOUS
three full days for a five-dot artifact. He must first
Prerequisite: Covert ••• turn in his current artifacts, but is otherwise free to
Your character either lives entirely off the grid act during this time. Reduce the time necessary to
or use an alternate identity for all official business. acquire a new artifact by half if the character assists
In either case, any attempt to learn anything about with obtaining, servicing, or modifying it. However,
her from any form of records automatically fails. if he does this, he cannot perform other activities
She has no driver’s license, no credit cards, and during this time. You can specify the general nature
edges 67
“Success is not final, failure is not fatal;
it is the courage to continue that counts.”
— Winston Churchill
In the Trinity Continuum, the Storypath system and drawbacks for each. The combat systems in-
enables adventure-heavy, story-centered games clude tools and options so that every character can
brimming with action, procedural investigation, contribute in a way that is authentic to them. Every
and social intrigue. The system encourages multiple character is useful; no one is left out.
strategies and approaches for achieving goals. This Characters are highly competent and have, through
optimizes creative, in-character roleplay. the Paths they follow, multiple specialties and connec-
The system facilitates quick gameplay through tions they can leverage throughout the game. They
cinematic pacing, dramatic editing, and intuitive have meaningful pasts and ambitious futures.
mechanics. The system ensures that failure always Storypath uses pools of 10-sided dice determined
pushes the story forward and that characters never by a combination of a Skill and an Attribute. The
miss a vital clue for moving the plot onward. Storyguide frames the situation and players decide
The three areas of action — action-adventure, pro- how to navigate it. The system of Enhancements
cedural, and intrigue — work together and strength- and Complications allows players to pit themselves
en one another, which adds layers to the world and against giant mechas or superpowered villains
game while also providing natural changes in pace without trivializing their own abilities.
without compromising the plot. Storypath builds on the legacy of the Storyteller
Each system is robust and considers multiple and Storytelling systems, incorporating ideas
approaches. Intrigue describes how to manipulate from other narrative-focused systems, to create an
other characters, but also discusses how to build easy-to-learn, easy-to-run system for creating epic
mutual bonds, such as friendship, and gives benefits stories.
SCALE
Scale describes a difference between two one entity would help it accomplish a task before
or more entities that is so large that it should or against another entity, that entity receives two or
not be tracked with simple dice roll successes. more successes as a Scale Enhancement. The num-
For example, a race between a fast and prac- ber of successes is based on the relative difference
ticed runner against a bicyclist might be close, between the two entities. Each difference in Rank is
but neither would be able to beat a train. Scale worth two successes. If a human (standard, Rank 1)
can apply to almost any characteristic an en- raced a cheetah (impressive, Rank 3), the difference
tity can hold, including Speed, Size, Power, in Rank would be 2, giving the cheetah four success-
Durability, Distance, and Intensity. Scale has two es to spend. Scale can also apply to objects, technol-
components: narrative and dramatic. ogy, and vehicles.
Narrative Scale describes the multiplier you
should apply to successes, or to the trait itself for re- Example: Tyrell is operating a tank equipped
sisted rolls. When comparing Scale to minor char- with a guided missile system for taking out air-
acters and story elements, such as scenery, bystand- craft. His enemy has deployed troops to stop
the tank. If Tyrell shoots a missile at the ground
ers, and minor combatants, feel free to handwave
troops, the power of such a weapon has an
the Scale multiplier as a rough narrative benchmark
Incredible Scale compared to the people.
of what happens, simply narrating the characters Tyrell would gain 8 Enhancement to shoot the
creating massive havoc. All successes from the dice ground troops.
pool are multiplied if a roll is called for, or you can
assume one success for every three dice and then Scale comes into play for dramatically import-
multiply that result. ant challenges only; it’s the job of the players and
Storyguide to bridge the divide between the narra-
Example: Lisa is a Psion who can dramat- tive and dramatic effects of Scale.
ically increase her strength’s Scale. During a The Ranks of Scale are as follows:
chase scene, her quarry locks himself a build-
ing. She decides to just smash through a wall 1 Standard. This is the baseline. For people, the
instead of spending time to unlock the door. baseline is a competent and skilled human. For
Normally, the wall has a Durability Scale 1 other entities, the baseline is something com-
larger than her strength would allow her to mon without special features. For example, us-
smash through, but with her Psi power, she ing a knife or a phone.
increases her Scale by 3, making her 2 times
more powerful than the wall’s durability. The 2 Formidable. This is someone or something
Storyguide narrates that she bursts through the that is especially talented at or customized for
wall into the building. the task, or just larger and more powerful than
the baseline. For example, a chess grandmaster,
Dramatic Scale is how much the Scale affects an elephant, a horse, or a gun.
characters and other elements that are central to
the story. Dramatic Scale provides an Enhancement 3 Impressive. This describes those designed for
to actions against narratively-important characters the task. For example, a chess AI, a mobile suit,
or objects; for static values, apply half the value of a cheetah, or an anti-personnel gun.
the dramatic Enhancement.
4 Awesome. This is someone or something that
Dramatic Scale is ranked from 1 to 6 and acts as
has a streamlined design for improved per-
an Enhancement. In cases where the significantly
formance. For example, an adaptive-learning
greater size, speed, power, or other characteristic of
UNITS OF TIME
In a game of Trinity Continuum, time is mea- • Session: This encompasses all the scenes in
sured in two ways. The first is the time it takes the which players act out through a single after-
characters to do things in the fictional world. This noon (or day, evening, etc.) of play. A session
is measured in real time, such as minutes, hours, is not a concrete unit of time and can represent
day, etc. The second is the time it takes for players multiple days’ worth of in-game time, or only a
to direct their characters in action. Characters act few moments spread out over multiple intense
in rounds or scenes, and players play in sessions, action scenes.
etc. The following are a list of those time units in
• Chronicle: A chronicle is a set of sessions that
ascending order.
make up a coherent story. This could be multi-
• Turn: This is the amount of time it takes a ple episodic sessions with the only commonal-
character to take an action, basic or mixed. ity being the player characters, or it could be a
deep story that spans multiple sessions.
• Round: This is the amount of time it takes for
all characters on the initiative roster to act be- • Campaign: A campaign is a set of chronicles.
fore the initiative resets. Often the only things that remains the same
from chronicle to chronicle are the charac-
• Scene: This is the amount of time it takes for
ters involved. Though, some campaigns span
an entire set of related actions to occur. This
across periods in time and genres and each
could be anywhere from a few minutes to an
new chronicle gains new characters, but the
hour. Scenes encompass all the action for a sin-
campaign’s story spans them all.
gle thing, so a car chase is a scene, an interro-
gation is a scene, and a firefight is a scene. But if
a firefight transitions into a foot chase then the
scene changes when the action changes.
ACTION-ADVENTURE
The systems in the action-adventure area of ac- acts. When a character has Focus, she can perform
tion support various forms of physical peril, dramat- all of the following: reflexive actions, movement,
ic movement, violence, and round-by-round action. and actions. Reflexive actions and moving a single
This area also includes combat, which is covered in range band do not require rolling and do not use
its own chapter (Chapter Four). The combat section up her Focus. Some moves, such as dropping behind
describes how to determine combat initiative and play cover, use up a character’s move. For more on move-
out a round of actions. The section also explains the ment, see “Moving and Maneuvering” (p. 80).
importance of range, and how that affects what char- Actions use up Focus; they occur when a char-
acters can do. Action-adventure is more than combat, acter interacts with the environment or other char-
though. It is also about getting from place to place. acters in a time- or attention-consuming way. The
character might leap over an obstacle, use a special
INITIATIVE power, or launch an attack.
Initiative determines who acts when in round- If the action is simple to complete, or otherwise
by-round action. Each player rolls, as well as the not worth rolling for, it automatically succeeds.
Storyguide for Storyguide Characters. Players deter- Otherwise, this is the phase when a player gathers her
mine their successes which are recorded as ticks in dice pool and rolls to attack, maneuver, or perform
the round; each tick is a slot for either a player or a some other action. This action may be ordinary (one
Storyguide Character. The players determine who fill thing at a time) or mixed (multiple things at a time).
the ticks and then Focus moves from player to player Once a player takes her action, the Focus passes
in tick order. When a character has Focus, it is her to the character in the next slot on the initiative
turn to act. Initiative is explained in full in Chapter 4. roster.
action-adventure 79
RANGE DESCRIPTION TYPICAL DISTANCE WEAPONS
Close In range to trade blows with blunt 0-2 meters Unarmed combat,
objects and blades, or grapple and melee weapons,
strike unarmed. pistol
Short Close-quarter battle distance for Out of reach: 3-30 Thrown, pistol,
reflexive shooting and thrown meters rifle, bow
weapons.
Medium Range to aim and shoot with a 31-100 meters. Thrown, pistol,
firearm or bow. Maximum modern rifle, bow
pistol range.
Long Range to plan and execute long- Over 100 meters to Rifle, some bows,
range sniping and special weapons maximum effective range, light artillery
attacks (compensating for wind, etc.) ~1000 meters
Extreme Range of heavy military weapons — By weapon (typically Missiles, naval
must compensate for curvature of the 1,000+ meters to weap- railguns, heavy
Earth, speed of light delays. on maximum — 10,000 artillery
meters or more)
Out of Range Beyond maximum weapon range. Beyond maximum weap- n/a
on range.
For example, a character armed with a pistol can attack range bands in relation to a lower-Scale target in the
at close, short, and medium distances. It also represents same way. If a character wishes to move more than
how near a character is to something. Range is not di- that, she must her her action to do so. This section
rectly influenced by Fields, as the latter are not restrict- goes beyond that basic guideline and explores move-
ed by distance — a character with a gun can shoot out ment when circumstances are not unexceptional.
of a window or across a street into another Field, but
wouldn’t be able to shoot someone on the other side of BARRIERS
a massive desert just because it’s a single Field. A barrier is a wall, gap, or other feature that re-
Each range has the following characteristics. quires extra time or skill to traverse. Many Fields
Description: The range’s general meaning and are separated by such barriers. Each barrier pos-
function. sesses a Difficulty rating for climbing, jumping over,
or otherwise getting past the barrier. Some barriers
Typical Distance: The physical distance repre-
might also be traversed without a roll, but by spend-
sented by this range.
ing the round climbing, balancing, or otherwise
Weapons: Arms capable of affecting targets at
negotiating them. Getting over a wall as tall as you
this range.
might just take time — unless you’re being shot at,
and you want to hustle!
MOVING AND
The go-to dice pools for overcoming barriers are
MANEUVERING Athletics + Might or Athletics + Dexterity.
It is rare for the precise speed at which a charac-
ter can move to be relevant. In most cases, the arts Example: Dr. Freyr races down the half-lit
of maneuvering, chasing, and fleeing are abstracted hall of a hidden medical facility. He pushes
into Athletics challenges or range bands. When it’s a gurney down the hall after him, directly in
relevant, an unimpeded human on foot can move Joanna’s path. Quinn, Joanna’s player, rolls
a number of meters each turn equal to twice their Athletics + Dexterity to leap over the gurney
Athletics + highest Physical Attribute.
and continue the chase.
When moving, we consider what range our char-
acter is at in relation to her destination, and refer to DROP PRONE/STAND
this as range bands. Over unexceptional terrain, char- Characters may drop prone as a reflexive action
acters can move a single range band as a reflexive ac- at the end of a move. Standing up from prone uses
tion. Characters with higher Scale can move up to two
PROCEDURALS
Procedural play involves conducting investiga- Gathering information means finding clues. A
tions and solving problems with intelligence, over clue is a piece of information that pushes the sto-
raw force or charming words. Characters use these ry forward. A clue inspires action by raising more
systems to progress through the story by finding questions that require new efforts or revealing
clues, building helpful equipment, and formulating problems in need of solutions.
effective plans. Procedural elements work hand in The Trinity Continuum has two types of clues:
hand with the rest of the game. Characters might in- core clues and alternative clues. Core clues are
vestigate a threat to confront it during an action-ad- necessary to continue the plot. Finding a core clue
venture scene, or build a wondrous device that vaults just requires being in the right situation to discover
them into elite circles, preparing them for intrigue. the clue — no roll necessary. Some core clues may
Procedural play includes crafting items, covered require a specific Skill to notice, such as having
in its own section on p. 90. Ranks in the Medicine Skill to realize that someone
has been poisoned. The Storyguide can also choose
INFORMATION GATHERING to drop core clues as Consolation for a failed roll.
Over the course of a story, characters might When a character wants more information, then
need to delve into a secret library, investigate a the player rolls. After assembling their dice pool,
crime scene, locate a hidden door, or crack a code. the player sets one of their dice aside as an automat-
The information-gathering systems determine ic success.
characters’ degree of success and encourage col-
laboration, varied strategies, and diverse skill sets.
procedurals 81
Example: Fairy lights twinkle
around the edges of the dance
and banquet space. The verdant
Gobi stretches out on all sides,
a silent testament of strength. Ari
flirts through the rich and powerful
guests, catching rumors. He waits
until he’s heard the same rumor
thrice before schmoozing his way
back over to his partner. The auc-
tion is happening tonight. They have
to find a way in. David and Meg’s
characters have been trying to find
and stop whoever has been selling
anti-psion weaponry; that an auc-
tion is taking place at the party is
a core clue without which the story
would stall.
CLUE INFORMATION
More successes mean more infor-
mation. The Storyguide can share
this additional information in several
procedurals 83
may cause Complications, such as giving offense or angelic hierarchy or coded notebook) to acquire in-
being noticed by the opposition. formation. The ability to control the system is con-
sidered information for the purposes of this roll.
ANALYSIS Dice Pool: Enigmas + Cunning. An appropri-
The character uses her own education and un- ate Specialty (Cryptography or Software) may be
derstanding to figure out the relevance of a clue. required.
She must have already found the clue and acquired Information: Depends on the contents of the sys-
the necessary raw information. tem. For very large archives, this is part of a staged
Dice Pool: Appropriate Skill (Specialty some- complex action, where the next step is searching
times required) + Intellect the archive (see “Searching an Archive,” below).
Information: Interpretation, QA, Player
Creation.
EVIDENCE RESEARCH
The character performs experiments and techni-
INTERVIEW cal analyses to raise further information. She must
The character interviews a subject who knows possess the appropriate materials and facilities. This
about the clue. The subject must be open to shar- includes methodically examining a crime scene. As
ing information. Getting to this point may require long as the roll succeeds, the character finds any in-
intrigue. Interviewing is a form of encouraging a formation that is routinely uncovered by such tests.
behavior; see p. 89 for more information. Dice Pool: Science + Resolve (Specialty usually
Dice Pool: Persuasion + Intellect to openly in- required). Innovative research may employ Science
terview someone, Empathy + Cunning to elicit in- + Intellect instead, but standard procedures merely
formation covertly by reading nonverbal cues and require focus and attention, not cleverness.
subtly directing the conversation. Information: Raw Information, QA, Player
Information: Any, limited by the subject’s knowl- Creation.
edge. For example, a non-expert could share mem-
ories of technical jargon he heard, but not what it
SEARCHING AN ARCHIVE
means. The character sifts through a library, electron-
ic archive or other repository of information.
CONTACTS Getting into the archive might require Social ac-
The character uses ties to an organization or sortstions or hacking first, making this part of a com-
through its chain of command to find information plex action.
in its records or personnel. Dice Pool: Humanities + Resolve, assuming a large,
Dice Pool: Using this method requires an Access logically ordered archive. A set of five files requires
roll (see Paths p. 40) if the character possesses no roll at all, while an “archive” consisting of thou-
a Path with contacts into the source of the clue. sands of strange scribblings on the walls of a haunted
Otherwise, the character must force access by gain- mansion could require Enigmas + Resolve instead.
ing the confidence of someone with contacts, im- Information: Depends on the contents of the ar-
personating someone with legitimate access, or by chive. For example, one archive might reveal who
entering a facility storing the information. the elected officials in a small town were 10 years
Information: Any, limited by the medium, which ago (raw information), but another might contain
contacts (or lack thereof ), and what the organiza- archived news detailing the issues that propelled
tion has stored. For example, a corporation may candidates into office.
keep raw data dumps in its labs, leaving its research-
ers to interpret the meaning, while its executive of-
SENSING
fices contain high-level summaries of the experts’ The character uses his senses to detect something
conclusions. — he spots someone lurking, or hears the whispers
of an underground stream nearby.
HACKING Dice Pool: Integrity + Cunning.
The character breaks into a computer or other sys- Information: Raw Information, QA, Player
tem with rules-based permissions (such an Enochian Creation.
INTRIGUE
No game is complete without people, and people POSITIVE NEGATIVE
mean relationships, emotions, motives, and all the INTENSITY ATTITUDE ATTITUDE
ways people relate to one another. This is intrigue
1 Friendly Pest
— the ways people wield their influence over their
acquaintance
social environment. In the Trinity Continuum, in-
trigue has two core systems: bonds and influence. 2 Friend Rival
Bonds are the relationships characters build and 3 Well-trusted Enemy
how those relationships both help and hurt them. A friend
bond of love, for example, gives both strength and a 4 Like family Hated enemy
point of vulnerability.
5 Platonic or Nemesis
Influence represents the strategies people use to romantic
affect others’ actions and thoughts. This includes soulmate
manipulation and coercion as well as encourage-
ment and inspiration.
Attitude is an Enhancement. When one charac-
These two systems are affected by character’s at- ter tries to influence or bond with another char-
titudes toward one another. Friendship, for exam- acter, she must consider the attitude of her target.
ple, is more difficult to foster between two people If her target’s attitude would help her action, she
who are hostile toward one another. receives the Enhancement. If her target’s attitude
Social systems also include acquiring informa- would work against her, her target receives the
tion and advantages through Paths (p. 40). Enhancement. If the attitude would help or hinder
neither, neither receive it.
ATTITUDE
Attitude is how a character feels about another Example: Ari flashes a shark-like smile and
character. This feeling is either positive or neg- quietly unleashes a series of targeted insults
ative and has a level of intensity. The table below intended to infuriate the volatile general. If the
provides an example for each intensity level. People auction is full, he’ll just have to get someone
booted from the party so he can fill the vacan-
can be completely ambivalent towards each oth-
cy. The Storyguide notes that the general has
er, especially if they have never met before. This
a level 1 negative attitude toward everyone at
neutral state usually doesn’t last past first meeting the party. David grins. “That helps me, right?”
though, as everyone forms at least a moderate emo- The Storyguide agrees and David takes the +1
tional response at first impression. Enhancement.
intrigue 85
party. The Storyguide asks Meg what Milah’s
TARGETING PLAYER CHARACTERS attitude toward Ari is that evening. “Well, I
Sometimes a character will try to influence or think Milah would like to be anywhere but a
bond with a player character. In these cases, the party right now, so her attitude toward every-
targeted character should have an attitude toward one is pretty negative, but Ari is her partner
the character trying to influence or bond with and she trusts him, so I think she has zero atti-
them. The player should first decide whether their tude toward him right now.”
character’s feeling is generally positive or negative.
Then, starting with a default rating of 2, the play-
er provides one or two concrete reasons as to why
SHIFTING ATTITUDE
their character’s attitude rating should be a point Attitude is not static. How people feel about each
higher or lower, one point per reason. other changes based on how they feel, what’s go-
ing on, and what the other person has done lately.
Example: Joanna’s former partner meets Attitude can shift, not only from scene to scene,
her on the train platform and tries to convince but within a scene as well. These shifts in attitude
her to give up her vendetta against Dr. Freyr. may happen because of influence (e.g., spreading
Quinn decides that Joanna’s feeling toward a rumor to make someone have a stronger posi-
her former partner is generally positive. “But tive or negative attitude toward someone else), a
I don’t think her attitude is still at a 2, though,” Consolation (e.g., failure humanizes the character
Quinn says. “This quest would be a lot easier and so a potential target hates them a little less), or a
if her partner hadn’t given up, so I think that Complication (e.g., onlookers disapprove). Attitude
irritation has dropped her attitude down a
can also be modified by atmosphere.
shift.” The Storyguide agrees and notes that
Joanna has a positive attitude 1 toward her ATMOSPHERE
former partner.
Atmosphere is an external factor that modifies an
attitude by, usually, one to three shifts. Some emotions
Example: Ari wants to convince Milah to are infectious and affect everyone present without re-
join the dancing and act like she’s enjoying the placing how people feel about one another. Example
intrigue 87
Example: Joanna and Louise collapse against the suspect with a seductive smile only to stum-
each other in the engine car of the train. The ble when Milah grabs his elbow and hisses,
crude bomb sits silent next to the now-still man “Don’t you dare.”
who had attacked earlier. “You realize there
will be more of them,” Louise says.
LOVE
Joanna sighs. Louise is probably Mr. Osgood’s
killer, but right now, she’s also the only ally Love’s a wonderful thing. Or maybe it’s a battle-
Joanna’s got. “Let’s go find them, then. Do you field. Love represents the strongest bonds within a
have anything to tie him up with?” romance, friendship, or family. Relationships and
“Not on me, but I’m sure we’ll think of families may involve many bonds of love tying all
something.” the people involved together. Each individual bond,
however, is between two people. Joanna, Miklos,
and Connor may all love each other, but the bond
FRIENDSHIP
Joanna shares with Miklos is different from the one
After spending time getting to know each other, she shares with Connor, which is also different from
two characters form a friendship. This connection the one Connor and Miklos share.
makes things a little bit easier — or tolerable, in the Action: Falling in love or forging a family takes
case of moving bodies or performing other noxious at least a few sessions. That said, a player may use
tasks. Each character can have multiple friendships Dramatic Editing to declare love at first sight be-
at once, each represented by its own bond. tween their character and a willing paramour.
Action: It takes a session to confirm a friendship Dice Roll: Empathy + Composure
by hunkering down for a serious chat, shooting the Duration: Spendable
shit with a beer, or otherwise developing rapport.
Feature: When one member of the bond gains
Dice Roll: Empathy + Composure Focus, either member may spend two successes, or
Duration: Spendable both may spend one success each from the pool to
Feature: The two members of the bond pool the bring the other into Focus at the same time. This is a
successes from their milestones together. The bond rare exception to the rule that only one player char-
members may spend up to half of the successes in acter may achieve Focus at a time and to the rule
this pool at a time as an Enhancement on team- that player characters may only have Focus once
work rolls. Each success translates to one point per round. This also works with Storyguide char-
of Enhancement. The two friends must be able to acters. Only one member of the bond may use this
communicate with one another. feature per round.
Drawbacks: Friends also know how best to sway Drawbacks: Whenever one member of a love
one another from action or tear each other down. bond tries to perform an action that endangers the
If the members of the bond can communicate, one other member or would earn their disapproval, they
member can hinder the efforts of the other with suffer a Complication equal the bond’s current total
discouraging words. She can spend up to half of the of successes. If this Complication is ignored, it de-
successes from the shared friendship pool to add stroys the bond by either alienating the other mem-
Difficulty to her friend’s action. If she chooses to do ber or damaging their faith in the bond.
this, the discouraged friend knows about the add- In addition, anyone who attempts to manipu-
ed Difficulty and can opt not to do the action. If the late the character by threatening his bond gains an
friend doesn’t act, no successes are spent. Enhancement equal to the character’s current mile-
stone successes. The character can eliminate this
Example: Ari and Milah are friends. When Enhancement by sacrificing the bond.
David suggests that his character, Ari, should
seduce the woman they suspect is designing Example: Dr. Freyr smiles mockingly at
anti-psi weapons, Meg, Milah’s player, ob- Joanna, his back against the wall. “Well,
jects, pointing out the danger. When David sweetie, are you going to kill me now?”
persists, she declares that she’ll spend three Joanna glares at him over her steady gun;
successes from Ari and Milah’s friendship Miklos — stupid, gentle Miklos who thinks
to make the seduction more difficult. David death is never the answer — will never forgive
backs down. In the game, Ari steps toward
intrigue 89
SHIFT ATMOSPHERE atmosphere. For example, putting on upbeat music
can give an Enhancement for shifting the atmo-
A character wants to change the atmosphere of
sphere more positive, while a gray and rainy day can
the room (e.g., giving a rousing speech, remind-
give one for shifting the atmosphere more negative.
ing people of their grievances). The Difficulty of
If this influence is successful, the atmosphere of the
this task is equal to the level of the current atmo-
room changes by 1 shift. Leftover successes equal to
sphere + the size of the crowd — add one point of
the changed atmosphere rating can be used to add
Difficulty for every five people. The environment
another shift of change.
and equipment can give an Enhancement to shifting
SUPER-SCIENCE
Jet packs, ray guns, and arc reactors. Cars whose points. Super-science makes the impossible very
gearshifts include not only drive and reverse, but possible. While some of these innovations can be
also up. Watches that can tell time and stun your used by anyone, only the Inspired can create them.
enemies. A protein shake that makes you see in the Devices that are more complex can only be used by
dark for a few hours…or corneal implants that do the Inspired, and there are others that exist which
the same, only permanently. The world of super-sci- only respond when in their creators’ hands.
ence is as varied as the Talents who inhabit it.
Inventions of this caliber are years — even de- WHAT IS SUPER-SCIENCE?
cades — ahead of current research and technolo- Super-science is divided into three main cate-
gy. The devices created by Inspired minds often gories: Advanced Science, Inspired Science, and
defy logic and bend concepts that were previously Powered Science.
accepted as scientific certainties to their breaking Advanced Science is technology that leapfrogs
over modern-day capabili-
A NOTE ON GENRE ties and lands a step beyond
tomorrow. It’s mundane,
The Trinity Continuum spans multiple centuries, which means but devices and gadgets of
technology is constantly improving. A device that is a marvel this caliber would be 10 or
of super-science in the Adventure! era may be an everyday more years away if left to
consumer product in the Aberrant period and utterly quaint (or non-Talent scientists. The
even obsolete) by the time Æon begins. Determining whether an non-Inspired are able to
invention falls under Advanced, Inspired, or Powered Science is understand the concepts
left up to Storyguides and players. behind these inventions
Players and Storyguides should work together to make the inven- and create and use items
tion fit the genre of the game they’re playing. Discuss how the built with their schematics.
desired invention compares to current technology, available ma- Often, Advanced Science
terials, and scientific understanding — are there ways to make the covers improvements to al-
concept better fit the genre? When a stealth bomber is too ad- ready-existing gear and gad-
vanced for a 1920s pulp-era Adventure! game, consider how
gets: items that improve a
the characters might outfit a dirigible to accomplish similar goals
and still evoke the setting’s aesthetics. weapon’s range or efficiency,
or tech that’s just over the
Storyguides reserve the right to modify the type of super-science
horizon, like holographic
required to create a device so it fits the setting. The time period
may affect the availability of the resources the character will need user interfaces. Advanced
to sink into making it. A part that can be 3D printed in minutes and Science items confer a +1
mass produced in the 21st century might need to be sent away for Scale over normal mundane
and take weeks to arrive in the mid-20th… and there will likely be items.
only enough material, time, or resources to make that part. Devices that fall under
Storyguides also, always, may simply deem the invention too ad- Inspired Science can only be
vanced for the time period. built and created by Inspired
minds, but can be used by
anyone. For more information on Inspiration see p. enhance a Talent’s preexisting abilities or mimic
151. A freeze ray requires only that the user aim and the effects of Gifts. (See Chapter Seven for a list of
pull the trigger, but the physics of how it works (and Gifts.)
even how its parts work together to generate the Only psiads, psions, and novas can create and
beam) are beyond mundane understanding. This use Powered Science items, and each is restrict-
type of science can’t be duplicated, and if it were ed to their own creations. This tech is beyond the
presented as a white paper, the inventor would be reach of Talents. Powered Science items confer a +3
the subject of ridicule and derision. (Which can, of Scale in relative power over mundane items, +2 over
course, have the unfortunate effect of turning an Advanced Science, and +1 over Inspired Science.
unassuming genius into a mad scientist.) Inspired Items created using super-science are inventions,
Science cannot be mass produced. Inspired Science which can be classified by their natures. The vast ma-
items confer a +2 Scale over mundane items, and +1 jority of super-science inventions are mechanical —
Scale over Advanced Science items. Inspired scientists tend to focus on gadgetry and im-
While Inspired Science can also improve upon proving upon preexisting concepts. These creations
existing tech, devices created at this level often are referred to as devices. However, sometimes it’s
super-science 91
just as interesting to reinvent the mouse as it is the on p. 91 is only a few examples of how a finished
mousetrap. When super-science changes an animal item might come out.
or plant, the result is an organism. Chemicals and
drugs created this way are compounds. ARTIFACTS
A mundane character may have up to twice her When creating artifacts for the Artifact Powered
Wealth rating in Ranks of Advanced Science items. Edge (p. 66), Choose the item’s rank and apply the
Talents may have up to twice their Wealth rating plus maximum Enhancement, Edge/Gift Dots, and Tags
their Inspiration. Their devices can be a combination of based on the rules for crafting an item below. Then
Advanced and Inspired items. Devices bought with the apply a number of Flaw dots equal to the item’s Rank.
character’s Artifact Edge do not count toward this limit.
Because crafting a super-science item is such a CRAFTING
personal and time-consuming experience, which Crafting super-science items requires a great
can introduce extra bonuses and flaws into the de- amount of effort. The character brings his train-
vice, listing example devices is difficult. The table ing to bear, dedicates time and resources to all the
super-science 93
of both, though the total number of dots shouldn’t roll, but discover that all the available quantities of
exceed the Enhancement rating for that Rank. the alloy are locked away in their rival’s lab. As part
of a teamwork action, their allies might roll Larceny
DIFFICULTY AND COMPLICATIONS + Dexterity to get into that lab and steal it.
The default Difficulty for a crafting project is If the player nets more successes on a milestone
equal to the item’s Rank, as determined by the than she needs to meet the Difficulty, she can either
Storyguide. The Storyguide also declares any spend them to buy off the built-in Complication or
Complications that affect the project’s progress. use them as Enhancement on the next milestone.
These can range from generic issues like budget-
ing problems, subpar materials, or a time crunch, MILESTONES AND NUMBER OF ATTEMPTS
to problems that give the story a personal touch: Crafting projects are divided into milestones — pe-
perhaps a rival company tries to woo away your star riods of time required to complete certain actions,
researcher, or the amount of power required to spin plus the rolls to determine to what extent the action
up your machine will fry the city’s electrical grid if was successful (or, in some cases, how it went wrong).
you don’t take the proper precautions. A project has a minimum number of milestones equal
Each project has a built-in Complication as well, to the project’s Rank. The Storyguide may require
equal to the invention’s Rank and representing short- additional milestones over the course of the project,
cuts a character may take over the course of the proj- depending on the character’s actions along the way,
ect. Ignoring this Complication means the character and any setbacks or complications that arise. The total
can complete her device faster, but she runs the risk number of rolls the player may make to complete the
of introducing Flaws into the finished item. Buying off project is equal to twice the number of milestones.
this Complication may make the item take longer to
make, but ensures that by taking the time to research Example: Sarah’s character, Beth, is crafting
thoroughly and test, test, test, the project is done right. a type of contact lens that lets the wearer switch
The project’s built-in Complication only needs to which spectrum she sees with the blink of her
eyes. Her Storyguide sets the project’s Rank at
be bought off once. The project’s Difficulty must be
4, which makes the default Difficulty 4 and the
overcome for each separate milestone.
project’s Complication 4. Though the starting
REQUIRED DICE POOLS AND SUCCESSES number of milestones is 4, Sarah’s Storyguide
adds an extra one to the planning and research
Most crafting projects will be composed of staged phase, for a total of 5.
actions and teamwork actions. While some actions In order to move from the first milestone to the
may be simple enough to be resolved with extended second, Sarah must overcome a Difficulty of
actions, this is rare. Items of Rank 2 and above are 4. When she starts rolling for her second mile-
wonders of science that exist at the cutting edge of stone, her Storyguide mentions the famous
technology, and therefore require hard-to-acquire researcher Beth was supposed to meet has
materials and extensive preparations. stopped taking visitors for fear of having his
Dice pools for crafting rolls are usually formed from work stolen. Sarah will need to overcome both
Technology + Intellect or Technology + Dexterity, the Difficulty and the Complication in order to
successfully move on to the next milestone.
though the Storyguide may change them to fit the
project and the character’s Skills. Figuring out the
In general, there are four steps to crafting an
physics of how a freeze ray works calls for Technology
item: planning and research, gathering materials
+ Intellect, but putting together the tiny moving piec-
and equipment, the actual crafting, and a finishing
es is more likely a matter of Technology + Dexterity.
step. The project’s milestones are spread out among
Planning and research milestones use the relevant
these steps in any combination.
related Skill + Intellect (for example, adding an “up”
Follow the normal rules for number of attempts,
option to a car’s gearshift calls for Pilot + Intellect.)
failures, and botches. If a roll fails, the device gains a
When gathering materials, players usually use
Flaw. If the player botches on the final roll of a failed
Culture-based rolls to figure out what to acquire and
project, the results are catastrophic: The project ex-
where to get it from. However, story opportunities
plodes or melts into slag, with no hope of sweeping up
might call for different skill sets. An inventor may
the pieces and starting over. Something about the de-
learn of a mystery alloy via a Humanities + Intellect
sign or the science behind it was inherently unsound.
super-science 95
necessary materials, the Storyguide may decide that or other dramatically interesting roleplay, Storyguides
simply succeeding on the roll for this milestone is are encouraged to work it into the story. Could the char-
sufficient to move on with the project. acter’s nemesis be working on a similar project, and
Otherwise, the Storyguide may present whoever gets the breakthrough gets the glory? What dia-
Complications for the character to overcome before bolical lengths will his enemies go to in order to keep him
they’re ready for the next phase, or send the inventor from tightening that final screw, and what happens if his
and her friends off on a quest for the necessary items. rival gets her hands on the prototype?
This gives the group a chance to be a part of the ad- If the opponents are working on the same timescale
venture, and lets them contribute their skills and areas as the characters, the Storyguide may shift the type of
of expertise to the project. These can be simple side complex action to a contest for as many milestones
quests for lower-Rank items, and expand to multi-ses- as are appropriate. If the player wins the contest, she
sion subplots as the Rank grows. Perhaps getting their may immediately roll for the next milestone in the
hands on that valve made of a superalloy involves the project, even if the requisite time has not yet passed. If
group charming their way into the mayor’s ball, meet- not, the Storyguide adds one milestone to the project
ing — or tussling with — some of the mayor’s shady in addition to whatever normal effects the failure has.
“business associates,” and getting thrust into a race
to reach the vault where the valve is being stored. As REPAIRING SUPER-SCIENCE ITEMS
the item will be used over the course of the story, it When your rocket boots fizzle out, getting them
is only fitting that its creation becomes part of that working again is rarely as simple as giving the near-
story as well. Overcoming these obstacles also allows est solid object a good swift kick. Fixing them means
the Storyguide to offer access to additional Edges and taking them apart, cleaning out any gummed-up
Paths as a result of the characters’ actions. works and replacing burnt-out parts, then putting
it all back together again. Preferably without any
CONTESTS leftover screws.
When the project’s stages — and the player’s rolls — of- While repairing items of Rank 2 or above isn’t
fer opportunities for character development, plot hooks, as hard as their initial creation, it is still a complex
super-science 97
Each Flaw costs successes equal to (Flaw dots + a drawback that kicks in after the Feature has done its
item Rank) to fully buy off, or (the difference in job. The Feature should be relevant to the item, adding
Flaw dots and item’s Rank) to downgrade. Enhancements that improve its function, increasing
traits, temporarily using a power it’s not built to have,
SUPER-SCIENCE or borrowing the traits of a similar item.
SPECIAL ACTIONS Likewise, the drawback should be on a level with
the Feature, up to and including the item’s destruc-
Characters may choose to play it fast and loose
tion if it’s performing an action too powerful to
while crafting and don’t mind the consequences
maintain. Players and Storyguides should discuss
of such. Jury Rigging is for improvising types who
what types of Features and drawbacks best fit with
can piece together a workable — but Flawed — item
the story and the character.
with what they have lying around (and, likely, while
the clock is ticking down). Overclocking lets the in-
ventor push an item temporarily past its planned-
FLAWS
for capabilities, though not without a cost. Flaws are eccentricities or design problems in an
item that result from taking shortcuts, failing rolls,
JURY RIGGING or jury rigging off-the-cuff inventions. Any crafting
project that has a Flaw rating can make up that total
Characters can use Jury Rigging to drastically
with any combination of individual Flaws.
shorten the time periods of their Rank 2+ project’s
milestones in exchange for Flaws. This is an extend- The Flaws listed here are examples to start off
ed action, with the number of milestones equal to with, not an exhaustive list. Storyguides and players
the project’s Rank. Each milestone takes one round. can design new Flaws based on individual projects,
Storyguides shouldn’t add milestones to jury rigging using these as a guideline.
attempts, as materials, research, and time are things
BUILT-IN COMPLICATION (VARIABLE)
a character using this action simply doesn’t have. As
an exception, the Storyguide may add a milestone The item has a built-in Complication that comes
for a finishing action, if necessary. Jury rigging rolls up every time it’s used. The Complication’s rank is
generally use Technology + Cunning for their dice equal to the Flaw total desired. Complications can
pools, though may use the Science Skill instead. range from “Heavy” (requiring Athletics to avoid
Every jury-rigged project has a total of double its dropping it) to “Complex” (requiring Technology
Rank in Flaws. Any combination of Flaws may be to avoid mishaps) to “Flashy” (requiring Awareness
used to meet this number. For example, jury rigging to avoid unwanted attention), or anything else the
a Rank 3 item results in a Flaw total of 6. The play- Storyguide deems appropriate.
er may choose a 2-dot Flaw and 4-dot Flaw, or two
3-dot Flaws. Players and Storyguides are encour- BACKLASH (•••••)
aged to discuss which combinations work the best The item has an unstable power source. Each
for the item, its place in the story, and what func- time it is used, it gains a cumulative 1 Enhancement
tionality the character might sacrifice. to attempt to inflict an Injury Condition on the user.
super-science 99
War is the science of destruction.
— John Abbot
Combat is one of the simplest forms of commu- Continuum universe is full of incredible people trying
nication known to man. To some, it’s a pure form to do the impossible. When these incredible people’s
of speech, one without all the innuendo and subtle goals come into conflict with one another, it’s no sur-
meanings of a language. To others, it is a grammati- prise that the results aren’t always peaceful. Trinity
cally complex language complete with its own forms, Continuum combat is meant to evoke the “story”
clauses, phrases, and brutal punctuations. The Trinity written with blades and bullets in each combat scene.
create these iconic moments in their game by allow- and purchase Stunts. However, characters are only
ing characters to perform multiple actions at once. able to split their attention so much in the span of
The player declares what actions they want to a turn. A character can only perform as many ac-
take and then rolls the lowest Skill + Attribute pair- tions as part of a mixed action equal to his Cunning
ing of the declared actions. He then tallies the suc- rating. Mixed actions in combat work the same way
cesses and uses them to overcome each Difficulty, they do in the other parts of the game.
Example: Jason is tied to a chair in a warehouse with two thugs and a bomb slowly counting
down from two minutes. When Jason begins struggling, everyone in the scene rolls Initiative. He wins
initiative and decides he wants to attempt 3 actions this turn: Break out of his restraints, disarm the
thug holding a shotgun, and kick the bomb out the open window into the bay waiting below. The
Storyguide decides that breaking the restraints is a Difficulty 1 (Athletics + Might) check and that
kicking the Bomb is a Difficulty 1 (Close Combat + Might) check. Disarming is fairly difficult, but the
thug is not terribly competent so disarming him is only Difficulty 2 (Close Combat + Might) action. If
Jason wants to accomplish everything he’s set out to do this turn he will need four successes. Jason
has a combined Athletics + Might of 9 and a Close Combat + Might of 8, so his combat roll for this
action will be 8. Jason rolls and achieves an amazing five successes. Jason springs into action. He
forces himself onto two feet still bound to the chair, uses the momentum of standing to slam the chair
into his captor sending the shotgun he was holding spinning across the floor. Then he slams himself
down on the floor hard enough to shatter the wooden chair that had him bound, before using the last
moments of the turn to hurl the bomb off the table, out the window, and into the drink below where it
detonates harmlessly.
ATTACKING
The majority of combat rolls likely involve some
kind of attack, since the best way to end a fight is Example: Three enemies surround Red, the
to render your enemy incapable of fighting back. roughneck, take-no-shit detective. Two of
Attack actions have a Difficulty equal to the target’s them are in close range with him; one is at
Defense rating.
short range. Red wants to attack everyone, so
he declares four actions; two close combat at-
In general, when declaring an attack action, you tacks against the enemies in close range with
choose a specific target. You may attack as many tar- him, a reflexive action to pull his pistol, and an
gets you like. However, each attack counts against action to fire the pistol at the final target. He
your mixed action limit. rolls the lower of his dice pools which is Close
If you succeed at hitting an opponent, the type of at- Combat + Might at 7 and tallies his success-
tack you are using determines the Stunts that you can es. He rolls four successes. The Defense value
purchase with your successes. This list always includes of each of the three enemies is 3. Because he
the option to Inflict Damage, but may also include other
has 2 Enhancement with pistol, he allocates 1
success to his short range shot and spends the
options, such as grappling, disarming, or tripping.
other 3 to hit one of the close enemies.
attacking 103
your or an ally’s next attack against the oppo-
ATTACK ACTIONS IN DETAIL nent you’re attacking. You must designate the
What follows is a list of the various types of attack ac- ally gaining the Enhancement bonus when you
tions available. While the listed options are broad, they make this attack.
are not all-encompassing. The Storyguide may choose
to make more attack options or Stunts available. • Knockdown/Trip (1 success): Knock your oppo-
Purchasing Stunts: After a successful attack, nent prone where they stand.
characters may spend extra successes on Stunts. The • Seize (2 successes): You take an object held by
most common Stunt available to all types of attacks is (but not strapped or attached to) your oppo-
Inflict Damage. A player does not need to limit him- nent. You must be strong enough to hold the
self to purchasing a single Stunt per attack. A char- object without effort, and you must have a free
acter may purchase as many Stunts as he would like, hand.
provided he has enough successes, but each Stunt
can only be purchased once. Some Stunts may re- • Shove (Variable successes): For every one suc-
quire specific weapons to perform. Stunt Difficulty is cess you spend after beating the Difficulty, you
listed in parentheses in descriptions. may push your opponent back a number of me-
ters equal to your Might.
CLOSE COMBAT STRIKE
• Sunder (3 successes): You use your weapon to
Close combat is a catchall term for every type of
damage your opponent’s gear (weapon, armor,
melee-range attack.
or otherwise), making it useless for the rest of
Range: Close
the scene.
Skill: Close Combat (Might)
Hit: Overcome the opponent’s Defense. GRAPPLED
STUNTS You’re held fast in a powerful grip.
• Inflict Damage (Opponent’s Armor): Deal an
Effects: You cannot move from the spot and the
Injury Condition to your target.
only physical action you can take is an attempt
• Blinding (1 success): The target takes an in- to free yourself. Your grappler may drag or throw
creased Difficulty of 1 on all Shoot and Thrown
you with an opposed Athletics + Might roll, and
automatically wins ties. If your opponent has a
attacks on their next action.
weapon with the Grapple tag, he can purchase
• Break-up Grapple (1 success): When targeting a the Inflict Damage Stunt as normal with additional
character who is part of a grapple (that you are not successes instead of moving you.
in) you may use this Stunt to break up their grapple. Resolution: Unless you are released, you must
• Critical (4 successes): Deal an additional Injury escape the grapple with an opposed Close
Condition to your target.
Combat or Athletics + appropriate Attribute roll.
Success also allows you to reverse the grapple.
• Disarm (2 successes): You use your weapon as You may spend additional successes after escap-
leverage, pulling or twisting your opponent’s ing to purchase Close Combat Stunts against your
weapon or item out of their hand. You may opponent.
spend an additional success to knock the item
into the short range band. SHOOT
• Establish Grapple (Variable successes): You force The Shoot action is used to fire projectiles with a
your opponent into a grapple. Both you and they gun, bow, or other dedicated ranged weapon.
can only make grappling physical actions until Range: Determined by Weapon
someone breaks free. The person who initiates the Skill: Aim (Dexterity)
grapple is “in control.” (see “Grappled” below). Hit: Overcome the target’s Defense
STUNTS
• Feint (Variable successes): For every success
spent on Feint you generate Enhancement on • Inflict Damage (Opponent’s Armor): Deal an
Injury Condition to your target.
• Pin Down (Variable): Pin Down applies a +1 • Blinding (1 success): The target takes an increased
Complication to the character’s next attack. If Difficulty of 1 on all Shoot and Thrown attacks.
they choose not to buy off this Complication,
• Critical (4 successes): Deal an additional Injury
then they receive one automatic Injury
Condition to your target.
Condition. A character can spend addition-
al successes on this Stunt to increase the • Trip (2 successes): You spend successes to knock
Complication level. your opponent prone where they stand.
DEFENDING
Every martial art in the world emphasizes the ne- • Dive to Cover (1 success): In response to a
cessity of defense for one very important reason: It ranged attack, the character moves up to one
really sucks to get punched in the face. range band away to reach cover established in
A character’s standard Defense is 1 which sets the the Field. Cover utilized by this Stunt absorbs
Difficulty of the attacker’s roll. A character can defend to Injuries (p. 106).
increase the Difficulty an attack must overcome to success-
• Roll Away (Successes equal to opponent’s
fully hit its target. The player may roll the most appropriate
Composure): Move one range band away from
Reslience Attribute without any Skills and use successes
the attacker.
on this roll to purchase Defensive Stunts. A player does not
have to roll for defending until an attack is declared against
her, but once she does the Stunts persist until the end of the
OTHER COMBAT ACTIONS
round. If she is attacked again in the round, she may choose
AMBUSH
to give up her action to reset her Defense by rolling again,
but she must keep the new result. Penalties to Defense Sometimes, the best way to win is before your op-
from sources such as Injury Conditions can never bring the ponent even knows there is a fight. When attempting
character’s Defense below 1. to surprise someone, the ambushers roll Athletics +
Dexterity vs. the opponents’ Integrity + Cunning to
A character may want to spend her action in the
represent sneaking up on them. Players can also make
round to take a full Defense. To do this, roll the char-
a case for different dice pools if the situation calls for it,
acter’s (Defense pool x 2). Each success increases
such as Empathy + Cunning to distract an opponent or
the Difficulty required to inflict Injury, or may be
to convince them that the ambusher is harmless before
split among other Defensive Stunts (including any
the attack.
Defensive Stunts granted by Edges). This is an ordi-
nary action, and may not be part of a mixed action. If a group is trying to surprise another group, pool
the successes on both sides and divide them by the
DEFENSIVE STUNTS number of people on each side (rounded down).
The target’s roll becomes the Difficulty for the
• Dodge (Variable successes): Each success spent
ambusher. After the ambusher overcomes the
on the Dodge Stunt adds 1 to the character’s
Difficulty, she may spend any remaining successes
Defense.
on the following effect:
defending 105
• Surprise (Variable): Impose a Complication on Enhancement to defending against Ranged attacks.
the Initiative roll for the opposing team by one On the ground/Standing up: When prone, it is
for each success spent. If anyone on the oppos- normally a simple thing to get up (Reflexive Action).
ing team cannot buy off the Complication on However, if you are prone with an enemy in close
their initiative roll, then they do not get an ac- range then standing up gets more difficult. If there
tion on the first turn of combat. is an opponent in close range with a prone charac-
ter, then the prone character must stand up as part of
COMPLICATE ACTION a mixed action. Standing up is an Athletics roll with
The complicate action is an umbrella term for a vari- a +1 Complication. If the player fails to buy off the
ety of actions that involve blocking or stopping another Complication, his character takes an Injury Condition
person from performing a task. The character must de- as his opponent punishes his attempt to stand.
clare this action as part of their mixed action on their
turn. This can be used to defend another character, UTILIZE COVER
defend an object, or stop a character from operating Placing yourself behind protective cover in the
machinery. As long as the Storyguide thinks it is pos- heat of fire requires a simple Dexterity + Athletics
sible for the character to stop another character from roll, or a Defensive Stunt. Cover is either expend-
performing the action (for instance, it is very difficult to able, light, heavy, or full.
stop a person from opening their eyes in combat time), Expendable cover includes small objects like kitchen
it is possible to complicate the action. A complicate ac- chairs, knee-high crates, barstools, and other fixtures
tion inflicts a Complication (Blocked) on any character that are less than person-sized. Expendable cover can
attempting to perform the stated action equal to the absorb one Injury before it is destroyed. Light cover pro-
number of successes spent on Complicate Action. If a tects a significant portion of the character’s body, such as
character chooses not to buy off this Complication, then a marble balcony railing, or leaning around a pillar in a
they automatically fail to perform the stated action. temple. This absorbs four Injuries before it is destroyed.
Skill Used: Varies based on the action declared, Heavy cover protects most of the character, leaving only
usually Athletics or Close Combat. scant parts of her exposed. Examples include firing at a
character crouched behind the hood of a car or through
GOING PRONE a slit in an armored door. This absorbs 10 Injuries. Full
Hitting the dirt is a good option when some- cover blocks line of sight entirely but is otherwise func-
one is shooting at you but is significantly less good tionally identical to heavy cover. A character with full
when someone is trying to kick you in the head. cover cannot normally be targeted by ranged attacks.
While Prone, you cannot use the Dodge Defense If multiple characters are behind the same cover, the
Stunt against anyone in close range, and you gain 1 Injuries must be split among those utilizing the cover.
DAMAGE
There’d be no point in kicking the hell out of some- taken. Only the highest Injury Complication will
one if it didn’t hurt them. The Trinity Continuum apply to any individual roll.
takes a very cinematic approach to damage. Any
time a character suffers from an attack, she takes CONDITION LEVELS
a Condition. Damage results in Injury Conditions Any time the character takes damage, he must fill
and anything else results in Status Conditions. in an Injury Condition box. His player must choose to
take a Bruised, Injured, or Maimed Condition, if avail-
INJURY CONDITIONS able. If none are available, he is Taken Out. By default,
There are three general categories of Conditions all characters can take a Bruised, Injured, and Maimed
that correspond to increasing levels of severity; injury before being Taken Out. When a character takes
Bruised (+1), Injured (+2), and Maimed (+4). When damage, and he is out of Condition Boxes, he gains the
a character takes damage, he fills in a condition box Taken Out Condition. With three dots of Stamina, a
and takes the corresponding Injury Complication character gains an additional Injured level and at five
on any actions that correspond to the type of Injury dots of Stamina she gains an additional Bruised level.
damage 107
other Condition, whenever a character is signifi- Roger has more than enough to shake the pa-
cantly hindered or suffers a major setback from a ralysis, but he cannot act until the next round.
Status Condition, she gains 1 Momentum.
The following is a list of Status Conditions a char-
UNCONSCIOUS
acter may suffer, though this is by no means a com-
prehensive list. The character is rendered unconscious and effec-
tively Taken Out. She cannot roll for defending, and
STUNNED she cannot move or act for a number of rounds (or
minutes outside of combat) based on the damage
The character is slowed, and finds it hard to take
source. If she takes any Injury Conditions, she im-
actions or move. She suffers a Complication equal to
mediately wakes from her unconscious state.
the damage source’s rating that prevents her from
moving or acting. Resolution: Unconsciousness wears off natural-
ly. Medical attention, first aid, or certain drugs may
Resolution: The Stunned Condition wears off nat-
awaken a character early.
urally after a number of rounds based on the damage
source. A character can overcome the Complication
associated with the damage source (see “Indirect
FIRST AID
Damage,” below) to end the Condition early. After combat, characters can give and receive
first aid. First aid allows a character to downgrade
PARALYZED an Injury Condition to one of a lower level. The
roll is based on Medicine and usually Intellect. The
The character is unable to move or act for a short
Difficulty of treating an Injury is based on the se-
amount of time. She is almost helpless, and she can-
verity of said Injury. A character can only remove
not roll for defending.
one Condition this way per scene. A condition can
Resolution: The Paralysis Condition wears off
only be downgraded once and only if the character
naturally after a number of hours based on the dam-
has empty Injury Condition boxes of a lower level
age source. Drugs or other medical aid may reduce
available. The Bruised condition is removed when
the time it takes for paralysis to wear off. Succeed
downgraded. Downgrading doesn’t mean the char-
on a Resolve roll against the Difficulty of the paral-
acter isn’t in pain from his wound, just that he isn’t
ysis based on the damage source. Successes over
suffering ill effects from it anymore.
multiple rounds are cumulative. The character may
move and act normally the round after he breaks DIFFICULTIES
paralysis.
• Bruised: 2
Example: Dana shoots Roger with a tranquil- • Injured: 3
izer dart and allocates three successes to the
attack. Roger must gain three successes before • Maimed: 5
he can take another action. In the first round,
he gains two successes and loses his action. In • Taken Out: One success per other Injury
the next round, he gains another two successes. Condition the target has on him.
Damage and Scale: In addition to the a character can only deal damage to a target no
Enhancement bonus, characters of a higher Scale greater than three Scale above her. For example:
rating can use their impressive power to deal ad- A Talent (Scale 1, human-sized) with a sword can
ditional damage. A character with a higher Scale slice her way through an armored car (Scale 3), but
rating may purchase the Inflict Damage Stunt an cannot slash a skyscraper (Scale 5) in half without
additional time for each rank they have above their the aid of a Gift. In the case where there is an en-
opponent. counter between individuals of differing Scale, the
When facing opponents (including objects such entity with three or more Scale above the other dic-
as vehicles) of a greater Scale in power or durability, tates the results of the conflict.
SCENE COMBAT
As a Storyguide, there will times when you units in the scene. This number becomes the total
don’t want to do a blow-by-blow account of com- number of successes that the player characters
bat. Maybe the details of taking down two security need to achieve to resolve the scene or the mile-
guards just aren’t that interesting. Maybe the thugs stone number. In this style of resolution, only the
attacking the old lady just aren’t a credible threat, players roll dice.
or maybe game time is running short, and there is The Storyguide chooses a strength rating for the
something way more interesting on the other side enemies in the scene. The ratings are 1 (Weak) or 2
of the door those ninjas are guarding. Storyguides (Elite). If the Storyguide feels that the enemies are
can use the scene combat system to narrate these more powerful than Elite, the scene should likely
lower-stake conflicts. use the normal combat rules. The strength rating
acts as a Complication for each enemy. If a player
STEPS FOR SCENE does not buy off the Complication, then his charac-
COMBAT RESOLUTION ter automatically takes one damage. Players must
buy off the strength rating for each enemy they want
Sometimes combat happens on large scale. To re-
to eliminate if they don’t want to take damage. They
solve that, treat units of combatants as individual
must buy off the Complication on the same action as
enemies instead of the individuals actually fight-
they eliminate the henchman.
ing. The Storyguide tallies up the number of enemy
SAMPLE COMBAT
Deep in the swamps of Louisiana, drug running is • Storyguide character
easy. Men of little moral fiber funnel poison into the
• Storyguide character
cities from impenetrable fortresses hidden in the
bayou where the police won’t dare to go. Our heroes • Player character
have tracked a major supplier to a large warehouse
The players decide that the way they rolled their
in the Atchafalaya Basin. The three player charac-
initiative is fine, so they decide to leave their or-
ters, Ariadne, a nimble, red-clad ninja; Colton, a for-
der as is. The Storyguide decides he’d rather have
mer Green Beret who looks like a walking armory;
his minions go before the boss, so he swaps their
and Jillian, a local off-duty cop, have scouted the fa-
positions:
cility and are ready to make their move. Colton rigs
the door with explosives, and the rest of the team • Ariadne
gets ready to rush in. They blow the door expect-
• Colton
ing to get an Ambush roll, but a worker at the ware-
house had secretly succeeded on a roll to notice the • Henchmen
party while they were scouting. Waiting for them
inside is a mountain of muscle with shark-like teeth • Fin
named Fin. There are also six well-trained hench- • Jillian
men armed with AK-47s. It’s initiative time.
Ariadne decides that she wants to take out the
Ariadne as a Dexterity heavy character rolls the
biggest threat first, so she decides to focus on Fin.
highest with a 6, Colton gets a 5, and Jillian gets a
Ariadne is wielding a thin sword, and she plans to
disappointing 1. Fin, the crime boss, manages a 3.
plant it firmly in Fin’s skull. She decides to take a
His six henchmen are minor characters, so they roll
Close Combat action. Ariadne rolls Close Combat
initiative as a single unit and they get a 2. At this
(4) + Might (3). Fin’s Defense is 2 against the at-
point the Initiative roster looks like this:
tack. Ariadne’s player rolls. She gets two successes,
• Player character and her weapon grants her an Enhancement bonus
of 1, bringing her total successes to three. She uses
• Player character
VEHICLE COMBAT
Vehicles are a staple of action scenes, from car VEHICLES AS CHARACTERS
chases on rain-slicked streets to starfighters dog-
From sleek starships to battered muscle cars, the
fighting in the endless depths of space. This section
best vehicles become iconic in their own right, a
provides guidelines for incorporating vehicles into
unique combination of setting and character that
any kind of action sequence, from a small battle
adds its own flavor to the story. Players come to
with just one or two vehicles to vast fleets involving
relate to them as much as their characters rely on
dozens or hundreds of vehicles at a time.
them, and the sight of a beloved vehicle coming to
THE NEED FOR SPEED the rescue can be as powerful as any ally’s arrival.
Customizing a vehicle is a powerful expression of
In order to keep the action moving smoothly and
character, not to mention a great goal to chase over
help everyone at the table stay engaged, the Trinity
the course of several stories. And watching as a
Continuum takes a looser, more narrative approach
trusted vehicle takes damage or be threatened with
to vehicle combat than some other games with
destruction can really ramp up tension in a scene,
which you might be familiar. By the very nature of
because it’s not just another piece of equipment — it
vehicles, it is easy to get lost in a lot of technical de-
has come to feel like part of the group.
tails, and if that is what really works for a particu-
From a mechanical point of view, customized ve-
lar group, there are certainly plenty of areas in this
hicles also help by allowing narrative justification
section where more detail and mechanics could be
for characters to perform special tricks and stunts
added for players who enjoy a more “nuts and bolts”
that might not be possible in a stock vehicle of the
approach to vehicles and vehicle combat.
same type. Sure, the rules might normally indi-
As a default, however, the Trinity Continuum
cate it’s impossible for a car to jump the collapsed
aims to minimize rules consultation and instead
section of a bridge and reach the other side, but if
focus on what makes vehicle combat exciting from
the character spent time in the story modifying it
a narrative perspective as opposed to the technical
with a souped-up engine and turbo boosters, well…
specifications of every piece of equipment involved.
EXAMPLE ARMORS
TYPE BASE TAGS
Flak Jacket Bulletproof Hard 1, Soft 1, Concealable
Leather Jacket Impact-resistant Hard 1, Soft 2
Chainmail Slash-resistant Hard 3, Soft 1
Tactical Armor Composite (Impact-resistant, Bulletproof) Composite, Soft 2, Hard 1
VEHICLES
Most plans involve a getaway, and maybe even a SIZE EXAMPLE
backup. Everything hinges on the wheelman being
ready and on point. And every wheelman has her fa-
1 Motorcycle
vorite ride. In general, vehicles just exist in the Trinity 2 Car, city bus, jet fighter, or speedboat
Continuum. There’s something available, and the char- 3 Commercial jet, military submarine, or
acter’s skill is what makes the scene shine. But some- large yacht
times your characters end up in a high-speed car chase
4 Small cargo ship or naval destroyer
with bullets flying everywhere and the vehicles slam-
ming into one another, and then you need to know a 5 Huge cruise liner or aircraft carrier
little more about what the ride is capable of. This can be Handling: The difficulty modifier to any handling
done in one of two ways. The Storyguide can abstract rolls made to control the vehicle. This modifier also
the vehicle’s ability by applying Scale to the character applies to attacks made using the vehicle’s weapon-
piloting it to represent speed, maneuverability, tough- ry and other similar rolls requiring precision.
ness, and anything else that might be pertinent. The Speed: The relative Speed Scale of the vehicle
other way to do it is to use the following rules to build where humans are at Speed Scale 1.
the vehicle as though it were a weapon or armor. Tags: This column lists the positive, zero cost,
and negative tags the vehicle possesses. See below
VEHICLE DESCRIPTIONS for a complete list of tags.
Vehicles listed below should serve as a frame- Weapons: What, if any weapons, are mounted on
work for players and Storyguides to design and cus- the vehicle. Remember to adjust all weapons to the
tomize their own, not as an exhaustive list of every appropriate Scale.
possible configuration. Like weapons, vehicles are Cost: The cost of the vehicle in Wealth dots. Any
created on a system of tag points, using the vehicle vehicle that has a cost of L can only be purchased
type and size as a basic frame from which to build. by a character with the Loaded Enhanced Edge. In
The vehicles tables include the following listings: addition, the minimum cost of all ground, air, and
All vehicles start with a number of Condition boxes water vehicles is equal to their Size.
equal to it’s size Scale which indicate the amount of
hits it can take before becoming nonfunctional. VEHICLE TAGS
Vehicle Type: The name and general type of vehicle. The following is the list of tags used for vehicles in
Size: The Size Scale of the vehicle, see the follow- the Trinity Continuum. Each vehicle can have up to the
ing table: character’s Wealth points worth of positive tags, unless
vehicles 127
otherwise noted, and can gain more points by taking one passenger in a roomy luxury cabin suitable for multi-
negative tags. Exceedingly expensive vehicles with a cost day journeys, two passengers in small cabins, or four pas-
of L (requiring the Loaded Enhanced Edge to purchase) sengers in cramped, shared cabins. Each additional point
possess a total of seven points worth of positive tags. of Cargo multiplies the passenger capacity by 10.
The basic vehicle template for ground, air, and
water vehicles starts at Size 1, Handling +0, Speed COMPLEX (0)
2, before adding tags. The vehicle is sufficiently large and complex that peo-
ple without specialized training or experience operat-
AIRBORNE-AMPHIBIAN (1) ing this type of vehicle have difficulty piloting it. People
This vehicle can both fly and move across the wa- without this training suffer a +1 Complication when op-
ter as a boat with equal ease, but cannot submerge. erating it. The vehicle also increases its Size by +1.
HANDLING
SPEED
SIZE
TYPE TAGS WEAPONS COST
Motorcycle 1 +1 4 Fast 2, Maneuverable 1, Wheeled - •••
Sedan 2 +0 3 Fast 1, Massive 1, Wheeled - ••
Sports Car 2 +1 4 Fast 2, Maneuverable 1, Massive 1, - ••••
Wheeled
APC 2 -1 3 Armor 2, Cargo 1, Fast 1, Massive 1, Machine Gun •••••
Sluggish -1, Weaponry 1, Wheeled
ATV 2 +0 3 All-Terrain, Cargo 1, Fast 1, Massive 1 - •••
Speed Boat 2 +1 4 Fast 2, Maneuverable 1, Massive 1, - ••••
Watercraft
Private Jet 2 +0 5 Cargo 1, Fast 3, Flight Systems, Massive 1 - •••••
Jet Fighter 3 +1 6 Fast 4, Flight Systems, Maneuverable 1, Machine Guns, L
Massive 2, Military Missile Launcher
each time it is taken. Each additional Size rank also Examples include large drills, a pair of powerful ro-
adds an additional Condition box. botic arms, a forklift, or a backhoe.
vehicles 129
“Well, if storytelling is important, then your narrative ability or your ability
to put into words or use what someone else has put into words effectively,
is important too.”
— Howard Gardner
WHAT IS A STORYGUIDE?
Trinity Continuum is a game about the sto- Storyguides control the pacing of individual scenes,
ries of heroes, controlled by the players, while the coming up with the answers to questions like “what
Storyguide controls the environment the heroes do we see?” Players can also suggest scenes directly
experience. It is the Storyguide’s responsibility to by having their characters follow up a specific lead or
provide the worlds that the other players’ characters a personal story or indirectly by pitching possible de-
interact with — the adventures they face, the char- velopments, and also have the option to introduce and
acters they encounter, and the enemies they oppose. adjust scenes with Dramatic Editing.
Like a director, the Storyguide paces the session, al- Description and narration can have a great effect
though the players do not follow a script and come on how the players respond to the thing being de-
up with their own ways to solve their problems. scribed. A thug “lurking in the shadows” feels dif-
Some groups have one Storyguide for an entire ferent than one “looming out of the dark.” Mention
campaign, where she creates ongoing stories for a telling detail first — or last, to make it stick. The
individual sessions. Other groups rotate the role of Storyguide can also provide setting information
Storyguide for individual campaign, chronicle, or through other means, like pictures of characters
sessions, or have one overall Storyguide and others the heroes meet and copies of documents they find
running standalone chronicles which need not tie during investigations. The players can take part in
in to her overall campaign plan. this, too — a player could introduce one of his char-
acter’s contacts with a picture, for example.
THE STORYGUIDE’S How much detail the Storyguide provides in de-
RESPONSIBILITIES – AND scribing the scene can determine what the players
do. If you mention a bloodstain on the wall, the
HOW TO SHARE THEM characters probably examine it. If a fight breaks out
If you’re looking to guide a campaign, multiple in a room that you have not described in detail, a
chronicles, a few sessions, or just one session, what player might ask where their character could take
do you have to do? And how much can the other cover, or use a little Dramatic Editing to add a fea-
players share in these responsibilities? ture like an alarm they can sound.
A Storyguide might offer to run a story or an en- The Storyguide also works as the referee for the
tire campaign with a setting and tone already in rules. Some rules require interpretation, such as the
mind, proposing what to feature such as Allegiances cost of a given use of Dramatic Editing, and it gen-
to focus on, but a group of players might also come erally falls to the Storyguide to make the final call,
together with a blank sheet of paper and decide in concert with the players. Note that the Storyguide
what to include as they go. doesn’t have to be an expert in every rule in the book!
Storyguides provide adventures for the group to You can always check a rule if you’re not certain.
play through, based on the players’ character back- The Storyguide usually runs every character not
grounds, developments in the story, aspects of the controlled by a player, from archvillains to people
setting that have yet to appear, or anything that on the street. There are also options here for play-
springs to mind. Players can also suggest stories for ers, such as taking over a character temporarily in
her to run — they might pitch ideas from their char- scenes where their own characters are absent, or
acters’ backgrounds or any other possible source, using characters such as Allies and Patrons that the
discussing it before or after a session. players themselves create.
CREATING A CAMPAIGN
Every game starts with a blank page and some running for a single chronicle played out over six
ideas. How do you get from there to running a cam- stories. How much time do you have?
paign, and what goes into each chronicle, story, ses- Power Level: Starting Talents are highly capa-
sion, scene, and round? ble in their chosen fields, tough and resilient, and
have Dramatic Editing and Momentum on their
CAMPAIGN side when they head into trouble. A given chroni-
CONSTRUCTION cle could feature non-Talent characters with fewer
advantages, experienced Talents with more points,
Whether a Storyguide is pitching an idea, or a
other character types such as psions or novas, or a
group of players is discussing options together be-
variety of characters working together.
fore deciding on a direction for their campaign, here
are some guidelines for what to consider for its over- Continuity: How much will continuity matter in
all format. this campaign? Do you want a tightly plotted series
of developing mystery chronicles, a series of isolated
Scope: The Trinity Continuum features human
stories that could be played in any order, or some-
and superhuman characters active all over the world
where between these two extremes? Many cam-
— and beyond. The breadth of the setting could be a
paigns feature ongoing chronicles and include sto-
feature of your campaign, but others might involve a
ries that refer to previous adventures, but also have
narrower focus that concentrates on fewer major el-
space for standalone sessions that a guest Storyguide
ements. A single location or Allegiance could provide
might run, or which feature guest players.
plenty of variety and opportunities for adventure, for
example, perhaps with the option to move the spot- Genre: The Trinity Continuum is designed to
light to another part of the setting later. support action and adventure campaigns with a
strong supernormal element, as well as investi-
Period: The time setting for a campaign also
gation and intrigue, but you can turn these dials
shapes it extensively, with access to technology,
up or down. A campaign focusing on a Neptune
speed of travel and communication, and social and
Foundation rescue team might downplay investiga-
political factors all affecting gameplay. A campaign
tion and a 9 spy cell fighting a conspiracy of hackers
featuring the early years of Branch 9 should feel
might encounter little or no flux or supernormal
different from a game about 9 in the modern world,
activity, while a campaign about Triton Foundation
and other continuum eras, such as Æon for the early
scientists might focus on investigation and deal
22nd century, suggest new themes and play styles.
with a new supernormal mystery in every story.
Length: A campaign running for multiple chron-
Danger: Between their natural abilities,
icles over years will have a different focus than one
Momentum, and Dramatic Editing, campaigns about
CHALLENGING THE
PLAYERS AND THE CHARACTERS
The Trinity Continuum can include challenges Players often separate player and character
for the players as well as their characters. A com- knowledge well, but no one can divide them entire-
bat scene allows the players to choose tactics and ly. Try to keep the risks to a minimum — if you cut to
maneuvers for the characters, while a mystery gives the villain plotting to capture the player characters,
them a chance to solve it rather than leaving it up to many players will be tempted to act more suspi-
their characters’ skills. cious, and more authorial players might be tempted
Think about the separation of what players and to rush headlong into danger because they know
their characters do. Characters respond in real time, that the plot is pointing that way. See how the play-
while their players can work through their ideas. ers react to this before letting them know more than
Players also have the option to approach problems their characters do. Likewise, characters sometimes
from the characters’ perspective or from the out- know more than their players — a Storyguide could
side, using Dramatic Editing to affect the scene on inform them of specific in-character information
their characters’ behalf. about a given subject, or a player could make some-
A player and her character could have wildly dif- thing up to show the character’s rare knowledge.
ferent skill sets, with the player creating a charac- With the right Attributes, Skills, and Edges, a
ter who can do things she can’t — you wouldn’t ask player can create a world-class expert in their cho-
someone to do a flying kick to play a martial artist, sen field as a starting character. They might pick up
so why should the player of a fast-talking con artist a reputation for their accomplishments, attract ri-
have to come up with a convincing lie while role- vals seeking to test their skills against them, and be-
playing a conversation, or the player of an expert come targets for groups who want their knowledge
tactician draw up a battle plan? Games sometimes or abilities for their own purposes.
emphasize player skill in social or mental arenas The players are also looking for a variety of chal-
because roleplaying focuses on dialogue and allows lenges. Take a look at the kinds of encounters fea-
time for planning, while physical activity is covered tured in recent sessions and chronicles, and see
by the system. The Trinity Continuum features what else you could feature. If the characters fight
systems for procedural investigation and intrigue their way out of trouble, how will they cope with
for this reason. When should the players work out a rescue scenario caused by an environmental haz-
plans and ideas for their characters? Consider when ard? If they prefer to talk, see how they deal with a
they enjoy doing so. If someone playing a brilliant guard dog. If they just spent a six-session chroni-
cat burglar wants to work out the details of a heist, cle battling armed mercenaries in Honduras, offer
they can, but they also have the option to say, “I a story that sends them to Scotland to investigate a
break in” and roll Larceny. “haunted” castle.
STORYGUIDE CHARACTERS
Controlling Storyguide characters is another ma- react to specific characters as well — enemies could
jor duty for Storyguides. Players can share some of become allies in the right circumstances.
this responsibility, defining bonds and characters The player characters can have friends, too.
from their heroes’ backgrounds, and optionally tak- They’re not always alone in their struggles. These
ing over other characters in scenes where their own friends might be Allies, Patrons, or bonds, but there
characters are absent. should also be helpful characters besides these,
A Storyguide’s main characters are often antag- ready to help the player characters due to good will.
onists — villains, thugs, opponents, or obstacles for Players often feel more protective toward charac-
the player characters. Make them dramatic, flawed, ters they helped to create and into whom they in-
or amusing. A recurring foe could grow to be some- vested points, so bear that in mind before threaten-
one the players love to hate and look forward to ing a Relationship.
battling again — giving them a way to avoid cer- Finally, we have extras, who the player charac-
tain death could be a good investment. Antagonists ters might only interact with for a scene or two. The
might also oppose the player characters for reasons Storyguide cannot prepare for everyone the player
they can relate to — the police chief who wants to characters might meet. It can be helpful to have a
stop the Triton Foundation from interfering in his list of names and descriptive phrases written down
investigation is an obstacle to be circumvented, not as an aid to improvising these characters to prevent
an enemy to be defeated. Look at how the players the players meeting a lot of people called Jane.
ANTAGONISTS
A story isn’t interesting unless the protagonists have good in nature, maybe they don’t want the characters
something to go up against. In the Trinity Continuum, out on the street trying to solve problems themselves.
antagonists can take on many different shapes and siz- One could be the evil villain who wants to murder
es. One could be the local police force; while inherently everyone with his death ray. And another could be a
SECONDARY
EDGE DOTS
ANOMALY
PRIMARY
POWERS
DEFENSE
SOURCE
HEALTH
POOL
POOL
POOL
Minor Threat 6 4 2 0 3 3 4 2 2
Medium Threat 7 5 3 1 3 4 5 3 3
Moderate 8 6 4 2 4 5 6 4 4
Threat
Major Threat 9 7 5 4 4 6 7 5 5
Colossal Threat 10 8 6 5 5 8 8 6+ 6
Antagonists 139
round, it uses the higher of its pools to perform the STRESS AND INJURY
tasks. If both actions use the same pool, the creature
Minor characters exist purely to make the he-
gains 1 Enhancement on the action.
roes feel powerful; as such, they do not have Health
Natural Weapons — The creature is a natural Boxes like other antagonists. Whenever a play-
predator. It may have elongated teeth, sharp claws, er character successfully lands a blow on a minor
or some other aspect that it can use to deal damage. character, that minor character is Taken Out.
The character is always considered to have a weap-
on in close range, which provides 1 Enhancement to GROUPS OF MINOR CHARACTERS
attacks. The creature cannot be disarmed, and the When multiple minor characters are taking part in
weapon cannot be shattered. a combat, instead of having each character take a sep-
Spitter — The creature has a natural feature that arate action, Storyguides can opt to have all the minor
allows it to make ranged attacks at short range. This characters in a scene act as a single unit. Instead of
could come in the form of spitting a venomous fluid each minor character taking a separate action they
or shooting quills at its enemy. will take their actions as a single group called a mob.
The Storyguide should add an Enhancement bonus of
MINOR CHARACTERS 1 to the mob’s action for each minor character in the
Every character in an action movie isn’t a hero or a group after the first. Whenever a character is elim-
villain. Some are just people doing their 9-5 as body- inated from the mob, it loses the bonus it was gain-
guards, ninja, street thugs, etc. Characters in Trinity ing from that member. Mobs should be made up of
Continuum often come up against people who are op- thematically and statistically similar characters. If
posed to them, but who are not important enough to a scene calls for two dramatically different types of
the story to have a name, nor powerful enough to both- characters, (for instance private military contractors
er tracking Injuries in the usual way. The minor charac- and cybernetic ninjas), then the Storyguide should
ter system should be used to represent these characters. consider making them two different mobs, even if
both groups are working against the heroes.
ATTRIBUTES AND SKILLS When attacking members of a mob, the player only
To make keeping track of minor characters easier, has to beat the Difficulty once, and can spend success-
pick a Primary pool between 4-8, set the Secondary es to buy the Inflict Injury Stunt multiple times to in-
Pool at half of that, and the Desperation Pool at flict Taken Out on the various members of the mob.
half of the Secondary. Minor characters use their
Desperation Pool as their Initiative, do not gain EXAMPLE ANTAGONISTS
Edges or a Source, and if they are anomalies they
only gain a single anomaly power. LILLY HAMBURG (TALENT)
DEFENDING Lilly hit Inspiration one night while picnicking in
Central Park in New York City. She had no idea that a
Minor characters use their Desperation Pool as
flux anomaly had occurred in the remote, out-of-the-
Defense, and do not take defensive actions.
way spot where she enjoyed sitting to watch the stars
EQUIPMENT at night. But she ended up spending three hours in di-
rect contact with flux, and she left Inspired. She noticed
Figuring out every piece of gear the henchmen
her extreme luck right away, and learned that she had
have is a chore. Instead, just apply the following:
a moderate amount of control over it. This led her to
• Standard Equipment: +0 Enhancement do what any normal, hard-up, semi-professional huck-
ster would do: she started stealing. At first it was conve-
• Excellent Equipment: +1 Enhancement
nience stores and picking pockets, but soon it evolved
• Top-of-the-Line Equipment: +2 Enhancement into daytime bank robberies and corporate offices. She
kills indiscriminately, positive that she will escape with
Give minor characters this Enhancement bonus on
her amazing luck, and so far, she’s been correct.
all Skill checks that make sense for them. (i.e. a ninja
would gain this bonus on attacks and Athletics checks
but probably not on actions to perform show tunes.) Primary Pool: 8 (thievery and going unnoticed)
Secondary Pool: 6 (guns and knives)
Desperation Pool: 4
Antagonists 141
BUILDING THE SETTING
The Storyguide and players work together to de- hooks as it discusses the city’s history and legends.
cide and define the specifics of the setting. Players Resources: What can the player characters call
could have the option to introduce more features on at home which would not be readily available in
before or during play, like a particular location, ally, the field? Perhaps their base has a library they can
or antagonist. Some in-character resources such as access, or experts who can provide them with ad-
Edges allow players to establish setting elements, vice and equipment.
but you can take this further, giving everyone an in- Recurring Storyguide Characters: Who are the
vestment in details of the setting. group’s friends, colleagues, enemies, and rivals?
As discussed in the section on campaigns, build- This list can expand to a cast of thousands, so keep
ing the setting includes the scale and scope of track of who’s whom. It can help to limit some orga-
the game, but here are some additional factors to nizations to one or two characters, such as the one
consider: detective who works with the characters on behalf
Location: A game might run around the world of the city police.
and beyond, but where are the characters based? If Recurring Threats: Besides enemies, what other
a campaign features the Neptune Foundation office dangerous situations will the player characters deal
in San Francisco, what is it like? Where in the city with regularly? A Neptune first-response team needs
would you find it, who is the director, and what oth- environmental disasters and human negligence to pro-
er staff work there? Which local aid programs do vide hazards to face and endangered people to rescue,
they help with? Which other Allegiances have facil- while Pharaoh’s Lightkeepers delve into the mysteries
ities nearby — how does the director get along with of Talents and the supernormal. What fits the gener-
the Next Step, for example? Where do you go to get al format of the campaign, and what does not — and
the best shawarma? A travel guide to a city could would it make for a good change-of-pace Story?
provide ideas for local flavor and even adventure
Some people have all the luck. Maybe a person is so skilled in noticing details and remembering them that
people consider her a genius, or someone is always able to find the right time and place to never be noticed,
passing through the world nearly invisible. These people are masters of a craft, inspired to exceptional skill
or extraordinary luck by something in their lives. Whatever makes these people more talented and inspired
than normal people makes them Talents within the Trinity Continuum.
INSPIRATION
For most, determining the difference between Inspiration is the flux that surrounds a Talent, fills
a normal human and a Talent is not an easy task. her, and lets her tap into energy that allows her to
Some people train all their lives to do a particular perform extraordinary feats.
job, and others seem to always have luck on their If asked, most Talents cannot tell you how they
side though they are just normal humans. The true accomplish the things they do. One may attribute it
difference between a well-trained and skilled hu- to hard work, while another claims he has excep-
man and a Talent is Inspiration. Inspiration is like tional luck. Someone else may begin a story about
a moment of realization, a life-changing event, when she first realized she was capable of acute
or even a coming storm that takes the person and perception, picking up small details in the strangest
moves him to be something more than human. ways. None will say they feel different, or that they
inspiration 153
character’s Defense equal to her lowest-rated • Dramatic Editing can be used to generate a plau-
Facet for the rest of the scene. sible advantage within the scene, but it can’t
strain the suspension of disbelief (at least, not
REGAINING INSPIRATION without sufficient expenditure of Inspiration).
It’s quite possible that the mafioso duct taped
Inspiration is a limited resource and once spent
two guns to the bottom of his favorite table in his
doesn’t return immediately. A character automat-
favorite restaurant; it’s equally unlikely he did
ically starts every session with a full Inspiration
the same to an office desk of a CEO in Mumbai.
pool. She may regain spent Inspiration in the fol-
lowing ways. • Dramatic Editing can be used to retcon events
• Scene Breaks — The character regains a sin- that have already transpired in the chronicle,
gle point of Inspiration at the start of each new casting them in a new light and revealing ac-
scene. tions or preparations taken in a brief descriptive
flashback. Most often, this comes in the form of a
• Consolation — The Storyguide can offer dramatic shift — an appropriate moment where
the character the ability to regain a point of the character reveals their gun hidden under the
Inspiration as a Consolation on a failed roll, in table, the small cache of passports for when their
addition to awarding Momentum. buddy needs a quick exit from the country, or the
fact that the drunk they just rolled for petty cash
• Exposure to Flux — If the character is exposed
and a valuable watch was in on the scam.
to a flux source, she regains a single point of
Inspiration per 10 minutes she spends in its • The edit can’t overrule facts that have been pre-
vicinity. viously established in the setting or override the
effects of a dice roll that have already occurred.
• Rest — The character regains one point of
If the Storyguide states that a supply locker is
Inspiration per hour spent in a restful sleep.
empty, the character can’t edit the scene to find
a supply of ammunition there. Dramatic Editing
DRAMATIC EDITING also can’t be used to contradict or override any-
Sometimes events just aren’t going the way the one else’s use of editing within the scene.
character wants, or sometimes it would be more
convenient if there was a door at the other end of • As the ultimate arbiter within a game, the
the room, or if there was a gun conveniently placed Storyguide has an override or veto over any edit
on the end of the table. She thinks hard about this that, in accordance with the principles of the
fact, and then it happens. Dramatic Editing is a way Trinity Continuum settings, would derail the
for a character to change her circumstances, literally plot or utterly alter the world of the game.
bending reality to her will. She isn’t bending reality, The severity of the edit, and how much it serves to
per se, but is instead reaching between her universe break reality or the continuity of the scene determines
and another, very similar, universe and rewriting its how much Inspiration it costs. Most Dramatic Edits
truths onto her own. She doesn’t always know she cost a single point of Inspiration, and include edits to
is doing it, but she feels and understands its effects create advantages or retroactively declare a preparation
after the fact. Some other characters might even be after the fact. If that advantage or preparation would
able to detect the edit if they have an ability to do so. bend the scope of reality, or last for longer than a scene,
Though the act is unconscious, the character must the character needs to spend additional Inspiration.
spend Inspiration to enact a Dramatic Edit. The exact amount of Inspiration needed is up to the
A Dramatic Edit can be as simple as making a new Storyguide, but below are some suggestions:
truth about the world, “there’s an open window on
• A single advantage, retroactive change, etc.
the side of the building we can enter through,” or
costs 1 Inspiration.
something scene changing, “I knew the villain had
a freeze ray, so we all have cold shields.” The edit • Including additional changes (such as a cache of
should be agreed upon by both the players and the guns or all the security guards are color blind)
Storyguide, but here are a few general guidelines: costs 2 Inspiration. Extending an advantage into
a new scene costs an additional Inspiration.
PATHS
A Talent has Paths the same as any other character in the Trinity Continuum. In addition to the normal
Skills and Edges granted by Paths, the Talent also derives her initial Gifts from her Paths. Paths have key-
words that determine which Gifts are available to the Talent. In general, a Path provides access to Gifts using
either Skills or Attributes as keywords. Players may purchase new Gifts at any time, but Gifts with keywords
associated with her Path cost less. Paths do not grant Luck based Gifts. When designing a Path, choose two
of the Path’s Skills and an Attribute that embodies the Path as the Gift keywords. The following list provides
the Gift keywords for the example Paths presented in Chapter Two.
CREATING TALENTS
The players of the Trinity Continuum por- STEPS ONE TO FOUR:
tray Talents as characters. While Talents are very
similar to normal people, they lead extraordinary MUNDANE CHARACTER
lives with exceptional skills and Inspiration to CREATION
guide them. While most Talents are different peo- Use the rules provided in Chapter Two to cre-
ple, with various histories, lives, and backgrounds, ate the character, following all the steps up to Step
they have some commonalities. All Talents have an Five: Apply Template. Afterward, apply the Talent
Inspiration, something that pushed them from the template to the character using the following steps.
life of ordinary human into the realm of supernor- Talents should choose their Society Path from the
mal. Talents use this Inspiration as a motivation in Allegiances starting on p. 159.
their adventures, as well as a fallback when they are
down and out. Inspiration fuels a Talent and grants
him competency in a specific area of expertise.
TALENT ADVANCEMENT
In addition to spending Experience on Skills, Attributes, Edges, and Paths, a Talent may also purchase
dots in Facets and Gifts.
ALLEGIANCES
Allegiances are the organizations in the world that actively investigate the strange and unexplained. An
Allegiance may use its connections to explore, investigate, contain, or simply combat supernatural occur-
rences, or it may recruit skilled individuals for more philanthropic endeavors. Their guiding principles are
all different, but the thing that ties them together is their connection to Talented individuals. These organi-
zations thrive because they draw Talents to them, either by design or by fluke. The following groups repre-
sent major organizations which Talents might belong to.
RECRUITMENT
From ex-soldiers to MIT grads, 9 seeks
any individual who can assist it, hiring
freelance contracts as needed. They pro-
vide basic scientific or combat training to
any recruit whose other skills merit
hiring them. They expect field oper-
atives to have a variety of disci-
plines; while a lab tech might
get basic firearms training, a
field technical expert is held
to higher standards.
Many of the upper echelon
and old guard of 9 hail from their
origins as Branch 9, though over
the years they’ve added operatives and
administrators from around the world. In fact,
the current head of 9 security is an ex-Ken-
yan Wildlife Service ranger who left his country and
joined 9 after he met its operatives during a mission
in Africa.
Discretion is highly prized in the organization and
some otherwise very promising and effective recruits
get decommissioned or passed over if they display an
inability to operate covertly and with a constant eye to
avoiding public exposure. 9 would sooner hire a talent-
ed rookie with a knack of keeping things quiet than a
veteran operative that can’t keep a lid on the strange sit-
uations the organization constantly encounters.
9 161
department heads to run its diverse and eclectic case agents, and executive personnel are given
staff. Individual agents and employees are en- their own code names based on surnames that
couraged to communicate new ideas and bring are recycled when someone retires or dies. An
issues to their superiors, and a robust bonus operative case agent might be Mr. Wilson, and
structure exists to reward this behavior. Agents when he leaves? The next recruit is also Mr. (or
receive pension plans, excellent health care, fur- Ms.) Wilson.
ther education and training, and other benefits. The current executive director of 9 is Ms.
Turnover in 9 through resignation is extremely Pemberton. This enigmatic woman of mixed
low, though several operatives are lost or retire European and Persian ancestry was an NSA oper-
each year because of dangerous operations. ative before being recruited by 9 in the 1980s and
Operatives enjoy a great deal of freedom com- rose through the ranks to take over the organization
pared to many intelligence and military organi- when the last Pemberton was eaten by a dangerous
zations. So long as the public bioweapon.
remains unaware of various
threats and strange phe- GOALS AND
nomena, field teams can METHODS
conduct operations 9 is devoted to
as they see fit. 9 monitoring, cat-
learned the hard aloging, collect-
way when deal- ing, and (if nec-
ing with strange essary) shutting
accidents, old down various
creatures, secret u n c o nve n t i o n -
societies, and oth- al threats. They
er problems that track down mutat-
the most effective ed predators, ter-
process is to let the rorist nano-plagues,
people on the ground mad scientists, and
evaluate, assess, and other threats most
neutralize threats as best law enforcement is ill-
fits the situation. Extensive equipped to deal with. Got
debriefing and monitoring a terrorist cell operating in
of field teams keeps the high- town? Call the FBI or NSA. If
er-ups informed, but they won’t the cell is planning to unleash an
step in unless things have gone side- airborne plague that disrupts a target’s
ways. Each field operation is assigned a higher brain functions and causes them to
case agent and a trained analyst who employs attack and devour their neighbors? The tradi-
their own team of experts to advise and support tional authorities call 9.
field operations. The result is an organization of The average 9 field team is made up of a mix
free thinkers and mavericks who operate under an of combat specialists and scientists, with various
umbrella of secrecy that is more like a code of hon- technicians and administrative staff providing
or than a modern paramilitary group. support. 9 has a decent reputation for working
Operatives are letter and number coded (A1, with other organizations, though they also have a
B1, etc.). Numbers are never repeated, and fall- deserved reputation for keeping secrets and trying
en agents from both organizations are listed on a to take control of joint operations. In many cases,
memorial inside the organization’s headquarters. discretion to seize data and technology samples,
When members need cover identities, they play or even take custody of special individuals are part
on the letter and number; Operative L14 might of 9’s arrangement with the organizations who
be given the alias “Levi Vierzhen.” Support staff, hire them.
9 163
“Hope, Sacrifice, Unity”
The Æon Society is arguably the largest and The goal of the society in its early years was to
most well-funded society in the world. Headed collect the greatest minds from across the world,
by Maxwell Anderson Mercer, the society func- seeking out those who would never stop asking
tions as an investigative unit. Unlike many of the “why?” or trying to understand what they did
other Allegiances, the Æon Society maintains not already know. Mercer directed his closest
that it refuses to get involved in situations. It confidants, billed as “explorers,” to collect those
prefers to investigate, understand, and monitor like-minded people. These brilliant, and some-
whenever possible. However, remaining unin- times unconventional, recruits made up the be-
volved is practically impossible. ginnings of the Æon Society.
What started out as a social society quickly
HISTORY turned into a well-oiled organization. Maxwell
In 1922, Maxwell Mercer disappeared from Mercer seemed to have an eye towards the
his friends and family. Several months later, he strange, and sure enough wherever he direct-
showed up in a hospital in Essex under the care ed the Society they discovered undead, aliens,
of a close friend and doctor, Albert Primoris. He and any number of other preternatural beings.
had amnesia regarding the past few months of his Mercer always wanted to study and understand,
life, or so he claimed. Shortly after his hospital but often dangerous creatures have no desire to
stay, he formed the Æon Society for Gentlemen be studied. So, instead they fought. And often
in June of 1923. they won. But that kind of action requires orga-
This collection of powerful and exotic indi- nization, and so Mercer met the challenge head
viduals wandered the globe performing various on.
good deeds, investigating strange occurrences, As the original members aged or retired and
and generally acting like a pulp hero out of an old the specter of World War II loomed on the hori-
novel or movie serial. As many of the members zon, Mercer and his fellows decided that their
were wealthy or possessed exceptional social organization must expand and adapt to remain
conscience, the group also engaged in countless relevant and effective in the changing world.
charitable activities. It is from these beginnings While not all the original members could agree
that the Æon Society found its core tenets: Hope on the exact methods, Mercer and his compatri-
for the future, Unity of humanity, and Sacrifice ots decided that an expansion and revitalization
of yourself what you must to make that dream of the Æon Society was the best approach. They
a reality. dropped the “for Gentlemen” and opened the
RECRUITMENT
The only real requirement for joining
the Æon Society is to be motivated and
driven. That said, the organization ac-
tively recruits exceptional people in the
hopes of filling its ranks with Talents.
While Mercer always stressed that
membership did not require anyone
to be the best at what they did, the
membership always holds the best
and brightest minds of the time.
Talents flock to the Æon Society. Or, the
Æon Society actively seeks out Talents and
vigorously recruits them. The end result is
that the Æon Society houses the highest
ratio of Talents over any other orga-
nization. How they determine who
is a Talent and who isn’t is an in-
house secret, but generally Talents
Archangel 169
GOALS AND METHODS fact, the Triton Foundation receives a noticeable
influx of donations from Archangel’s efforts, a
The goal of Archangel is simple: Use their
reality not lost on Æon, and relations between
skills and resources to help those in need.
the two organizations are generally favorable.
Particularly those who cannot secure aid else-
where. How an individual cell goes about help- ADVANTAGES
ing someone is left up to them; though the fo-
Archangel’s greatest assets are its patron’s
cus is always on assistance and not retribution.
fortunes and its own people. Everything neces-
Thus, a crime syndicate smuggling people to
sary for a mission can be purchased as needed,
serve as slave labor might end up ruthlessly
and many cells maintain a small armory, crime
eliminated by a cell, but that’s an afterthought.
lab, and whatever else operatives might need to
The focus of such an operation would be to lib-
accomplish their goals. These resources are of-
erate captives and shut down the operation. Due
ten cutting edge, though they rarely branch into
to his past experiences, Count Orzaiz is ironclad
the realm of weird science unless a cell member
on this goal; returning a kidnapped child or sav-
designs something using their own skills.
ing someone’s livelihood is always a priority.
Operatives are extremely well paid to avoid
Justice and revenge are luxuries, though ones
temptation of bribery or corruption, but in truth
the group often manages to afford.
this is unnecessary. Archangel members are de-
Methodology varies with different cells and
voted to the group’s mission and would
the whole organization has a
do the job for nothing. A
“whatever works” atti-
significant portion of
tude as long as over-
members’ salaries
all goals are met.
go to support-
Archangel en-
ing various
courages its
charities.
operatives
Many who
to work
work for
with local
the group
authorities
find their
whenever pos-
bank account
sible, but it is not
and assets grow-
a requirement. In
ing as they jump fran-
some locations with ram-
tically from one crisis to the
pant corruption, such cooperation is
next; despite the group only being active for
functionally impossible. A team of legal experts
five years, many of the senior members already
and some sympathetic politicians help keep
have enough to retire comfortably. Yet, the re-
members out of trouble in most cases, though if
tirement and turnover rate for Archangel is low
an operation goes horribly wrong the blowback
— these people are in it for the cause, not money.
could be severe.
Since three operatives were abducted and
Archangel treats those it helps as paying cli-
killed in 2010 during a disastrous mission that
ents whose needs are the utmost priority, but
also cost the life of their client, all members wear
they never accept payment. On rare occasions
identification markers implanted with a tracking
when an individual has the resources or willful-
device. The device is in the form of a medallion,
ness to insist on paying, the funds are donated
charm, or piece of jewelry bearing the image of
to a charity that helps those in similar situations
St. Jude Thaddeus, the patron saint of the hope-
to the client. Thus, if Archangel liberates an un-
less and helpless. Some have chips implanted
justly accused activist languishing in a corrupt
surgically and cover up any scar with a tattoo
hellhole somewhere, any payments would go to
(often religious in nature), instead. This mark-
organizations such as Amnesty International or
ing also helps operatives from different cells
the appropriate branch of the Æon Society. In
Archangel 171
“Into the Great Unknown”
ORGANIZATION AND
STRUCTURE
The Lightkeepers is a centralized or-
ganization consisting of Pharos and the
various teams. Each team is entirely
independent from all others and its
only contact with the rest of the orga-
nization is through secret messages from
Pharos. Pharos never meets the team in person.
Instead, the team communicates with Pharos
via email, phone calls, or letters.
When Pharos encounters a situation he believes is
serious, he contacts one of his teams. This contact
is always indirect and includes both the nature of
the problem and what Pharos wishes the team to
accomplish. The message also includes at least
some information about the location and the
people involved, and methods of accessing the
resources Pharos provides.
Members are free to turn down assign-
ments or quit. Pharos expects teams to have
good reasons to turn down an assignment,
but important personal business is suf-
ficient. When he recruits them, Pharos
tells all Lightkeepers that quitting is as
simple as getting in touch with him. If
a team member quits because she is
being blackmailed, mind controlled,
or otherwise influenced to do so against
her will, Pharos always sends the rest of
the team to check on her to ensure she
is certain of her decision or to res-
cue her.
ADVANTAGES
Les Fantômes can call on criminal con-
tacts around the world, and also legiti-
mate groups who owe the gang a favor.
Members can acquire specific criminal
skills, forged documentation, alibis, and
release from police custody, depending on
their standing in the group.
Whether witnessing a Talent’s uncanny sense of The term “Gift” derives from the way people re-
timing, their flair for feats of physical prowess, or fer to those who display extraordinary mastery of
their brilliant flashes of insight, a normal observer a skill. For example, someone who plays the piano
might be forgiven for thinking they’ve seen an im- extremely well is considered gifted, or people will
pressive bout of coincidence in action. The truth say, “he has a gift.”
of the matter is, Talents often do have luck on their For Talents, Gifts are a combination of both their
side, but it’s the type of luck that comes when you exceptional abilities and their capacity to influence
give probability itself a nudge. luck in a direction that complements those abilities.
RECOMMENDED ATTRIBUTES
The listed associated Attributes should be a framework for a character’s ability to do what-
ever the Gift allows her to do. Depending on how your character approaches things, any
other Attribute can be justified for the Gifts as written. If you want to meet the requirements
for a Gift using a different Attribute (or want to rework an existing Gift to better fit the feel
of a different Attribute or Skill requirement), work this out with your Storyguide.
NARRATING GIFTS
While Gifts set Talents apart from most other hu- slightly in her favor, she’s doing so in plausible ways. A
mans, it’s worth remembering that they are the type bystander observing the Talent’s actions might think
of abilities and twists of luck that people expect their “whoa, neat,” or “he got lucky there,” but they know
heroes to display. They’re not superpowers, and while they’re witnessing a person doing something extraor-
the character may be bending probability ever so dinarily well, not supernaturally so.
LUCK GIFTS
A FRIEND IN EVERY PORT A GREAT MEMORY FOR FACES
Keywords: Constant, Luck Keywords: Constant, Luck
He just arrived in Dubai, on his way to an import- She always remembers a face, and the name that
ant meeting, and he needs a last-minute place to goes with it. And if she can’t for some reason, luck
stay. Good thing he knows someone here. conspires to make sure it’s somewhere within easy
System: Once per session, whenever your char- notice. People like being remembered, and it makes
acter travels to a new place, you have the option to her seem more friendly.
declare that he knows someone living there, who is System: Fate always contrives to let your char-
willing to do small things for him: put him up for acter know the name of the person to whom she is
the night, point him in the right direction of who/ talking if she has ever learned it before, so long as
what he’s looking for, etc. To establish this charac- they are not deliberately hiding or obscuring their
ter as mechanically a friend via a bond, the charac- identity. Spend an Inspiration to gain 3 Enhancement
ter needs to spend time with them, rather than just to deepen a friendly bond with someone she does not
utilizing their services. currently have a friendship bond with.
APTITUDE GIFTS
INTELLECT a few language families your character has fluency
in equal to her Intellect. Languages within these
ACME OF UNCHALLENGED REASON families require no roll, but she is able to use this
base of knowledge to grasp at anything. If she takes
Keywords: Attribute (Intellect), Momentary time to study or listen, you may make a Humanities
Prerequisite: Intellect ••• + Intellect roll at Difficulty 1 for her to get the gist of
Lesser minds cannot match her genius. She has what has been written or said.
even risen above her peers to touch the very vault
of the heavens. Her mind has been sharpened by CUNNING
effort and fate into something beyond the reach of
mortals. APEX CUNNING
System: Spend an Inspiration to activate this Keywords: Attribute (Cunning), Momentary
Gift. For this scene, the character acts as though
Prerequisite: Cunning ••••
she has one additional Scale when taking actions
His wits are quick and his eyes nimble. He has
requiring Intellect.
devoted his life to truly knowing his surround-
INSTANT EXPERT ings. Nothing escapes his perception, and no one is
quicker on the uptake.
Keywords: Attribute (Intellect), Momentary System: Your character can automatically no-
Prerequisite: Intellect ••• tice mundane disguises or people trying to hide.
Maybe it’s beginner’s luck and maybe it’s her He might not recognize someone in a disguise, but
masterful memory. Either way, she has no trouble he recognizes when something is trying to trick his
picking up something new and likely unfamiliar. eye. If the person is using a Gift or another power,
System: Spend an Inspiration. You character he may spend an Inspiration to pierce the effect,
gains 2 Enhancement to any action involving a Skill gaining Enhancement equal to his Intuitive Facet
in which she has no dots for the rest of the scene. on the subsequent roll.
Additionally, your character gains a single phantom
dot which counts as ranks in the Skill for determin- BEHOLD THE HALO
ing whether other Enhancements can be applied. Keywords: Attribute (Cunning or Manipulation),
Momentary
ROSETTA STONE
Prerequisite: Cunning ••• or Manipulation •••
Keywords: Attribute (Intellect), Constant Something inside her responds to the energy
Prerequisite: Humanities •• of others. She can tell when people have the right
She has a natural knack for language. Minimal kind of energy to work with her, or whether they
exposure and some study is all she needs to start are somewhat off. She notices the little changes in
picking up an unfamiliar tongue. Even better, she’s how the world responds to people of power and she
able to keep all that knowledge in her mind without knows the signs.
mixing it up — unless she wants to, of course. System: Spend an Inspiration. Your character
System: If it’s in a foreign language, your charac- knows the Source type and permanent Source rat-
ter can read it. The Storyguide may ask you to pick ing of everyone in the scene.
222 INDEX
Turns 75, 76, 135 Indirect Damage 109-110
Character Advancement 38-39 Injury Conditions 106
Experience 39 First Aid 108
Tweaks 39 Non-Lethal 110
Character Creation 15, 34-66 Status Conditions 107-108
Aspirations 35 See also Aspirations Damage Examples 111
Attributes 37-38. See also Attributes Defending 105-106
Concept, Character 35 Defense Rating 38
Combat 100-123 Defensive Stunts 105
Combat and Scale 111-112 Dice Pool 69
Combat Roll 102 10-Again 70
Combat, Scene 112-113 Target Numbers 70-71
Large Scale Combat, Non-Vehicle 112-113 Dutton Prototype, The 6-11
Large Scale Combat, Vehicle 119-123
Vehicle Combat 115-123 See also Vehicles E
Complications 14, 72, 94, 95 Edges 17, 41, 57-67
Competence 14 Adrenaline Spike 59
Complexity 116 Advanced Combat Maneuvers 65
Conditions 73-74, 106-107 Alternate Identity 60-61
Bruised 106-107 Always Prepared 57-58
Fields 73-74 Ambidextrous 60
Grappled 104 Animal Ken 61
Injured 106-107 Anonymous 66
Injury Conditions 106-107 Armor Expert 65
Maimed 106-107 Armory 66-67
Paralyzed 108 Artifact 66, 92
Resolutions 73 Artistic Talent 58
Revoked 41 Big Hearted 61
Status Conditions 107-108 Breath Control 60
Stunned 108 Cool Under Fire 65
Suspended 41 Covert 61
Taken Out 106-107 Danger Sense 58
Unconscious 108 Deflection Adept 65
Connections 40-41 Demolitions Training 63
Access Connections 40 Direction Sense 58
Community Connections 40 Endurance 66
Contact Connections 40 Enhanced Edges 66-67
Obligations 40 Fame 61
Path Revoked 41 Fast Draw 60
Path Suspension 41 Forceful Martial Arts 63
Continuum 13, 17 Free Running 63-64
Cover 106 Hair Trigger Reflexes 60
Full Cover 106 Hardy 60
Heavy Cover 106 Indomitable 67
Light Cover 106 Iron Will 58
Keen Sense 60
D Library 58
Damage 106-111 See also Health Lightning Calculator 58
Continuous 110 Loaded 67
Damage Rating 108-109 Mental Edges 57-59
Damage Type 123 Ms. Fix It 60
Deadly 110 One Against an Ocean 65
INDEX 223
Patron 61-62 Branching Out 148-149
Photographic Memory 58-59 High Tech 143-144
Physical Edges 59-60 Science Fiction 144-146
Powered Edges 66 Weird Science 146-148
Precise Martial Arts 63 Gifts 15, 17, 195-221
Respected Authority 67 Acme of Unchallenged Reason 201
Safe House 62 A Great Memory For Faces 197
Skilled Liar 62 Aim 206
Small Unit Tactics 59 A Friend In Every Port 197
Sniper 63-64 After School Special 208, 216
Social Edges 60-63 Always Connected 198
Speed Reading 59 An Extension of Myself 206, 208
Striking 62 Aptitude Gifts 201
Style Edges 63-65 Apex Cunning 201
Superior Trait Armor of Fate 198
Swift 60 A Special Present 215
Trick Shooter 65 Athletics 207-208
Tough Cookie 60 Battlefield Entanglement 198
Waiting To Greet the Storm 65 Behold the Halo 201, 205
Weak Spots 60 Blind Spots 218
Wealth 62-63 But Before I Die 205
Wondrous Item 67 Calm Blue Ocean 205
Enhancements 14, 71 Cast-Iron Stomach 204
Drawbacks 71 Chess Master 208-209
Environments 110-111, 118 Close Combat 208
Debris Field 118 Code Talker 212
Extreme Gravity 111 Cold Read 210, 211
High Gravity 111 Command 208-209
Low Gravity 110 Composure 202-203
Mean Streets and Hard Vacuum 117-118 Constant Gifts 195
Street Market 118 Contain the Calamity 205
Underwater 110 Contortionist 207
Zero Gravity 110 Culture 210-211
Experience 38-39 Cunning 201-202
Group Experience 38-39 Curses! 209, 216
Solo Experience 38-39 Cut the Red Wire 220
Damn, I Respect You 198
F Daredevil 217
Facet 17, 152-153 Deep System Scan 212, 220
Destructive Facet 153 Destined For Damage 199
Intuitive Facet 153 Determined Defender 198
Reflective Facet 153 Device Mogul 198
Failure 15, 73 Dexterity 203-204
Botch 73 Digital Crackerjack 220
Consolation 73 Disarming Candor 217
Momentum 73 See also Momentum Discovery Rush 218
Fields 73-74 Disposable Minion 209-210
Flux 17, 151 Doctor of Destruction 216
Don’t Lie To Me 214
G Don’t Mess With Me 202
Genre 90, 132, 142-149 Don’t Scratch the Paint! 198
Easily Dismissed 198-199
224 INDEX
Empathy 211-212 Navigation Hazard 199
Enhanced Impact 208 Never a Stranger 205
Enigma 212-213 Nimble-Fingered 215
Eureka! 218 No Stone Unturned 213, 218
Evil Overlord 204 On the Head of a Pin 203-204
Eyes Like a Cat 203 Persuasion 216-217
Fairweather Friend 199 Pilot 217-218
Fight Choreographer 207, 208 Plot Twist 213
Fists of Stone 203 Politico 210
Forgettable 210, 215 Presence 204-205
Fortean Experience 212, 218 Pretty Damned Fast 204
For You 199 Public Education 209
Get the Drop 218 Quick Fix 220
Greased Lightning 217 Repeating History 213-214
Head ‘Em Off At The Pass 217-218 Resolve 205-206
Hidden Advantage 208, 215 Reverse-Engineering Calamity 214
Home-Cooked Meal 216 Ripped From the Headlines 210
Humanities 213-214 Rosetta Stone 201
I Know That Feel 211 Roll the Dice 200
I’m On the List 217 Rousing Speech 209
Impeccable Timing 199 Savage Beast 219
Indomitable Will 205-206 Sawed Off 220-221
Instant Diagnosis 216 Say That To My Face 208, 209
Instant Expert 201 Scathing Insult 217
Integrity 214-215 Science 218
Intellect 201 Second Chance, First Impression 205
Internal Compass 218-219 Self-Sense 214, 216
Internal Thermostat 202-203, 204, 206 Shameless Lying Smile 214, 217
Iron Lungs 204 Sharp Shooter 206
Irons In the Fire 212, 213, 216, 218, 220 Shot Caller 216
Knee Deep In Brass 199 Slip the Cuffs 215-216, 221
Know Thine Enemy 211 Speak Softly 203
Know Your Quarry 219 Stamina 204
Larceny 215-216 Stash In Every City 200
Last-Ditch Effort 203 Steady Hands 206
Lightning Reflexes 207, 211 Steely Gaze 217
Listen In 215 Steganographer 214
Look Ma, No Hands! 218 Survival 218-220
Loophole 213 Superlative Poise 203
Love and Loss 199 Swan Dive 208
Love Me and Despair 204 Take It On the Chin 214
Luck Gifts 197-201 Technology 220-221
Manipulation 205 Theater of Conflict 209
Medicine 216 The Hook 211
Method Actor 211 The In and In 209, 215
Might 203 The Late, Late Shift 203, 204, 206
Mirrored Sunglasses 202 The Right Climate 210, 211
Momentary Gifts 195 The Room Where It Happens 205
Moving Target 207 That’s Bad Luck 211
Murderous Totality 206, 208 Through Wild Eyes 219
Mystery Archaeology 212 Trigger Discipline 206
Name In the Lights 200 True Friendship 211-212
INDEX 225
Unrelenting 204 Personal Failure 157
Unquestionable 215 Reflective Facet 153
Untouchable 200 Regaining Inspiration 154
Voiding the Warranty 200 Saving Someone Else’s Life 157
Warrior’s Eye 206, 208 Social Challenge 157-158
What Tripwire? 215 Spending Inspiration 153-154
Wheelman 218 Sudden Realization 158
Whisperer 220 Tragic Loss 158
Whodunnit 200 Violence 158
Wilderness Guide 220 Inspirational Media 16
Worse Than It Looks 216 Intrigue 79, 85-90
X Marks the Spot 200-201 Atmosphere 86-87
Attitude 85, 86
H Bonds 85, 87
Health 38 Camaraderie 87
Bruised 38, 106-107 Cooperation 87
Injured 38, 106-107 Friendship 88
Injury Condition 38, 106 Influence 85, 89
Maimed 38, 106-107 Love 88
Taken Out 106-107 Taunt 89
Heroism 14
Hope 13-14 M
Momentum 15, 73
I Moving and Maneuvering 80-81
Incidentals 15, 18-33 Barriers 80
Information 81-85 Complicated Terrain 81
Alternate Clues 81-82 Difficult Terrain 81
Analysis 84 Drop Prone/Stand 80-81
Clues 81, 82-83 Sprinting 81
Contacts 84
Core Clues 81 N
Delayed Clue Information 83 Nova 17
Evidence Research 84
Finding Information 83-84 O
Gathering Information 81-83 Optimism 14
Hacking 84
Information As Enhancement 83 P
Interpretation 83 Paths 35-36, 40-41, 155, 156, 163
Interview 84 Advancement With Path 41
Player Creation 83 Adventurer 41
Question-and-Answer 83 Charismatic Leader 43
Raw Information 83 Combat Specialist 43
Searching an Archive 84 Concept 40
Sensing 84 Connections 40 See also Connections
Inspiration 17, 151-155, 156-158 Detective 43
Chance Birth 156-157 Edges 41. See also Edges
Destructive Facet 153 Life of Privilege 42
Dramatic Editing 154-155 Medical Practitioner 43-44
Exposure To Flux 157 Military Brat 42
Intuitive Facet 153 Origin Paths 36, 41-43
Life-Threatening Accident 157 Path Creation 40-41
226 INDEX
Pilot 44 Science 52-53, 218
Role Paths 36, 43-44 Specialties 37, 39, 45
Skills, Path 41 Survival 53, 218-220
Society Paths 36, 44, 156 See also Allegiance Technology 53, 220-221
Street Rat 42 Skill Tricks 15, 37, 45-53
Suburbia 42-43 Ahead of Your Time 53
Survivalist 43 Always Have an Exit 50
Talent Paths 155 Backseat Driver 51
Technology Expert 44 Befuddling Jargon 49
The Sneak 44 Captivating Personality 51
Procedurals 79, 81-85 Cold Reader 48
Protective Gear 110 Collision Artist 52
Proxy 17 Connecting the Dots 49
Psi 17 Deadly Strike 47
Psiad 17 Devilishly Good Looking 51
Psion 17 Diagnostic Expert 51
Did the Math 49
R Easy To Love 51
Range 79-80 Elite Hacker 49
Rounds 75, 76, 79, 135 Engineer’s Eye 53
Turn 75, 76, 135 Everything In Context 49-50
Fast Planning 47
S Fighter Pilot 52
Sacrifice 13-14 Grain of Truth 48
Scale 74-75, 111-112 Gun Tool 46
Astonishing 75 Handcuff Houdini 50
Awesome 74-75 Hidden Arsenal 46
Combat 111-112 I Can Figure It Out 52
Dramatic Scale 74 I Wasn’t Aiming At You 46
Formidable 74 Instant Solution 49
Impressive 74 Inspiring Example 48
Incredible 75 It’s All In the Reflexes 46
Narrative Scale 74 It’s Not a Bug, It’s a Feature 53
Tiers 75 King of Beasts 53
Standard 74 Legal Authority 50
Setting 142 Medical Advantage 51
Skills 14, 37, 41, 44-53, 139 See also Path Creation Meditative Stance 50
and Character Creation Members Only 48
Aim 46, 206 Mighty Lifter 46
Athletics 46, 207-208 Motivational Speaker 48
Close Combat 47, 208 No Barrier 46
Command 47-48, 208-210 Overwatch 53
Culture 48, 210-211 Physical Actor 46
Empathy 48-49, 211-212 Poker Face 50
Enigmas 49, 212-213 Quick Aid 51
Humanities 49-50, 213-214 Rumor Has It 49
Integrity 50, 214-215 R&D Expert 52
Larceny 50, 215-216 Scientific Method 53
Medicine 50-51, 216 Scientific Polymath 53
Persuasion 51, 216-217 Set a Thief 50
Pilot 51-52, 217-218 Shoot To Injure 46
Six Degrees 49
INDEX 227
Strength of Conviction 50 Limited Resources 98
Sucker Punch 47 Loyal To a Fault 98
That’s My Favorite, Too! 48 Networked 99
That Was Already Mine 50 One-Time Use 99
The Crack In the Ice 49 On Time, Under Budget 99
Top Dog 48 Organism 91-92
Tough Nut 50 Overclocking 98
Tricky Situation 53 Password-Protected 99
Versus Wild 53 Powered Science 90
Walking Wounded 51 Reforging 97
Without a Trace 53 Repairing 96-97
Storyguide 14-15, 131-149 Reverse Engineering 97
Adjudicating Success and Failure 137 Self-Destructive 99
Antagonists 137-138 Special Actions 98
Anomalies 138-140 Unreliable 99
Challenging the Players and the Characters 136 Weakness 99
Example Antagonists 140-141 What Is Super-Science? 90-92
Improvisation 136
Minor Characters 140 T
Preparation 135 Target Number 71
Preparing On the fly 136 Talents 17, 39, 151-158
Storyguide Characters 137, 138 Talent Advancement 158
Storypath 14-15, 68-69 Talent Creation 155-158
Stunts 15, 72-73, 99, 104-105 Talent Paths 155
Close Combat Stunts 104 Who Are Talents? 151
Complicate Stunt 72 Time 75
Crafting Stunts 99 Campaign 75
Defend Stunt 73 Chronical 75
Defensive Stunts 105 Round 75, 76
Enhanced Stunt 73 Scene 75
Purchasing Stunts 104 Session 75
Shooting Stunts 104-105 Turn 75, 76
Thrown Attack Stunts 105 Tweaks 39
Successes 70-71, 72, 78-79, 94
Crafting 94 U
Success for Complex Actions 78-79 Unity 13-14
Super-Science 90-99
Advanced Science 90 V
Artifacts 92 Vehicles 115-123, 127, 129
Backlash 98 Action Stations 116-117
Bells and Whistles 99 Airborne-Amphibian 128
Built-In Complication 98 All-Terrain 128
Compounds 92 Amphibious 128
Crafting 92-97 Anti-Theft 128
Crafting Stunts 99 Armor 128
Devices 91 Cargo 128
Flaws 98 Complex 128
Flaw Prevention 99 Contact 117
Inspired Science 90 Cost 127
Inventions 91 Crew Required 128
Jinxed 98 Damage Control 117
Jury Rigging 98
228 INDEX
Fast 128 Brutal 123
Flight Systems 128 Charge 123
Handling 127 Concealable 123
Hover 128 Deadly 123
Maneuverable 128 Explosive (Planted) 124
Massive 128-129 Explosive (Thrown Or Ranged) 124
Military 129 Gas 124
Navigator 117 Grapple 124
Piece By Piece 119 Heavy Weapon 124
Purpose 117 Incendiary 124
Scale 118-119 Melee 124
Size 127 Mount 124
Sluggish 129 Non-Penetrating 124
Speed 127 Piercing 124
Stealthy 129 Pushing 124
Submersible 129 Quality 125
Tools 129 Ranged 125
Treads 129 Reach 125
Vehicle Combat 115-123 Restricted 125
Vehicle Descriptions 127 Reloading 126
Vehicle Tags 127-129 Shield 125
Vehicle Type 127 Silent 125
Watercraft 129 Spread 125
Weaponry 129 Stun 125
Weapons 127 Tactical Sight 125
Wheeled 129 Two-Handed 125
Thrown 125
W Variable Ammo 126
Weapons 123-126 Weapon Creation 123
Aggravated 123 Weapon Tags 123
Ammo 126 Weighted 126
Automatic 123 Worn 126
INDEX 229
230 INDEX
Name: Origin Path:
Player: Role Path:
Concept: Society Path:
Additional Paths:
Moment of Inspiration
SKILLS
Aim: Integrity:
Athletics: Larceny:
Close Combat: Medicine:
Command: Persuasion:
Culture: Pilot:
Empathy: Science:
Enigmas: Survival:
Humanities: Technology:
ATTRIBUTES
Force Intellect Might Presence
Finesse Cunning Dexterity Manipulation
Resilience Resolve Stamina Composure
GEAR ARMOR
Gear EN Armor Base Hard Soft
WEAPONS
Weapon EN Range Damage Type Tags
VEHICLES
Vehicle Size Handling Speed Tags Weapons
Name: Origin Path:
Player: Role Path:
Concept: Society Path:
Additional Paths:
Moment of Inspiration
SKILLS
Aim: Integrity:
Athletics: Larceny:
Close Combat: Medicine:
Command: Persuasion:
Culture: Pilot:
Empathy: Science:
Enigmas: Survival:
Humanities: Technology:
ATTRIBUTES
Force Intellect Might Presence
Finesse Cunning Dexterity Manipulation
Resilience Resolve Stamina Composure
INSPIRATION Injured +2
Injured +2
Maimed +4
Taken Out
Defense = Appropriate Resilience Attribute
Armor:
Experiences:
EDGES SPECIALTIES/SKILL TRICKS
ASPIRATIONS
GEAR ARMOR
Gear EN Armor Base Hard Soft
WEAPONS
Weapon EN Range Damage Type Tags
VEHICLES
Vehicle Size Handling Speed Tags Weapons
THE ONLY
CONSTANT IS CHANGE.