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Trinity Continuum core errata

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  • #91
    Mixed Actions:
    PG 70 - No limit on number of actions that can be done at once is mentioned
    PG 101 - "The limit to the number of mixed actions a player can take as part of a single action roll is equal to his Cunning."
    Is this a discrepancy or does the Cunning limit only apply in combat.

    Also Failing Mixed Actions: Do players get 1 momentum for each action failed, or one for the whole die pool. Otherwise you can attempt 6 actions, fail 5 and generate a lot of momentum.

    Also PG 73 - Reference to the Black Pool. Does momentum have an upper limit in the pool in Trinity? (Also could you ask the scion guys that as their book doesn't say either!)

    Find my Homebrew so far here:
    So far its Demon Merits, Vampire 1e to 2e ports and a Knowledge collection mechanic for the Ordo Dracul!


    • #92
      p73 - Scale needs more clarification and examples as it's a big concept discussed
      very briefly and quickly. Is a Psion automatically better at everything than a normal human, or just matters that are direct arenas of competition (e.g. playing chess)? An example of narrative scale, even a basic, one would be good.

      p113 - There are no vehicle combat rules or rules about driving and piloting. Were the rules from Scion supposed to get pasted in here?

      Consider an appendix of pre-made equipment and gadgets using the super science system -
      Shadowrun Anarchy had a 'build your own power' system and but added an appendix of
      prebuilt powers while in layout (at the end where it wouldn't muck up the existing layout) and we've used it heavily.


      • #93
        p. 123, Example Weapons, range for Assault Rifle should propably be short - medium, range for Pistol should propably be short.

        Consider giving Assault Rifles the Two Handed tag, to represent the extra Oomph of these Weapons.

        p. 112, Example Combat could use a reference for minor characters and mobs. The Physical Arena Rating from the same pages alse seems to be gone, and seemingly was replaced by Mob rules.
        Last edited by Quantum Bob; 12-23-2018, 02:45 PM.


        • #94
          On page 77, it seems odd that the rubric "Complex actions" is considerably smaller and less bold than the rubric "Milestones" that should reasonably be a subheader to the aforementioned.


          • #95
            p90-97: Super-Science Items lack a clear indication of their effective Wealth rating for the purposes of calculating how many tags Weapon-, Armour- or Vehicle-type Super-Science equipment may have.

            Supporter of Spirits getting full playable splat design come Exalted 3E.
            Refugee from the 3rd Great Edition Wars of D&D.
            oWoD Latecomer, Exalted Optimist, Scion ST, Trinity Curious


            • #96
              p48 Command, Example rolls using Command: "Given an inspiring speech (+Presence)" meant to read as "Giving an inspiring speech (+ Presence)"?
              ​If your character is issuing a Command off an inspiring speech another character made, I could see an argument for "Given an inspiring speech (+ speech-giver's Presence).


              • #97
                Originally posted by Trinity: Core, p73
                Narrative Scale describes the multiplier you
                should apply to successes, or to the trait itself for resisted
                Wording is ambiguous enough to cause confusion. Recommend adding ', equal to the Scale rating' to the end of the sentence.
                Last edited by Yue Ryong; 12-26-2018, 01:08 PM.

                Supporter of Spirits getting full playable splat design come Exalted 3E.
                Refugee from the 3rd Great Edition Wars of D&D.
                oWoD Latecomer, Exalted Optimist, Scion ST, Trinity Curious


                • #98
                  p45 Skill Tricks says
                  When you reach level 3 in a Skill, you can choose one Skill Trick for that Skill. As your character advances in the Skill, you can choose an additional Skill Trick for each Dot above 3 as well. Characters begin game with one Skill Trick in a Skill rated 3 or higher.
                  1. This seems contradictory in the case of beginning characters. Does a beginning character with Aim 4 gain begin the game with one skill trick as per the last sentence? Or 2 skill points as per the first and second sentences? It is unclear. If the skill tricks are intended to be purchased, that is not evident as the wording suggests they're free.On page 39, it lists 3 Experience as the cost for a skill trick. Is this in order to purchase extra ones? Or is the "one skill trick at level 3 plus one per dot above 3" rule intended as a cap on how many skill tricks it is possible to have at one time?
                  2. Last sentence, even if correct with respect to skill tricks, should probably read as, "Characters begin the game with one Skill Trick...."


                  • #99
                    p16 - The heading is 'Books and Comics' but no Comics are listed, just books.


                    • Inconsistent Language and mechanics for Paths:


                      p 36 "In Trinity Continuum each character has three Paths: Origin, Profession, and Society."
                      p36 "The Origin Path is a character's background..." "The Role Path is a charter's occupation or area of expertise..." "The Soceity Path is a connection each charater has with a larger organization..."
                      p 41 discusses Origin Paths; p 43 discusses Role Paths. No discussion of Society Paths (ah sorry, yes there is, under Chapter Six: Talents, p153 Creating Talents, "Talents should choose their Society Path from the Allegiances listed on p. XX.")
                      p 154 Society Paths: Allegiances, "Talents call these groups Allegiances, and nearly every Talent belongs to one or another of the groups."
                      p 214 Character Sheet: Origin Path, Role Path, Allegiance Path. (Will any Continuum setting refer to their Soceity Path organizations as "Societies"? If not, why not simply call the path Allegiance on p 36?)(Ah, I see, Aeon seems to consistently refer to them as Soceity Paths.)

                      Starting Path rating

                      p. 36, 1st parag con't from p 35, "You gain three dots to distribute among the four Skills for each Path." and 3rd parag, "Players gain two dots to distribute among the Edges associated with each Path."
                      Pp 36-37 does not list a 1-5 rating as one of the elements of a Path
                      p 40, 2nd paragraph, "A Path also has a rating from 1 to 5. Each additional dot in a Path strengthens the associated connections, Skills, and Edges";
                      p 41, Advancement With Paths, 2nd paragraph, "Each dot in a Path costs five points of Experience and provides three dots for distribution among the related Skills and two dots for distribution among the related Edges."

                      It is never stated that Paths start with rating 1 or 1 dot but it seems to be the case given the dots of skills/edges for character creation when compared to what one gets during advancement.
                      Someone else pointed out inconsistent advancement cost of Paths, 5 points on p41 vs 18 points on the table on p 39.

                      Connections P 40

                      1st parag: “Each Path has three different connections: group, contact, and access.
                      2nd parag: “The player chooses one contact connection.”
                      2nd column, under “Contacts” heading: 1st parag: “She begins play with a single Contact.” Seems to be immediately contradicted by the following paragraph, “She can spend these dots on either gaining additional Contacts, or making a single Contact better.”
                      2nd parag: ” A character gains a number of points to use to create her Contacts as she has dots in her Path.”

                      So, does the character begin play with a single Contact, total? Or one contact per Path? How many dots does one start with in a Path? Can you start with more than one? It’s not explicit. How does one advance Contacts? When the Path advances? Path advancement lists only dots for skills and edges, not contacts. There is no entry for contacts on the advancement table.

                      P 40, Also under “Contacts”: “Each Contact begins with one dot and one tag ... Each additional dot placed in a single Contact adds an additional tag. Tags define the types of rolls a Contact can help your character with, and add the Storyguide char*acter’s dot rating as an Enhancement to those rolls.”

                      Great idea… but they don’t appear to define much other than in the one example with the Influential tag. If anything, tags seem to suggest how a contact might be helpful, rather than define it. What is the difference between a Group connection and a Contact connection with the “numerous” tag?

                      p40 Contacts entry elaborates on that type of Connection. If there are supposed to be similar entries and mechanics for the other types of connections (Group and Access), those are missing.

                      p41 Using Connections:
                      2nd parag: “Initially, each connection has the same dot rat*ing as the overall Path.”

                      That is elegant but seems contradicted by what was explained for Contacts since additional dots can instead be used to gain other contacts? Is the intent to allow characters to gain other Groups and Access as well? Are groups and access intended to have tags?

                      The examples that follow for Origin Paths and Role Paths inconsistently include examples of group and contact connections and consistently exclude examples of access connections. Later on, with the Allegiances, each one offers sample Contact connections but not sample Group or Access connections. It would be helpful in each Origin Path, Role Path and Allegiance to give examples of each type of connection in a consistent format, e.g. group/contact/access.

                      That’s a lot of nit-picking. I must add I do love how the whole Paths thing is shaping up. It seems like wonderfully collaborative exercise between storyguide and player that, once accomplished with the whole group, would result in strong contributions to the world-building. I love that you have a simple mechanic that helps prevent Connection abuse with the suspension and revoking of connections.


                      • Moving and maneuvering really need to be clarified and cleaned. This part seems to have been forgotten or not actually implemented in the round sequence.
                        p. 80 and 81, we talk about clash, near, far ranges while the chart mentions close, short, medium, long, extreme, out of range.

                        The way movements can be used is obscure. Do we have one movement per round ? Can we use "2" movements to go further than "near/short" range ?

                        Why this difference between Complicated and Difficult terrains? What about this complex action for Difficult terrains? No example. It sounds like a mixed action but remains very sketchy.
                        Sprinting is also barely understandable. What does mean "moving from near to far or beyond"?

                        In my opinion, a part that important in


                        • What are Attribute maximums for most characters? (And for other higher Tier characters?) p. 37 says “Attributes are rated 1-6, though only Talents and special characters may gain the ability to purchase a sixth dot in an Attribute“, while p. 54 says “Attributes are generally rated from 1-5. Some characters may have the ability to raise their normal maximum to 6, though this requires an Edge.”

                          AEon further complicates this on p.125 by saying (about Tier 3 characters) “All characters in this Tier share certain advantages. Instead of 8, their target number for all rolls is 7. In addition, they can possess up to six dots in any Attribute and can increase this to seven dots if they possess the Extraordinary Attribute Edge.” Character Tier on p.71 and 74 of Core make no reference to higher Tier characters having a higher Attribute maximum as well.

                          Edit to add: For clarity, AEon misnamed the Superior Trait Edge as Extraordinary Attribute.

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                          • Page 157 lists one of the gifts the player purchased as “Saw that Coming” but that is not listed


                            • Does repeating the dodge stunt against each of 5 attacks progressively build up my defense to silly levels or does each dodge replace the previous one? The former seems ridiculous. The later makes it so you could take a chance to get a better roll, but aren’t encouraged to perform repetitive time burning rolls every time you’re attacked like the stacking version. I’m OK with rolling dodge once and it setting your defense for the rest of the round, but stacking a massive bonus seems clunky and disruptive to the system’s otherwise reasonable difficulties and modifiers.


                              • Breath Control:

                                My understanding was that edges are not supernatural powers. Holding ones breath for 40 minutes seems supernatural. 8 x stamina minutes is nuts.

                                I don’t understand why the second part of the edge has you checking for suffocation every 8 or 4 minutes and removes the stamina component.

                                It would be helpful if there were a place in the book where it actually covered suffocation and holding your breath, otherwise the description of this edge would be the only place to find base line breath hold time. I get that it’s something to do with the indirect damage rules but those rules could use some samples such as drowning.