A Thousand Points of Light
Character Creation in A Thousand Points of Light follows a similar procedure to the Character Generation Rules on page 12 of the MECHA Core Rulebook. As an independent SRS however, please use the following list of Archetypes and Mecha Models when generating a character
For ease of reference, a basic guide for character creation will be included here. A full version can be found in the MECHA Core Rulebook, but basic details here should be sufficient to put together a basic character
To create your mecha and pilot:
1. Select an Archetype
Before you build your pilot and the mecha he operates, you need to know what you are building. Do you want a hot shot egomaniac or a quiet force of destruction? Did you see a character in a television show (mecha anime or not) that you would like to play in this game? This is the character’s concept.
Every SRS has a list of pilot Archetypes which defines the character’s innate or inborn attributes. Each Archetype gives you a starting value for each of the pilot’s base stats and will specify a number of Stat Optimization points you can spend to improve your pilot’s base stats. Later, it will also determine your characters’ skills.
To complete this step, review the list of Archetypes and select one. Spending stat optimization points, to raise a base stat by 1 for each point. The highest a Stat (pilot or otherwise) can start with is 4.
2. Choose a Model
Each SRS has a list of mecha models for you to choose from. A mecha model is a “factory standard” version of the mecha and defines its basic capabilities. The model also determines the starting level for each base Stat and grants a number of Stat Optimization points you can spend to improve your mecha.
To complete this step, review the list of Mecha Models and select one. Spending stat optimization points, to raise a base stat by 1 for each point. The highest a Stat (pilot or otherwise) can start with is 4.
3. Link Stats
Linked stats are determined by taking one of the mecha’s attributes and adding them to one of the pilot’s stats. The mecha stat is always predetermined for each linked stat, but it is up to the player to determine which of his pilot’s stats is linked to which mecha stat.
How the base stats are linked is completely up to you, however you have to link every one of your pilot’s stats to a mecha stat and you cannot link any base stat more than once.
Attack = Weapons + Pilot’s Stat
Defense = Armor + Pilot’s Stat
Engineering = Technology + Pilot’s Stat
Movement = Speed + Pilot’s Stat
The order in which mecha and pilot base stats are combined is called the Link Array.
4. Purchase Skills
In addition to determining the minimum level of each of your base stats, your pilot’s Archetypes will have minimum levels for each of the pilot’s skills. However, some pilots are better at certain things than others, so different Archetypes start with more levels in certain skills.
Along with the minimum level for each skill, your archetype will also grant you a number of skill points you can use to increase your skills. These work exactly like Stat Optimization Points with 1 skill point raising a skill by 1. No skill may start higher than 3 and no skill may ever go above 5.
5. Apply Mecha Configurations and Traits
In Mecha core, every mecha has exactly two Configurations. A Configuration is a package of related systems that help the mecha operate more efficiently or do fantastic things like transform into a jet. More importantly, Configurations offer mechanical advantages and rules exceptions during combat.
However, Configurations are more than just a way to do cool things on the battlefield. They also affect who your character is and how he sees the world. Because of the synthesis between pilot and mecha, your choice of Configurations helps define your pilot’s personality. In other words, the way the mecha is used on the battlefield is a reflection of, or has shaped, the pilot who commands it.
Pilots have Traits, which are short, one or two word descriptors that determine how the character should be played. Traits do two things. First, they define how a pilot is role played. If your pilot is loud, quiet, flighty, sharp, or tough, then during role playing scenes, it is to your advantage to role play to those Traits (since that earns XP).
All pilots have exactly four Traits. To complete this step, check your mecha model. Pick one of the two Traits associated with each Configuration. Now, you can select/generate the other two.
6. Give Your Pilot a Goal And Your Mecha a Protocol
Pilots begin the game with a goal, which is exactly what it sounds like. It is a burning desire of the character that is achievable throughout the course of a game. Goals in Mecha do not have to be combat related, they can be as diverse as the goals people have in real life.
The important thing is that these goals are all achievable in the game and that they hint at some sort of conflict, tension, or strife that must be overcome to achieve them.
As long as the GM agrees that the goal has been achieved, you will receive one Advancement Point for every game session that you had that goal.
There is one more thing that makes your mecha special. There may be many mecha of the same model, but there was something, call it fate or kismet or karma, that linked this one mecha to your pilot. This is called the mecha’s protocol.
Like a character’s goal, the mecha’s protocol is a goal should be achievable and lead the character and the mecha into conflicts, tensions, and or put them in situations which could lead to trouble.
As long as the GM agrees that a protocol has been achieved, you will receive one Advancement Point for every game session that you had that protocol.
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