Trinity Continuum: Corebook,Create an account or sign in to comment
THE CONTINUUM Trinity Continuum contains multiple timelines, various time periods, and different genres of play. In the core book we present a modern-day setting in which you could enjoy many different genres of play, such as action-adventure, mystery, heist, do-gooders saving the world, or investigating weird science WebInterests of the church, since the Me- thodists, for the most that they are assembled trinity continuum corebook pdf download for the exercise of religion, and study promotes WebTrinity Continuum PDF [BUNDLE] Publisher: Onyx Path PublishingThis special bundle product contains the following blogger.comy Continuum Core RulebookRegular price: WebTalents of the Trinity Continuum Core Rulebook or the psychic powers of Trinity Continuum: Æon. With the ability to unconsciously manipulate the quantum forces of gravity, WebThe Trinity Continuum Corebook is a standalone game for the Trinity Continuum, and is meant for use with Æon, Aberrant, and Adventure! Inside, you will find: Rules for creating ... read more
The player may choose to take on the task as an additional short-term Aspiration, or she may attempt to complete it to regain her connection rating after using her connections. Often, an obligation is something that can be accomplished quickly, within one scene, though it may end up being a slight burden to the character. The obligation might be money for dues, a balance of favors, a promise to help fix a broken item, or a family member in need of support or guidance. They may be friends, professional acquaintances, business associates, or loyal followers — but are always associated with one of her Paths.
She begins play with a single Contact. A character gains a number of points to use to create her Contacts as she has dots in her Path. She can spend these dots on either gaining additional Contacts, or making a single Contact better. Each Contact begins with one dot and one tag see list of suggested tags below. Each additional dot placed in a single Contact adds an additional tag. If the character is tryvetting from the Storyguide and other players. Initially, each connection has the same dot rating as the overall Path. Each time a character draws on one of his connections through Access or a Each Path has up to five dots of advancement. Each favor a character calls in makes the creases utility with Skills and Edges.
next favor a little more difficult to get. the character gains the Suspended Condition. If he tries a second time in the Session, the character gains the Revoked Condition. Maybe you called on them one too many times and they are tired of your constantly needy attitude, or you violated a minor code. If you attempt to access your connections again, or violate another code, you will gain the Revoked Condition. Resolution: This Condition ends at the end of the game Session. Fulfilling a specific obligation may remove this Condition. and where she came from. These Paths inform who the character is now based on prior experiences. She can change and grow based on those experiences, or hold on to her history as a form of identity. Increased levels in an Origin Path represent the character owning her experiences and becoming more invested in her own past.
The following are generic example Origin Paths. Feel free to delve deeper into these backstories and the groups of which they may be a part to make the Path your own. Maybe you it never stopped her from making the next leap. broke an inviolate code, violated your suspension, Into adulthood, she stays connected to the various or maybe you just broke the rules one too many thrill-seeking communities that fed her addictions times. Your membership has been revoked. You are growing up. She still seeks out fellow adventurers, still part of the Path, but you cannot attempt to acbut now her tastes are more refined. cess your connections while you are Revoked. Example Connections: High-risk Hobbyists Resolution: You must dedicate a long-term Divers, Mountain Climbers, Stunt Drivers, etc. Bomb Disposal Experts, Travel Enthusiasts Skills: Aim, Athletics, Pilot, Survival Edges: Breath Control, Cool Under Fire, Demolitions Training, Direction Sense, Fast Draw, Every Path has four associated Skills.
Players SKILLS AND EDGES path creation 41 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 Whatever the circumstances, your character grew rarely told no. She went to the best schools available, up on the streets. Maybe she was orphaned at an earand completed college at the top of her class. She may ly age, or maybe her home life was just bad enough to have worked to earn her keep, but she never really drive her to the streets. She made friends with othneeded to. With this privilege comes confidence, and er street kids, maybe even joined a gang. She knew she makes her way easily through the world. the homeless people just as well as she did her own Example Connections: School Alumni, College neighborhood kids, and school was always a second Club Membership, Local Political Affiliates 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 Skills: Athletics, Enigmas, Larceny, Survival MILITARY BRAT Edges: Adrenaline Spike, Alternate Identity, Your character grew up with strong military inAlways 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 may have decided to join the military himself class, but firmly middle class. He went to public school, or he went to college in an attempt to leave that life and they vacationed to Disney World every summer. He behind. Either way, he is still connected to that life.
never saw his parents struggle with money, if only beExample Connections: Past Teacher, Military cause they were good at hiding it from the kids. He had Commander, Steadfast Friend LIFE OF PRIVILEGE 42 CHAPTER TWO: CHARACTER CREATION the chance to go to college, and maybe even went on a scholarship, or went to trade school instead. He might not have gotten everything he always asked for, but he never knew what it was like to need anything. She is the physical force of the group, trained to deal with threats quickly, if not quietly. She may have military training in warfare, or simply combat training in various martial arts. Either way, when the shit hits the fan, those around her expect her to not only take care of herself, but help out others around her.
Example Connections: Military Unit, Police Officers, Training Master Skills: Aim, Athletics, Close Combat, Integrity Edges: Alternate Identity, Any One Style Edge, Armor Expert, Breath Control, Fast Draw, Hair-Trigger Reflexes, Small Unit Tactics, Trick Shooter, Weak Spots You character always had an escape plan, even when very young. Maybe her parents were conspiracy theorists, and did weekly drills to ensure she knew how to get to the shelter if the bombs ever fell. Maybe her parents simply preferred to live off the land, teaching her how to hunt, fish, farm, and strike a clean campsite. She has trained her whole life in the outdoors, and she is more comfortable there than anywhere else. DETECTIVE Example Connections: Park Ranger, Conspiracy Groups, RV Neighborhood A detective notices small details, remembers Skills: Aim, Close Combat, Medicine, Survival facts, and can take small bits of circumstantial evEdges: Always Prepared, Animal Ken, Covert, idence and piece them together into one logical Direction Sense, Hardy, Iron Will, Keen Sense, Swift conclusion.
He works for the police, or is maybe a private investigator. He is always on a case, and is the one most likely to spot discrepancies in stories The Role Path describes what your character does or evidence. People depend on him to get to the botnow. Example Connections: Police Officers, Paid charge in a situation, regardless of her job, but maybe her medical knowledge always has her acting in Informant, News Reporter, Friendly Neighborhood support of others. Increased levels in a Role Path rep- Watch resents the character exploring her dynamic with othSkills: Aim, Enigmas, Integrity, Persuasion ers and investing in the role in which others view her.
Edges: Alternate Identity, Any One Style Edge, The following are generic example Role Paths. Feel Fast Draw, Library, Photographic Memory, Swift, free to delve deeper into these roles and the organiza- Tough Cookie tions they may be a part of to make the Path your own. Her personality draws people to her and she surrounds herself with those willing to do anything to please her. She gravitates to high-level positions, maybe being the CEO of a corporation, or simply the leader of her unit. When a social situation gets tricky, people look to her to smooth talk her way out of it. She can set broken limbs and patch gunshot wounds in the field, or perform complicated lifesaving surgeries with the right equipment.
Maybe she is an emergency responder, or maybe she works in a hospital. She is the one who gets her hands dirty when everything goes sideways and people get hurt. Example Connections: Surgeon, Pharmacists, Thankful Patient, EMTs path creation 43 Skills: Empathy, Medicine, Science, Survival Edges: Always Prepared, Ambidextrous, Big Hearted, Iron Will, Keen Sense, Library, Wealth PILOT The character is at home with all piloted vehicles, able to pilot, drive, fly, or operate anything from a turboprop plane to a submarine. People seek out his services, and he has a lot of people who owe him debts of gratitude. He also knows everything there is to know about his vehicle, including where to get it serviced or upgraded and how to get a new one. Example Connections: Important Client, Criminal Organization, Indebted Passenger Skills: Aim, Close Combat, Pilot, Technology Edges: Ambidextrous, Cool Under Fire, Demolitions Training, Direction Sense, Hair Trigger Reflexes, Ms.
Fix It, Patron, Tough Cookie THE SNEAK The best way to support your team is from the shadows. Your character spends most of her time outside the limelight, and she prefers it that way. She could be a career criminal, a hobbyist, or maybe she is special ops for the military. From hardware to software and everything in between, he has a handle on how to use it. He feels more comfortable dealing with a computer, or working on a car, than dealing with other people. Example Connections: Chop Shop Worker, Research Scientists, Machinist Friend Skills: Culture, Enigmas, Science, Technology Edges: Demolitions Training, Library, Lightning Calculator, Ms. Fix It, Patron, Weak Spots, Swift SOCIETY PATHS Society Paths represent deep ties to an organization. It could be a workplace or a social society, but the scope of the Soceity Path is a large one.
But, the Internation Congregation of Beer Enthusiasts is. Society Paths vary based on which Trinity Continuum game you are playing. For Talents, see p. SKILLS Trinity Continuum characters are constantly thrown up against trials and obstacles, forced to rely on their own capabilities to get them out of trouble. These capabilities are represented by Skills. Skills are the core of dice pools in the Trinity Continuum, representing what the character is doing to overcome that obstacle. Attributes represent how the character applies their knowledge of that Skill, both in terms of the Arena is the action physical, mental, or social?
Skills are rated from In general, the Skill you are using should be obvious from the action. Lifting a heavy bookcase to rescue a child trapped underneath is obviously Athletics, for example. Many Skills are regularly used with a specific Attribute, but they also encompass broader expertise within the topic that the Skill represents. Larceny generally uses Dexterity for lock-picking or sneaking, but it may also be paired with Intellect to remember information about specific security systems, or with Presence when you use your knowledge of thievery to impress a criminal. They represent the knowledge, habits, reflexes, and techniques that the character has developed over time. Skills often represent formal training or schooling, but do not have to. Someone with a high rating in Humanities might have a formal degree in history or may be a voracious reader and autodidact.
Some Skills, in fact, are usually selftaught. By practicing the Skill over time, the character has refined her raw talent to be truly formidable. Paths can show how and where a character first learned his Skill, and how his Skills tie him into the setting. While it is okay for a character to have a few unusual Skills, the majority of his Skills, and particularly his highest rated Skills, should make sense with his Paths. For example, Aim grants skill with all ranged weapons, but a character may have a Specialty in Pistols. Once a character has a Specialty, she may apply that expertise as a 1-point Enhancement to other Skills. Each dot the character has in the Skill at or above three dots adds an extra point of Enhancement. For example, a character might apply her Pistols Specialty from Aim to an action using her Culture Skill to suggest a deeper knowledge and understanding of gun shows than another character who is equally adept in Culture might have.
If the character had four dots in the Aim Skill, the Enhancement would be worth two points. A character gains the ability to purchase Specialties when her Skill rating is three or higher. SKILL TRICKS In addition to being broadly competent, Trinity Continuum characters are usually fantastically good at what they do, performing feats that are nearly beyond belief. Skill Tricks are special abilities and, well, tricks that a character can perform that give her a chance at remarkable success, or allow her to reliably achieve a feat that, for anyone else, would be a one in a million stroke of luck. When you reach level 3 in a Skill, you can purchase one Skill Trick for that Skill. As your character advances in the Skill, you can purchase an additional Skill Trick for each Dot above 3 as well.
Characters begin the game with one Skill Trick in a Skill rated 3 or higher. Each Skill Trick will have a description of the circumstances in which it can be used, and costs Momentum to activate. Unless the description of the Skill Trick states otherwise, a Skill Trick always costs 1 Momentum. As long as you have the Momentum to spend, you can use the Skill Trick see p. CREATING SKILL TRICKS The Skill Tricks listed in this section are just some examples of the possible Skill Tricks that a Trinity Continuum character can use. If there is a specific knack that your character has that is not covered by the Skill Tricks listed, you can create your own, using the Skill Tricks here as a benchmark. The number of dice added will usually be equal to the Skill that the Trick is associated with. Example: You might create a Skill Trick that allows you to add your Humanities Skill to a Larceny roll to disarm death traps in ancient temples or archeological sites.
See Scale, p. Example: A Skill Trick that allows a character to increase her relative speed for an action, giving her a distinct edge on most people, and potentially allowing her to catch up to someone fleeing on a motorcycle. Example: An Enigmas Skill Trick that increases the target number of any roll to hack into your personal computer systems by 1, due to the complicated encryption you use. Stunts can be used to create Complications for an opponent, Enhancements for you and your allies, or to defend against harm see Stunts, p. Example: A Technology Skill Trick could allow you to have personally modified a vehicle for an ally, giving them 1 Enhancement on their next roll using that item.
Skill Tricks almost always cost 1 Momentum to activate. Increasing the Scale of an action costs 2 Momentum. Some Skill Tricks will have an initial cost of 1 Momentum, but allow an additional effect if you spend another. Adjust the cost and effect of any Skill Tricks you create until you feel the balance is right. When in doubt, assume that it costs 1 Momentum. AIM Aim is the ability to use ranged weapons, whether a pistol, bow, rocket launcher, or even just a thrown rock. In addition to accurately hitting a target, the Aim Skill also covers knowledge related to shooting and ranged weapons, such as angles of fire, bullet drop and wind speed, and the specific details of different weapons. Hidden Arsenal: In a situation where the character has apparently been disarmed, the player can activate this Trick and declare that he had a backup weapon somewhere. It could be another enemy, or possibly some inanimate target.
Suggested inanimate targets might be: security panels, lights, or a convenient pipe full of something unpleasant for the target. Shoot to Injure: The character is trained to incapacitate, but not kill, his target. When the character would otherwise inflict an Injury Condition on his 46 target with a gunshot, the player can spend a point of Momentum to immediately cause the target to be Taken Out. The target does not gain any Injury Conditions, though cannot act again in the combat. ATHLETICS Athletics can represent training in a sport or physical discipline, such as basketball, football, or ballet. It can also represent the general fitness and coordination required to run a marathon or climb a wall. When the character is attacked by someone with a thrown weapon, and is aware of the attack, her player may spend 1 Momentum to activate this Skill Trick. Increase the Difficulty to inflict an Injury by her Athletics score as if she had spent successes on a Dodge Stunt.
If the attack misses, the character successfully snatched the weapon out of the air. On her own turn, she may do what she wants with the weapon: drop it, break it, or even throw it back. Mighty Lifter: The character can perform astonishing feats of strength and power. Your character is attempting to lift or push something, spend 2 points of Momentum to increase her effective Size by 1 for a single action see Scale for more information on Size. No Barrier: When the character gets moving, nothing seems to slow her down. When using this Skill Trick, the character automatically ignores all barriers and difficult terrain between her and her destination for a single action. She can adjust her posture, movement, and presence until even her family would have trouble recognizing her.
Before making a Larceny roll to disguise or pass herself off as someone else, the character may spend 1 point of Momentum to add dice to her roll equal to her Athletics Skill. CHAPTER TWO: CHARACTER CREATION CLOSE COMBAT Close Combat is the skill used for physical combat, with or without melee weapons. Characters learn Close Combat by paying for martial arts classes, enlisting in the military or police force, or by years of street fighting. High ratings in the Skill mean the character not only knows how to throw a punch or kick, but also how to hit for maximum efficiency, and just where to land that punch. Sucker Punch: Your character has been in his fair share of brawls, and knows when to throw a punch to take his opponent off guard. Fast Planning: When the unexpected happens, the character has a knack for responding quickly and decisively, and getting his allies to go along with him.
COMMAND Command is the skill used to get people to follow your will. Grain of Truth: The character recalls a bit of urban legend or cultural story and uses it to correlate current events. The player spends a point of Momentum and gains a Clue to further the current story see Procedurals, p. The characskill 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. 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. Characters may to her roll. have formal training as social workers or psycholTop Dog: The character has the confidence to ogists, or may have an innate ability born of manipbe 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. Use this Skill Trick to ask the Storyguide for a small personal detail about a target: where they grew up, the name of a relative, or their regular coffee order, for example.
See p. Using this Skill Trick and observing your target, you can spend 1 Momentum to learn who he has the highest rated Attitude with, and whether it is positive or negative. For 1 additional Momentum, you can also learn if he has any bonds, who that bond is with, and what the bond is. The Crack in the Ice: The character finds one insignificant fact about his opponent and is able to use that to hammer through her mental defenses. A character may be able to solve difficult riddles or puzzles, or even find the solutions to complex mathematical equations. Some characters are naturally talented in solving difficult puzzles and riddles, though solving complex mathematical problems or cryptology requires formal training.
Characters with high Enigmas are good problem-solvers, the first to finish a test, and do the crossword puzzle in pen. Elite Hacker: Your character can hack into any system not protected by software created by another Talent. Spend a Momentum to have an action to hack into any non-Talent created computer system automatically succeed without a roll. The use of this Skill Trick allows her to overcome one Complication associated with the action as well. Instant Solution: Your character has seen this puzzle before, probably in a training class or maybe in a manual. Spend 1 Momentum to automatically solve a single puzzle or mathematical equation without rolling. Training in Humanities covers knowledge of art, history, literature, philosophy, law, and so on.
Characters with a high Humanities score are generally well educated, and often have a degree or several in related topics. However, some characters can have an astonishing amount of knowledge in the humanities without ever taking a formal class or setting a foot on campus, and many extremely educated people with degrees in science or engineering may still have a low score in Humanities, as they are uninterested in these topics. Did the Math: The character can perform remarkably complex calculations on the fly, allowing them to calculate the safest place to be at a given moment. Spend 1 Momentum to add 1 Enhancement to your defensive action. Befuddling Jargon: The character knows a whole lot of dollar words, and when best to use them. Everything in Context: Sometimes knowing the circumstances of when and where something was created is the key to understanding it.
skills 49 Legal Authority: Your character is a lawyer, or plays one convincingly on TV. Before making a Social roll in a non-courtroom context where legal knowledge would be helpful such as convincing a security guard you should be somewhere , spend 1 Momentum to decrease the target number for the roll by 1. INTEGRITY Integrity is the Skill used in opposition to Persuasion and Command. A person with a strong Composure Attribute is naturally resistant to being convinced, commanded, tricked, or intimidated, but the Integrity Skill measures how experienced they are at resisting attempts to influence them. A character uses Integrity to resist emotional swaying and to hide her own emotions and intentions from others. Integrity can be represented by some training techniques in military, special operations, or performing arts, or it could be an innate Skill of certain characters.
breaking and entering. Levels in Larceny may represent training from underground organizations or special operatives, or could represent many years of making it on the street. Before making an Athletics roll to run away or avoid someone chasing you, activate this Skill Trick to add dice equal to your Larceny Skill to the roll. Handcuff Houdini: Spend 1 Momentum to slip out of any kind of binding: handcuffs, zip ties, manacles, even duct tape. The character can spend 1 additional Momentum to place the binding on another 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 Momentum to defensive action. theft, no matter the rating. Activate this Skill Trick to increase the target number of any roll to tell if you are lying by 1. 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 and field medicine, and may even have an advanced your Integrity Skill to the roll. Levels of Medicine almost always repcrack. Activate this Skill Trick to increase the target resent training in formal medical care — almost no one is going to learn how to perform surgery effecnumber of any roll to interrogate this character by 1. tively by watching medical dramas.
misdirection and deception. Once per scene, the character can make a roll to examine a character and diagnose their illness or ailment without the usual medical instruments. They do not even need instruments such as x-rays or tests for internal medical issues that would normally require them. Medical Advantage: Your character knows how to hit them where they are weak. Quick Aid: The character is trained in field medicine and can treat basic wounds in the middle of combat. By spending a Momentum, the character can reduce the time it takes to perform a First Aid action to a single combat round. The character with this Skill Trick can apply temporary dressings or care to patch up a wound and allow an injured character to keep going. You can treat a character with an Injury, spending 1 Momentum for Bruised or Injured Complications, and 2 Momentum for Maimed-level Injuries. After being treated with this Skill Trick, a character may take actions without any penalty from that Injury for one scene.
A persuasive character can get others to perform tasks without giving direct commands, but instead convincing them it is a good idea, either through the threat of force or the enticement of reward. Activate this Skill Trick to ignore the effect of Atmosphere on one Influence roll see p. Devilishly Good Looking: When you look this good, no one ignores you. When making a Skill roll for a complex action to build a bond, activate this Skill Trick to overcome one milestone for free see p. The Skill covers all kinds of vehicles, from cars, motorcycles, and snowmobiles to unusual or specialized vehicles like tanks, s, and cargo ships. This Trick has no effect on a Difficulty or Complication caused by the actual complexity or Difficulty of the maneuver the character is attempting. skills 51 Collision Artist: The character has an amazing knack for running vehicles off the road.
When ramming another vehicle, spend 1 Momentum to automatically hit the other vehicle in such a way that it is disabled, but no one in either vehicle is hurt. In either case, they do not suffer any lasting injury. Fighter Pilot: Handling a vehicle is second nature to the pilot. Spend 1 Momentum to allow the character to Pilot any vehicle for one scene, even if that vehicle normally requires a Specialty that the character does not possess. social sciences such as anthropology, economics, or archaeology. Some mathematics can reasonably be said to fall under Science, but many applications of it would require the Enigmas Skill instead. The Science Skill covers both theoretical knowledge and the ability to make practical applications of those theories. This can be used to make the best of limited resources, or to set up the use of other Skills, such as Technology. The Humanities Skill covers see p. When creating an Invention see p. Versus Wild: This character has extensive experience allowing him to survive in the harshest of climates.
Activate this Skill Trick when in a wilderness location to automatically find enough food and water for one person to survive one day. Without a Trace: The character not only knows how to hunt — she knows how to avoid other hunters. This does not have to be complex technology — even a loom is a piece of Survival is the Skill used to live and thrive in wil- equipment. The character is skilled in crafting, rederness settings. It covers all the basic necessities pair, and manufacturing items as well as their use. needed to get by without the assistance of grocery Levels in Technology generally represent formal stores, air conditioning, and GPS systems.
A charac- training in the manufacture and use of a device, but ter would use the Survival Skill to find safe food to may represent personal training by taking things eat and water to drink, as well as building fires and apart and putting them back together again. Use the same goals for Social interaction, but replace Ahead of Your Time: The character has always Persuasion, Empathy, or Command with Survival. When making a Skill roll to calm, befriend, or train an animal, spend 1 Momentum to decrease the target number of that action by 1. Tricky Situation: Spend a Momentum to have an action to escape from a dangerous non-Talent-created situation succeed automatically without rolling. This may not include the use of any Gifts. the very cutting edge of development. Activate this Skill Trick when crafting a new invention to reduce the number of milestones needed by 1 see p.
Overwatch: This character is always there to watch out for his teammates. When he is monitoring security feeds, cameras, or other sensors at a location, spend a Momentum to reduce the target number of a single roll for an ally at that location he is in contact with. Attributes are generally rated from Some characters may have the ability to raise their normal maximum to 6, though this requires an Edge. Higher Tier characters, such as novas and proxies, may have an increased Scale to show a superhuman ability in certain Attributes. Each challenge a character encounters falls into a specific Arena, either Mental, Physical, or Social.
Determining the Arena for a challenge determines what sort of resources the character can bring to bear, and what Attributes she can use. How she deals with each Arena is her Approach. Whenever a character faces a challenge requiring a roll, her player should describe her Approach. A character using Force confronts his problems head on, sweeping obstacles aside with sheer direct power. Force is seldom subtle, but is also the most direct Approach. Finesse is a softer Approach, one that uses speed and wits to avoid opposition. Though subtle and swift, Finesse can provoke worse problems down the line. Resilience allows a character to outlast her opponents, using flexibility and guts to achieve her goals.
Resilience is often slow or dangerous, but is also thorough. Players choose a Favored Approach at character creation. She adds a single dot into each Attribute related to her Favored Approach. The Attributes of the Physical Arena are the brute strength and speed of Might Force , the deftness of Dexterity Finesse , and the vital toughness of Stamina Resilience. In a Mental chess match with lives on the line, a player might marshal memorized stratagems with Intellect, try to feint and gamble with Cunning, or simply avoid foolish mistakes and pile on the pressure with Resolve.
In a tense Social police interrogation, the suspect could try to lie his way out of things using Manipulation, or simply keep his cool and deflect with Composure. Meanwhile, his interrogator uses Presence to intimidate him. Another may focus on her chosen Approach — playing the savvy rogue who can slip through laser tripwires, trick a contact into spilling confidential information, and notice guards well before she gets caught sneaking around. MENTAL Mental Attributes represent cognitive functions and anything done by the sheer power of thought: deductive reasoning, logical leaps, acts of concentration, and interactions with abstract concepts. These Attributes reflect how quickly the character thinks, the accuracy of her deductions, how bright or dull her intuitive flashes are, and her willpower in the face of adversity and deception. Intellect is used for deduction, CHAPTER TWO: CHARACTER CREATION problem-solving, and processing information.
Any action where a character is actively trying to figure out something is usually Intellect based. Characters who frequently use Intellect are scientists, researchers, programmers, tacticians, and librarians. A high Intellect does not necessarily mean the character is well educated, though they often are. Intellect can be used to: recall specific facts, calculate the trajectory of an object, determine how to fix a broken machine, find food and water in the wilderness, or hack a computer. It is important when crafting anything from engines to computer viruses. CUNNING Cunning covers mental tasks that require speed over power.
A person with high Cunning thinks on his feet, notices details quickly, and comes up with responses before the others. Cunning is similar to Dexterity in that it covers actions that require speed over force. However, Cunning covers the fine motor skills instead of gross movement. Characters that need high Cunning include investigators, snipers, thieves, law-enforcement officials, and pilots. A high Cunning character is very aware of her surroundings and can act without hesitation. Cunning can be used to: hack computers, notice clues, spot a hidden enemy, understand a political situation, solve riddles, apply emergency medical care, act, con, get away from pursuers in a chase, or solve a maze. Characters who need a high Resolve are lawyers, teachers, detectives, or spies. Low Resolve characters are easily fooled and lack mental focus. Resolve may be used to: study evidence, search archives, move silently, follow animal tracks, resist persuasion, stunt drive, understand scientific theories, stay strong under pressure, or remain focused.
PHYSICAL Physical Attributes cover the control the character has over her body and its interactions with the environment. Feats of strength, coordination, and resistance to illness and injury are reflected in these Attributes. Characters who favor the Physical Arena are not all musclebound athletes — in addition to strength and hardiness, this Arena also describes the level of control a person has over his movements and how he puts his body to use. MIGHT Might is raw physical power. It covers lifting or moving heavy objects, including the character themselves. While some fighting styles may require skill and speed over brute strength, a simple punch in the nose requires Might behind it. A high Might score is useful for characters who engage in handto-hand combat on a regular basis, such as police officers, professional boxers, soldiers, and criminal thugs. It is also useful for athletes, from power lifters to baseball players: anywhere where the application of physical force is necessary.
A character with a high Might may be strong or simply very good at using what strength they do have to maximum effect. Might can be used to: forge a sword, lift or throw objects, intimidate, climb walls, or muscle through pain. A high Stamina score is useful for fighters, endurance runners, and medical practitioners who need to avoid getting sick when surrounded by the diseased. A person with low Stamina is often sick or easily injured. A person with a high Stamina has a great resistance and rarely becomes ill. Stamina can be used to: run long distances, continue in a fight despite injury, recover faster, meditate, or resist diseases or poison.
Dexterity covers fine and gross motor control. A charinteract with others. Dexterity is a function of this Arena, as well as how skillfully useful for acrobats as well as sports where precision the character comports herself in social situations. is important. emotions or take the temperature of a whole room, A low Dexterity character may be slow and clumand to what degree she can persuade others to take sy. High Dexterity characters are nimble and have action or change their way of thinking. It also meagood hand-eye coordination. sures her ability to withstand attempts by others to Dexterity can be used to: jump between buildmanipulate her or influence her choices. ings, pick a lock, dance, walk over treacherous ground, maintain balance, impress people, or dog PRESENCE fight in an airplane.
A high Presence may be due to there. ity to impose their will. make the argument successfully. yers, or CEOs. A low Presence character may be shy or unskilled in social situations. 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, intera disease, or not freezing to death in a blizzard. It also rogate a prisoner, or train an animal. Intricate trickery requires a high Manipulation. Characters who require a high Manipulation are politicians, spies, and con artists. Low Manipulation characters lack subtlety or empathy. High Manipulation characters are able to read people well. Manipulation can be used for: managing people, lying convincingly, sleight of hand, noticing social cues, seduction, or subduing a hostile animal.
It is also useful for recognizing when one is being lied to or otherwise deceived. Characters who require a high Composure are soldiers, test pilots, and reporters. Low Composure characters are easily flustered and crack under social pressure. Humanity has begun settling on planets circling other suns. Teleporters like myself and the new Leviathan jump ships can take anyone across the galaxy in a few hours, so the stars are at last within our reach. However, we have found dangers as well as wonders out there, and only by working together can we overcome them and take our place on the galactic stage.
Trinity Continuum: Æon also requires the use of the Trinity Continuum Corebook to play. Inside, you will find:. Printable version. THE STARS AWAIT! Inside, you will find: Details about both Earth and the worlds humanity has colonized in the early 22nd century Rules for creating psion and proxy characters within the Trinity Continuum Information about spacecraft, noetic biotech, and other technologies of the early 22nd century Advice for playing Talents in Trinity Continuum: Æon Advice for running different genres of science fiction in the Trinity Continuum Details. Add to cart Add to wish list.
Ask a question about this product. Related products. Log in. Sign in Register Forgot password? Even so, I find it difficult to invest in a game series that feels so dichotomous to me. That being said, the game looks good. I like the revised mechanics. I'm a bit surprised that Onyx Path decided to adopt the same strategy that White Wolf originally introduced with the new World of Darkness series of having a core rulebook with different game lines branching off it, a strategy that Onyx Path itself abandoned with the second editions of the Chronicles of Darkness games. I've always liked this, myself, but we'll see how it goes. Another note concerns the graphic design of the books. Back when Æon first came out, it featured graphic design that was, on the one hand, within the tradition that White Wolf had established in World of Darkness, while at the same time being original and incorporating a lot of design philosophy that was generally current at the time.
In contrast, other than the artwork mostly , the graphic design of the new books looks like it could have come right out of the s, right down to the choice of typefaces. Not that it's bad at all — not in the least. I'm just not certain that the graphic design is entirely appropriate to the theme of the game which is almost certainly just me being me. I will say that I wish game companies would allow their designers the time to do better typography in their books. I cringe looking at some of this stuff which I know If you want to see really good not perfect, but close typography in game books, take a look at Unknown Armies 3rd edition. Magnificent stuff. Anyway, those are the random thoughts that crossed my mind after having spent a single day with the new Trinity.
I am looking forward to seeing how it evolves. Ryan D December 04, pm UTC. Tobias E December 05, am UTC. It's a second edition with a changed ruleset, basically a brainchild of New World of Darkness mixed with aspects of FATE. This book only contains the new ruleset. If you're specifically interested in the Aeon Setting the Setting from the Trinity 1st Edition , look for the "Trinity Continuum: Aeon" book relased simultaniously with this. Be aware that you need this rulebook to play with the Setting Book, although you propably could use the informations given in the Setting Book to play within another ruleset - but you would have to invest some work to convert important aspects.
A customer. Storypath is a good system. It has neat ideas, a solid core mechanic and is in many ways a very nice middleground between old-school Storyteller games and more modern, meta-aware systems like FATE. This book is really bad at explaining Storypath [ This is the most well-rounded, skinnable version of Storypath and I've started using it for all manner of games outside of the Trinity Universe. With only a few exceptions the rules are clear, simple, and versatile. Though this book is the basis [ michael s. Low expectations for this one but high hope. Such a great idea and loved the orginal but its just so overly complicated [ So, I've given this game a four star rating but there are problems. The layout and clarity of the rules leaves something to be desired. On the other hand, the rules do make sense and have some really nice new mechanical ideas contained within them [ Henrik J.
This is a solid roleplaying game that's covering a contemporary pulp action niche that few games have gotten right. It definitely stands well alone, even without its supplement settings. I go over this book in depth in the video here: [ See All Ratings and Reviews. Browse Categories. Teach Your Kids to Game. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Forged in the Dark. Modiphius 2d Old-School Revival OSR. Savage Worlds. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Gift Certificates. Publisher Resources. Family Gaming. Science Fiction. File Type. Virtual Tabletops. Creation Method.
Humanity has begun settling on planets circling other suns. Teleporters like myself and the new Leviathan jump ships can take anyone across the galaxy in a few hours, so the stars are at last within our reach. However, we have found dangers as well as wonders out there, and only by working together can we overcome them and take our place on the galactic stage. Trinity Continuum: Æon also requires the use of the Trinity Continuum Corebook to play. Inside, you will find:. Printable version. THE STARS AWAIT! Inside, you will find: Details about both Earth and the worlds humanity has colonized in the early 22nd century Rules for creating psion and proxy characters within the Trinity Continuum Information about spacecraft, noetic biotech, and other technologies of the early 22nd century Advice for playing Talents in Trinity Continuum: Æon Advice for running different genres of science fiction in the Trinity Continuum Details.
Add to cart Add to wish list. Ask a question about this product. Related products. Log in. Sign in Register Forgot password? Your cart. Cart is empty. Publisher Login. Click here to log in. Jump to your favorite publisher! Please select Bleak Horizons Press Blinking Birch Games BoxNinja Brittannia Game Designs Bully Pulpit Games Buried Key Buried Without Ceremony Caradoc Games Cats of Catthulhu Cellar Games Certain Death Cherry Picked Games Christian Sorrell Cloven Pine Games Coins and Scrolls Dinoberry Press Dog-Eared Designs Draco Studios Dream Machine Galileo Games Gamenomicon Gameplaywright Genesis of Legend Ghostly Rituals Glaive-Guisarme Games Glittercats Fine Glowing Roots Press Go Nerdy, LLC Good Luck Press Gorilla Games Green Hat Designs Grendel's Vault Half Meme Press Hatchlings Games Heart of the Deernicorn Hebanon Games Hectic Electron Hedgemaze Press Heeroic Studios Gaming Hero Games Hex Games High Rock Press Human Hand and Brain Imaginary Empire Games Imagining Games Imperfekt Gammes Inkwell Ideas It's Never Dark Enough J-K Games Jenna Katerin Moran Jess Levine Games Jim Crocker Jon Boyle Khepera Publishing Kid Nick Games Kira Magrann Kotodama Heavy Plane Sailing Games Pocket Compass Co Polydactyl Games Porcupine Publishing Possible Worlds Games Possum Creek Games Posthuman Studios Protagonist Industries Ramshead Publishing Random Alien Games Red Design Rite Publishing Robert Bohl Games Rookie Jet Studio Rowan, Rook and Decard Rugose Kohn RV Games SafeHaven Games Samjoko Publishing Sandy Pug Games Saturday Morning Games Scablands Press Schroedinger's Cat Press Scratchpad Publishing Serpent Sea Games Sharkbomb Studios Shewstone Publishing Shoreless Skies Sweet Potato Press Symphony What's Hot!!
Product Categories. Special offers Sitemap Products Map. IPR RSS Feeds. Publishers Stores Newsletter Contact Help Checkout Cart Account PAX Unplugged Specials! Search: Advanced search. This site requires JavaScript to function properly. Please enable JavaScript in your web browser. Inside, you will find: Details about both Earth and the worlds humanity has colonized in the early 22nd century Rules for creating psion and proxy characters within the Trinity Continuum Information about spacecraft, noetic biotech, and other technologies of the early 22nd century Advice for playing Talents in Trinity Continuum: Æon Advice for running different genres of science fiction in the Trinity Continuum. item s available. Quantity 13 available. Trinity Continuum Core Rulebook.
Trinity Continuum: Aeon,Recommended Posts
Web6/12/ · Trinity Continuum Core Rulebook From Onyx Path Publishing ADD TO WISHLIST > Selected Option: PDF PDF $ $ Hardcover, Premium Color Book THE CONTINUUM Trinity Continuum contains multiple timelines, various time periods, and different genres of play. In the core book we present a modern-day setting in which you could enjoy many different genres of play, such as action-adventure, mystery, heist, do-gooders saving the world, or investigating weird science Web10/06/ · You can't get Terra Verde for free, at least not legally. The book was completed and put up for sale as a PDF (it was WW's first PDF, actually). Asia WebInterests of the church, since the Me- thodists, for the most that they are assembled trinity continuum corebook pdf download for the exercise of religion, and study promotes WebTrinity Continuum PDF [BUNDLE] Publisher: Onyx Path PublishingThis special bundle product contains the following blogger.comy Continuum Core RulebookRegular price: WebTrinity Continuum: Æon also requires the use of the Trinity Continuum Corebook to play. Inside, you will find: Details about both Earth and the worlds humanity has colonized in ... read more
Ghostly Rituals Glaive-Guisarme Games Glittercats Fine One month later to look at the former leaders of a couple of unions that T2M-Americas built its headquarters in Mexico were ousted thanks to our anti-corruption initiatives. There are thousands of novas in the world and their amazing powers and achievements have become a part of everyday life, although still subject to near constant media broadcast and scrutiny, and with more caution and trepidation than in prior years. September: The Triton Foundation successfully performs a synthetic pancreas replacement, a practical cure for diabetes. SIGHT Mexico So far, support for the militias is limited to the towns where they originate. The existence of novas and the work of Project Utopia threw off all predictions and forecasts, and their collective efforts continue to change everything.
Savage Worlds. Competence is not a constant string of successes followed by achieving every goal you set out trinity continuum corebook pdf download do. Activate this Skill Trick to increase the target resent training in formal medical care — almost no one is going to learn how to perform surgery effecnumber of any roll to interrogate this character by 1. Some Skills, in fact, are usually selftaught. A firefighter in New York City, Portman was the first publicly known eruption on N-Day. the continuum hope, sacrifice, trinity continuum corebook pdf download, unity 13 And finally, unity is the way humanity works together to achieve their goals. When creating an Invention see p.
No comments:
Post a Comment