project-image

Trinity Continuum Player's Guide (Tabletop RPG)

Created by Onyx Path - TC Player's Guide

The Trinity Continuum Player’s Guide is a new rules expansion, taking your Trinity Continuum RPG to the next level!

Latest Updates from Our Project:

LIVE Q&A with Danielle Lauzon TODAY AT NOON Eastern
almost 3 years ago – Wed, Apr 05, 2023 at 06:10:48 AM


If you want to learn more about the Trinity Continuum Player's Guide, we're hosting a LIVE Q&A with developer Danielle Lauzon TODAY at Noon Eastern.

You can watch on Onyx Path's Twitch channel or watch the stream live on the Trinity Continuum Player's Guide Crowdfunding page.


After yesterday's Chapter 2 draft preview, I'm sure there's lots to talk about! We've also unlocked our FOURTH Stretch Goal so far...


ACHIEVED! - At $30,000 in FundingTHE ART OF CRAFTS – The unlocked PDF supplement will be expanded to include a streamlined version of the crafting system, along with some examples, to help inventor characters make new toys for their Talents.

and are working towards our next milestone celebration....

At $33,000 in Funding - TRINITY CONTINUUM PLAYER’S GUIDE MOBILE WALLPAPER - Exciting Trinity Continuum artwork will be used to create a wallpaper for your mobile device lockscreen. This mobile wallpaper will be added to the rewards list of all backers supporting this project.

So please continue to spread the word, and let's see if we can't Inspire more Talents to join in and help unlock and unveil our next Stretch Goals!

See you at NOON TODAY for the Q&A!

#TrinityContinuum
#TCPG

Backers Draft Manuscript Preview #2
almost 3 years ago – Tue, Apr 04, 2023 at 05:27:16 AM

Hello Inspired!

Checking my notes, I see that our preview today rules! Oh - actually, it says it's full of rules! Rules for chases, rules for investigations, rules for heists... All the fun things that our inspired Talents can do in a game within Trinity Continuum.


International Shipping – Collected in the Pledge Manager

One quick note about International Shipping before we get into the manuscript previews. Unlike many previous Onyx Path projects, we won’t be collecting funds to cover International Shipping during this Kickstarter campaign. Instead, we’ll be charging for shipping in the Pledge Manager once the books are being printed and we can deal with the actual shipping charges rather than using our best-guesses this far out. We’re still anticipating pretty hefty costs to ship the book internationally (see our current guesses on the front page) so be forewarned, but we’ll cross that enormous bridge when we get to it.

DRAFT MANUSCRIPT PREVIEWS - BACKERS ONLY

Remember, thanks to BackerKit magic, these download links are visible to Backers only - you must be logged in and reading this on the website to have access to the manuscript preview links. So, if you're reading this via e-mail, click that "Read The Update" link on the bottom and I'll see you below the title treatment...

Look and Listen - TCPG info sources
almost 3 years ago – Mon, Apr 03, 2023 at 09:01:25 AM

Hello Talents,

Today's update is a great one if you've been looking for even more info about the Trinity Continuum Player's Guide and what how you can use it to create exciting adventures and cool characters for the Trinity Continuum RPG.

Before I get into all of that, I can't help but point out *how close* we are to our next Stretch Goal! This is one that we're all pretty excited about, and I hope we can inspire a bunch more talents to join us this week so we can unlock it and officially add it to the developer's outline for our stretch goal supplement.


At $30,000 in FundingTHE ART OF CRAFTS – The unlocked PDF supplement will be expanded to include a streamlined version of the crafting system, along with some examples, to help inventor characters make new toys for their Talents.



Of course, the best way to know what's in the Trinity Continuum Player's Guide is to read it! A reminder that the draft manuscript is being released throughout this campaign and every Tuesday we'll have a new section available for backers. You can read the introduction and Chapter 1 in our first update, and we'll have Chapter 2 coming our way tomorrow!

UPCOMING TWITCH STREAMS

We're working with the BackerKit team to see if we can hook-up Onyx Path's Twitch channel and this campaign page to host a  livestream directly on our campaign. We'll see if we can work out the technological challenges and I'll give you more information before the event if it's possible. Even if we can't quite make that work, Onyx Path will have two upcoming events this week that will be streaming on their Twitch channel. Before these streams, I'll have an update telling you where to find them for sure, but you can mark your calendars now and clear an hour or two in preparation.



If you've got Questions about the Trinity Continuum Player's Guide, you can get Answers this Wednesday at Noon EDT!
Trinity Continuum Player's Guide Q&A with developer Danielle Lauzon. That will be streamed from Onyx Path's Twitch channel (and hopefully carried live on this page) on April 5 at Noon until 1:00 EDT.

Then, if you want to see this book in action, tune in this upcoming Saturday for an Actual Play event.


"Time and Space" an Actual Play session using the rules from the Trinity Continuum Player's Guide will be streaming from Onyx Path's Twitch channel (and hopefully carried live on this page) on April 8 from 2:00 PM until 4:00 PM EDT.

CURRENTLY AVAILABLE PODCASTS

But you don't have to wait to get your daily dose of TCPG! There are two recent episodes of the weekly Onyx Pathcast that also dig into these topics!


Onyx Pathcast Episode 252: A Guide For Talented Trinity Players <link> is hour-long discussion about this book and the contents and inspirations. In this podcast, you'll hear about:
  • Bottled messages and garbage
  • Sneak Attack!
  • Interdimensional travel
  • What else can Talents do?
  • Heists!
  • Gifts and Edges, etc.
  • Vehicles, gear, etc.
  • Draculas
 
Onyx Pathcast Episode 253: Trinity Continuum Player's Guide Character Creation <link> follows up by putting the TCPG into use while creating a Trinity Continuum character. In this episode, you'll hear:
  • What are we making and why?
  • Polyphemus and NOER
  • A rodeo protection athlete
  • Basically Dana Scully
  • Aspirations!
  • Paths and accent work
  • Skills and their Specialties!
  • Attributes
  • Moments of Inspiration
  • Facets

 I'm a big fan of the Onyx Pathcast. Listening to the people involved in the creation of these projects talk about them (and ramble into tangents!) is a great way to get insight into this game and this book, and they're always a lot of fun.

 
So, listen to some podcasts, prepare for some Twitch streams (get your Questions ready for Danielle!), and let's continue to spread the word in our social circles and on our social media. There are many talents out there who haven't yet heard about the campaign. Let's inspire them to come join us, and let's work together to unlock that new section on our Stretch Goal supplement!

And I'll be back tomorrow with Chapter 2 from our draft manuscript!

<In search of a catchphrase!>


#TrinityContinuum
#TCPG




Sneak Peek: The Chase
about 3 years ago – Fri, Mar 31, 2023 at 10:58:58 AM

Hello Talents!

Next Tuesday - April 4 - all backers will be able to download Chapter 2 from the draft manuscript. It's a pretty big chapter, and offers expanded rules and guidance on running investigations, taking actions in a heist, and vehicular combat and chases. Basically, the cool cinematic stuff that you can do in your Trinity Continuum game. Today, we're gonna get a sneak peek at some of the material built around chases.

But first, a quick celebration!


ACHIEVED! - At $28,000 in Funding - TRINITY CONTINUUM PLAYER’S GUIDE DIGITAL WALLPAPER- Exciting Trinity Continuum artwork will be used to create a wallpaper for your computer desktop. This digital wallpaper will be added to the rewards list of all backers supporting this project.

An Onyx Path classic, and a great way to help us keep up our pace over these first days! Let's continue with this great momentum as we work toward our next Stretch Goal...


At $30,000 in FundingTHE ART OF CRAFTS – The unlocked PDF supplement will be expanded to include a streamlined version of the crafting system, along with some examples, to help inventor characters make new toys for their Talents. 


The vehicle in motion is virtually synonymous with action. Car chases offer danger, high stakes, and a wide variety of threats and complications, while aerial combat presents a dizzying array of high-speed maneuvers and technological sophistication. The Trinity Continuum Core Rulebookalready offers the basic tools for vehicular mayhem and excitement, but this section will drill down to offer more options, tools, and toys for games and groups that want to lean into vehicular action.

Towards the Vanishing Point: The Chase

A hunter chases after their quarry, hoping to catch them before the latter can escape. The core of every chase is that simple, but it’s the specifics that make them compelling. Tight city streets packed with irritable citizens; pursuers armed to the teeth and willing to inflict wanton destruction to get what they want; elusive targets causing as much chaos as possible to obscure their trail and secure their getaway. These rules endeavor to enable this, providing ingredients for kinetic conflicts and running pursuits.

Chases require a quarry, an individual or group who is fleeing, and a hunter, the party who wishes to catch, apprehend, or destroy the quarry. This is important: A quarry who’s willing and able to simply turn around and fight is instead a mutual combatant, and there’s no chase — instead “just” an opportunity for vehicular combat. 

Setting Stakes

This makes it important to establish the stakes and reasons behind the chase. The quarry’s goal is to get away, but why do they have to run and not stand and fight? Are they knowingly outmatched by their pursuers, or by forces their pursuers could call for reinforcements? It’s one thing to punch out a corrupt cop, after all; it’s another to stay and deal with an entire police force on the take. Do they want to avoid a direct confrontation for practical reasons, such as protecting a vulnerable hostage or piece of technology from being collateral damage in a stand-up fight? Especially against a numerically superior foe, the chances that an innocent is taken hostage or a suitcase full of advanced technology is nabbed increase dramatically if the quarry stays in one place. Are there social, organizational, or cultural pressures involved? Will getting involved in an all-out brawl on a Sunday make them local pariahs, or have their allegiances urged them not to get involved in blatant violence in public, even if they’re attacked? 

The hunter’s goal is confrontation. Perhaps they want to destroy or kill the quarry. Sure, they might be able to do it mid-chase, but it’s much easier if the quarry is standing still. Perhaps they want to apprehend the quarry. Stopping them nonlethally is the only way to arrest, kidnap, or otherwise have the targets at the pursuers’ mercy. Or perhaps they simply want to force an interpersonal confrontation; sometimes, you just have to let someone know how upset you are with them face-to-face. 

These specifics between escape and confrontation affect the nature of the chase. If the quarry is escorting a scientist and trying to keep shadowy pursuers from kidnapping them, those hunters don’t win by totally destroying the fleeing vehicles; they win by forcing the quarry to stop, so they have a chance to kidnap the scientist. If the players are pursuing a murderous assassin who’s killed a beloved ally, they may be fine with simply slaying them as they flee, reducing their vehicle to flaming slag…or they may want to take them alive so they can question them. 

Setting the Pursuit Goal

Once both sides establish stakes and goals, the Storyguide sets the starting range between hunter and quarry, and the pursuit goal. This is the number of successful milestones either side needs to obtain their goal. This isn’t simply distance between the two vehicles; in the chaos of pursuit, it indicates movement towards a final, decisive moment, when the quarry is either caught or gives the hunter the slip. Short, quickly resolved chases begin with a pursuit goal of 3, while longer chases (such as those meant to be the centerpiece of a session) begin with a pursuit goal of 5. If there are other characters involved, they roll initiative for the scene normally (though quarry and hunter drivers do not.) 

Each phase of the chase, the drivers of both vehicles make opposed rolls, modified by Speed Scale. They compare totals after choosing to buy off Complications, the quarry choosing which to buy off first. The winner gains a milestone towards the pursuit goal and may spend any additional net successes on Stunts. On a tie, the chase immediately intensifies, shifting the local environment, and reducing the pursuit goal by 1 unless this would result in one of the sides winning. After resolving the chase roll, other characters may go, following the normal initiative rules. 

Victory

If the quarry wins, they’ve escaped for the moment. They’ve put even distance, real estate, other vehicles, or confusion between them and their pursuers, and they’re free of immediate physical threat or apprehension. Even against overwhelming pursuit or panopticon-scale surveillance, the quarry should at least have a scene to collect themselves, marshal their resources, and decide what to do next. 

If the hunter wins, they’ve forced the quarry into a direct confrontation, starting at the range band of the hunter’s choice. They may have driven the quarry into a dead end, run them out of road, or physically blocked their egress, whichever is most appropriate for the scene.  The quarry will need to outfight, trick, convince, or otherwise outmaneuver the hunter if they want to get away.  

Destruction of a hunter or quarry’s vehicle usually provides a different end to the chase, one way or another.



Chase Stunts

Drivers of both hunter and quarry may purchase the following Stunts with successful chase rolls. 

Flat-Out (4s): Immediately complete an additional milestone towards the pursuit goal. 

Jockey for Position (2s): Increase or reduce the range band between vehicles. May be purchased multiple times. 

Keep Her Steady (1s): Reduce any increased Difficulty or Complication for Action Stations by 1. This Stunt may be bought multiple times. Special: Purpose Action Station may buy this Stunt. 

Road Hazard (Variable): For every success the quarry spends, or for every 2 successes the hunter spends, create a Complication for their opponent’s next chase roll. If not bought off, the opponent’s vehicle must suffer the unmet total in Injury Conditions or lose one milestone towards the pursuit goal. They cannot choose to lose milestones they haven’t accomplished. Special: Any action station may also buy this Stunt. 

Scenic Route (2s quarry, 3s hunter): Immediately force the chase into a different local environment. Special: Navigation action station may also buy this Stunt. 

Vehicular Combat Stunts

These Stunts chiefly involve close kinetic contact between two vehicles. They can also be used in regular vehicular combat as Pilot-based attacks, ignoring any chase specific effects. Normally, you must be within short range or closer to purchase these Stunts, which moves your vehicle into close range. Vehicular soft armor adds to the cost of damage-causing Stunts such as Sideswipe normally. 

Boarding Party (3s): A willing character from your vehicle is now on their vehicle. You may spend 1 success per additional character you wish to send over on a Boarding Party action, OR, you may retrieve any number of willing, unrestrained characters from the targeted vehicle. Special: Action stations may buy this Stunt. 

Critical Smash (4s): You may only purchase this if you’ve already purchased another vehicular attack Stunt. Inflict your vehicle’s Size in additional Injury Conditions to your target OR reduce its Speed Scale by 1 until it can be repaired. If a vehicle’s Speed reaches 0, it becomes immobile.  

Drive Defensively (2s): Increase the Defense of all characters in the vehicle by 1 against attacks from outside, and increase the success cost for vehicular attacks and boarding actions by 2 for the next chase roll or round. Special: Contact action station may also buy this Stunt, and it may be bought at any range. 

Kinetic Stop (3s): Attempting to use precision contact between vehicles to make the other vehicle lose control, hopefully bringing it to a stop. The target loses a pursuit goal milestone and counts their Speed Scale as being one lower for the next chase roll or round.

Ram (variable): Spend successes equal to the higher of your target’s Size and Speed. You put the full weight and power of your vehicle into their vehicle for catastrophic results. They suffer the higher of your vehicle’s Size or Speed in Injury Conditions. Your vehicle suffers their vehicle’s Size in Injury conditions. Neither you nor your target benefit from Speed Scale next round or chase roll. 

Sideswipe (variable): Spend successes equal to the target’s Size to deal an Injury Condition to it. If the target’s Size is larger than your vehicle’s, your vehicle suffers an Injury Condition. 

Other Complications

Beyond chase environments, all manner of problems can make life more difficult for either or both sides of a chase. Some high-speed hiccups interact directly with chase mechanics, but those that don’t fit into any scene where at least one character is driving or piloting a vehicle can be a Complication towards an action. Each Complication lists the successes required to buy it off and then describes the results if not bought off
  • A Really Slow Truck is in the Way (1): Your next Pilot action’s Speed Scale cannot be higher than 1. 
  • Dangerously Wet Road (1): Your next Pilot action suffers +1 Difficulty.
  • Traffic Lights Change at Exactly the Wrong Moment (1): Pick one: Your vehicle suffers an Injury or counts as Speed Scale 0 for your next Pilot action.
  • Unwise Pedestrians (1): Lose a pursuit goal milestone. If you have zero, your opponent gains one instead. If not in a chase, the next opponent targeting your vehicle or opposing your actions gains +1 Enhancement to their action. 
  • Unsecured Debris Spills Across the Road (1): Your vehicle suffers an Injury.
  • Collateral Road Rage (2): Lose a pursuit goal milestone, and your vehicle suffers an Injury. If not in a chase, the next opponent targeting your vehicle or opposing your actions gains +2 Enhancement to their action.
  • Hazardous Road Debris Ahead (2): Pick One: Your vehicle suffers an Injury or −1 Speed Scale for the rest of the scene.
  • Just-Resurfaced Asphalt (2): Your next Pilot action suffers +1 Difficulty and counts as Speed Scale 0. 
  • Two Workers Carrying a Clear Pane of Glass Across the Street (2): Your vehicle suffers an Injury, and characters aboard suffer +1 Difficulty to action station actions. 
  • Caught in a Funeral Procession (3): Your vehicle’s Speed Scale cannot be higher than 1, attacks from your vehicle suffer +1 Difficulty for the next affected action, and you lose a pursuit goal milestone. If not in a chase: Next round, all opponents targeting your vehicle or opposing your actions gain +2 Enhancement to their actions.
  • Rush Hour Traffic Arrives (3):  Reduce your next Pilot action’s Speed Scale by 1 for every unresolved point of Complication. If this would take Speed Scale below 0, you’re at a standstill next round. 

Dogfights!

Fighting within visible line of sight of the enemy, desperately fighting for position, trying to line up the perfect shot to send the enemy plane tumbling, burning to earth… the dogfight combines direct, one-on-one combat with the kinetic miracle of flight.

For Trinity’s purposes, the dogfight rules are appropriate for play whenever two or more (see Furballs, below) opposing vehicles within 2 Speed Scale fight it out in flight. A vehicle with a 3-Speed edge can simply disengage and reengage with impunity, making dogfighting them impractical for their outmatched enemies.

Dogfights are determined by relative position and energy, enemy pilots trying to put the other into kinetic checkmate. Each round that combatants are engaged in dogfighting, they make an opposed piloting “dogfight” check, modified by Handling rating and Speed Scale. The winner outflies their opponent, allowing them to spend extra successes on dogfighting Stunts, and then freely disengage, press the advantage, or immediately make an attack. The loser must then decide whether to try and escape, turn the tables, or another desperate maneuver. On a tie, both combatants must choose desperate maneuvers

Dogfight Stunts

The winner of the dogfight roll can spend their extra successes on any of these Stunts, though other general Stunts, those granted by equipment or situation (such as flux Stunts), or others may also be applicable. 

Blindspot (variable): Increase the Difficulty of any Desperate Attacks against you by the successes you spend.  

Break Lock/Break Jamming (3s): Remove a “Locked-On” or “Jammed” Condition. Special: This may be bought multiple times for multiple Conditions.  

Breathing Room (3s): Remove any bonuses your opponent has gained from Press the Advantage.

Force Repositioning (2s): Immediately change the environment the dogfight is occurring in.

Harry Them (variable): For every 2 successes you spend, increase the Difficulty of any Escape or Turn the Tables roll a specific target makes against you by 1. 

On Target (variable): Gain +1 Enhancement for every two successes spent for an attack or Press the Advantage action made this turn.



Again, this is just a sneak peek - a tiny portion of what's coming our way on Tuesday, when the next draft manuscript section is made available for backers to review. 

I'll be back next Monday with some podcast links and possibly information about an upcoming Twitch stream that we're in the early stages of sorting out. Until then, please continue to spread the word about this project, sharing in your social circle and on your social media. Let's see if we can't maintain our pursuit of that next Stretch Goal target and get some streamlined Crafting rules for our clever gadget-loving Talents!

#TrinityContinuum
#TCPG

First 48 Hours - How Far We've Come, and What Comes Next...
about 3 years ago – Thu, Mar 30, 2023 at 10:52:48 AM

Hello Talents,

We're just finishing up the 48th hour of our campaign... and officially about to start "Day 3" although it seems weird where I am to say our next day is starting in the middle of the afternoon. But Time Travel is a thing in the Trinity Continuum, isn't it?

So, let's look at our first 2 days and see where we are. Thanks to more than 550 Backers so far, we have

FUNDED the TRINITY CONTINUUM PLAYER'S GUIDE


The main reason for this entire endeavor, we've successfully funded this project and will turn it from a draft manuscript into a fully-developed PDF and hardcover book. But that was just the start of our achievements. We've also added a fun Onyx Path traditional celebration with our first Stretch Goal.


ACHIEVED! - At $20,000 in Funding – TRINITY CONTINUUM PLAYER’S GUIDE T-SHIRT ON REDBUBBLE - An TCPG-themed Backer shirt will be hosted on Onyx Path’s Redbubble store for a limited time. Only backers will be notified when the shirt becomes available for purchase.

My original Trinity Continuum backer T-shirt is almost five years old now, and showing some wear. Looking forward to swapping it out for some new duds in the future!

Even more exciting, we've added our first bit of additional content with our second Stretch Goal!


ACHIEVED! - At $25,000 in FundingTOOLS OF THE TRADE – A PDF supplement will be created featuring new tech items for Talents. Vehicles? Weapons? Gear? Help us decide in our poll! This PDF supplement will be added to the rewards list of all Crowdfunding backers receiving the Trinity Continuum Player’s Guide PDF as one of their pledge rewards.

That's right! We've officially unlocked the "TOOLS OF THE TRADE" PDF supplement. That is just a temporary name, as the product isn't outlined or written yet, but we're not quite done asking for your help on this one! Not only did your participation in this campaign help fund this eventual project, you can help the developers build an outline for the book by voting in the poll at the top of this update! We'll keep the poll running until next Tuesday, when our next manuscript chapter comes out for backers.

DRAFT MANUSCRIPT for BACKERS!

That's right! All backers will be able to read the entire draft manuscript for this book before this campaign concludes and before any pledges are processed or payments collected! If you haven't already read our first chapter, check out Update #1 from our campaign. We'll have new chapters for you every Tuesday.



While the First 48 Hours are normally the biggest part of a crowdfunding campaign, there's still lots for us to get excited about as we work together over the next three weeks. If we continue to spread the word and Inspire additional Talents to join our cause, and maybe get lucky with some task rolls, we can possibly unlock some more Stretch Goals! Let's set up two more goals for this campaign!


First up, another Onyx Path classic reward to help us keep pace over the next week...



At $28,000 in Funding - TRINITY CONTINUUM PLAYER’S GUIDE DIGITAL WALLPAPER- Exciting Trinity Continuum artwork will be used to create a wallpaper for your computer desktop. This digital wallpaper will be added to the rewards list of all backers supporting this project.

And then let's see if we can't expand our new content reward. This is a cool one...


At $30,000 in FundingTHE ART OF CRAFTS – The unlocked PDF supplement will be expanded to include a streamlined version of the crafting system, along with some examples, to help inventor characters make new toys for their Talents.  

SO! Vote in our Tools of the Trade poll! Read the manuscript. And please continue to spread the word in your social circles and on your social media and let's see if we can't forge a path to those two new Stretch Goals!

I'll be back tomorrow with a sneak peek preview from Chapter 2!

#TrinityContinuum
#TCPG