Showing posts with label adventure!. Show all posts
Showing posts with label adventure!. Show all posts

Sunday, November 19, 2023

Building a Character: Trinity Continuum: Adventure!

Here we are again, building a character that'll finish out the 1e Trinity timelines. I plan to do more after this, just marking the milestone.

Much like how Aberrant took place about a century before Æon, Adventure! turns the clock back another century-ish to delve into the 'pulp action' genre. The first edition book's 'day zero' was in 1924, a couple of years after Dr. Sir Calvin Hammersmith arranged for a scientific demonstration in which he was to activate his new 'telluric engine' for the first time, ushering in a new era powered by the theoretically limitless power it could harness. At least, in theory.

It exploded spectacularly, vaporizing Hammersmith (as far as anyone knows), and unleashing a wave of strange energies into the world. The people in the building (and beyond) were Inspired, infused with telluric energy, and given amazing abilities that could change the world. Premier among them were multi-millionaire philanthropist Maxwell Anderson Mercer, a brilliant young physicist by the name of Michael Donighal, and Hammersmith's lab assistant Sara Kaur, who got the most direct exposure to the energy (aside from the late Hammersmith) and were granted abilities far beyond their contemporaries. In time, Mercer, Donighal and others founded the Æon Society, to study and catalogue (and occasionally save the world from) Inspired people and phenomena that had been empowered by the energies thrown out into the world by the Hammersmith Incident.

The first edition of Adventure! is noteworthy in part because at the time it was being written and produced, the folks at White Wolf knew that it would be the only book in this era they'd get to release, and possibly the last Trinity Universe book entirely. And it was in fact the last that actually saw print until the d20 versions in 2004, though the time between included White Wolf's earliest dabblings in ebooks in the form of Terra Verde for Æon and Aberrant: Underworld for, um, Aberrant.

Anyhow, they wrote Adventure! with the intention that it function entirely standalone, making it as complete as possible (so in other words, no mechanics or setting info held back for supplements) with refinements to the system that came from lessons learned on Æon and Aberrant, and in the process created what is considered one of the best (if not the best) pulp RPGs ever printed. It's known to have been a big inspiration on Spirit of the Century, which lead to the full-blown Fate system, so that's quite the indirect legacy there. (Also, some of Fate's mechanics inspired elements of the Storypath system used for the Trinity Continuum games, bringing things full-circle.)

The Trinity Continuum edition of Adventure!, like the other two 'updated' eras, tweaks the timeline a bit. But unlike TC: Æon and TC: Aberrant, which reworked events and adjusted some of the dates, TC: Adventure! almost entirely adds to the earlier edition. Its 'day zero' is in 1934, and barring a couple of specific elements (notably the presence of Sara Kaur) all it does is advance the timeline. Events and characters described in the first edition still happened in TC: Adventure!'s history and the earlier book serves perfectly well as an 'early days of the Æon Society' sourcebook.

And with that little overview out of the way, let's get into making a Trinity Continuum: Adventure! character. As with my other TC posts, this one assumes you've at least skimmed my Trinity Continuum core character post for the basic structure. And as always, if there are any questions, comments, suggestions, so on and so forth, you know the drill.