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) Select best skill per skill category to set default values and then add 400 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 12 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 1/15 minutes
Sorcerer: 15 Mana, Mana Regen 1/3 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 | 12 hr | 0 | 3 |
1 | 15 | 5 | 5 | 6 hr | 1 | 10 |
2 | 30 | 10 | 7 | 3 hr | 2 | 17 |
3 | 45 | 15 | 9 | 90 mins | 3 | 24 |
4 | 60 | 20 | 12 | 30 mins | 4 | 31 |
5 | 75 | 25 | 15 | 15 mins | 5 | 38 |
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
Select your character’s best skill in each of the three skill categories to establish your default skill values. These sets are designed to give the same amount of points, but allow for a basic or low level understanding of related skills. In cases where a default skill requires a specialization, please write one in.
Insight | Investigation | Observation | Performance | Persuasion | |
Insight | 30 | 10 | 20 | 20 | 20 |
Investigation | 10 | 30 | 20 | 10 | 10 |
Observation | 20 | 20 | 30 | 10 | 10 |
Performance | 10 | 5 | 5 | 30 | 20 |
Persuasion | 20 | 10 | 10 | 20 | 30 |
Research | 15 | 5 |
Athletics | Brawling | C. Weapons | Dexterity | Dodge | Force | Stealth | |
Athletics | 50 | 10 | 30 | 30 | 10 | 30 | 15 |
Brawling | 5 | 50 | 5 | 10 | 30 | 15 | 10 |
Common Weapons* | 10 | 30 | 50 | 5 | 10 | 5 | 5 |
Dexterity | 30 | 10 | 5 | 50 | 30 | 10 | 30 |
Dodge | 10 | 30 | 20 | 30 | 50 | 10 | 30 |
Force | 30 | 10 | 5 | 10 | 5 | 50 | 5 |
Stealth | 10 | 5 | 5 | 30 | 10 | 5 | 50 |
Martial Arts | 20 | 20 | |||||
Parry | 20 | 20 | 20 | ||||
Specialized Weapons* | 20 | ||||||
Tactics | 20 | 20 | |||||
Ultratech Weapons | 5 |
Biology | Chemistry | Earth Sciences | Physics | Mathematics | Economics | History | Literature | |
Biology | 50 | 30 | 10 | 10 | 10 | 5 | 5 | 5 |
Chemistry | 30 | 50 | 30 | 10 | 30 | 10 | 5 | 5 |
Earth Sciences | 30 | 30 | 50 | 30 | 10 | 5 | 5 | 5 |
Physics | 10 | 10 | 30 | 50 | 30 | 10 | 5 | 5 |
Mathematics | 10 | 30 | 10 | 30 | 50 | 30 | 10 | 5 |
Economics | 5 | 5 | 5 | 5 | 5 | 50 | 30 | 10 |
History | 5 | 5 | 5 | 5 | 5 | 30 | 50 | 30 |
Literature | 5 | 5 | 5 | 5 | 5 | 10 | 30 | 50 |
Astronomy | 20 | 5 | ||||||
Biotech* | 5 | 5 | ||||||
Computers | 20 | 10 | ||||||
Engineering | 5 | 20 | 5 | 5 | ||||
Medicine | 20 | |||||||
Ultratech* | ||||||||
Hidden Lore* | ||||||||
Philosophy | 20 | 15 | ||||||
Psychology | 5 | 5 | 20 | |||||
Occult | 5 | 20 |
Assign 400 additional points across all skills, with a maximum of 70%. Cyberware and biomods can allow you to go beyond this limit, but the default + points from this stage shouldn’t be above 70%.
For Psi users: Add your relevant Psi skills under Special Skills. Set the default to half the default of the most relevant academic skill: for instance, Physics for a telekinetic. If there is more than one relevant skill, set the others to 5%.
For Magic users: Add every Path skill in your system to Special Skills. Set every default Path skill to half of the relevant academic specialization default for your System.
For skills with specializations, be sure to write in which category the skill applies to. Skills with specializations required can have duplicates; feel free to use the blank spaces under Special Skills to write them in.
SECTION FIVE: CONNECTIONS AND COMPLICATIONS
Connections and Complications function much like advantage/disadvantage in some other systems.Each player begins with one Connection point. Once per game session, they can invoke a Connection and spend a point allow a reroll in Connection-related circumstances. A maximum of three points can be held at any time.
These points can be recharged by invoking Complications. A player can choose to take disadvantage on a roll (roll twice and take the worst result) related to their Complications to recharge a point. The GM may also offer the chance to recharge by rolling again on a successful roll, or simply give a point for invoking a Complication in a particularly troublesome way for the character.
CONNECTIONS
Every character should have up to three ties to groups within Mirai City. These are usually beneficial in some way, though they do not have to be... some groups are both a Connection and a Complication!- 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 addiction
- Enemy
- Code of Honor
- Former Experiment
- Special Weakness
- Etc...