STEP 1: CONCEPT
Write a high-level description of your character. Discuss expectations for the campaign and characters with the Storyguide and other players. Consider the niche and role your character will fill in the team.
Define three Aspirations for your character.
• 2 short-term Aspirations
Something you could accomplish within a single session
• 1 long-term Aspiration
Something that will take multiple sessions to accomplish and is related to one of your character’s Paths.
The rules call for defining Aspirations during step 1, but you may not know your character well enough yet to do so. Aspirations are player goals for your character’s narrative, not necessarily conscious character goals. If you have a central motivation as part of your concept, that can make a great long-term Aspiration. Awesome scenes you can imagine for your character make great short-term Aspirations. Long-term Aspirations may also represent how you want your character to grow.
STEP 2: PATHS
Create/choose three Paths for your character.
Pick a Path for each category:
You get 3 dots in skills listed for each path and 2 dots in edges listed for each path. Ambition Path is different see below
• Origin: Who you were before the story started; your “biography.”
• Role: Who you are now (character concept often fits here); how you would describe yourself in a job interview.
• Ambition: The Ambition Path drives your character. In general, Ambition describes your character’s hopes and dreams or who they intend to be for the people in their lives. What motivates your character? What gets them out of bed? Where do they see themselves in five years? All these aspects tie into their Ambition. Keep in mind, the character’s Ambition may differ from your Aspirations for the character as a Player.
Write “Am” next to four Skills on your character sheet. These are the four Skills associated with your Ambition Path. Your Experience points can improve these Skills. Like in the Archetype and Origin Paths, these Skills must be different even if you use the list of skills under an example Path. For edges you choose 15 points of edges and place AM just as for skill. Take 3 dots in your ambition skills and 2 dots in ambition edges.
If you wish to create a custom Path follow the guidelines here and submit it to me for approval before adding it to your character.
Each Path includes the following:
A short description that acts as the Path’s title
Path rating, which starts at 1 dot
4 associated Skills
Community, contact, and access connections
• Community: A well-defined collection of people who share a direct connection related to the Path.
• Contact: A single person inclined to favor your character.
Add 1 dot and 1 story tag to the conttact connection. Calling on a contact with a relevant tag adds 2 Enhancement.
See Trinity Continuum, p. 40 for suggested tag examples.
• Access: Equipment, facilities, or privileges related to your Path.
Access serves as an Enhancement to relevant actions.
• Potential Path Suspension and Path Revoked conditions
While not required at character creation, these Path conditions can come up during play if you call on your Path connections too often. Having a short list of ideas ready can help keep the narrative moving during play when these come up.
• Associated Edges
Each Path has 15 points worth of Edges, which are calculated using the maximum number of dots for each associated Edge.
For core Edges, see Trinity Continuum, p. 57-67. Many Trinity books introduce new Edges that are appropriate to that setting within the Continuum.
For each Path, distribute 2 dots among the associated Edges.
• Remember that for associated Skills and Edges, the Storyguide and other players should agree that your selections make sense for your Path.
See Trinity Continuum, p. 40-41 for Path creation and p. 41-44 for example Paths.
STEP 3: SKILLS, SKILL TRICKS, AND SPECIALTIES
• For each Path, assign 3 dots among the associated Skills.
• Add 6 dots of additional Skills.
Add a Specialty to each Skill with at least 3 dots.
• Specialties apply an Enhancement to relevant rolls of other Skills.
Gain 1 Skill Trick for one of your Skills with at least 3 dots.
• See Trinity Continuum, p. 46-53 for Skill descriptions and Skill Tricks.
STEP 4: ATTRIBUTES
All Attributes start with 1 dot • Pick a favored Approach, and add 1 dot to each Attribute in that Approach.
• Prioritize the Arenas as primary/secondary/tertiary, and assign 6/4/2 dots to them respectively
• Add 1 dot to any Attribute (this bonus point comes from Final Touches)
Note: At character creation,no Attribute may have more than 5 dots.
STEP 5: FINAL TOUCHES
• Add 4 points of Edges
• Record Injury Condition Tracker
Every character starts with three levels: Bruised, Injured, and Maimed. Gain an additional Injured level at Stamina 3. Gain an additional Bruised level at Stamina 5.
• Revisit and define Aspirations
• Record Defense 1
You can modify your character in the following ways at the start of each session:
• Add a new short-term Aspiration to your list of Aspirations.
• Shift a dot from one Skill to another Skill or one Attribute to another Attribute.
You should roleplay using the new Skill or Attribute to cement the change during that session.
PPAI/Mecha Corps Pilot (Role)
The character is part of the IAMC elite — those combat specialists who ply their trade in the Giant armored Mecha or as members of the Powered Personal Armor Infantry of the war against the Kaiju. She’s likely to have whip-fast reflexes and a level of vigilance that would impress even elite soldiers of the once vaunted Special Forces found across the globe.
Example Connections: Armorer, Civilian Refugee, PPAI Officer,
Skills: Aim, Command, Pilot, Technology
Edges: Adrenaline Spike, Breath Control, Computer Enhancement, Danger Sense, Duel Citizenship, Hair-Trigger Reflexes, Hardy, Small Unit Tactics, Superior Trait
Yes. this is something I will be working on along with CC rules. If you have the Aeon Expansion book it details VARGS which will be the basis for our Mecha you can get an idea since most of it will just be nomenclature changes.
In 2021 the Earth was invaded by giant Monsters. Theses creatures were of large size and seemed to breed at a horrendous pace. The majority of these things were from 2-3 meters in size and came in every conceivable form often a mix of reptile, mammal, and insect, some could even fly. But worst of all where the master monsters, creatures that often stood 10- 12 meters tall sometimes even larger and seemed to lead the hordes of smaller monsters. The size of the monsters and their resemblance to the Creatures of Popular Japanese fiction and cinema gave them their name….Kaiju!
The Kaiju soon over ran northern China where they had first appeared and when they attacked the largest population center mankind found that the weapons of war designed to fight terrestrial foes was no longer up to the task.
And so drawing from the same origins which had given the monsters their name, the western industrial nations along with Japan and Russia pooled their resources to create new weapons up to the task. Giant Armored Mechs or Mecha as they were popularly known. Each mounting colossal melee weapons and powerful advanced energy and Kinetic weapons capable of matching the Kaiju.
For five long years the battle against the monsters has raged the monsters have the upper hand. It takes time and resources to construct a Mech and it has been impossible to match the growing number of monsters. Not only do they come from the sky, from some where in space carried to Earth by devious spacecraft delivery systems disguised as asteroids, but in the heartland of what was once China they have established a foot hold so far impervious to all attacks even nuclear. And it is there that the monsters seem to be breeding.
Asia, the Middle East, North Africa, much of eastern Russia and the Mediterranean have fallen to the devestaion of the KaiJu. Millions of Refugees flood Europe and America and millions more have died in the carnage of the Mechapocalypse.
The players of this game will be Humans who are part of the International Alliance Mech Corp or IAMC, which is based in Australia. It is there where the infrastructure has been created to construct the Mecha and to lead the war against the Kaiju and take back the Earth.
As of this writing I have decided to use the Story Path System from Trinity Continuum with additions from AEON [Mechs will use modified VARG Rules] I will Post Character Creation in a day or so.
The characters can be Mech drivers, scientist, mechanics/engineers, normal soldiers, or really anything that you can think of except Kaiju, but the focus of the game will be two fold… the war against the Kaiju and the effects it has on those who wage that war and how they blow off steam and cope with what looks like a losing battle and the ultimate end of our world.