CHARACTER CREATION

OVERVIEW

1) Select a Power Class OR Assign 7 points across the Power Table

2) 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:

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!

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.