|Rolling Up a Character
Dice aren't used when rolling up a character,
instead points are spent developing the characters.
|1. Pick an Origin;
where did your character come from. Check the Origins
page. What is your character's back story, where did they come from
and who are they. All players are human, but can be of any race (black,
white, Hispanic, Japanese etc). They have either gone through the Prometheus
Effect at one of the various Psionic Orders or they are a normal human recruited
by Aeon Trinity. You also need to pick a homeland, or nation. You could
come from a space station, the Lunar Bases, Mars, Mercury colonies, the
Venus Station, Saturn or Uranus stations or from the Asteroid Belt. Most
people come from earth, followed by those from earth orbiting stations or
the Moon. People who don't live in what is called Local Space are few and
2. The Series is the campaign; Contact Coalition, Dan. You have joined Aeon Trinity to help fight the Aberrant threat and to try and unite the world against the coming alien threat.
3. Next you must choose your Nature and Demeanor. Nature; a personality archetype that best suits your character's true personality. Your Nature is important because when you fulfill your Nature you can regain Willpower. Your Demeanor is how you act and look around others. Often your Nature and Demeanor are different. A few examples are: Analyst, Architect, Bravo, Bureaucrat, Caregiver, Conniver, Critic, Explorer, Follower, Hedonist, Jester, Judge, Leader, Martyr, Rebel, Survivor, Thrill Seeker, Traditionalist, Visionary (Aeon page 177, see this section for details) or Architect, Bon Vivant, Bravo, Caregiver, Child, Conformist, Conniver, Curmudgeon, Deviant, Director, Fanatic, Gallant, Jester, Judge, Loner, Martyr, Rebel, Survivor, Traditionalist, or Visionary (Vampire the Masquerade page 88, see this section for details). The DM must know your nature, but you only have to present your demeanor to your party members. Burning Willpower gives you extra successes, and lets you keep going through adversity, even some powers are charged with your Willpower so it is important to have a Nature that you can role play well. The demeanor is just how you act. For example you might want to be a Follower; gain Willpower if you help the team succeed because your carry out your assigned duty, but you might have a demeanor of a Leader, totally opposite of your true Nature. To the group you appear as a take charge kind of guy who wants to command, but you reluctantly follow orders. Secretly you want to follow orders, you want someone else to shoulder the burden of leadership. It is pretty easy to regain Willpower if you are a Follower, it may not be so easy if you take Leader; who gains Willpower when the group follows his orders without disputing them (When does a group follow the leader and not argue with them?). Your Nature and Demeanor can be the same thing, that only means that you are being honest.
4. Attributes: The physical, mental and social stats for your character. The Attributes come in 3 groups and all start at 1 point. You then select your primary, secondary and tertiary Attributes. You get:
7 points for your Primary Attributes
5 points for your Secondary Attributes
3 points for your Tertiary Attributes.
Chose between Physical, Mental and Social. Then spend the points among the subcategories. Later you will buy Abilities in the subcategories for your Attributes.
Spend your points in (type) Attribute:
|You must pick either Physical, Mental or Social
as one of your Primary, Secondary or Tertiary groups that you spend the
points in. For example you could chose to be a Strong Character and take
(Physical) as your primary group. You could spend 3 points for Strength,
3 points for Stamina and 1 point for Dexterity (you might be a little clumsy).
Next you need to decide which one is going to be your secondary group; either
Mental or Social. Spend 5 points in your Secondary; say 1 in Perception,
2 in Intelligence and 2 in Wits. Next you spend your points for your Tertiary
group; say 2 in Appearance and 1 in Manipulation. Later you will get bonus
points to spend, so this isn't final. If you have 4 or more points in an
Attribute you get a Quality (maximum of 3). A Quality allows you to roll
again whenever you roll a 10 while rolling for that stat. This differs from
Specialties that give you and extra dice to roll. If you are really good
at one area both can apply.
5. Allegiance: which Psionic Order do you belong to?
AEsculapians--healers (heal people),
ISRA--clairsentients (see what others don't),
The Legions--psychokinetics (able to move things with mental power),
The Ministry--telepaths (able to read minds),
Norca--biokinetics (able to change bodies, usually your own),
Ogroteck--electrokinetics (control over electricity), or
Neutrals (no powers at all).
This will determine what powers you have (Psi Order and power explanations start on Aeon page 191). You will have 3 points to spend among your three possible Psionic Modes (Ability Groups). You start at one point in your primary psion for each discipline; usually that means you can sense what your discipline covers. For example Norca's get one point in Biokinetics and have a sense of all living things around them; they sense living things. They also get one point in Transmogrify; they can make gross changes. They get one point in Adaptation giving them Metabolic Efficiency. You get 3 more points to spend in those modes. You can even take one point in an mode that doesn't fall under your primary Allegiance (called an Auxiliary Mode, but only one point, never any more even when spending experience points). Each order comes from a different geological location and has a different variant of the Prometheus Machine. For example the ISRA is based on the Moon so if your character came from there, or went there, then they could be some type of clairsentients. Or you could come from Europe, or some other area, and went to the moon to join the ISRA. Psionics are tested for their psionic ability called latency. Those that test high enough can enter a Psionic Order. Some have a natural bend toward one Order, others are more general. Psionics are the default character concepts, but they have one problem and that is the direct interface with technological machines is hampered by their psionic power; the more items or the larger the interface the more the trouble. Normals (also called Neutrals) don't have this problem; they can accept a higher limited of tech implants allowing them direct interface with technological machines. A Normal person who works for Aeon will probably have a biological interface, except for those in purely support roles (paper pushers). If you decide to go Normal you will get extra bonus points to spend among your Merits, and Backgrounds. Normals have one point in Psi, but if they have a specially implanted biointerface they have 5 dots for purposes of biotechnic tolerance. Psions will have at least two dots. Psionic characters get more points because they are artificially enhanced by the Prometheus Chamber. Psionic members will have completed their training and service time (4 years) with their Psionic Order. They left the order for their own reasons and recently joined Aeon Trinity. Each order has its own psionic forces that follow their own agenda. Aeon Trinity's agenda is to defend against the Aberrant attacks, unite warring nations, scheming corporations, various groups and stop the international bickering. Aeon Trinity wants a united humanity to face the future and the coming alien attacks. You will need to write your Psionic Modes down on your character sheet and spilt 3 points among them, you start with 1 free point in your primary mode. You can have up to 6 modes, most people concentrate on only 3 though. You can only select modes from your Psionic Order and they must be developed in order. You start with 1 free point in your primary mode. Alternative Psionic Modes can be found in the background books and on the psionic description page.
6. You get to spend 10 points among Abilities determined by your order:
Academics, Awareness, Medicine (must spend a minimum of one point on Medicine),
Meditation, Resistance, or Science.
ISRA: Athletics, Awareness, Investigation, Meditation, Pilot, Rapport.
The Legions: Athletics, Brawl or Martial Arts (choose one), Command, Firearms, Melee, or Survival.
The Ministry: Bureaucracy, Command, Etiquette, Interrogation, Martial Arts or Rapport.
Norca: Athletics, Brawl or Martial Arts (choose one), Intrusion, Melee, Stealth, Savvy
Orgoket: Academics, Bureaucracy, Firearms, Science, Subterfuge, or Engineering.
7. Abilities describe a character even more. Abilities are added to Attributes to create your dice pool, to perform a certain task which is equal to 1d10 per point (they are explained on Aeon page 162). Abilities start at 0 points and are also rated on a scale of 1-5. You can't take any Ability over 3 when creating a character. Psionic Abilities are your psionic powers and were purchased above. You have 13 points to spend among your Abilities (max 3 per Ability). The Abilities are listed, on the character sheet, under each Attribute to which they are most commonly assigned. If you want to use a melee weapon then you need to develop the Ability for it, consult with the Melee Weapon chart and chose either; Axes and Picks, Blades, Blunt, Fist Load, Flexible, Polearm or Staff. You will then have an Ability with that class of weapons, you need to add this to your character sheet yourself. It is easy to swap one Blade (or sword) for another, but using a tonfa or halbred would be two totally different skills, so the Abilities vary. Hand-to-Hand Fighting is covered under Martial Arts or Brawling and all Guns use the Firearms Ability.
8. Advantages; are Knowledge, Skills, Talents, Background, Flaws and Merits. They further develop the character's background. Backgrounds are written on the character sheet, your Flaws and Merits are written on the back (Backgrounds are explained on Aeon page 186). You have 7 points to spend on backgrounds (10 for Normals or Neutrals, those without psionic powers). You will have to check the Background sheet for some backgrounds and it will refer you to the proper website(s). Not all backgrounds will work, some are written only for Vampires. Discuss each Background that you take with the DM. Psionic characters get more points overall because they are artificially enhanced by the Prometheus Chamber.
9. You have 15 bonus points to spend anywhere on your character sheet (21 points if you are a normal) that you want; including Attributes, Abilities, Backgrounds, Flaws or Merits. You can't take any Attribute past 5 points or any Ability past 3 points. The DM reserves the right to throw extraordinary creatures at the party that may have more than 5 dots in an area. Bonus points must be spent according to the following table:
|Trait||Cost per Dot||Trait||Cost Per Dot|
|Attribute||5||Auxiliary Psion Modes||6|
|When you take 4 or more points in an Attribute
or Ability you get to take a Specialty. Write your Specialty down next to
the Attribute or Ability Stat. Specialties let your roll one more 1d10 when
using that Ability. Look at important stats like Stamina and Willpower (Stamina
and Willpower don't get a Quality or Specialty) to see if you want to increase
them, or even your PSI rating.
11. Record your special stats:
Willpower starts at 5 points.
PSI rating ([Stamina+ Wits + Charisma]/2 (round fractions up).
Initiative (Dexterity + Wits)
Walk 5 meters/round
Run at Dexterity + 12 meters/round
Sprint at [Dexterity x 3] +20 meters/round
12. Determine Traits (Aeon page 162)
· Age: (remember your character has spent 4 years in a Psionic Order, you can't undergo the Prometheus Effect until you are 16 years old, and the Psionic Order will not count education time as service time). Most people go to college prior to undergoing the Prometheus Effect, but it is not a requirement. Some people undergo the Prometheus Effect so they could concentrate on their psionic powers during college. The Ministry has "dunked" people as young as 14, but usually they wait for puberty to end because of the emotional turmoil it causes.
· What do you look like
· How did you notice you were different after undergoing the Prometheus Effect and why did you choose that Psionic Order?
· What are your Quirks?
· Your race
· Who is important in your life?
· What do you own, based on your resources. (Aeon Trinity will provide dorms you can rent).
· How you perceive the world around you (are you angry, grateful to be out of the FSA wastelands, out for money etc.).
· What are your motivations?
· You speak English, any more languages costs 1 background point.
· You will be a citizen of Great Britain, any more nations that you want to become a citizen of will have to be purchased at 1 background point. Dual citizenship is recognized by most nations, but rarely tri-citizenship to have this you will need a special reason. Most of the time citizenship is derived from the parents and the nation where you were born--in that order.
· The Storyteller has determined that you have all joined Aeon Trinity, hopefully to strengthen humanity so it can stand against their enemies. You are Special Agents, members of the Protus Division, the active arm of Aeon Trinity; providing investigation and defense services. Protus is primarily concerned with the Aberration threat.
· If you have at least one point in Drive you will have a driver's license.
· You will have a passport for Great Britain, but any travel will have to be authorized.
· You will have a TV license and a license for up to 5 computers (in England TV licenses are required, they are expensive and used to sponsor the BBC).
· You will have a license for a handgun. Weapon licenses are rare in England and Europe, in England most of the police don't carry handguns. You may carry a melee weapon, but walking around on the street with a sword at your side is going to take some pretty powerful explanations. Having anything over a 3" blade (Dagger) is illegal to carry in public.
13. Write a background; this explains where you come from and what your character did before joining the game. It is important to have a back story so the Storyteller can use it to add an extra dimension to the game. Possible hooks might be an old enemy or a rival from school. Or maybe your family has a secret like criminal ancestors or cousins. You will have a small salary from Aeon Trinity, that will be discussed once the game has begun, not before that point.
|You can carry 10 kg (about 22 lbs) of material for each dot in Strength. Exceeding your encumbrance increases the Difficulty of all rolls by one. For each 10 kg (about 22 lbs) over your encumbrance you lose 1 meter of movement speed. Of course your Encumbrance goes up in low-g and micro-g situations, however the mass remains so the +1 Difficulty for being encumbered also remains. You also lose 1 meter of movement per 10 kg over your encumbrance you are carrying. If the total weight is twice your Strength you can't move. Gravity differs on other planets and moons. The weight a character carries is multiplied by the G rating of the planet, however the mass remains the same. This means you can carry or push large weights, but when you try to start, stop or change direction you will have to contend with their mass.|
|Mercury||0.38 g||Ceres (Asteroid)||0.028 g|
|Earth||1.0 g||Juno (Asteroid)||0.0122 g|
|Moon (Luna)||0.1654 g||Phallas (Asteroid)||0.0183 g|
|Mars||0.376 g||Vesta (Asteroid)||0.025g|
|Phobos (Mars's Moon)||0.525 g||Ganymede (Saturn's Moon)||0.146 g|
|Deimos (Mars's Moon)||0.0398 g||Triton (Uranus's Moon)||0.795 g|
|Remember that most places use gravity plates
for health reasons, our bodies are designed for 1 g and at lighter g we
start losing bone mass and muscle. Calculate your encumbrance under 1 g,
the game will be based in London England on Earth. There are people who
grew up on the Moon, in the Asteroid Belt, and on some space stations that
have lived all their lives in micro-g or low-g. These people have more delicate
bones and are taller. While the possible range of characters covers them;
they are actually NPCs their weaknesses are too much of a liability for
general characters to have. Now days all stations, space ships, and colonies
use gravity plates to keep things at 1-g; it's usually healthier. In 0.6
g or lower you gain one dot in Strength and Stamina, but lose one dot in
Dexterity, until you get acclimated, which takes 30 days under that gravity.
If you are under 1.5 g or greater you lose two dots of Strength and Dexterity.
You can not get acclimated to this weight and operate normally, you would
have to be born under this gravity field and physically developed the skeleton
and muscle mass to maneuver normally under such a high g load.
14. Starting Resources: You can start with an old beat up, used car if you take at least one point in Drive, you will also have a driver's license. A lease on a small one bedroom flat will be paid for by Aeon Trinity. If you have a point in Firearms you will be issued one weapon; provided it can be concealed and is not a rifle. If that weapon requires ammunition, and most do you will have to provide it, but that shouldn't be a major problem unless you want specially made ammunition. If you want a melee weapon the same rules apply. You can deal with the Storyteller to start with more gear or better gear (like a house) by spending background points during character development.
1. Concept; choose your Origin
2. Select your Demeanor and Nature, you can use the same for both.
3. Write down the series; "Contact Coalition, Dan".
4. Spend 13 points among your Attributes picking each group and spending 7, 5, or 3 points among them as you determine. Chose between Physical, Mental and Social.
Spend 7 points among your primary group.
Spend 5 points among your secondary group.
Spend 3 points among your tertiary group.
5. Choose your Psionic Order and your Psionic Modes (Psionic Attributes) and spend 3 points among them. Normally only 3 modes are taken. You can spend one point in a Psion that is out of your order, but you will never be able to increase it.
6. Spend 10 points among the Abilities connected to your Psionic Order (no Ability can start at over 3 points, all start at 0 points).
· AEsculapian: Academics, Awareness, Medicine (must spend a minimum of one point on Medicine), Meditation, Resistance, or Science.
- ISRA: Athletics, Awareness, Investigation, Meditation, Pilot, Rapport.
- The Legions: Athletics, Brawl or Martial Arts (choose one), Command, Firearms, Melee, or Survival.
- The Ministry: Bureaucracy, Command, Etiquette, Interrogation, Martial Arts or Rapport.
- Norca: Athletics, Brawl or Martial Arts (choose one), Intrusion, Melee, Stealth, Savvy
- Orgoket: Academics, Bureaucracy, Firearms, Science, Subterfuge, or Engineering.
7. Spend 13 points among all your Abilities, each Ability starts at 0 and can be raised to a maximum of 3 points when you start the game.
8. Use 7 points to purchase your Knowledge, Skills, Talents, Background, Flaws and Merits.
9. Spend 15 bonus points in any area (21 if you are a normal).
|Trait||Cost per Dot||Trait||Cost per Dot|
|Attribute||5||Auxiliary Psion Modes||6|
|10. Determine your
Specialties if any (you get a Specialty if you have 4 or more dots in an
11. Record your Willpower (5),
Psi ([Stamina + Wits + Charisma]/2, (round fractions up)
Initiative (Dexterity + Wits)
Movement speeds: Walk: 5 meters per round
Run: [Dexterity + Wits] meters per round
Sprint: ([Dexterity x3]+20) meters per round
12. Determine your traits: height, age, looks, quirks, race, what is important, what you own, what are your motivations. You will Speak English and be a Citizen of Great Britain; any more languages or Citizenships will have to be purchased at the cost of one point each. You will have a Passport, a driver's license (if you have at least one point in Drive), a license for a TV (yes, they are licensed in England to support the BBC and they are expensive) and you will be licensed to carry a handgun or weapon (not a two-handed weapon). You will have a license to own and operate at least 5 computers.
13. Write your background.
14. Starting Resources:
If you have one point in Drive you will get a used car.
If you have one point in Firearms you will be issued a gun and a license for it. You will have to provide your own ammunition. The same rules apply for melee weapons.
You will have a lease for a one bedroom flat paid for by Aeon Trinity.
You will have a license for a TV and for up to 5 computers.
You will get a salary from Aeon Trinity, more on that topic will be covered once the game has begun.