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Trinity Continuum: Adventure! Tabletop Roleplaying Game

Created by Onyx Path - Trinity Continuum: Adventure

Help us to create a traditionally printed version of Trinity Continuum: Adventure! and get it into stores!

Latest Updates from Our Project:

Where the Storypath takes you...
about 3 years ago – Sat, Apr 10, 2021 at 03:58:31 AM

Hello Continuum Community,

I'm not going to post about Trinity Continuum: Adventure! today! Well, other than to say we're *SO CLOSE* to our next Stretch Goal and opening Branch 9's secret vault of telluric energy devices! Let's keep at it!

Instead I'm going to share a note with some information about the "cousins" of the Trinity Continuum that are built on the Storypath system.

Many of you have already experience the Storypath system, released in the Trinity Continuum Core Rulebook. All of the Trinity Continuum era setting and supplement books, Æon, Aberrant, and Adventure! too, build upon that foundation and require the Core Rulebook to make full use of the mechanics within.

For those who are coming to the Trinity Continuum for the first time with this Kickstarter campaign, know that you can add the Trinity Continuum Core Rulebook to your pledge if you haven't already. I'll detail that more below.

Many Worlds. One Path.

Here's the important part to know - the Storypath system doesn't only provide the basic framework for the Trinity Continuum, it's also the basis for some other Onyx Path game lines. Just like in the various Trinity Continuum eras of play, the system is expanded and enhanced by additional rules, but the basics are all the same.

I bring this all up for two reasons.

Firstly, Onyx Path has just released a new Storypath system preview, available for free from DriveThruRPG.

Get the FREE Storypath system preview now

From the System Preview PDF:

The evolution of the Storypath system is tied to our work on the Trinity Continuum, a world of hope, heroism, and peril, and Scion, a world where the children of the old gods walk the earth.

Early on, we found that both new editions of these games had similar system needs, because their characters are larger-than-life and fight in epic battles on a grand scale. We knew we needed a system that could accommodate everyday citizens on the street, superheroes soaring above skyscrapers, and gods of the sun and sky, but we also wanted rules to help facilitate the connection between the player-characters, their organizations (Allegiances for Trinity Continuum and Pantheons for Scion), and their values.

The Storypath System was designed as a new set of rules, inspired by the legacy of the Storyteller and Storytelling Systems, in addition to other story-centric rules. The Storypath System keeps the focus on narrative, story-built play, and action-adventure. It also draws inspiration from a number of other influences that focus on a cinematic high-octane action and storytelling, as well, to create a streamlined experience for epic stories.

Within these pages, you’ll find a preview of the rules and examples for both Scion and the Trinity Continuum. We hope you enjoy the new Storypath System and are inspired to roll the dice and tell great stories!

Storypath Add Ons

Secondly, and tying it all back in to this campaign, you can add on additional Storypath system games as Add On rewards to your Trinity Continuum: Adventure pledge!

They Came from Beneath the Sea! PDF (+$15 Add On) - A dramatic and farcical tabletop roleplaying game encompassing the wonder, horror, thrills, and humor of 1950s and 1960s science fiction. This game allows you to play with all the great content from the B-movies of decades ago, and promises a dynamic, fun time for all involved!

Scion Second Edition Book One: Origin PDF (+$10 Add On) - You are the child of a God, born to the magic of yesterday and the promise of tomorrow. You live in a World of myth, where every ancient story is true. Your ancient enemies, the Titans, stir in their prison beneath the lands of the dead. In this age of turmoil, you seize your birthrights and feel the call of your blood.

Scion Second Edition Book Two: Hero PDF (+$15 Add On) - Details the children of the Gods when they have been touched by the divine, awakening to the miraculous power their parents wield. But this great power comes with grave responsibility. The Scions must negotiate both the human World and the divine one, acting as intermediaries and shielding the worshippers of their parents from harm.

The Add On option menu appears in the second part of your pledge confirmation. When you decided to back the Trinity Continuum: Adventure! campaign, you first choose a Pledge Reward Tier. Once you've selected that, you can configure your reward with additional options.

You can add or update your Add On choices right up until the campaign ends on April 22nd at 2:00 EST. If you've already pledged, you just have to hit the Manage Your Pledge button on the top of the campaign main page.

Once you've decided to Pledge to the campaign, or to Manage your Pledge if you've already backed, you either Confirm or Change Your Pledge on the first menu.

If I've decided to Add On a few additional rewards to my existing pledge, I select Change Your Pledge - knowing that I'll be keeping my selected reward tier and just changing my Add On options.

I'm keeping the same tier, but I choose Change Your Pledge to add on other options.

I click the green Pledge button, leaving everything as is (though I can alter to a new pledge tier at this point as well). Now I am taken to the second part of the Pledge confirmation, where I can further Configure my reward. There are many optional Add Ons, not just those visible here. It pays to scroll down.

If you wanted to add the Trinity Continuum Core Rulebook PDF, or the other currently available era settings (Æon or Aberrant), you can select those here. Scrolling further, I can see the other Storypath games listed earlier.

Once you've selected any optional Add On rewards, you hit Continue and then confirm your total Pledge.

Normally, I'd go over this stuff during the final week of the campaign, but since Kickstarter's just introduced their new Add On system, things work a bit differently than they have in the past, so frequent backers may need a second look at how this process works a bit earlier. I'll still touch on it as part of our final week review in a few weeks, but I was inspired by the release of the Storypath system preview to get it out a bit early.

It should be noted that there are some limited rewards - mostly physical items that can only be added to the Hardcover pledge tier - with limited quantities. These items my sell out but become available again as other backers change their pledges and revise their Add Ons, so it's worth checking a few times if you were looking for the Trinity Continuum Core Rulebook in hardcover format. You may also see the limited Name an NPC or Interior Illustration Art Model premium rewards, which can also be added via this method, but are only available in very limited quantities. And you'll see the Storyguide screen, our first Stretch Goal accomplishment, available to add on to hardcover rewards in the Add On menu.

Don't worry if you've missed something. Available Add On rewards will be carried forward to the Pledge Manager that we run after the campaign has concluded, so you'll be able to add these PDFs right up until the Trinity Continuum: Adventure book is preparing to ship.

Of course, I should highlight that anything added on during the campaign counts toward our Stretch Goal targets... and did I mention we're *so close* to adding another section to the Adventure Addendum Companion supplement?

We're just past the halfway point in this 4-week campaign, and right in the middle of the so-called "slow" period of every Kickstarter project. Please remember to share your excitement and enthusiasm on social media and in your social circles where you can, because we'll certainly be rocketing forward again in the coming days.

I'll be back tomorrow with some more Æon cliffhanger fiction, and we'll see if we can sneak in another preview from the Gifts chapter that will be available to all backers on Tuesday. 

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King of the World V - Automotive Attack!
about 3 years ago – Fri, Apr 09, 2021 at 12:58:26 AM

King of the World, an Æon Society Adventure

Transcribed by Eddy Webb from the journals of Cian Hayden, published posthumously.

V: Automotive Attack!

I PULLED the car around the corner, and Lucy slid into the passenger-side seat. We had both changed clothes: I was in a rough cotton button-down and slacks with a pair of old leather shoes I used for when I worked the docks undercover a few months back. Lucy was in a tweed suit with a skirt that went down to her calves and big black buttons all the way up to her neck. In her white-gloved hands she held the de Winter file, neatly rewrapped in the old ribbon. I double-checked the address from the phone book, and then the map, before putting the car into drive and heading off.

With motorcars appearing all over the road, neither of us liked to drive unless a cab was out of the question. Of course, the Society had the kind of money to splash on a brand-new black Bugatti Type 57, shipped right from the factory in Molsheim, so if we did need to drive around, we could do it with style, speed, and comfort. I always drove, because Lucy never bothered to learn how to drive, but I didn’t mind. With a car like this, it was a pleasure.

The trip over to the Winter estate was short, but it felt like a million years of dodging cabs and jaywalkers. More than once I had to lay on the horn because some numbskull dove out in front of us like a drunk suicide case. Through all of it, Lucy just smoked her cigarettes and stared at her file. By the time we got to the upper east side, Lucy stuffed the file into the glove compartment and tossed her cigarette butt out of the window. “Pull up short from the address,” she said. “I want to watch for a while.”

I did what she asked, although I wasn’t sure what she wanted to watch. The estate was more like a mansion, sitting behind a high, wrought-iron fence. There was a guy in a bad suit sitting next to the closed gate in a tiny guard tower almost as wide as he was. Nothing happened for an hour, and then two more.

In the fourth hour, a silver Rolls crawled up to the gate. In the front were two more guys in bad suits, almost mirror images of the one by the fence. The guard hopped out and opened the gate like his life was on the line. As the car pulled in, I saw a young blonde woman in a silk hat pulling some gloves off her hands — the car was too far away to see much more than that. She turned her head and noticed us sitting in the car. Lucy finished another cigarette.

“de Winter’s romantic interest?” I asked, watching the silver car pull up the driveway to the mansion.

“Possibly,” Lucy said, not sounding sure of herself. “I wish I had sketches or photographs of anyone in the de Winter clan. They are an infuriatingly secretive lot.”

“Well, if you’re trying to be a criminal mastermind, it doesn’t do to have your face splashed around in the newspapers,” I said.

The Rolls crawled back down the driveway. The woman was gone, but the two toughs in the front were still in the car. I stared at them, and Tweedledee and Tweedledum stared back. They had a short conversation with the gate guard, and then pointed the Rolls at us.

“Are you packing your pistol, Cian?” Lucy asked as we watched the Rolls roll up alongside.

I nodded, pulling it out of my right pocket. “It’ll be a shame to have the car shot up,” I said mournfully.

“Needs must,” she muttered, and smiled as the silver car stopped alongside us.

Tweedledee, the driver of the Rolls, rolled his window down and stuck his head out. He motioned for me to do the same, and I did, keeping the gun out of sight. “You folks lost?” he asked.

“Waiting for a tow truck,” I answered. “Sorry to be in the way by your house. We don’t want to be any trouble.”

Tweedledee gave me an ugly smile. “No trouble, Mack,” he said. Tweedledum stepped out of the car, and before I could bring the pistol up, he leveled a machine gun at me over the hood of the Rolls. Tweedledee kept talking like everything was nice and casual. “Just drop that heater in your hand, and you and the lady step on out, nice and slow.”

“Bother,” Lucy muttered. I put my hands up, the pistol dangling from my finger, and visibly dropped it. Slowly, the two of us stepped out of the Bugatti. Within seconds Tweedledee had opened the Rolls, slapping a sap into his open palm.

“There’s no need for violence,” Lucy chided.

“Not on you, Miss Hebron,” Tweedledum said over the hood of the car. “The boss wants you to join us in the house.”

“I do not go anywhere without my companion,” she said in her frostiest tone. As if she wasn’t at the business end of a Chicago typewriter.

Tweedledee shrugged. “Okay. But like my partner says, we won’t lay a finger on you. The same don’t go for your friend.”

I shifted the weight on my feet to leap for Tweedledee, but the sap came down too fast. It made a dent in my hat and my head, I saw stars, and then the concrete hit me in the face before I blacked out.

To be continued...

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Surprise Gifts
about 3 years ago – Wed, Apr 07, 2021 at 06:33:20 PM

Hello Continuum Community,

I know we just had our latest manuscript preview yesterday, but I'm already starting to peek at next week's section, which will include Chapters 5 and 6. It's the biggest one yet, with lots of great stuff.

Before we sneak in a quick peek at that, though, let's look at the game in action!

An actual play called The Purest Evil. Join the Vorpal Tales crew (and special guest Travis Legge!) in this first session as the players are put into the shoes of daring pulp adventures who seek to right wrongs and stop evildoers!

GIFTS

A Trinity Continuum: Adventure! character gets her high-flying two-fisted power from Gifts: unique special abilities that make the character above and beyond a normal person. Inspired characters have access to these Gifts. Daredevils are the same as Talents in Trinity Continuum Core, but Adventure! introduces two new Inspired types which get their own unique Gifts. mesmerists have access to psychic Gifts and stalwarts have dynamic Gifts. These two new Gift sub-categories that more overtly supernormal ability. A mesmerist’s ability to skim the surface thoughts of those around him or a stalwart’s ability to take a bullet to the chest without flinching no longer qualify as exceptional luck or competence.

Dynamic Gifts

Stalwarts gain access to dynamic Gifts. These Gifts give them access to superhuman power and ability, as the telluric energy physically modifies their bodies or manifests in a physical way.

Dynamic Attribute Gifts

Dynamic Attribute Gifts enhance and alter the stalwart’s physical capabilities.

Fast Healer

  •  Keywords: Attribute (Stamina), Constant
  •  Prerequisite: Stamina ••
  • The stalwart's body stitches itself back together at nearly superhuman speeds. Injuries that lay up a normal person for weeks are but minor inconveniences
  •  System: The character can downgrade an Injury Condition at the end of a scene without taking an action. This stacks with the first aid action.

Regeneration

  •  Keywords: Attribute (Stamina), Constant
  •  Prerequisite: Stamina ••••, Fast Healer
  • Bullet wounds, jagged lacerations, burst blood vessels; things that would send the average person to the hospital are just an inconvenience for the stalwart. With a minute to catch her breath it’s like these injuries never happened.
  •  System: Your character heals at astronomical speeds. At the end of any scene, remove all Bruised Injury Conditions affecting the character. This takes place after the effects of the Fast Healer Gift.

Skin of Bronze

  •  Keywords: Attribute (Stamina), Constant
  •  Prerequisite: Stamina •••
  • Skin tears and rips, humans are delicate, fragile creatures who bleed at the slightest pinprick, but not the stalwart.
  •  System: The character's skin is as hard as bronze. The character always counts as having a soft armor rating equal to her Destructive Facet rating. This armor stacks with armor from other sources. This armor explicitly does affect indirect, environmental damage such as fire and radiation.

Polished Bronze

  •  Keywords: Attribute (Stamina), Constant
  •  Prerequisite: Skin of Bronze, Stamina •••
  • The stalwart’s skin hardens into a bio-organic metal that is soft to the touch but reflects light like burnished steel.
  •  System: The character gains +2 Enhancement to defensive actions against attacks with the ray type.

Dynamic Power Gifts

Dynamic power Gifts enhance a stalwart beyond her own normal abilities and allow her to manipulate telluric energy to manifest in physical ways.

Shadow Ambush

  •  Keywords: Constant, Power
  •  Prerequisite: Manipulation ••••
  • The stalwart speaks and the darkness answers. When they strike from the darkness it strikes with them. Tendrils of night rip forth from the shade and tear the stalwart’s enemies asunder.
  •  System: This Gift gives the character additional Stunts he can purchase during an ambush action. If he is part of an ambushing group, then the group may purchase these stunts as well.
  •  Terrify (variable successes): For every success spent, inflict +1 Complication to the next action the target takes. Failing to buy off this Complication results in them being paralyzed with fear, setting their Defense to zero until the start of their next turn.
  •  Inflict damage (Opponent’s Armor): Deal an Injury Condition to your target.
  •  Subdue (1 success per):For every success spent, the stalwart can take out two minor characters.

Psychic Gifts

Mesmerists gain access to psychic Gifts. Some psychic Gifts build upon one another and have an earlier Gift as a prerequisite. This does not change the cost to purchase the Gift, but the character must have the prerequisite Gift before she can choose to purchase the new Gift.

Cognitive

Mesmerists use cognitive psychic Gifts to alter their own mental states, or the mental states of others.

Cloak of Dread

  •  Keywords: Cognitive, Momentary
  •  Prerequisite: Command ••
  • The mesmerist projects a primal fear response into the minds of those nearby, making her appear much more terrifying than usual. People shrink away from her; animals flee in unrestrained terror.
  •  System: Spend an Inspiration. For the rest of the scene, the character gains +2 Enhancement to Intrigue actions to intimidate another character. If the character successfully influences an enemy who seeks to attack her, he gains a +3 Complication to directly harm her. Failure to buy off this Complication results in the Flight of Terror Condition: The target must use his move action to move away from the mesmerist. If he does not or cannot, he falls prone. This Condition lasts for the mesmerist’s Reflective Facet rounds. Animals will flee her presence automatically unless controlled or trained to resist, in which case the rules apply to them as normal.

Evil Eye

  •  Keywords: Cognitive, Momentary
  •  Prerequisite: Enigmas ••
  • With her gaze the mesmerist can inflict a psychic suggestion that causes self-doubt and bad luck. Many view this Gift as akin to a powerful curse, like the evil eye of antiquity.
  •  System: Spend an Inspiration and take an Enigmas + Presence action against the target’s Resolve. Success afflicts them with the Evil Eye Condition. The victim has a −1 atmosphere that follows them around as self-doubt and paranoia affects the people around them. This Condition resolves either in a number of scenes equal to the character’s Destructive Facet or when the victim carries out a specific task specified by the mesmerist. If the mesmerist does not specify a task, the Condition only resolves after the allotted time.

That's a little preview of our preview... a taste of what's coming next Tuesday for backers only. I'll see if we can sneak in another preview before Tuesday, in between some more cliffhanger fiction!

During these quiet middle weeks, please remember to spread the word about this campaign! Post to your social media and share within your social circle! We're having a great campaign so far (we've unlocked another Stretch Goal since I last counted!), and still have just over two weeks to go!

#TrinityContinuumAdventure!

Backers Only - Manuscript Preview #3
about 3 years ago – Tue, Apr 06, 2021 at 11:42:33 PM

This post is for backers only. Please visit Kickstarter.com and log in to read.

King of the World IV - In the Dead of de Winter!
about 3 years ago – Mon, Apr 05, 2021 at 03:16:37 PM

King of the World, an Æon Society Adventure

Transcribed by Eddy Webb from the journals of Cian Hayden, published posthumously.

IV: In the Dead of de Winter!

LUCY GROUND her cigarette out in the nearby ashtray, and eagerly opened the envelope. Her eyes flew over the single typewritten page, scanning the names. Finally, she tapped a name near the bottom. “There’s a box held for ‘the de Winter family’.”

I shrugged. “So?”

“De Winter, de Winter,” Lucy muttered. “Why does that sound familiar?”

I leaned back into the comfortable confines of my chair. “Sounds like a three-pipe solution, old chap,” I grumbled, in a bad imitation of Lucy’s accent.

She snapped her fingers. “You’re right! As always, Cian, you are a luminous conductor.”

“I’ll just assume that’s some sort of insult,” I said, as she got up and opened the heavy curtains.

“Of course not,” she said, as the morning sunlight stabbed into my eyes. “It simply means you’ve reminded me of some copies of Holmes’ old files I’ve stashed here.” She started digging through the bookshelves.

“I really should get around to organizing those shelves one day,” Max muttered. “Never seem to have the time.”

“How ironic,” Lucy said over her shoulder, before giving a cry of triumph. I cleared off one of the end tables to make room for the stack of loose papers and hand-written notes she set down. Carefully untying the ribbon, I could see a sepia-colored card that read “de Winter” in careful cursive writing.

“What does one of Holmes’ cases have to do with a jewel theft now?” I asked. I tried to read the pages as Lucy tore through them, but it mainly looked like a lot of ancient newspaper articles carefully clipped with cryptic notes like “Theft?” and “Ask Lestrade” on them.

“Not one of his cases per se. The old man was obsessive in keeping any interesting moments in the news, in case it led to a case. His filing system was idiosyncratic, but when he was teaching me about investigation, he forced me to read all of his files.” She skimmed another page and tossed it aside. “A few things stuck as a result. Yes, it’s all coming back to me now. After the turn of the century there was a Lord de Winter who joined London’s Club Caprice. But after the Great War, he and his entire family — records only indicate one surviving daughter — were blackballed from the club.”

“So, the old geezer didn’t pay his membership dues. Why is that useful?”

She slapped a page down in front of me. It was another clipped article. I recognized the typeface as the one used by the London Times — Lucy had started me reading the files as well — and the title read DE WINTER CAUGHT SELLING CHLORINE GAS. “Nothing so mundane,” Lucy said, a smile of satisfaction on her face. “He was blackballed because he sold poison gas to the Germans. It seems our Mr. de Winter is a ruthless businessman with very few scruples.”

Max carefully took the article from my hands and glanced over it himself. “The motive certainly tracks,” he said. “But why would a British industrialist become a New York crime lord?”

On a hunch, I stepped over to the far corner, where Max had the telephone installed. As I searched, I could hear Lucy behind me. “I’m not sure yet. Nor why he would switch to jewel theft.”

“Seems like you should ask him,” Max said thoughtfully.

“Oh yes, Maxwell, very good,” Lucy said sarcastically. “And I suppose I should just look the de Winters up in the phone book and give them a ring. Or maybe I should look under C for ‘criminal mastermind’? The King of the World doesn’t advertise.”

“Found it,” I said, brandishing the telephone directory I uncovered.

Lucy stared at me, her mouth open as I handed her the book. “There’s only a handful of Winters in the directory, but there’s only one address on the upper east side.”

“And why, pray tell, do you think this is the correct answer?” Her tone was withering, full of scorn, but I knew she was testing me.

I shrugged, trying not to look nervous under her gaze. “Process of elimination. You said yourself you haven’t found anything on the King of the World, so there’s no reason to think Lord de Winter would change his name — the news you referenced was a London newspaper, so it’s likely it didn’t get as far as the United States, particularly since the scandal was after the war was over.”

“A bit presumptive, but plausible,” Lucy said carefully.

“Now, most Americans like me don’t know what to do with things like ‘de’ or ‘von,’ so usually they get added to last names or dropped entirely. There wasn’t anything under ‘Dewinter,’ so I looked to ‘Winter.’ And a rich ponce from overseas wouldn’t live anywhere but the upper east side.”

Max laughed and clapped his hands. “Excellent! Well done, Cian.”

Lucy didn’t smile, but her tone was warmer than before. “I can think of at least seven different things wrong with your deduction, but to be honest it’s the best lead we have. If nothing else, we can remove this residence from our consideration.”

I tore the page out of the phone book and stuffed it into my pocket. “You don’t do compliments much, do you Lucy?”

She walked to the wooden door that was previously hidden in the pre-dawn gloom. “I’m going to freshen up, and then we’ll explore your dubious lead.” As she opened the door, she turned around and smiled at me. “And who knows? Maybe you’re right, and I’ll give you that compliment you so desperately crave.”

To be continued...

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