Someone in the forums before suggested the idea of Tier 3 Talents being like Acanthus (Fate/Time) Mages in Mage the Awakening. This suggestion provided me with a bit of Inspiration, and so I created this. It's somewhat barebones, especially as anyone wishing to use it will have to do some conversion work for individual spells, but I think it suffices.
Trinity Continuum Tier 3 Talent Idea
Rules: In order to become a Tier 3 Talent, the following requirements must be met:
Specific powers can become Tools of the Trade, a term used for those powers which are used so often that they become more powerful permanently, regardless of improvements invested. A Tool of the Trade starts off with all categories one step higher than the base level, and this can be increased with improvements as usual. In order to purchase a power as a Tool of the Trade, the Talent must have used that power at least 5 times before. After all, one cannot improve upon what they know without practice.
Finally, some powers are esoteric and cannot be properly defended against except through sheer force of will. When this occurs, the Talent and their target engage in a Clash of Wills: they roll against each other, with whoever gets more successes winning the power conflict. Examples include resisting alterations to one's timeline or destiny, the flow of time, etc. Talents use their highest Facet or their highest Resistance Attribute, whichever is higher; Awakened Talents use their (Highest Aspect + Highest Associated Attribute) or Highest Facet, whichever is higher. Psions and Psiads use Psi Rating + (Highest Mode or Resistance Attribute), Novas use Quantum Rating + Highest Dot Rating among their Mega-Attributes or Mega-Edges. Finally, Superiors and Baselines use their Highest Resistance Attribute by default. Anyone involved in the Clash of Wills gains their Tier as equivalent Scale for the conflict. Thus, a Quantum 6+ Nova will be more difficult to affect with Awakened powers compared to a Psi 2 Psion.
Awakened Powers with a longer duration tend to fare better in a Clash of Wills. When rolling, the Awakened Talent gains +1 Enhancement if the power has a duration of (Aspect) Days, and +2 Enhancement if the power has a Persistent duration.
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Q: Why these Arcana in specific? What made you decide to go for Prime?
A: Fate and Time were always going to be part of this hack, the only question was what was the third Arcana going to be, and in what order. Fate and Luck were quite literally made for each other, so Fate was always going to be associated with the Intuitive Facet. Time of course needed to be included, but I was having trouble deciding which Facet suits it more. I initially had Time/Fate/Mind for my arrangement, since Skill would more naturally align with Mind, but I realized that would be intruding a lot on what Psiads/Psions are supposed to do. So I ditched that and chose Prime since the "Truth" Arcana to me would be great for Intention, even if it's not a Vulgar Arcana like Time. I didn't want to put Forces there because I think that Noetic and Quantum users fill that niche quite well already, same with Space. That left only one space for Time to go, hence why the triad is Prime/Fate/Time.
Q: Why not convert the spells to TC format yourself?
A: I'm a busy man and just don't have the time. If you want a general guide, assume that eliminating or inflicting penalties instead provides an equivalent Complication, same with bonus dice and Enhancement.
Q: Why does the Range start out at only Self?
A: Because many of the powers available for Prime, Fate and Time don't require targeting another person. A lot of them are sensory powers, in which case the Awakened Talent only needs to target themselves with it. And if they do need to target an individual at Aspect 1, then they still have 1 Improvement they can use to boost the range to Touch. Also, I don't want Awakened Talents to bombard people from Extreme range with curses and debuffs, that's what Psiads/Psions do. Instead they should be at least somewhat close to their target(s) in order to affect them. Finally, it also allows for Gifts to still have some use at the lower levels. I didn't want to waste a player's experience for making "bad decisions."
Trinity Continuum Tier 3 Talent Idea
Rules: In order to become a Tier 3 Talent, the following requirements must be met:
- You must have 5 points in a single Facet.
- You must have an Inspiration rating of 7 or more.
- Based on your chosen Facet, you must have at least 1 Attribute, Luck or Skill Gift, corresponding to the Destructive, Intuitive or Reflective Facets. You must also have 1 more Attribute Gift whose Attribute corresponds to the Facet in question (Power -> Destructive, Finesse -> Intuitive, Resistance -> Reflective).
- At Destructive 5, you can purchase a point of Prime. Prime represents the “truth” of any situation, enlightening those it’s used on as well as providing more side benefits for the other two Aspects.
- At Intuitive 5, you can purchase a point of Fate. Fate transforms the Talent’s subconscious manipulation of luck into a conscious control of destiny, bringing the right people and the right objects to the right place at the right time.
- At Reflective 5, you can purchase a point of Time. Time allows for the gross manipulation of the time stream, culminating in being able to travel to different points in time.
- Buying at least 1 point of Aspect automatically makes the Talent a Tier 3 character, known as an Awakened Talent, allowing for the Talent to buy 6 dots in an Attribute (or 7 with Superior Trait) and lowers their target number from 8 to 7.
- Points in Aspects provide special powers which require the expenditure of Inspiration. While more versatile than Gifts, they are not necessarily more powerful except at the higher levels, and the cost in Inspiration does limit their use.
- At Aspect 1, whenever you pay a point of Inspiration to add Enhancement equal to the associated Facet to an action, the action also gains +1 Scale. This increases to +2 Scale at Aspect 3 and +3 Scale at Aspect 5.
Number of Improvements Invested | Power Scale | Speed Scale | Range | Radius | Duration |
4 | 4 | 5 | Long | Medium | Persistent (Requires investing 1 point of Inspiration) |
3 | 3 | 4 | Medium | Short | (Aspect) Days |
2 | 2 | 3 | Short | Close | (Aspect) Hours |
1 (Tool of the Trade) | 2 | 2 | Touch | Single-Target | (Aspect) Minutes |
0 (Base) | 1 | 1 | Self-Only | Single-Target | (Aspect) Rounds |
Finally, some powers are esoteric and cannot be properly defended against except through sheer force of will. When this occurs, the Talent and their target engage in a Clash of Wills: they roll against each other, with whoever gets more successes winning the power conflict. Examples include resisting alterations to one's timeline or destiny, the flow of time, etc. Talents use their highest Facet or their highest Resistance Attribute, whichever is higher; Awakened Talents use their (Highest Aspect + Highest Associated Attribute) or Highest Facet, whichever is higher. Psions and Psiads use Psi Rating + (Highest Mode or Resistance Attribute), Novas use Quantum Rating + Highest Dot Rating among their Mega-Attributes or Mega-Edges. Finally, Superiors and Baselines use their Highest Resistance Attribute by default. Anyone involved in the Clash of Wills gains their Tier as equivalent Scale for the conflict. Thus, a Quantum 6+ Nova will be more difficult to affect with Awakened powers compared to a Psi 2 Psion.
Awakened Powers with a longer duration tend to fare better in a Clash of Wills. When rolling, the Awakened Talent gains +1 Enhancement if the power has a duration of (Aspect) Days, and +2 Enhancement if the power has a Persistent duration.
Object | Change | Cost |
Aspect | Add 1 point in an Aspect | 10 Experience |
Tool of the Trade | Purchase a power as a Tool of the Trade | 5 Experience |
Q: Why these Arcana in specific? What made you decide to go for Prime?
A: Fate and Time were always going to be part of this hack, the only question was what was the third Arcana going to be, and in what order. Fate and Luck were quite literally made for each other, so Fate was always going to be associated with the Intuitive Facet. Time of course needed to be included, but I was having trouble deciding which Facet suits it more. I initially had Time/Fate/Mind for my arrangement, since Skill would more naturally align with Mind, but I realized that would be intruding a lot on what Psiads/Psions are supposed to do. So I ditched that and chose Prime since the "Truth" Arcana to me would be great for Intention, even if it's not a Vulgar Arcana like Time. I didn't want to put Forces there because I think that Noetic and Quantum users fill that niche quite well already, same with Space. That left only one space for Time to go, hence why the triad is Prime/Fate/Time.
Q: Why not convert the spells to TC format yourself?
A: I'm a busy man and just don't have the time. If you want a general guide, assume that eliminating or inflicting penalties instead provides an equivalent Complication, same with bonus dice and Enhancement.
Q: Why does the Range start out at only Self?
A: Because many of the powers available for Prime, Fate and Time don't require targeting another person. A lot of them are sensory powers, in which case the Awakened Talent only needs to target themselves with it. And if they do need to target an individual at Aspect 1, then they still have 1 Improvement they can use to boost the range to Touch. Also, I don't want Awakened Talents to bombard people from Extreme range with curses and debuffs, that's what Psiads/Psions do. Instead they should be at least somewhat close to their target(s) in order to affect them. Finally, it also allows for Gifts to still have some use at the lower levels. I didn't want to waste a player's experience for making "bad decisions."
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