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Trinity Continuum: Steam Wars

Created by Onyx Path

A tabletop roleplaying game of Steampunk Warfare

Latest Updates from Our Project:

Almost Funded! [Backer Manuscript Preview Download Part 2]
over 1 year ago – Tue, Feb 04, 2025 at 06:03:50 AM

Hello Steam Warriors,

We're *this close* to achieving our funding goal on for this project and officially moving Trinity Continuum: Steam Wars from the "concept" to the "production" track.

Those are just my categories - in fact, the amazing Onyx Path team has already turned that "concept" into a full draft manuscript, which I'll be sharing with the backers chapter by chapter every Tuesday of the campaign. But you get what I mean - hitting the Funding target will take this project to the next stage, and I can't wait.

We've danced up to the line, put a foot over, moved a foot back, and now we're just ready to take that one final step. It's like a Crowdfunding hokey pokey, and I'm looking forward to someone putting their left foot in!


Before we get to today's manuscript download for Backers, I wanna do a quick review of the game - thanks in large part to the most recent Monday Meeting blog post from Onyx Path. Matthew answered some questiosn about the game and I figured we could use this update post to share that and point potential backers this way when they're curious.

1. Do you need another book to play Trinity Continuum: Steam Wars?

No! Trinity Continuum: Steam Wars is a self-contained rulebook and has everything you need to play games of TC: Steam Wars and any spin-off you should wish to create for your group. There’s a multitude of options within for characters and rigs, so you can start playing immediately upon purchase!

2. Are characters regular people or Talents?

The term “Talents” isn’t used in Trinity Continuum: Steam Wars, but the characters are “talented.” They get access to a wide range or Edges that set them apart from regular humans, with some tied to rig warfare, and others having a wider context. Your characters are heroes in war and in the wider world.

3. Is this game They Came From or Trinity?

Larry Blamire has worked with us on the They Came From games, but this is most definitely a Trinity Continuum game.

4. Is this a Trinity Continuum game?

TC: Steam Wars fits within the Trinity Continuum just like Aether, Aegis, and Anima. TC: Steam Wars is the newest volatile element in the Trinity Continuum toolbox, setting 1897 up to be a very different year to the one we have in our recorded history. The book contains a depth of setting too, to help establish your stories and games.

5. Why is this a Storypath Ultra game?

We’ve conducted a lot of playtesting using SPU and we came to the conclusion after much testing that Ultra was the version to use for this Trinity Continuum game.

6. Is airship combat a thing in TC: Steam Wars?

Absolutely! Trinity Continuum: Steam Wars sees a radical pace of war technology advancement, and with it, greater dangers to those operating them. If you want to use one of the skysleds from this game, have fun (and good luck)!

7. How does this link to the Trinity Continuum?

It’s a part of it. It’s linked in the sense that Aether may precede it and Adventure may follow it, at your table. Plus, some familiar characters from the Trinity Continuum show up in the setting for this game. You’ll find out even more when we drop the setting secrets as part of the backer manuscript.

8. Is all gameplay conducted inside a war rig?

No, not at all. Your character Roles are diverse and many of them excel outside the rig, especially the Envoy and Navigator, though all have their uses inside and outside their iron giant. This is a game that supports adventure, espionage, action, diplomacy, and of course, warfare.

For more information from Matthew, you can check out his video from The Gentleman Gamer channel covering "What do you play in Trinity Continuum: Steam Wars?" found <here>



Some quick things 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 the next 4 weeks, backers will receive the entire current draft manuscript for Trinity Continuum: Steam Wars, but it's not going to come to you 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: Alliance Paths
over 1 year ago – Mon, Feb 03, 2025 at 10:19:16 AM

Hello Steam Warriors,

Before I get to today's sneak peek at the next part of our manuscript, I wanna share the link for something coming later today (or maybe earlier, depending on when you read this!)

Developer Extraordinaire Mathew Dawkins is talking about Trinity Continuum: Steam Wars on The Gentleman Gamer chanel today. Today's topic - What do you play in TC: Steam Wars?

You can check out his video (once it's posted) here - <LINK>

We're now just about six days into our 30-day campaign and we're super close to our funding target, but still have a little more to cover before we lock in our funding for this project and the Onyx Path crew can begin working on taking this draft manuscript to a fully-developed complete game.

This is slight departure from their Trinity Continuum "Alpha Universe" titles and a little more quirky and maybe niche, so needs all the help we can give it! Please continue to spread the word in your social circles and on your social media, and let's see if we can't get this boiler fired up and get our war rig into action!


All backers have access to our first manuscript section, which covers the history and setting for this parallel world within the Trinity Continuum. Last week we had a sneak peek at some of the options when creating characters, focusing on their Role Path. Today, I want to look at one of the other choices that you make when creating your character - your Alliance Path! Below, the write-ups for two of the Alliance choices your character can make. 

There are 7 included in the manuscript, so this is this is just a sample of the contents of this chapter, just to give us an idea of what we can expect. There's a lot more information and direction provided in the actual text, but this should be enough to get a conversation started!

Alliance Path

A vital part of any character’s build in Trinity Continuum: Steam Wars is the Alliance to which their characters and rig belong. It’s possible for characters of disparate Alliances to work together in a single rig in events where groups such as Fulcrum and the Iron Ring work together, or where Die Lanze has utilized the Confederate of the Sea for mercenary purposes, though most rigs will represent one Alliance’s military might.

All Alliance Paths have Skills, Edges, and contacts suggested for players. Players can choose whichever of these traits they wish, however, in character creation. The only requirement for Edges is the character meets the prerequisite (where applicable).

Confederation of the Sea

The seas were calm, but the world beyond the Mediterranean was far from it. The fighting was still too far away to see smoke on the horizon, but sometimes the smell of it wafted from afar, mixing with the salt air and leaving an acrid taste at the back of your mouth. Teodoro watched the place where sea met sky nonetheless, waiting for the moment he spotted an ironclad’s silhouette rising out of the blue. Soon, the British and the French would stop asking politely for passage across the Mediterranean. When they did, the Confederation of the Sea would be ready.

Role on the World Stage

Without significant condensed coal resources to leverage, and with their political power diminished or waning over the last few decades, the nations of Italy, Spain, and the Ottoman Empire have found themselves at odds with or rebuffed by the powers around them. Down, however, is not out. While Britain, France, and Prussia compete to create the most cutting-edge steam rigs, those war-machines thus far perform best on land. They have yet to create rigs that can stride the seas.

The Confederation of the Sea claimed control over the Mediterranean while their European neighbors were busy at war, and in so doing proved that their members shouldn’t be so easily dismissed. The Mediterranean Sea isn’t as strategic a body of water as the North Sea or the Sea of Japan as far as transporting rigs goes, but it is a convenient travel route for nations with colonial interests in North Africa. With access to the Suez Canal’s northern terminus under the Confederation’s control, non-member nations must return to much longer trade routes through the South Atlantic. The Confederation’s member fleets have imposed and enforced a blockade on all non-member ships seeking passage across the Mediterranean, including merchant vessels. Only those parties that pay massive tariffs may proceed. The Confederations’ coffers now swell for the first time in over a century, and in some cases revitalized the nations’ shipping industries due to lower competition. 

The Confederation’s declaration that the sea was off-limits as long as the war continued in Europe and Canada puts the most pressure on France and Britain to end the hostilities, though the chances of that seem slim. France and its North African colonies suffer the greatest effects from the blockades, preventing vital resources from reaching their destinations in both directions. Additionally, France’s diminished ability to send troops increases the likelihood of revolt, especially in Algiers. Though the British also feel the strain in reaching their colonies, tensions are highest between the Confederation and the Dual Entente. Open conflict hasn’t been declared, though shots have been fired and lives lost on both sides already.

We want YOU to join the Confederation of the Sea!

When one avenue to success gets blocked, members of the Confederation of the Sea find another way around... or make their own. A good recruit takes stock of the resources at hand and the people surrounding them and makes a plan based on that. They focus on immediate, achievable goals. This isn’t to say the Confederation isn’t making long-term plans — “end the war” is an extremely lofty objective — but sometimes it’s more worth it to make a big, short-term impact and adjust from there.

Confederation members are good team players, able to find common ground among disparate groups of people. They’re adept at assessing everyone’s skills and putting them to their best use. Some see the other alliances’ habit of overlooking them as an advantage. You can accomplish a whole lot when no one’s watching your every step. Others view it as a challenge and take steps to make their presence and achievements unignorable.

Scientists and engineers looking to innovate in non-military applications for condensed coal find opportunities with the Confederation of the Sea. Universities such as Bologna and Salamanca offer laboratory space, and Ankara has dedicated a steelyard to prototype rigs intended for civilian aid. 

History and Future of the Confederation of the Sea

The path that led to the Confederation of the Sea has been long and winding. Tensions between France and Spain heightened during and just after the Carlist wars, at least partly due to disputed claims over whether Spain possessed the condensed coal deposits it claimed. Spain therefore sought allies beyond their northern border.

After the assassination of King Umberto of Italy in August 1894, Italy cut ties with France. Together with Austria, Italy proposed an alliance with Prussia, hoping that Prussia’s betrayal by Russia would convince them to consolidate power in central Europe. Chancellor Otto von Bismarck roundly and disdainfully rejected their approach. Like Spain, Italy was left to look elsewhere for friends.

A year later, in response to France ramping up military actions, Italy convened the gathering named the Mediterranean Table in Sicily. Representatives from Portugal, Spain, Greece, and the Ottoman Empire attended the talks, but tempers were high and old rivalries soon made themselves known. The fragile Ottoman Empire would only concede to allying with their western neighbors if Greece agreed to formally entering a protectorate arrangement with Turkey, which they predictably and fiercely declined. Spain made a similar overture to Portugal, to which the Portuguese stated if one nation was to become subject to another, it ought to be the Spanish as the lesser partner. Sabers rattled and talks broke down, diplomats returning to their embassies.

To the surprise of many, the Confederation of the Sea officially formed in March 1896. Neither Portugal nor Greece accepted places in the new alliance, the aforementioned political reasons forming one part of their decision, with pressure from Britain another. Diplomatic outreach with both countries is ongoing in the hopes they might yet join. In January 1897, outbreaks of war in Europe and Canada pushed the Confederation to declare the Mediterranean their exclusive territory. Thus far, other European powers haven’t opposed the declaration with fighting, but Britain and France — who need access to the sea to quickly reach their African colonies — have registered their objections.

Technology Level

The Confederation’s steam rig technology lags behind that of other alliances. This puts them at a disadvantage should Prussia set its sights on their territory, but even steam rigs are currently no match for the sea. Confederation members have focused efforts on upgrading their navies to accommodate condensed coal power, and adapted various weapons initially designed for rigs to work aboard their ships. Civilian-focused technology is where the Confederation shines, though most alliance members still need to pay to import condensed coal from other countries. A few deposits have been discovered in the Pyrenees, creating additional tension between France and Spain. The Confederation has entered trade agreement with the Long Handshake featuring non-military condensed coal applications and civilian rig designs. Such arrangements make other alliances wary, though thus far no one has offered the Confederation a better deal or good reasons to disengage. 

On land, the Confederation’s rigs lag behind others in terms of design and capability, so instead they rely on getting in close enough for their crews to board and disable enemy rigs. However, when they can fight within range of the coast, they have backup from their ships’ artillery.

Path Concepts

The Confederation of the Sea values diplomacy and tenacity within its members. Though it’s the least belligerent of the alliances, its member nations don’t back down easily when challenged. Individual recruits share these attitudes, looking for compromise and equitable solutions where they can find them, but willing to use force when talks fail. They live by the following codes: “We won’t be overlooked,” and “Progress should benefit everyone.”

Skills: Culture, Persuasion, Ranged Combat
Path Attributes: Mental 1, Social 3
Edges: A Little Extra, Refreshingly Honest, Say Again, Shadow, Someone to Watch Over Me, Tell a Thumper
Contacts: Harbormaster at a busy port, shipyard overseer, ambassador from another alliance

A Little Extra (•)
You’ve been lucky as long as you remember, and the world just seems to favor you in small ways. Once per session, you can describe a story element as if you had spent a Momentum: you’ve found some money on the ground, accidentally received an extra ration of bacon, or any small boon. The exact amount will be decided by the Storyguide. 

Refreshingly Honest (•)
You may not have a way with words, but you have a natural straightforwardness that most people respect. The cost of the Encourage or Prevent Thought Trick costs 1 hit less.


The Long Handshake

The good thing about the Russian rigs was they were so loud, even when they were idling. It wasn’t just the engine chugging and steam hissing, but the scrape of stokers’ shovels and the crewmembers’ chatter. They had to raise their voices to be heard over the boilers, adding another layer of noise to the night.

In comparison, Nan Ju-Hyeon’s little steel grasshopper was almost silent. Oh, the snow crunched beneath its spindly legs as it skittered along, and her engine huffed in time as she raced toward the larger rig, but the Russians wouldn’t hear her until she was on top of them, and their first clue to her presence would be the rat-a-tat-tat when she opened fire. That would be plenty loud enough.

Role on the World Stage

At first, the news of Korea’s alliance with Prussia was met with skepticism in international circles. The two countries were too far apart for any agreement to do much good. Yet proving the naysayers wrong has turned into a point of pride for the Long Handshake, forcing those who had previously dismissed Korea’s potential to be a power on the world stage to reconsider such opinions. For Prussia, the alliance with Korea grants the ability to hinder Japan’s response capabilities should their Iron Ring obligations be called upon. Korean ports also provide a vector of attack into Russia by sea. 

With the influx of Prussian scientists, engineers, and of course funds, Korea has swiftly advanced its steam rig capabilities. Factories and refineries appeared quickly, and Korean inventors wasted no time studying the schematics their Prussian counterparts provided and iterating upon them. Their ambassadors reached out to their counterparts in the Confederation of the Sea and neutral nations to negotiate trade agreements for non-military technologies. Such arrangements place no political or military obligations upon either party, earmarking the transactions for academic, commercial, or humanitarian use.

We want YOU to join the Long Handshake!

Members of the Long Handshake view the impossible as a challenge. If they’re told something’s too hard or too complicated, or that it runs counter to current scholarly and scientific theory, a determined recruit looks for a way to make it happen anyway. The worst case is you fail and try another tactic. Military leaders with clever new fighting strategies, engineers with implausible rig designs, and diplomats whose politicking style is just a bit unorthodox do well in the Long Handshake. 

Out of all the alliances, the Long Handshake is at the forefront of experimental — and often dangerous — innovation. Prussia saves the more tried-and-true — and therefore stable — advances for deployment in Die Lanze missions, while they view the Long Handshake and the Korean front as a testing ground for cutting edge technologies. Skirmishes against Long Handshake forces run the risk of their rigs exploding on the battlefield, taking out both allies and enemies. 

The Long Handshake also draws in spies and information brokers who do a healthy trade in stolen schematics and intercepted communications. While Prussian rig yards might follow a stolen schematic exactly to spec, teams in Korea look for ways to improve upon it before rivet ever meets steel. Both methods deliver a similar message: underestimate this alliance at your own risk. Information brokers throughout the alliances have noted the shadow intelligence war taking place between Prussian-backed Korea and Britain-backed Japan.

History and Future of the Long Handshake

Against the advice of Britain, France, and the United States, Korea opened negotiations with Prussia in December 1895. They thought little would come of the offer but expected the move to grant them a measure of leverage with neighboring nations. At the very least, Korean diplomats sought notice on the world stage. However, Prussia took Korea up on their proposal, perhaps aided by stolen steam road plans in Korea’s possession. Their scientists and engineers arrived in early January, ready to share steam rig plans and build bases, factories, and refineries. Prussia, in return, gained access to Korea’s condensed coal reserves. 

While Korea stayed out of many of Prussia’s conflicts over the spring and summer of 1896, they upheld their obligations as allies in the fall. With their steam rig fleet in fighting order, Korea attacked Russia by sea, attempting to drive Iron Ring and Dual Entente forces out of their waters. The nation continued to prove its loyalty, harrying Russian armies and forcing Russian military officials to divide their attention on multiple fronts. Korea harbors its own ambitions, beyond those of their ally. Their strategists eye Japan cautiously, aiming to gain the upper hand in the intelligence war. Winning it is a key step in their ultimate plan to control northeast Asia’s entire eastern coastline.

Technology Level

Not only does the Long Handshake benefit from Prussia’s advanced technology, Korean engineers have improved on several models as the nation builds up it steam fleet. As the country’s steam rig fleet nears completion and its steam roads offer easy transport, engineers turn their sights toward rigs with new capabilities. The inability for the Long Handshake’s members to reach each other’s territory swiftly is a problem they hope to solve. Rumor has it that Lucy Tillencrest seeks to build flying rigs for the United States. Now, metalworkers in Korean rig yards experiment with wing shapes and movement, racing the Americans to the skies. Fields around such rig yards are littered with debris from failed flights. Safety measures are low-priority; implementing them wastes precious time and resources. Therefore, test pilots who survive crashes embroider tiny parachutes onto their jumpsuits’ sleeves as a mark of pride.

On the battlefield, Long Handshake forces are unnervingly unpredictable, due to their engineers’ constant churn of new features and improvements. Just when opponents think they know what the alliance’s rigs are capable of, the captain reveals a shocking modification, or the gunner takes aim with a surprising new weapon.

Path Concepts

The Long Handshake’s ranks are full of radical futurists. Those members who are more conservative upon joining eventually come to embrace a degree of uncertainty and the thrill that comes with discovery through dangerous experimentation. Recruits share the alliance’s attitude of defiance in the face of dismissal, and go to great lengths to prove naysayers wrong. They live by the following codes: “We might die trying, but the advancement is worth the risk,” and “Nothing is impossible.”

Skills: Culture, Enigmas, Science
Path Attributes: Mental 2, Physical 1, Social 1
Edges: Close Quarters, Code Breaker, Evaluating the Skirmish, Inside and Out, More Than We Know, Not Just a Pretty Face
Contacts: Engineer from another alliance, renowned steam rig test pilot, foreign dignitary

Close Quarters (••) 
You may not be actually fighting in someone’s house (or maybe you are), but you’ve been trained for the unfortunate possibility of being stuck in a built-up area during a skirmish. Negate the Crowded, Tight, or Social Code area effects.

More Than We Know (•)
There are depths of knowledge that we have yet to plumb, yet for you they just float to the surface. Whenever you take an investigation action, you can purchase the first Extra Evidence Trick of this investigation for 0 hits.


We're gonna get a whole lot more about Alliance Paths - and all of character creation - on Tuesday, when we get our next big manuscript section. Backers will gain access to the complete draft manuscript, chapter by chapter each Tuesday, and we'll be able to read the entire book before any pledges are processed or payments collected at the end of this campaign. 

You'll also be able to provide your feedback directly to the writers and developers, because backers make things better! 

SO - join in if you haven't already, and spread the word if you're already a member of our crew. Let's get this project funded and power up the engines on our massive machine!

Sneak Peek: Role Paths
over 1 year ago – Thu, Jan 30, 2025 at 08:17:07 AM

Hello Steam Warriors,

A few days into our 30-day campaign and we're off to a solid start, but still have some ground to cover before we lock in our funding for this project and the Onyx Path crew can begin working on taking this draft manuscript to a fully-developed complete game.

Please continue to spread the word in your social circles and on your social media, and let's see if we can't get this boiler fired up and get our war rig into action!


All backers have access to our first manuscript section, which covers the history and setting for this parallel world within the Trinity Continuum. Today, I want to get a sneak peek at some of the options for characters that are coming in the next draft manuscript section which will be available next Tuesday.

One quick note before we take a loot at this material - this is just a sample of the contents of this chapter, just to give us an idea of what we can expect. There's a lot more information and direction provided in the actual text, but this should be enough to get a conversation started!

Creating War Heroes

When you build a character in Trinity Continuum: Steam Wars, you are starting a story. It could be the story of a single person, their life, their adventures, and ultimately, their death. Or it could be a longer tale, of how a character and their steam rig crew saved a town, pushed back the enemy’s advance, took down a despotic power, and won the war for their countries. But you needn’t worry about such grandiose plans yet, because every character has an origin.

A player character is how a player engages with TC: Steam Wars. Players create player characters to act as avatars within the game world. The player makes decisions for the character and uses them to experience the rich environment available in the game. Character creation is the set of rules players follow to mechanically create the persona they use in the game. It adds flavor and depth to their character, informing them of what their character’s capabilities and weaknesses are.

The first thing you should do is consider who your character is and what they do.
This concept can be anything from a short blurb to an entire sentence describing who the character is and what they do, along with any special identifying features. A more specific concept helps when choosing or creating Paths and assigning points.



Role Path

This step and the next two involve choosing Paths for your character. Paths are a summation of your character’s life up until this point. They represent their training, upbringing, special skills, where they come from, and what was important to their development. 

A character’s Role Path defines what function they serve aboard a steam rig crew, which is one of the most important choices. Choose a Role Path from one of the following options:
  • Captain 
  • Engineer
  • Envoy 
  • Gunner
  • Navigator 
  • Pilot 

Apply Components
Once you’ve chosen your Role path, apply the following components to your character sheet:

Assign six dots in Skills among any or all of the 3 Skills provided. No Skill can have more than five dots.

Assign one dot to every Attribute as a starting base. Then, assign 10 more dots in Attributes. These dots will be specific for the Attribute Arena listed. You cannot have more than five dots in any one Attribute.

Assign three dots to Path contacts. These dots can all be spent on one or spread across multiple contacts.

All Role Paths have Skills, Edges, and contacts suggested for players. Players can choose whichever of these traits they wish, however, in character creation. The only requirement for Edges is the character meets the prerequisite (where applicable).

Captain

No matter the military they serve in or the mission at hand, the captain is the rig’s commander and the figure to whom the other crew members answer. Generals and tacticians see war on maps, but captains are the commanding presence that take it on the actual battlefield. Their choices, orders, and capacity to coordinate vision and action are key to a rig’s success.

The role of captain comes with power and control over the rig and everyone aboard, but is also ripe with responsibility and pitfalls. Each captain walks a tightrope between camaraderie and tyranny. Some captains affirm their authority by maintaining a firm separations between crew and officers while installing a regime of rigid discipline. Others make a point to see their crew — and their rig — as brethren in arms. Good captains know that victory and survival in war come to those who know how to balance respect and ideals with the harsh truths of the conflict and what it demands to do. Great captains go even further, aware that someone in their role must know what to risk and what to save, no matter the sacrifice needed — be it even their own life.

Rig Relations

Captains are the face of the rig and the people most removed from its crew. Their role positions them above everyone else, meaning that a captain’s reach is filtered through chain of command and structure.

Most captains create strong connections with other officers and the people they have around them in the headcab. Having them within reach or in direct contact, captains know — and rely on — the piloting crew, the navigators, and the envoys. They maintain a relationship of mutual collaboration with positions such as head gunners and chief engineers, but the ranks often create a divide between headcab and rest of the rig.

Path Concepts

Father to his men, ambitious warmonger, inheritor of military legacy, leader from humble origins, aristocrat at war.

Skills: Artistry, Close Combat, Leadership
Path Attributes: Mental 2, Physical 3, Social 5
Path Special: Gain +1 Enhancement on all Leadership actions. Additionally, once per session, you can substitute Leadership for any other Skill on actions thanks to the strength of your commanding attitude and role.
Edges: Chain of Command, Going Down With The Ship, On Me, Order in the Chaos, Seasoned Officer, This is War
Contacts: Friend from officer academy, wealthy relative, beloved mentor up the command chain, tailor

Chain of Command (•) 
Role Prerequisite: Captain
It doesn’t necessarily matter what someone’s rank is if you can pull position or need. If you have a hierarchical advantage over someone, the Persuade Trick costs 1 less.  

Going Down with the Ship (•••) 
Losing your rig on the battlefield is the beginning of the end, but you still have time to give your men an advantage — even if it costs you your life. You can remove any combat rig status effect by taking an injury level.

Order in the Chaos (•) 
In chaotic situations, you're cold as ice. If you’re under fire, amid screams, collapsing buildings, or in the midst of the Overstimulating area effect (p. XX), you gain +1 Enhancement to any action and suffer no Complications from the Overstimulating area effect.



Gunner

“In my position you soon learn you have a bigger weight on your back than expected, and you better have the shoulders to carry it. Sure, I’m good with a gun. Fist and saber too, or I wouldn’t have survived past my first boarding, and I can hold onto a railing when the rig takes a punch. But I’m also the one calling the shots when it’s time to attack or the one the crew looks up to for making sure they don’t return home in a casket. Forget the officers: you’re in this with the rest of the crew, whether to tell them what to really do or down a beer with when everything’s done.”

“What I do? I kill people, pure and simple. Now, I’m happy to beat some sense into whoever’s so stupid to say ours isn’t a grim job, but get to the bottom of it and things really are that simple. We’re all at war, it’s a matter of survival and duty. It’s just that those handing the weaponry like I do don’t have the luxury of looking at it from above or behind layers of thick steel. No, we aim, pull the trigger, and see clearly what that leads to. Hell, we hear and feel it too. Explosions, gunfire, heat, and screams are the gunner’s currency.”

We want YOU to be a Gunner!

The role of gunner is as much a vocation as it is something people are forged into. It takes the right kind of mentality to embrace a position as the most direct attacker and defender of a walking fortress, exposed more than anyone else to the heat of battles and the strikes of enemy rigs. Physical prowess represents a necessary requirement that gunners develop fast, given they need clean sight, precise hands, and the muscles to jump, climb, and hold tight. Combat and frontline deployment test all these elements; the people who pass through their fires become as strong as iron and proper gunner material. Those who don’t — and survive the experience — soon ask to be reassigned either through their own awareness or their crewmates’ insistence. An unfit soldier who insists on being a gunner requires a lot of luck to avoid the enemy’s bullets and bombs, let alone the ire of their own crewmates.

Gunners enjoy advantages for all the risks they take. Few would ever call these “benefits,” but small satisfactions are hard to refuse when serving on a rig. A gunner’s job is rough and dirty, but not thankless. Formal credit goes to captains and pilots most of the time, but brave gunners earn reputations of their own. This can’t be called “mystique,” but rather the exact opposite: people know the feats gunners achieve, and witness how a gunner is often the first to react, the one keeping control even in the direst situation, and the one whose directions and blows are responsible for saving so many people’s lives aboard.

Rank and Structure

Gunners all over the world tend to the weapons through which rig crews hold positions, defend resources, and attack the enemy.

Path Concepts

Demolitions artist, expert saboteur, forcibly recruited criminal, reluctant yet talented killer, scar-covered soldier with a mysterious past.

Skills: Athletics, Larceny, Ranged Combat
Path Attributes: Mental 1, Physical 6, Social 3
Path Special: Gain a +1 Enhancement on all Ranged Combat actions. Additionally, once per session any weapon you use grants you +1 Power Advantage on an attack action.
Edges: Cover Fire, In Your Own Time, Make Safe, Natural Gunner, Rapid Fire, Zero In
Contacts: Special operations, drilling sergeant, local resistance, criminal underground

Cover Fire (•) to (•••)
You know how to cause a distraction, whether it’s a hail of bullets to keep your enemy’s head down (they can’t shoot you when they can’t see), or a well-placed explosion — you can keep eyes off of you or a teammate with ease. Gain Enhancement equal to your dots in this Edge on Mental Attribute actions dedicated to causing a distraction.

Make Safe (•••) 
You’re renowned for your attunement to your war rig. You can always reroll the D10 for the Unstable Fuel rig status effect and take whichever of the two results you prefer.

Rapid Fire (•••)
Once per scene, when you succeed on a Ranged Combat attack, you gain the Shockwave Trick for 0 hits.

Pilot

“I was a kid when I saw my first rig. A small thing compared to what we use these days, one of the early models. Doesn’t matter, ever since that day all I wanted was to gain control of one. I don’t mean through ranks, nor orders: no, I mean piloting one. Lemme tell you I had to be a stubborn son of a bitch to get here: back when I started, the idea of handing a rig to someone like me was a dream. A nightmare, for some bastards. But I worked hard, accepted no shit, and earned my place. Now all those sacrifices paid off. Now when I move, a steel colossus moves with me.”

The pilot’s skills mark whoever wins or loses in the Steam Wars. The rest of the crew build conditions that the pilot turns into victory or defeat. Pilots capitalize on everything their rig represents and achieves. They move and strike, respond and push through, the small yet passionate human hand moving the immense but mindless one.

Aspiring pilots come in such large numbers that only few can make it to such lofty roles. People with authority or the proper connections see the role of pilot as a good position to reward friends and relatives with a coveted position. These “pilots” rarely last long, and pale in comparison to the real deal. Growing into the kind of person prepared to pilot a rig requires dedication, constant training, and the ability to maintain nerves of steel in the direst situations. 

Rank and Structure

No matter their origin, history, or nationality, all pilots drive their rigs with masterful demonstrations of skill and willpower.

The Global Pilot

Pilots clash against conventions with the novelty of their role. There’s something in being the one that makes a steam-powered titan move that enables the rise of hellions and independent thinkers. This merges poorly with the structure of an organized army. All nations push back against this tendency, enforcing discipline with methods well-tested and new, but the tension remains.

Armies where respect for the chain of command is a strongly rooted tradition like Prussia, Britain, and Japan dedicate a significant amount of energy in the process of proper pilot training. The clash between established conventions and new drives feels especially harsh there.

Path Concepts

Rig-obsessed youngster, steam-powered modern knight, sober and cynical soldier, arrogant yet talented ace, son of a famous late pilot.

Skills: Athletics, Close Combat, Pilot
Path Attributes: Mental 2, Physical 6, Social 2
Path Special: Gain a +1 Enhancement on Pilot actions. Additionally, once per session during a rig combat, you gain an Enhancement equal to the current steam dice pool on all your actions to pilot the rig or fight. The hits gathered from these Enhancements cannot be used to pay off steam Complications.
Edges: Drilled Reflexes, Evaluating the Skirmish, Full Steam Ahead, Insubordination, Listen In!, Polemicist
Contacts: Aviator friend, rival pilot, trusted mechanic, long-distance fan

Drilled Reflexes (••) 
You know the drills like the back of your hand. The cost of the Critical Trick is 1 hit less.

Evaluating the Skirmish (••)
No combat is identical, but strategic review of what may have contributed to the outcome can provide insight and give you an advantage going forward. When you cite an encounter in a previous battle, gain +2 Enhancement for one action of your choice in the current operation with similar parameters or against a similar foe. 

Insubordination (•) 
When you ignore a direct order, you gain +1 Enhancement on your next action. If this action does not succeed, you may incur Minor to Moderate Social Complications from the person who issued the order, which if not resolved may result in a dressing down, or even a court martial.


We're gonna get a whole lot more about Role Paths - and all of character creation - on Tuesday, when we get our next big manuscript section. Backers will gain access to the complete draft manuscript, chapter by chapter each Tuesday, and we'll be able to read the entire book before any pledges are processed or payments collected at the end of this campaign. 

You'll also be able to provide your feedback directly to the writers and developers, because backers make things better! 

SO - join in if you haven't already, and spread the word if you're already a member of our crew. Let's get this project funded and power up the engines on our massive machine!

I'll have another sneak peek look at the manusript covering Alliance Paths coming before Tuesday. Does anybody have one their more interested in? Let me know in the comments and I'll prioritize getting sneak peeks at the top vote getters!

  • Confederation of the Sea
  • Die Lanze
  • Dual Entente
  • Fulcrum
  • Iron Ring
  • The Long Handshake
  • or the Neutral Parties

The Steam Wars Have Begun! [Backer Manuscript Preview Download Part1]
over 1 year ago – Tue, Jan 28, 2025 at 11:03:21 AM

Hello Rig Crew!

Trinity Continuum: Steam Wars is now live and funding on Crowdfunding by BackerKit!

In Trinity Continuum: Steam Wars, your player characters are the crewmembers of a war rig, venturing into battles against people from far off countries, aligned to ideals different than their own, and trying to preserve their peace, their way of life, or their rich deposits of a new, bizarre energy source: condensed coal. Your characters — the crewmembers of these war rigs — are as likely to be enlisted crooks as they are commissioned officers; gung-ho patriots as common as conscripted people from the imperial powers’ colonies. They fight because they have to. But in the fear and fog of battle, bonds form, friendships and rivalries grow, and legends are made.

Trinity Continuum: Steam Wars takes place outside the Trinity Continuum's "Alpha" timeline -- the worlds explored from Aegis to Æon -- taking place in a parallel reality, setting the stage for new adventures and discoveries.

Trinity Continuum: Steam Wars contains:
  • A complete setting based on the acclaimed graphic novel Steam Wars with writing by Larry Blamire.
  • Detailed rules on piloting, managing, and fighting massive coal-powered war rigs in a parallel 19th century.
  • Six different roles you can perform on a steam rig, along with more than half a dozen Alliances involving in the Second Steam War that you can fight, ally with, or sabotage.
  • Storyguide advice, secrets, hooks, and plots, to enable you to start your game of Trinity Continuum: Steam Wars 



My name is James, and I’ll be your Onyx Path Crowdfunding Concierge for this fun new project - Trinity Continuum: Steam Wars, the latest setting expansion for the Trinity Continuum tabletop roleplaying game. This one's a little different than previous expansions and games, however - it exists in it's own divergent reality and is not dependant on the Trinity Continuum Core Rulebook to play. All of the rules you need to run a game of TC: Steam Wars are contained within this book, which uses Onyx Path's Storypath Ultra system.
 
I’ll be updating the campaign as we go, sharing the draft mansucript previews, answering questions, and providing support wherever needed as best I can.


I’ll note that I’m not part of the creative team on this project – so I won’t be able to immediately answer some of the more intricate rules or design inquiries – but having me manage this Crowdfunding campaign allows the Trniity Continuum crew to keep their focus on the awesome projects that they’ve got in the works.

That said, feel free to make me your point person for any questions or issues you may have. I'll make sure to dig up answers as quickly as possible and clear up any issues that arise. Mostly, I'm just looking forward to an exciting ride along with all of you on this project.

Our comment section is for all members of this community – united by our shared desire to see this project fund and develop – to cheerlead the project and figure out how best to spread the word about what we’re building here. If you’ve started a thread on whatever social media platform exists today or a Discord conversation about the game or this campaign – let me know about it so we can share that info. If you’ve discussed the game on a blog or podcast, let’s hear about it! If you’ve got funny ideas for social media hashtags, well we can do those too!

I will also be the person who gets to share the updates and previews with you! As noted on the main page and in the pledge descriptions, I also get to share an exciting treat – The TC: Steam Wars Draft Manuscript previews, so you can start reading the book immediately! Scroll down to the bottom of this post on the website to see the first BACKERS-ONLY update for a download link.

So, welcome to Crowdfunding by BackerKit! Welcome to a brand new direction for the Trnity Continuum! Now let's start up the generators and get some power to this machine!



Some quick things 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 the next 4 weeks, backers will receive the entire current draft manuscript for Trinity Continuum: Steam Wars, but it's not going to come to you all in one go. The previews will come out in bite-sized sections throughout the campaign. This helps me seem interesting over the next 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 "Reply to this Update" or "Learn More" button on the bottom and I'll see you below this title treatment.