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(Core) Talent Player's Guide - Onyx Path Forums
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Just a heads up on the new title which just appeared in the Monday Meeting
Notes.
IanWatson
Community
Manager
Ian A. A. Watson
Onyx Path Community Manager
Trinity Continuum Content Lead
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Yesterday, 07:43 AM #2
Any general idea on what is it going to focus around or still too early to ask?
Mateus Luz
Member I hope for some "Talents over the ages" and more about supertech. Also
some about the weird stuff we see in Adventure and In Media Res but taken
Join Date: Jan 2019 to the other settings, like weird places, esoteric stuff, dimention hopping and
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Yesterday, 08:17 AM #3
Ian A. A. Watson
Onyx Path Community Manager
Trinity Continuum Content Lead
1 like
Yesterday, 09:03 AM #4
Amethyst
Member
Yesterday, 10:35 AM #5
Yesterday, 12:49 PM #6
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More generally, I'd like to see the Facets reexamined to see if they need
clarification and/or expansion on what they can do.
And I'd also like to see Dramatic Editing get some review and expansion: at
a minimum, bring in some of the DE innovations from Assassins as
something available to all Talents — and possibly others, too: I'm thinking in
particular of the “exchange rate” of two Momentum for one Inspiration in DE
that Assassins introduced, which could also be expanded further to
“anyone with access to Momentum can engage in Dramatic Editing at these
higher Momentum costs, even if they don't have Inspiration”. I'm looking at
novas, superiors, psions, and psiads in particular; but one the off-chance
that someone wants to play a heroic baseline and is averse to calling them a
Talent, this would apply here, too: basically, of it's a player character, the
“Dramatic Editing for double Momentum” rule would apply.
And Facets might also factor into Dramatic Editing in some way, perhaps
with Intuitive types getting some sort of edge with Dramatic Editing that
involves serendipity, while Reflective types finding it easier to engage in
Dramatic Editing that represents retroactive foresight, and Destructive
types… well, I'd have to think about that one a bit more.
Finally, it might be interesting to see some options for having Paths factor
into Dramatic Editing: say, an optional rule where reach rank in a Path gives
a Talent a specialized currency that can only be used to pay for Dramatic
Editing in place of Inspiration points, and only if the player can explain how
the Edit is justified by the Path.
I also like Mateus Luz's suggestion of “Talents through the ages”: there's a
“22nd Century Talents” supplement on the Nexus that addresses the issues
with making Talents that use Æon-era Paths (specifically, what Attributes
and Skills are associated with each Origin, Role, and Society Path); and at a
minimum, I'd want TPG to cover that, as well as their Aberrant-era
counterparts that's aren't already covered in the TC core book. (Adventure!
and Anima already prominently feature Talents, and ought to have already
addressed these issues; but if they haven't, I'd address them here, too.) But
I'd also like to see one or two era-tailored Gifts (either variants of existing
Gifts that operate differently Ina given era, or new Gifts that are based on
features unique to a given era), and maybe a box dedicated to summarizing
TC:A!'s daredevil-style Dramatic Editing along with what conditions would
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(But whatever you do, be very careful about mixing the expanded material
on the Continuum with the “Talents in other eras” stuff; the last thing we
need is another Æon Flux incident.) :P
1 like
Yesterday, 02:43 PM #7
Yesterday, 03:23 PM #8
For what it's worth, “pinnacles of power” was appropriate for the aberrant
players guide because a major theme of apparent was and is the
ascendance to power. That's not really a theme for Talents. That said,
Dataweaver masteries are explicitly a step up from gifts, in that gifts are limited to stuff
Member that is plausible while masteries are not. An example of a mastery from
assassins involves being able to shoot around obstacles — that is, the
Join Date: Nov 2013 trajectory of the bullet Benz around an obstacle. And I would argue that one
Posts: 6950 reason why assassins has the shadow in it is because another theme of
talents is that they don't seem to be superhuman.
So when a talent has an ability that blatantly violates the laws of physics,
like the aforementioned bullet bending, it only takes place behind a sort of
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masquerade, out of sight of the public. This would be one of the things that
an introduction to non assassin masteries would address, in my view: what
replaces the shadow? That said, one possible answer is “nothing”.
Ozymandias from Watchmen could be considered an Assassin, in the sense
that he has masteries; but the logic of the setting is such that those
masteries may well be publicly known: with the exception of Dr Manhattan,
The Watchmen universe could be said to be dominated by Talents; and
ozymandias stands above even the other Talents in that his expertise allows
him to do the impossible. In some flavors of the superhero genre, I could
see running an aberrant game with talents being free to take and use
masteries without having to hide in the Shadow. The earliest version of
wonder woman, for example, where all of her incredible abilities came from
Amazonian training, could be viewed as a talent with unconcealed
masteries.
But again, I don't think that should be the focus of the book. I can see it
being something that the book deals with, to an extent; but that's not the
same thing.
I could also see the book explicitly dealing with cross time travel; but again,
that wouldn't be the focus. And my inclination would be that it would be done
via super science, as opposed to masteries.
Yesterday, 04:16 PM #9
I would say, like Stalwarts have attribute gifts and power gifts, talents may
have Lucky Gifts (general luck), Skill Gifts (capacities beyond usual limitis)
and Masteries (that are almost supernatural).
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Florin
Member
6 of 6 09/02/2022 01:11