CHARACTER CREATION
OVERVIEW
1) Select a Power Class OR Assign 7 points across the Power Table2) Create Psi powers, spells, or personal tech, with GM final approval.
3) Assign 550 points across all skills
4) Define your character’s Connections and Complications.
SECTION ONE: POWER CLASSES
Default values:-
• Extra skill points: 0
• Psi skill base points: 0
• Mana: 3
• Mana Regen Rate: 1 per 8 hours
• Tech Access Level: 0
• Tech Points: 3
High Level Psi Student: 30 extra skill percentage points, 25 Psi skill base points
Low Level Psi Student: 15 extra skill points, 5 Psi skill base points, Tech Access Level 3, 15 Tech Points
Level Zero: 30 extra skill points, Tech Access Level 2, 20 Tech Points
Ritualist: 7 Mana, Mana Regen Rate 1/5 rounds
Sorcerer: 15 Mana, Mana Regen 1/hour
Research Assistant: Tech access level 5, 15 Tech Points
Tech Specialist: Tech access level 3, 25 Tech Points
Power Table
Cost Extra skill points Psi skill base points Mana Mana Regen Tech Access Level Tech Points 0 0 0 3 8 hr 0 3 1 15 5 5 2 hr 1 10 2 30 10 7 1 hr 2 15 3 45 15 9 15 min 3 20 4 60 20 12 1 min 4 25 5 75 25 15 5 rounds 5 30
NOTES ON POWER SYNERGIES:
PSI AND TECH
The natural combination! Many Psi-focused students use tech to augment their abilities, either to make up for a weakness or boost an otherwise minuscule power. However, there are also technological devices that can nullify or interfere with Psi powers.
MAGIC AND TECH
As magical Systems are based in symbolism of ancient times, it is generally unable to affect technological systems with Minor effects. In addition, cyberware interferes with the ability to draw mana from the environment. However, technological items can be enchanted with additional effects.
PSI AND MAGIC
These two power systems are antithetical to each other, as Psi relies entirely on the self and personal reality, whereas Magic leans on systems that define the world for all. See ‘Systemic Backlash’ in the Psi Powers section and ‘Anti-Magic Field’ in the Magic section.
SECTION TWO: SPECIAL ABILITIES
See individual special ability documents.SECTION THREE: SKILL POINT ASSIGNMENT
Assign 550 points across all skills, with a maximum of 70%. Recommendations:
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• Assign points to special abilities first, with at least one at 70%.
• Be sure to assign some to knowledge-based or educational skills.
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◦ Ultratech: Access Level 0-1 equipment is generally covered by Specialization skills.
◦ Psi: Consider improving skills that may relate to applications of your ability.
◦ Magic: Be sure to invest in the Specialization skill relevant to your System.
SECTION FIVE: CONNECTIONS AND COMPLICATIONS
Once per game session, a player or GM can invoke a Connection or Complication to allow or force a reroll in the appropriate circumstances.CONNECTIONS
Every character should have some ties to groups within Mirai City. These are usually beneficial in some way, though they do not have to be...-
• Magical Society
• Mercenary or Vigilante group or gang
• Judgment
• Mundane gang or organized crime
• Sports team
• School club
• Etc...
COMPLICATIONS
Every character should also have at least one Complication. These are usually negative, but not always – but they should represent something that occasionally causes problems for your character.-
• Drug use
• Enemy
• Code of Honor
• Former Experiment
• Special Weakness
• Etc...