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Trinity Continuum: Steam Wars

Created by Onyx Path

A tabletop roleplaying game of Steampunk Warfare

Latest Updates from Our Project:

Final Days Review: Pledge Tiers and Add On Options
over 1 year ago – Sun, Feb 23, 2025 at 11:14:30 AM

Hello Steam Warriors,

I've got a lot to go over today, so let's fire up the boilers and start up the steam!

Before we get into it, one more quick reminder about our current Stretch Goal target!

At $18,000 in Funding - DIGITAL WALLPAPER

Fantastic TC: Steam Wars artwork will be used to create a wallpaper for your computer desktop. This digital wallpaper will be added as a free bonus reward for all backers supporting this project. [Envoy reward tier+]

We're in the Final Days countdown for this Crowdfunding campaign. Trinity Continuum: Steam Wars finishes the crowdfunding campaign on February 27th at 2:00 PM Eastern Time. There's still time to assemble a few more backers, but we're definitely getting closer to the finish line. With that in mind, I wanted to touch on some of the basics over these final five days to make sure everyone has the information they need to support this project in the way that works best for them.

Final Days Schedule


  • Feb 23 - Reward Tier & Add On Review (that's today!)
  • Feb 25 - Manuscript Preview # 5 - Chapter 5+6
  • Feb 26 - Stretch Goal Review
  • Feb 27 - Final Day Checklist & What Comes Next

Whether you're a rookie co-pilot in a Runabout Class rig or sitting in the big chair of a Behemoth Class machine, these are some good topics to review over this week to make sure we all end up where we want to be.

(An aside, if you're a new backer, make sure you check out our Final Week Countdown / Resource Update. It has links to the manuscript previews,  youtube videos, and other helpful information.)




PLEDGE REWARD TIERS

Like it says right at the top of the campaign story page, we've come together to help create a fully developed PDF and hardcover version for these quirky divergence for the Trinity Continuum roleplaying game. Other eras and settings have been explored in the Trinity Continuum's Alpha timeline, but this is the first time a close tangent universe has been the focus of a main book rather than part of supplemental material, and it's interesting to see what other opportunities this presents to branch out from the Continuum we know.

PLEDGING YOUR SUPPORT

To borrow an analogy that I've used in past campaigns, this process we're a part of works similar to the "Viewers Like You" support campaign from your local Public Broadcasting Station (for those who get American television channels or watched Sesame Street in the pre-HBO era): There are various levels of support that you can pledge to, and these come with various levels of rewards offered as a thank you. Like getting a tote bag or t-shirt when you give money to public broadcasting to fund them doing their thing, you can get rewards for helping Onyx Path work on this project.

Let's review the Backer Reward Tiers to ensure that you've pledged to a Reward Tier that provides all the rewards you wish to receive.

Digital vs Hardcover

The main reward offered in this campaign is, of course, the main goal of the entire proposition: the finished book that is Trinity Continuum: Steam Wars. The first decision you need to make is what form your rewards will take. Do you want your main rewards in digital form and are going for the PDF version? Or do you have space on your shelf for the hardcover book? (Note - the hardcover version includes the PDF as a bonus!).

With that decision in mind, we've got two key reward tiers to choose from:

Pilot 

This is the PDF-only reward tier. So, if you're saving trees or saving shelf space - or avoiding the shipping charges that are absolutely ever-increasing - this is the reward tier options that you should begin with. The PDF will be fulfilled by our partners at DriveThruRPG.com - when it is ready, you will receive a link to add it to your DTRPG library at no cost and be able to download at your leisure.

Captain

This reward tier includes the hardcover version of this book. Shipping costs ARE NOT included in the cost of your pledge. You will be charged for shipping after the campaign through the pledge manager.  In addition, this option also includes the PDF version, so you will get a digital copy as described above.

An important reminders at this stage:

Shipping Costs: We’ll be charging for shipping in the Pledge Manager once the books are being printed and we can deal with the actual shipping charges rather than using our best-guesses this far out. We’re still anticipating pretty hefty costs to ship the book internationally (see our current guesses on the story page) so be forewarned, but we’ll cross that enormous bridge when we get to it.

In addition to these primary reward pledge roles, we also offer the following options:

  • Envoy: Not ready to commit, or just looking to offer general support? This pledge role is for you. This does not include our primary reward, but allows you to select some digital optional Add Ons, as well as participating in the post-campaign Pledge Manager as a backer. You'll also be able to read the draft manuscript of Trinity Continuum: Steam Wars that we post throughout this campaign.
  • Engineer: This pledge role offers a special limited premium reward in addition to the basics: an option to supply a name to be used by an NPC added to the setting.


After the campaign is over we'll launch our BackerKit Pledge Manager and invite the backers to set up their rewards via survey. This allows you to confirm your pledge and add on anything that you might have missed, as well as possibly increasing your pledged reward tier, should you choose to expand your reward selection. This option will give international backers additional time to investigate shipping options, should they choose, knowing they can confirm a physical reward at a later date. We will also use BackerKit's Pledge Manager to charge actual shipping costs for orders when we're approaching order fulfillment. Funding collected by BackerKit after the crowdfunding campaign does not count toward any campaign Stretch Goals, however.



You'll note that two rewards - Access to the Manuscript Previews and Participation in Post-Campaign Pledge Manager - are included in ALL reward tiers. That's just one of the perks of participating in this crowdfunding campaign!

OPTIONAL DISCOUNTED PoD VERSION – For this Trinity Continuum: Steam Wars campaign, you will have the option of using DriveThruRPG.com’s Print-On-Demand service to purchase a printed copy of the PDF directly from their PoD partners at discounted cost (this cost is not included in your pledge, and you do not need to increase the cost of your pledge to use this option). When the PoD versions are available to order (which may be some time after the books have gone to print), you will receive links to purchase these versions of the books from DriveThruRPG.com. You DO NOT need to take advantage of this PoD offer as it does not affect in any way your pledge rewards.

TRINITY CONTINUUM: STEAM WARS BACKER PDF  - Crowdfunding backers will receive a redemption link for an early version of this book before it goes on sale to the public. This initial "Backer Version" will be used to get feedback from the fans to make the final version the best that it can be. When it has been updated to the final version, it will automatically be added to your DriveThruRPG library and available for download at your convenience.

TRINITY CONTINUUM: STEAM WARS HARDCOVER BOOK - The main goal of this campaign is to fund the creation, production, and print run of a hardcover edition of this book. Note that all Reward Tiers that include the hardcover version also include the digital PDF version as a bonus. Shipping costs ARE NOT included in the cost of your pledge. You will be charged for shipping after the campaign through the pledge manager.



Choosing Your Reward Tier

There has been some churn over this past week - a few Reward Tier adjustments and changes by backers, as budgets changed and people have read the manuscript previews. In these final days it's best to ensure that you've selected the Reward Tier that offers you the options and rewards you want to receive and are ready to lock down. This timing - before the campaign ends - is the absolute most affordable and inclusive these rewards will be, and will save headaches and heartbreaks if fully considered now.

This is just the first step, however, in completing your pledge for this campaign. Funds for additional extras can be added to your pledge by selecting Add On options and increasing the overall funding and maybe getting us closer to a Stretch Goal.

First Step: Reward Tier

To summarize the first part of this post, the absolute best way to ensure that you're getting the primary rewards you want from this crowdfunding campaign is to ensure you've selected the appropriate Backer Reward Tier. Selecting the right Reward Tier covers about 95% of the options available to you. If you want a PDF only, make sure you've selected the correct reward. If you want the hardcover version, double-check your reward tier to ensure the proper option is featured. If you're going digital now but want the option of getting a discounted Print-on-Demand copy later, make sure you've got a reward tier that includes it.

Once you've completed that important step, you're going to want to look at the Add On rewards for any reward "bits" that don't automatically fall into your reward tier. That takes us to the Add On step.

Step Two: Add-On Options

Once you've chosen your pledge tier, you've likely already included the main rewards you want. In addition to the rewards offered as part of the Reward Tier configurations, there are a few other possible rewards you may wish to add. All Add-On rewards are described in our Add On menu below.

You can select an Add On option, which will increase the amount of your pledge by the listed amount. Add on options will be selected and confirmed again in the Pledge Manager when that's up and running.


In addition to additional redemptions/copies of the Trinity Continuum: Steam Wars book, Onyx Path is also offering digital version of previous Trinity Continuum and They Came From releases.

The Trinity Continuum is a tabletop roleplaying game about possibilities and human potential. In the continuum, you will portray characters who can act and achieve even the most outlandish goals. Talents are people who have the ability to unknowingly reach into the continuum and change their own circumstances, appearing to be extremely lucky or very skilled individuals. Unlike TC: Steam Wars, which contains all of the rules needed to play, the era sourcebooks for the main "Alpha" Trinity Continuum universe all require the Trinity Continuum Core Rulebook to play.

  • Trinity Continuum Core Rulebook - The Trinity Continuum Corebook is a standalone setting within the Trinity Continuum, but also serves as the foundation for other era/genre expansions, such as Æon, Aberrant, Adventure! Inside, you will find rules for creating characters within the Trinity Continuum; rules for Action Adventure, Intrigue, and Procedural play; advice for running genre games and styles of play in the Trinity Continuum; information on playing Talents in the modern era.
  • Trinity Continuum: Æon - Humanity has begun settling on planets circling other suns. Teleporters and the new Leviathan jump ships can take anyone across the galaxy in a few hours, so the stars are at last within our reach. However, we have found dangers as well as wonders out there, and only by working together can we overcome them and take our place on the galactic stage. 
  • Trinity Continuum: Aberrant - Trinity Continuum: Aberrant is a game of superpowered adventure in the near-future of the Trinity Continuum. In 2018, novas — people with superhuman powers — first appeared following the explosion of a space station high above Earth. Now, 10 years later, thousands of novas have transformed the world, using their extraordinary powers to fight crime, clean up the environment, invent new technologies, and create wonders.
  • Trinity Continuum: Adventure! - Trinity Continuum: Adventure! is a pulp action game set in an alternate history 1930s putting the players in the shoes of daring adventurers who seek to right wrongs and stop evildoers. In a world altered by strange telluric energy, characters may find themselves transported to places out of time where dinosaurs still roam or stopping an evil genius from blowing up the moon.
  • Trinity Continuum: Assassins - Trinity Continuum: Assassins transports players to the Contiuum’s underworld where well-dressed killers-for-hire use high-tech weapons and gear to eliminate their targets. Assassins join hidden Societies, each unified by their preferred method of doing violence. Their lives are brutal, blood-stained, and glamorous.
  • Trinity Continuum: Anima - Trinity Continuum: Anima is a game of cyberpunk and LitRPG (short for “literary roleplaying”) adventure set in the future of the Trinity Continuum. Characters in Anima are Talents — supremely talented individuals with an innate and unconscious ability to change the world. They have come to Cascade for their own reasons but are drawn into the intrigues of both the physical and virtual worlds. Some will enter the dangerous world of corporate cloak and dagger to uncover the answers lurking in shady business deals, while others will delve deep into the virtual world’s mysteries, discovering secrets meant to be left buried. Whatever the campaign’s focus, troupes will need to work in both worlds to ensure survival. Players need strong allies for security in the real world as well as high-level animas to fight back about the forces seeking to control a world fighting to rebuild itself.  
  • Trinity Continuum: Aether - Trinity Continuum: Aether is a game of steampunk adventure, exploration, and mystery set in 1895 in the Trinity Continuum. In the decade prior, Nikola Tesla identified and learned to harness Aether, an energy source capable of spinning new realities or unwinding the effect to restore reality. Now, Aether users dot the globe, silently spinning and unwinding with ease while Victorian era society goes about unaware of the dangerous experiments taking place in underground laboratories, dark alleys, and foreign worlds. 
  • Trinity Continuum: Aegis - Trinity Continuum: Aegis is a game of epic adventure and exploration set during Greece’s Iron Age. The setting features figures and events from history and mythology, viewed through the lens of the Trinity Continuum. In this game you’ll play Champions, Oracles, and Olympians — characters who have come into contact with the mysterious substance called ambrosia and been transformed into Inspired individuals with powers similar to Talents, Psiads, and Novas millennia ahead of their counterparts’ times.  

The They Came From... tabletop roleplaying games take your favorite movies, television shows, video games, and pop culture touchstones and turn them into action-packed and wise-cracking opportunities to tell your own versions of these cinematic stories. Featuring the art of Steam Wars® creator and artist Larry Blamire.

  • They Came from Beneath the Sea!  is a dramatic and farcical tabletop roleplaying game encompassing the wonder, horror, thrills, and humor of 1950s and 1960s science fiction. This game allows you to play with all the great content from the B-movies of decades ago, and promises a dynamic, fun time for all involved!
  • They Came from Beyond the Grave! is  a dramatic, hammy, and horrifying tabletop roleplaying game encompassing the shock, terror, eroticism, and humor of 1970s horror. This game allows you to play with all the magnificent content from the movies of Hammer, Amicus, and Roger Corman, and promises the fun and thrills of the horror movie genre!
  • They Came from the Cyclops's Cave!  - From an epic like The Thief of Bagdad or grim fantasy such as The Sword and the Sorcerer, Cyclops’s Cave! has everything you need for swashbuckling, noble heroism, and monster slaying.
  • They Came from [CLASSIFIED]!  - Whether you’re a Moore-era Bond fan, an aficionado of John Steed and Emma Peel’s adventures, or an Austin Powers-esque swinging cat, [CLASSIFIED]! has everything you need for a groovy, espionage-filled story.

Pick a Pledge Tier, then Add On Options


Ready to join in? If you're backing for the first time, you can click BACK IT and select your Pledge Tier and finalize funding amount in the next menu.

Using myself as an example, I've supported every Trinity Continuum campaign since the start and want to continue building my inspired library.  Once I click BACK IT, I see my pledge level options. If I want to know a bit more about each level, I can click Learn More, or if I know what I'm looking for, I can click Back It.


The two main pledges focusing on Trinity Continuum: Steam Wars are the $25 Pilot path for the PDF only reward, and the $60 Captain path for the physical hardcover book. It should be pretty self-explanatory, but you can click on the "Learn More" button to expand the Pledge Level info. For example, Clicking Learn More on the Captain pledge gives you...


This is the reward tier I'm choosing, as it exactly fits my needs for this project.

Once you're ready, you can click that BACK IT button and go right to Add On options.

For example, I've decided on the $60 Captain pledge path, so I select BACK IT for that pledge, and then I want to add on a few of the Add On optional extras to my rewards list. I'll pretend I haven't already backed the two most recent setting eras (actually, the most recent campaigns... the eras for these settings are actually the furthest in the past for the TC universe so far...), and select Trinity Continuum: Aether and Trinity Cotinuum: Aegis as Add On extras.


My total starts at $60 for the Trinity Continuum: Steam Wars Captain pledge tier, and then I add
+$ 20 for Trinity Continuum: Aether PDF
+$ 20 for Trinity Continuum: Aegis PDF

To bring my final total pledge to $100 USD. Once everything is correct, you can select NEXT and then Confirm Your Pledge. You'll get an e-mail confirmation of your choices.

If you're already a backer but want to update your Pledge tier or Add On choices, here's what you look for:

Select Manage Your Pledge at the top of the campaign page, and then you can Edit Your Pledge


Select "Edit Pledge" on your review page, and then you can revise your pledge tier or Add On selections.


You can select a new Pledge Level from the available option menu, or Change your Add On selection.

As before, you'll confirm all of your choices, and then receive an e-mail confirmation once that's done.

And with that, my pledge level and Add On options are set for your pledge. At this time, you don't need to worry about setting shipping information.

You should also be aware that any available Add On options will be made available in our BackerKit pledge manager, so if you're unsure about adding on something at this point, you will be able to adjust your pledge in the post-campaign phase.

Pledging to the campaign also opens up the Stretch Goal rewards as thanks for your participation. We'll review our Stretch Goal accomplishments on Wednesday, but it's important to note that backers who wait and Pre-Order the Trinity Continuum: Steam Wars book at a later date will not have any Stretch Goal rewards automatically added to their rewards list if applicable.



REWARD DELIVERY

About 4-6 weeks after the campaign has ended, I'll launch our post-campaign Pledge Manager to collect information from all backers and confirm which rewards you'll be receiving. At that point, you'll be able to review your rewards and also also adjust any Add On Options that you may have missed. Once we have everything confirmed, I'll be able to deliver any rewards that are currently available - like starter existing Exalted titles and bundles. Backers who have pledged for these options will be sent special redemption links to claim these digital rewards from our partners at DriveThruRPG.com. Clicking these redemption links will allow you to add these PDF titles to your digital library to download anytime. I'll send an update when all of that is happening, though, so you are aware every step of the way.

So, while it will take some time for TC: Steam Wars to move from manuscript form to a final product, you won't be waiting a year for PDFs that already exist. (You'll be waiting about 8-10 weeks or so, just enough time for us to set up the reward infrastructure.)

Physical Books

If you're waiting to see the International shipping costs before upgrading your PDF pledge to any of the hardcover reward tiers, you'll have lots of time for that. We won't close the Pledge Manager until the books are ready to print and we know what shipping costs will be, so you'll be able to go back and adjust your pledge tier at that time.

It's going to take some time to create the final PDF for Trinity Continuum: Steam Wars and even longer for the eventual print run for the hardcover books. When the books are at the printer, I will be in touch with all backers to outline timeline for pledge adjustments, as well as lockdown procedures and when we'll be confirming addresses and processing BackerKit Add Ons and Shipping payments. That's a long time away, and we'll cover that as we get closer to that part of the process.



Don't fret if you had forgotten to select additional rewards by the end of the campaign. These Add Ons will be available to select in our post-campaign Pledge Manager for those who participated in our campaign and have full access to the Pledge Manager. So, if you are undecided at this time, you will be able to hold off until we're closer to the final reward shipment goes out.

Step 1: Pledge Tier

Step 2: Add On Options

Again, your first step should involve your main reward selection, and your Add On Options will build upon that. If you selected the PDF-only tier, you can investigate PDF and digital options. If you select a hardcover tier, you will be able to add additional copies of the hardcover. 

Note that all funds are expressed in US Dollars, so take into account your conversion as needed.

It Adds Up!

That should explain the process of Selecting your Reward Level and adding Add On options and confirming your TOTAL PLEDGE AMOUNT. Since increasing your pledge amount increases the overall funding level of the project, add-ons can help us achieve our Stretch Goal funding targets, so it benefits us all to suggest that you double-check to make sure you're getting all of the rewards you want.

Additionally, this may go without saying, please review your personal budget and ensure you've selected the appropriate reward tier and add ons for your current financial situation. BackerKit will begin charging your payment method at midnight the day the campaign ends, so ensure you've budgeted correctly. Choose what works best for you now and is affordable at this time, knowing that you can upgrade your pledge level or choose Add Ons in the Pledge Manager at a late date.



Conclusion

As we move through these final days of the campaign, please ensure you've chosen the correct Pledge Level for the rewards you want (at least at this point). And beyond that - please make sure you've investigated and selected any add-ons you wish to receive. If you have any issues with the Pledge process, either selecting the reward tier or figuring out the Add On options, you can reach out to me or to the support team at BackerKit. I've found them to respond quickly and offer great support.

On Thursday, just before the campaign ends, I will send an update detailing the steps that occur after the campaign concludes, including notes about our Pledge Manager and the communication plan going forward.

So, just like always: Spread the word! Share your excitement on social media! Tell your friends! We're about to see some rules for the most epic wrestling tournament, so let's make sure that none of our friends miss out!

I'll be back tomorrow with a sneak peek at some of the Storyguide Rigs from our final chapter, and on Tuesday with that final piece - the complete FINAL manuscript section for Trinity Continuum: Steam Wars, making the complete text available for all backers to review before the campaign ends!

#TrinityContinuumSteamWars

Sneak Peek: Storyguide Characters
over 1 year ago – Fri, Feb 21, 2025 at 04:49:09 AM

Hello Steam Warriors,

A quick preview from our final chapter detailing Storyguide Characters and Rigs that you can use in your game of Trinity Continuum: Steam Wars. Today, we've got a trio of talented (lowercase) rig crew members ready to jump into your game. On Monday, I'll have another sneak peek at some of the Storyguide Rigs that may square off with your players.



The following characters are supporting characters and antagonists around whom plots might form or who might influence the tide of the Second Steam War. The protagonists in Trinity Continuum: Steam Wars might interact with any number of them during their stories.

William “Bill” Tunney: Gunnery Sergeant USSF

“Every boy wants to be a general, but every general wants to be a gunnery sergeant.”

No fighter exemplified the contradictory nature of the steam rigger more than Bill (middle name unknown) Tunney. In his thirties, by the Second Steam War, he was already a hardened veteran. The quote was no lie. There’s a reason the USSF gunnery sergeant was nicknamed “rig boss.” Officially, the rank (adapted from the Marine Corps) was responsible for all arms and ordnance, weapons-training and boarding drills aboard a steam rig. Like a team-captain in sports, he was often respected above the men who were (literally) at the top. That was Tunney. 

By all accounts, his father Joseph Patrick Tunney was a hard humorless coal miner, and by age twelve, young Bill himself was working the mines. Apparently he was underage when he enlisted in US Army coastal artillery. Within two years he transferred to the fledgling Steam Force when its commander-in-chief Teddy Roosevelt had trouble recruiting. Tunney proved a natural, going from loader to starboard cranesman on the early US rig Javelin to gunnery sergeant on the hercules rig Van Buren, where he cut his teeth tamping down border incursions and smuggling runs. 

Tunney was a gutsy never-do-anything-his-men-wouldn’t-do leader. But he also had a not-always-helpful mistrust of anyone in authority, that led to him being frequently rude, surly, arrogant, quick-to-drink and fast-to-punch. His impulsiveness to buck the brass was likely the biggest difference between him and equally troublesome pal Chief Duff. Regulations were made to be broken, especially if it saved the rig or crew. Tunney was practically the poster boy for the popular conception of steam force rank and file. The riggers are the worst rule breakers. That was only a slight exaggeration. As some wags scribbled over recruiting posters: “Bring us your foolhardy!”

Primary Pool: 8 (Inspirational Leadership, Talk Sense to Power)
Secondary Pool: 6 (Dirty Fighting, Feats of Endurance)
Desperation Pool: 4
Enhancements: +1 Leadership in Battle
Defense: 3
Integrity: 2
Injuries: 6
Armor: 0
Initiative: 4
Qualities: Motivational Speech, Reckless


Motivational Speech: This character can take a simple action to bestows the Inspired status effect on any characters of their choice up to short range.

Reckless: As a reflexive action, the character can reduce their Defense by up to 2. They then apply the value they reduced as an Enhancement on their next simple action. 

Lucille Evanbright Tillencrest: Engineer, Inventor, Intelligence Operative

“First I see it. Then I make it.”

Lucy Tillencrest was the only child of celebrated Canadian engineer John Chandler Tillencrest, famous for his development of modern steam power (particularly fighting rigs) and his wife Sarah Crawford. The gifted Lucy, however, threatened to eclipse him with a remarkable string of inventions (contraptions, some say) that were frequently as eccentric as they were innovative. Lucy was born in 1864 on a trip to London at the time Great Britain assumed ownership of her father’s steam rig plans. The following year, Tillencrest sent his wife and daughter to London permanently for their protection, after the French used Sarah’s anarchist ties to blackmail him. 

By age six, Lucy had fashioned a doll and windup monkey into a small steam-toy running on water. Later, she was one of the first women to graduate from Germany’s esteemed technical University of Karlsruhe in Baden Württemberg (had she been there a decade earlier, she may have encountered future Prussian steam commander Friedrich Conrad Voss). An accomplished pianist, Lucy constructed the Melodematon, and the later (improved) Ambulodeon. These are recreational steam-walkers driven by organ keyboard, but, in true Tillencrest whimsy, her operating tunes were unbearably atonal, leading to a number of complaints. Even her most commercial piece, the all-purpose High Hat Lifter construction rig, displayed an eccentricity of design that exemplified her “embrace something different or else” philosophy. It was testimony to her brilliance that sales were through the roof. 

Lucy’s advances in steam aviation, such as the Tillencrest Airsled, conquered the fuel-weight challenge, thus aiding the GDR in the latter part of the Second Steam War and the eventual air-heavy Third Steam War. 

Lucy’s interactions with Gunnery Sergeant Bill Tunney were notable for their prickliness, but more importantly for the surprising similarity of their maverick sensibilities and outspoken brashness. Their complement was the very picture of steam power: her stylish design to his rumbling furnace and gears. So too, Lucy’s chameleonlike appearance as she was only too happy to swap out her Victorian elegance for goggles and jumpsuit.

Primary Pool: 8 (Condensed Coal Savant, Rapid Invention)
Secondary Pool: 6 (Student of Many Cultures, Talented Linguist)
Desperation Pool: 4
Enhancements: +1 Improvised Mechanics
Defense: 1
Integrity: 3
Injuries: 4
Armor: 1 (Concealable, Light)
Initiative: 4
Qualities: Talented Engineer, Technobabble

Talented Engineer: The character can attempt a difficulty 2 simple action to increase or reduce the characters’ steam dice pool by 1. The first time each scene that a rig they are in would lose 1 or more Ruin, reduce the Ruin lost by 2, to a minimum of 0, as they reroute systems. 

Technobabble: The character adds 2 to their Integrity when resisting an influence action relating to their career/role on a rig.




Rikugun Shōsa Ikuma Arakawa: Rig Captain, Hero of Second Steam War

“Sound is important. Noise can defeat you. When you accept that a battle has no rhythm, that becomes your rhythm.”

When Ikuma Arakawa was twenty, he saw his father killed in the Battle of Shiroyama, the final engagement of the Satsuma Rebellion and the last gasp of the samurai class in the Meiji Restoration. He fought alongside his father, against the latter’s wishes (Ikuma was not a samurai). Before the final charge, his father knocked him over into some brush out of sight, thus saving his life. 

As Arakawa grew older he continued to resent the modernization of Japan, and his bitterness emerged in aimless wanderings and criminal behavior. But when he went to work in a coal mine, something changed. He suddenly began to see the industrialization of Japan as something he could use. Upon his release, with the help of renowned female samurai Niijima Yae, he apprenticed with brilliant engineer Akio Hirohata, which led him to the team developing Japan’s first steam rigs. It was like a sign from heaven. The rigs were fashioned after samurai warriors. Of course. It made sense. What else? The honor, the importance, the grandeur, the loyalty of the samurai, had arisen again in the form of giant metal warriors, whose crews would carry on the tradition, even at the cost of their lives. To Arakawa, this was what it had all been about; the way he viewed his father — not the trite financial causes of the rebellion some liked to harp on.

Arakawa became the first “test pilot” for a 40-foot rig in the menpo style: the classic samurai look. He took to it like a duck to water, and when the JISF (Japanese Imperial Steam Rig) fleet was built, he stood proudly at its head as rig captain. His timing was heaven-sent as the First Steam War (also known as the Batavia Disagreement) seemed to come from nowhere, at least as far as the public was concerned. Arakawa saw it as a proving ground, a test, all for him. Though the war was short-lived (a stalemate), Ikuma Arakawa, now a Rikugun Shōsa (major) was acclaimed a hero, boasting seven kills (a considerable amount for fighting rigs). And while resentment lingered, the experience and success tempered it to an extent that allowed him to live (or die) with it.

Primary Pool: 8 (Heroic Leader, Masterful Warrior)
Secondary Pool: 6 (Inspirational Pilot, Student of History)
Desperation Pool: 4
Enhancements: +1 Duelling
Defense: 2
Integrity: 3
Injuries: 5(7) — Padded armor adds Injuries
Armor: 2 (Padded ×2)
Initiative: 4
Qualities: Iron Will, Sundering Attack

Iron Will: The character can use their Integrity in place of Defense if it’s higher, and vice versa.

Sundering Attack: The character can make an unarmed Close Combat attack with the Piercing tag. This applies to both infantry and rig combat.



FINAL WEEK COUNTDOWN
over 1 year ago – Thu, Feb 20, 2025 at 08:18:58 AM

Hello Steam Warriors,

There are moments it feels like we just started this campaign, but in truth we've been running since late January and we're now officially in our FINAL WEEK COUNTDOWN!

Over the next week I'll be sharing a handful of instruction and review-type posts about Reward Tiers & Add Ons, Stretch Goal reviews, and What Comes Next, so if you've got any process questions or are wondering about how the Crowdfunding steps work, I'm hoping to clarify any remaining questions before we finish. Of course, if you're still wondering about something, please ask and I'll help as best I can.

Final Week Program

  • Feb 23 - Reward Tier & Add On Review
  • Feb 25 - Manuscript Preview # 5 - Chapter 5+6
  • Feb 26 - Stretch Goal Review
  • Feb 27 - Final Day Checklist & What Comes Next



The Campaign ends on February 27th at 2:00 PM Eastern Time... sort of.

With our boilers roiling and our gears engaged, we're able to unleash the full strength of our war rigs and achieve the nearly impossible. In this case, that's called "OVERTIME MODE" and it allows us to keep the campaign rolling as long as backers are pledging.

Overtime Mode

Overtime Mode extends the campaign past its original end time to give backers a final chance to make their pledge and adds an interesting twist to the end of the campaign. How long will it extend? That’s entirely up to backers: The campaign will keep going for an additional 10 minutes as long as pledges keep coming in – a chain of back-to-back pledges is called the Backer Train. The campaign will end only when the Backer Train stops after a period of 10 minutes passing without any pledges.

You’ll know we’re in Overtime Mode when the campaign’s Backer Train counter displays a bright rainbow border and a new countdown that resets to 10 minutes after each new backer joins that final Backer Train ride.

So, we've scheduled the campaign to conclude on February 27th at 2:00 PM Eastern Time, but it'll be extended in 10 minute chunks as long as backers keep pledging. Will we add an extra 10 minutes? An extra 20? Or will it all finish up as planned? Who knows, but we'll find out together! Full steam ahead!



Building our Crew

I know, this is something I've already said many times (and seem to say during every project!), but for this final week, you are officially a Trinity Continuum: Steam Wars recruiter. It's time to share your excitement for Trinity Continuum: Steam Wars! Basically, we want to recruit as many curious backers as possible to see how long we can keep our Backer Train running over this final week.

I know I've ended many update posts with "Keep spreading the word! Invite others to join in!" - but what does that mean, and how do you do it?

Easy answer - don't stop talking about TC: Steam Wars until 2:01 PM Eastern next Thursday February 27th  (and then as long as we continue running in Overtime Mode). Yes, family and friends are tired of me talking about it. But what else have I got to talk about? The state of the world? That gets a little depressing fairly quickly. And -  they've learned to tolerate me during a crowdfunding campaign. But here's the thing - there are others around who haven't heard or don't know about the campaign.

We all know this project is quirky and niche - it's steam-powered warfare in the late 1800s - not a well-explored genre or setting. Those interested in this game will have interesting imaginations and a love for the unusual. That said, there are many Onyx Path game fans that "interesting and unusual" describes perfectly and they haven't yet heard about this campaign and would love to join in. We're right in the middle of relentless news and events so it's not surprising that new backers are just finding out about the campaign every day. If you have an opportunity to let someone know, please do and let's make sure they have a chance to join in before the end.

For me, one of my main ways of coping with these exhausting times is to dive into a game world with my friends. Reading the Trinity Continuum: Steam Wars manuscript has been a much-needed escape over the past weeks, and my friends and I will absolutely be designing our own war rig as part of our self-care in the future.

So, let's help out our awesome TTRPG fans and make sure that we've spread the word as best we can and everyone has an opportunity to participate in this campaign!



Resources to Share

If you're inviting new backers, or if you are a new backer (hi new backers!), here are a few key resources to be aware of for this campaign.



Backers are able to review the (soon-to-be) complete manuscript for this book before the campaign closes and any pledges are processed. With the exception of the Storyguiding chapter coming on Tuesday, the entirety of the rules and options from this book are available for download and review by backers, along with all of the setting information for this strange, cool world.

Anyone who pledges to this campaign before the end can read the entire book now AND provide feedback directly to the developers to help guide the manuscript through the final phases of development and editing!

And, if you join now, as I've noted, we'll be posting the final chapters of the book next week before we reach the finish line. These final chapters have advice for Storyguides on how to run their story, along with a plethora of story hooks and seeds to get them started. These chapters also provide advice on different themes that can be explored and secrets relating to how this game ties into the broader Trinity Continuum. Reader discretion is advised if you want the setting and future of Steam Wars to remain a mystery.

Plus a full selection of pre-built antagonists and war rigs to challenge your players! We'll get some previews of these over the next week as well.

The Gentleman Gamer Videos

Matthew Dawkins, one of the developers for this book, presents an amazing series of videos digging into various aspects of Trinity Continuum: Steam Wars on his Gentleman Gamer channel. Check these out:

What is the Trinity Continuum: Steam Wars RPG?

What do you play in Trinity Continuum: Steam Wars?

TC: Steam Wars - The Alliances

Steam Dice

TC: Steam Wars - To Your Stations!


Letters from the Front

You can get a great sense of the setting from these in-world letters home, presented as if part of a Ken Burns documentary.


Great stuff, and the creativity of the team is just more inspiration for your own game!

Trinity Continuum Chat

The Discord is particularly lively, but you might be able to gain further insight and some in-depth conversation at any of these Onyx Path discussion zones:




Share the Links!

1) Don't forget to share a link to the Crowdfunding page in any discussion you have (where appropriate) - and feel free to pass any of the long list of links above to those who may need more info (or, just point them to this post!)

2) Don't forget to tell us about any post or review or discussion you write! Come to the comments section and let us know so we can all go and contribute! I know I keep saying it, but really - these last days are key. Keep the enthusiasm high and keep on inviting others to join in, either directly ("Come see...") or just by setting an example of your enthusiasm and interest.

Final Week
We've got one week to go, everyone! Thank you all so much for your support! We work together because it's the right thing to do, and because backers make it better! Let's finish strong! And let's continue exploring this amazingly quirkly and unique setting together, sharing our feedback with the writers and delving into the draft manuscript, and let's see if we can't get another Stretch Goal before we review next Wednesday!



At $18,000 in Funding - DIGITAL WALLPAPER

Fantastic TC: Steam Wars artwork will be used to create a wallpaper for your computer desktop. This digital wallpaper will be added as a free bonus reward for all backers supporting this project. [Envoy reward tier+]

Let's Build Some War Rigs! [Backer Manuscript Preview Download Part 4]
over 1 year ago – Tue, Feb 18, 2025 at 07:51:32 AM

Hello Steam Warriors,

Even as I'm typing this, it looks like we're either just about to unlock our Stretch Goal target or will later today. We've been dancing back and forth across this funding target for the past few hours, so I'll hold off for a few hours but anticipate marking our first Stretch Goal target as achieved later today.

I know Larry Blamire and the TC: Steam Wars writing team are all pretty excited about the new possibilities this Stretch Goal could open up. Larry's shared more artwork in progress...



Once we've crossed that funding target and stuck the landing, I'll update and we can work on our next target! But, until then, let's get on with our main focus for today! The next manuscript section!


I lied. One more quick thing to note before we get into the manuscript.

Shipping Costs will be Collected in the Pledge Manager

First up, it's amazingly expensive to ship, especially from Onyx Path's home base in the US. And that's as of today - we're all in the dark about how things will look in 2 years. We get that, but there's not much we can do at this time. Onyx Path is in a difficult space where the company is big enough that they're not saving money by fulfilling out of Rich's garage, but small enough that they haven't been able to set up ongoing international partners to handle portions of the fulfillment. So we are where we are - for now.

The best we can do at this point is to plan carefully, advise everyone up front that international shipping will likely be expensive (see our projections on the main page) and only charge what it costs us when the time comes. We’ll be charging for shipping in the Pledge Manager once the books are being printed and we can deal with the actual shipping charges rather than using our best-guesses this far out. If you live outside the US and aren't sure you want the hardcover or other physical items, you can pledge to the PDF tier now and upgrade your pledge in the Pledge Manager once we know the final shipping costs.


Draft Manuscript Previews

Over the course of this campaign, backers are receiving the entire current draft manuscript for Trinity Continuum: Steam Wars, but not all in one go. The previews will come out in bite-sized sections throughout the campaign. This helps me seem interesting over these 30 days, but it's more about guiding the conversation and helping steer feedback for the developers.

Because they want your feedback! These manuscript previews are of the current draft manuscript – the document in its latest, approved form. This may not be the final form after editing and any additional development, but you can consider it about 95% finished, so keep that in mind.

In fact, you can help guide the team through the next stages of development by providing feedback on these manuscript previews! The Onyx Path team has set up a special Feedback Form just for campaign backers for this very purpose: <Trinity Continuum: Steam Wars Feedback Form>


You can use this Feedback Form to shrea your thoughts directly with the TC: Steam Wars developers and help guide them through the next rounds of development and editing.


DRAFT MANUSCRIPT PREVIEWS - BACKERS ONLY

Remember, thanks to BackerKit magic, these download links are visible to Backers only - you must be logged in and reading this on the website to have access to the manuscript preview links. So, if you're reading this via e-mail, click that "Learn More" button on the bottom and I'll see you below this title treatment.

Sneak Peek: Building Your Rig
over 1 year ago – Mon, Feb 17, 2025 at 07:18:37 AM

Hello Steam Warriors,

After spending the past two days digging out from a massive snow storm, I'd love nothing more than to be able to assemble a big steam rig to get the job done!

Today, I'll have a sneak peek at just a fraction of the parts that go into building your own Rig for a game of Trinity Continuum: Steam Wars. Backers will have access to the full text from this massive chapter tomorrow, but for today, we'll look at a couple of key elements.

Building Your Rig

A steam rig should be built by the players at the table. Even if the characters are from different alliances, they can be in the same rig as a special collaborative effort or for other reasons such as espionage. Wartime politics tend to be a bit messy with certain moments where adversaries are working together within limited constraints. 

Choose Headcab

The first step of building the steam rig is determining the style of headcab. All the headcabs are modelled after medieval and renaissance era helmets and impart the same style of armor to the overall steam rig. Each Alliance provides an alliance benefit to the headcabs they favor. Additionally, each headcab provides their own benefits.

Headcabs

On top of every steam rig is a giant helmet where the main controls are. Inside this headcab are the pilots and officers who command and control the tempo of the rig’s operation. Observers and pilots peer out the eyeports at what lies ahead on the battlefield. They communicate with the rest of the crew in the other parts of the rig through hollow communication tubes and engine order telegraphs. Pilots have levers, a steering wheel, and an engine telegraph that directs the amount of steam that goes to the engine. 

All personnel working in the headcab reach it by climbing ropes or ladders up the rig’s body. Once inside they are mostly protected from the elements (no headcabs have windows nor insulation) and can sit and enjoy the somewhat smooth ride. To direct the rig, whomever is sitting in the pilot’s chair, be it a Captain or Pilot, controls the levers that prompt the rest of the rig to start moving and direct the ambulators and boomsmen to start the walk cycle, and the Engineers to adjust the amount of steam. This is done as a Pilot or Leadership + appropriate Attribute, as agreed upon by Players and their Storyguide. 

The style of a headcab itself influences the overall style of the steam rug, regardless of the size class. Some styles are preferred by the Steam Forces of an Alliance and grant a unique Alliance benefit in addition to whatever unique benefit each style provides with its design.   

Armet Style

A headcab styled like the classic full face helmet from medieval Europe. The front visor is pinched forward and can be lifted to allow the crew better visibility than through the narrow slit in the eyeport. Some variations of the armet style have a raised fin along the top. 

Fulcrum benefit: Wing It. Steam Force crews of the Fulcrum have figured out how to cobble together solutions on the fly to keep their rigs fighting even when they are on their last gasp of steam. Once per session, when the rig is Ruptured and gains the Malfunctioning status effect, vent 2 steam dice to stave off the effects of the Complication for one more turn.

Armet Style: Rigs with armet style headcaps benefit from better stability. Once per session, when the rig is on the verge of being Toppled, you can vent two steam dice to maintain your feet.

Barbute Style

An Italian style of headcab resembling the 15th century barbute helmet. Barbute style headcabs feature a rounded headcab with a T- or Y-shaped eyeport that ends at the rig’s “chin”. Some variations of this style of headcab feature an open-faced form with an arched opening.

Confederation of the Sea benefit: Never See Us Coming.The Confederation of the Sea have discovered interesting ways to board enemy rigs. They’ve built rig to rig boarding equipment into their rigs, making it easier for them to take the fight inside of an enemy rig. Gain +1 to boarding actions. 

Barbute Style: Rigs with barbute style headcaps benefit from overfiring their engines to increase their steam pressure knowing that shifting the balance can result in catastrophic system failure. Once per session, double your steam dice to a maximum of ten. 

Capeline Style

Capeline headcabs resembled the capeline or lobster-tail helmets of the 17th century characterized by its long peak, extended tail shield, and most notably a sliding nasal bar gun elevator developed specifically to accommodate the first headcab artillery. There is a smokestack directly through the cab.

Confederation of the Sea benefit: Never See Us Coming. The Confederation of the Sea have discovered interesting ways to board enemy rigs. They’ve built rig to rig boarding equipment into their rigs, making it easier for them to take the fight inside of an enemy rig. Gain +1 to boarding actions. 

Capeline Style: Rigs with capeline style headcaps benefit from better ammunition management. Once per session, when the battlerig suffers Complications from weapons running out of ammunition or being jammed, you may ignore the first instance of the Complication until the end of combat but not subsequent Complications of the same type. 

Close-Burgonet Style

British style of steam rig named for the headcab’s resemblance to the open faced Renaissance helmet of the same name, characterized by a peak above the cab and rounded dome with comb.

Fulcrum benefit: Wing It. Steam Force crews of the Fulcrum have figured out how to cobble together solutions on the fly to keep their rigs fighting even when they are on their last gasp of steam. Once per session, when the rig is Ruptured and gains the Malfunctioning status effect, vent 2 steam dice to stave off the effects of the Complication for one more turn.

Close-Burgonet Style: Rigs with close-burgonet style headcaps benefit from being able to vent steam through stovepipes at the back of its neck. Once per session, when the rig would suffer a pernicious failure, treat it as a normal failure instead.

Select Rig Class

Rig class is the size of the rig and restricts the armaments that can be equipped. It also dictates how big of a crew is needed to operate it. 

Classes of Fighting Rig 

Where headcabs determine the style of a steam rig’s appearance, the class determines the size, weight, crew size and possible armaments available. Rig classes tend to be named after mythic heroes and deities. Every rig is customized to the crew, while similarities exist between Alliance Steam Forces, each rig has ticks that crews must learn to navigate to keep their fighting rig at peak efficiency. Rig heights can vary by several feet between rigs of the same class based on load out and legs used.  

Achilles Class

Invented by Major Matthew Bedford Creed and pushed into prominence as a “strategic rig,” the achilles class is one of the smallest classes of steam rigs that suffers from an identity crisis. It has been noted as not being small enough to be fast nor big enough for decent armament. They are the most plentiful rigs found in the rig graveyard on the Manitoban border. 

Size: 3
Handling: 1
Armor: 2
Speed: 2
Height: 27 feet
Crew Size: 3 – 4
Armament Limits: Achilles rigs can employ up to one .30 machine gun in their torso.

Agincourt Class

A British class of steam rig equivalent to the American goliath class, the agincourt class steam rigs have additional armaments at midrig – midport and starboard. 

Size: 4
Handling: 2
Armor: 3
Speed: 2
Height: 90 feet
Crew: 25 – 35
Armament Limits: Agincourt Class can equip typically 37mm rapid fire cannons or .303 machine guns.

Ajax Class

One of the most popular rig classes for deployment on the battlefield for its lower maintenance and fielding costs than the larger rigs, providing efficient use of armor and fuel for its smaller crews. Additionally, it has a midrig walkway allowing crew additional access to the torso and providing another observation point and fighting platform for embarked marines to fire from. 

Size: 3
Handling: 1
Armor: 3
Speed: 2
Height: 45 – 48 feet
Crew: 8 – 10
Armament Limits: Ajax rigs can employ up to one 3” gun in the chest and one machine gun in its headcab.

Pick Booms

Booms are the arms of the steam rig. The type of suspension used on the arms provides different benefits based on how the rig might be used. 

Booms

Everyone needs a hand, luckily, steam rigs have multiple. The ones that count are the booms, which help balance the steam rig with an offset walk cycle. Some booms are better for more precise work while others are better for heavy loads and combat.

Heavy Chain

Heavy Chain supported booms are better suited for combat and handling heavy loads. These booms are more robust for performance in adverse conditions. But when the chains break, the risk of damaging the rest of the rig is high.

Heavy Combat: Heavy Chain Booms provide rigs with a benefit of reducing the cost of rig combat stunts by 1 hit to a minimum of 1 hit. If the boom breaks, it imposes the Moderate Complication Broken Linkthat does one damage to the rig every turn the boom is used until the chain is repaired or replaced if the Complication is not bought off.


Hidden Sword

There is wisdom in not allowing the enemy to readily identify what sorts of weapons your rig is equipped with. Japanese engineers have recently invented a pneumatic mechanism to deploy and retract a rig sized sword to use in rig to rig combat. These blades are sharp enough to slice through rig hulls, regardless of how thick the armor plates are. 

Retractable Blade: Hidden sword booms conceal a rig sized blade to be deployed from the boom to be used in rig to rig combat. Vent 1 steam die to deploy a rig sized sword with the Piercing and Sunder tags.

High Tension Cable

High tension cable booms are better for more precise and quick movements. They require more regular inspection and maintenance after battle to ensure there is no abrasion or breakage to weaken the cables. Despite needing more maintenance, these booms are cheaper to produce and maintain.

Dexterous Booms: High Tension Cable Booms provide rigs with a benefit of reducing difficulty of actions using the booms by 1. If the boom breaks, it imposes the Moderate Complication, Malfunctioning until the cable is repaired or replaced. If not bought off, that does one damage to the rig every turn the boom is used.

Pick Legs

Pick the style of legs for your steam rig. Many of these provide additional benefits for the rig’s mobility.

Legs

All rigs need to stand on their own two gigantic mechanical feet. Controlled from the ambulation chamber midrig, a rig walks in a counterbalance with its arms to keep upright. A good observer will keep the rig from accidentally wandering into a crevice or body of water too deep or slick for the rig to escape from. 

Barrel Sheath

Barrel sheath leg configurations are the most common, concealing the shins of the rig in a metal sheath. The gears in the hips can either be enclosed or exposed. These lower sheathes both protect the legs and make the rig more difficult for troops to scale. 

All About Scale: The barrel sheath imposes a Moderate Complication to boarding parties attempting to scale the steam rig. Failure to buy off the complication can result in the Dazed status effect if the steam rig is still or 1 Injury Level in motion (respectively) while the climbing attempt was made. 

Enclosed

This leg design for steam rigs is the baseline with all gears and mechanisms enclosed within a bipedal frame. They will get a steam rig from point A to point B and are often used for runabout class rigs. On larger battlerigs, enclosed boots are reinforced, to provide both stability and make kicks more impactful.  

Das Boot: Battlerigs with enclosed boots gain access to the Earth-Shaking Step trick and can buy Stomp for 1 hit instead of 2.

Pick Armaments

Based on the class of the steam rig your group has selected, will restrict how many and how big the armaments can be. 

Rig Armaments

Steam rigs employ a mixture of artillery, anti-rig, and anti-personnel heavy weapons. Most weapons are classified by the size or weight of the projectile it fires. Many are meant to penetrate and explode inside the body of an enemy rig and are devastating when used against personnel. All rig armaments work to Long range.

Armstrong Whitworth Recoil Carriage

Allows for a machine gun to be mounted in the headcabs of steam rigs larger than the achilles class. Its recoil to be absorbed so it does not disrupt the balance of the rig or require additional weight for absorption.

Range: Long

Tags:
Armor Piercing: A rapid volley of molten lead cuts through a rig’s armor, inflicting Ruin to a battlerig despite its armor plating.
Rupturing:
Gain access to the Rupture Trick when making attacks with this weapon. Armor negates this effect.
  • Rupture (1 hits):Inflict the Faulty Valve status effect (p. XX) on your target.

Special Rules: Cramped: This carriage may be mounted in any steam rig larger than Achilles Class. The addition of a Recoil Carriage to a headcab reduces the amount of space within, imposing a Minor Complication which if not bought off causes the crew to bump into each other. Continual collisions with the rest of the crew in the headcab can shift the attitudes toward the crew member negatively. Firing a Recoil Carriage adds 1 steam die every other turn it is fired. 

Field Gun

Field guns are a type of field artillery that fire a heavy shell to provide long range fire support and counter battery fire. Typically referred to by the weight or size of their shells. Recoil of the weapon is reduced by drag shoes placed under the wheels and secured to the deck of the steam rigs with chains and cables. These can be mounted on battlerigs or used by troops outside battlerigs — when used by troops, each field gun gains this additional tag:

Long Range:
(Ranged) This weapon can be used to make attacks out to Long range.

10 Pounder

A muzzle loaded field gun capable of firing a 2.9in (74mm) or 3 in (76mm) diameter shell weighing up to 10 lbs.

Range:
Long

Tags:
Brutal: The weapon inflicts massive damage. Reduce the number of hits required to purchase the Critical Trick by 1.
Wrecking: This weapon gains access to the Destroy Object Trick. When purchasing the Destroy Object Trick on an attack with this weapon, you may destroy any armor.



Again, we're just scratching the surface of the options presented in Chapter 4. Backers will have access to the full draft manuscript chapter tomorrow!