Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
STORYPATH
SYSTEM OVERVIEW
The Storypath System uses ten-sided dice, and is designed to be an action-heavy roleplaying game. The rules
facilitate a number of playing styles and in game elements
at the table including:
Action Gameplay: Storypath takes cues from action
movies to keep scenes moving quickly and preventing
them from getting bogged down.
Cinematic Pacing: Storypath divides sessions and
scenes into different units of time that support a
story moving at the speed of plot. Campaigns are
modeled similarly to a long-running television series,
using episodes, arcs, and seasons, to emphasize plot
and characters over minutia or real time competency.
Scaling: Storypath uses a comparative chart to measure general degrees of power between opponents.
Gods or superheroes can fight each other on mostly
equal ground, while mere mortals can do the same to
one another. Its only when the psychic superhuman
deals with your average beat cop that Scale comes
into play!
2
MODE S OF PLAY
Storypath actions belong to three general modes that
roughly map to Attributes, or ways characters interact with the
setting. Modes are schemas inspired by traits instead of rigid
ACTION-ADVENTURE
(PHYSICAL-INSPIRED MODE)
Physical peril, violence, and round-by-round action.
This is the realm of punch-ups, car chases, and defusing
bombs with seconds to spare. These fast-paced scenes usually take place in real-time, with specialist rules covering
combat and dramatic movement.
PROCEDURALS
(MENTAL-INSPIRED MODE)
STORYPATH
SYSTEM BASICS
ATT RIBUTE S A N D ABI LITIE S
Attributes are divided into three Arenas: Mental,
Physical, and Social and three Functions: Force, Control,
and Resistance for nine total Attributes.
Attributes reflect a characters most basic qualities to define
who they are. They might be smart, strong, graceful, or self-assured. If other characters were asked to describe that person in
a few words, their responses would likely be a reflection of their
Attributes: they might say theyre clever or clumsy, or that theyre a
brusque but effective leader. When paired with Skills, these traits
determine the characters ability to overcome specific obstacles.
DIFFICU LTY
0
No Successes and if
any die shows a 1,
then a botch occurs.
Insufficient
Successes
with Consolation
Number of Successes
needed. If you get this
many, you succeed.
Extra Successes
that add Stunts
3
ST UNTS
Stunts are a way of rewarding success beyond the basics, allowing you to spend your extra successes to produce additional
effects, like creating useful Enhancements or Complications
for other characters. Theyre also used to narrate details to the
scene that are beneficial to your characters and generated by
your characters action. Perhaps you successfully clamber over
a wall and have time to create a handhold for the friend fleeing directly behind you, or confuse pursuit with a false trail.
FAI LU RE & CONS OLATION
S KI LL T RICKS
Skill Tricks are applications of
human ability that verge on the superhuman or, at least, the superhumanly reliable. Its certainly possible to drive
backwards at top speed through raging traffic
without so much as denting a wing-mirror, but
its not something even an expert can just
accomplish on commandunless theyve
got a Skill Trick.
Unlike Edges, Skill Tricks cost
Momentum to activate, and cover specific
feats or sequences the sort of cool moments
that make you go wow (or bullshit) when
you see them pulled off in an action movie.
As such, Skill Tricks dont normally provide
an Enhancement that can be spent on anything instead, they offer a free Stunt
when used, representing the specific trick
in question.
SCALE
Storypath games span back-alley brawls to dragon-riding
dogfights, often in the same adventure. Scale exists to handle
these extreme circumstances, representing entities or effects
on a different level than normal humans. A Might (Physical
Force Attribute) 1 weakling can struggle against a Might 5
bodybuilder, but theyre both ants in front of a T-Rex.
However, they are also exciting adventures where heroes overcome impossible odds. Scale is therefore kind to
important characters; a raging giant easily crushes buildings and faceless crowds, but our heroes can dart through
the chaos and face him on more even ground.
I N ITIATIVE
In action-adventure round-by-round conflicts, the action can get pretty chaotic. Storypath uses an initiative
system thats a mix of traditional and collaborative means
to make sure everyone gets their chance in the spotlight.
At the start of the scene, you roll a dice pool of d10s
with the Attributes and Skills your character is using to
react to the situation. Each roll generates a turn slot for
either a player or Storyguide character, with the slots
placed in order of which achieved the most successes
traits (and then Storyguides preference) break the tie if
theres a draw. This is the initiative order.
The player character who achieved the most successes
occupies the first player turn slot, and acts within it. Once
the next slot comes up, the first player decides which of
their group-mates takes their turn, out of those who have
yet to act this round. And so on, with each player picking the next to go after his or her turn is finished. The
Storyguide does the same with their characters. This cycle
continues every round until no characters or turns remain,
at which point it resets and the player character whose turn
was last picks the next player to start the next round.
H EALT H
Damage in the Storypath System is represented by two separate but related concepts: stress boxes, which measure accumulated strain from the conflict, and Injury Complications, which
represent actual injuries. Once all a characters stress boxes are
filled by damage, they are Taken Out (maybe killed, maybe not),
but a player can stop damage from affecting their stress boxes
by accepting Injury Complications instead. These are effectively
extra successes added to the Difficulty; without buying off these
Injury Complications, the character cant attempt the action.
PAT H S
Vitality: 3
-1 -1 -2 -2 -4
Paths represent pieces of a chronicle setting which characters can interact with and be a part of. Paths are the organizations characters belong to, the societies they join, the
5
ACTION-ADVENTURE
EXTENDED EXAMPLE
A pair of Scions (Rhiannon, daughter of Brigid, and Sigrun,
a child of Loki), having been alerted that another Scion of Loki
has gone rogue and loosed a frost giant into Washington, D.C.,
arrive on the scene. Theyve tracked the giant to a construction site and find it looming behind the skeleton of a would-be
building. A wake of destroyed equipment, frosted-over infrastructure, and frozen workers spread are behind it. Snow pelts
down hard and obscures the player-characters view.
From the frosted wreckage, humanoid shapes stir and
shamble towards the Band. They move without intelligence, impelled by instinct and magic. Once they spot the
presence of the Scions, they quicken and charge menacingly. Since none of the characters are using stealth to infiltrate the place, they dont need to beat the perception rolls
of the humanoid shapes.
The Band exchanges looks, knowing theyll have to
get past these snowy constructs before they can reach the
bigger foe. The Storyguide asks her players to roll for initiative. Rhiannons player gets four successes and Sigruns
rolls three. The Storyguide rolls one pool for the
horde of constructs and only gets one success.
The players decide to go in the order the dice
fell.
Rhiannon wastes no time and charges
in first. The mob is in Close Range already,
so she moves to Engaged on her action
without requiring a movement roll. She
rolls Might + Close Combat (8 dice).
She rolls 4 successes against the mobs
Defense (a type of Difficulty) of 1. Since
the mob is treated as one single group,
they Rhiannons player decides to put all
of her successes into damage, since mobs
have a much higher stress track than players but dont take usually Injury Complications.
Sigrun shouts that she will try to
gain ground and uses one of
her divine powers to shapeshift into the form of the
eagle, then her player rolls
her movement dice (a pool
of Finesse + Athletics to
move past the mob in a swoop.
Her player rolls a Might + Close
Combat to attack with a dice pool of
6. She rolls 3 successes; again the mob
takes the damage directly as Sigrun slashes
with her talons and soars past.
The great horde of creatures surges forward and threatens to consume both Scions under its frigid, seething mass.
6
INTRIGUE AN D
PROCEDURAL EXAMPLES
S O CIAL
Alma Choudry is an incarnation of Ganesha dedicated to salvaging the scattered components of a vimana,
a mythological flying machine, from across the World.
Unfortunately, the latest part cant be bought at auction
its been claimed as a shintai (sacred body) of Kagu-tsuchi
(the dead and dismembered Japanese God of Fire) by the
fringe cult Moeru Kodomo.
Resolved to steal it back, Alma arranges a meeting with
the cult-leader, Kagari Noda, by masquerading as a rich patron. Some divine magic completes the illusion, and soon
shes sat right in front of the relic.
Alma assesses Kagari over some small talk, so her player
makes a Manipulation + Empathy roll. She hopes hell give
her a moment alone, but if his Attitude (how he feels about
her) toward her is lower than Scope of that task (how big a
favor shes asking), her suggestion will fail. The Storyguide decides that Kagari considers leaving the relic unguarded to be
a Significant request, a Scope of 3 which means its pretty
difficult.
Unfortunately, Almas Manipulation + Empathy roll assessment roll gets 2 successes, and since Kagari isnt trying
to hide his feelings theres no contested roll. While hes
pleased with her recent donation, his Attitude (Trivial, or
an Attitude of 1) isnt quite good enough. Since it wont be
easy to improve his Attitude further, she decides to reduce
the apparent Scope of the task, making it seem like not
such a big deal that the priceless relic be left unguarded.
I NT RIGU E
Last night, Devon Emmitt fled his home with light
streaming from his mouth, possessed by a flesh-eating asiman. Fortunately hes an old friend of Dakarai Sterre, Scion
of Damballa, who calls in a favor from Machado, a demigod
hitwoman.
This investigation is a Complex Action, which means
that overall success depends on multiple rolls to represent
different intervals of the investigation. The Storyguide
judges this a case requiring two core Clues (discrete information that drives story progress) to crack. The time limit
leaves only two intervals before Devon chows down, so our
heroes split up for the first interval.
Machado uses her Path Contacts as a Career Criminal
to declare she knows a guy in a local street gang who will
talk, and interrogates him. He reveals the neighborhoods
abuzz about a glowing man stuffed into a car the first
Clue. Since she uses her Contacts for this, it doesnt require a roll, but Machados player decides to roll Presence +
Persuasion in the hopes of getting an extra success, against
a Difficulty of 2. Her player scores three successes, and her
player uses the last success to get an alternative clue they
know where a suspicious car is parked. Putting two and
two together, she deducts its probably the same car.
During the same interval since multiple characters can split up to cover more ground Sterre hits
the books and his player makes a Reason + Occult roll.
Unfortunately, his library is thin on glowing African vampire-spirits, so he lacks an Enhancement and 2 successes
doesnt beat the Difficulty of 3. He hasnt found a Clue,
but as a Consolation the Storyguide offers the asimans
weaknesses from a Wikipedia article this info wont
help catch it, but could provide an Enhancement later.
On their second interval, they search the car. Machados
player makes a Cunning + Subterfuge roll with a teamwork
bonus. Four successes beats the Difficulty of 3, and discovers the owners address, the second Clue, which concludes
the investigation. A spare success fuels a Stunt to notice
another detail there was no struggle. Devon was a willing passenger.
The owners door bursts open before the two can
knock on their approach, and Dakarai prepares to put that
Enhancement he earned earlier to good use.
7
Allegiances: A heaping handful of modern-day organizations to which a Talent may belong, from the
troubleshooters of 9, to the explorers of the Global
Cartography Initiative, to the virtuous thieves of Les
Fantmes. ons Allegiances are headlined by seven
Psi Orders, each specializing in a different Aptitude
of psychic power.
SCION A N D T RI N ITY:
CONTI N U UM SYSTEM
VARIA NTS PREVIEW
While Scion and Trinity: Continuum both use the
Storypath System, they each have their own proprietary
systems to interact with the setting. Featured here is a
sneak preview of two systems, Relic Birthrights for Scion
and the Dramatic Editing used by the Talents of Trinity:
Continuum.
RELICS OF SCION
10
DRAMATIC E DITI NG I N
T RI N ITY: CONTI N U UM
11