Archetype

See Archetypes

Ancestry

See Ancestries

Cultures & Affiliations

See Cultures & Affiliations

ATTRIBUTES

  • Attributes start at d4. You have 5 points to distribute among them for 1 point each step.
  • Attributes may not be raised beyond d12 unless by racial bonuses, Cyberware, or Edges.
  • Increasing attributes reduces the cost of buying linked skills and allows a character to obtain more powerful Edges.

Skills

See New Skills for setting-specific options.

  • Athletics, Common Knowledge, Notice, Persuasion, and Stealth are core skills and start at d4 for free.
  • More Skill Points is a Setting Rule, you have 15 points to put into skills.
  • Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.
  • Gain Language (Cityspeak) and one other language at d6 for free.

Hindrances

See New Hindrances for setting-specific options.

  • Select up to 4 points of Hindrances (Major Hindrances are worth 2, Minor are worth 1).
  • For 2 Hindrance points you can raise an attribute one die type or choose an Edge.
  • For 1 Hindrance point you can gain another skill point or gain additional Starting Funds equal to twice your starting amount.

Derived Statistics

  • Essence maximum (see Essence section) is the lower of Spirit or Vigor die type.
  • Pace is 6′′ but may be changed by racial abilities, Edges, or Hindrances.
  • Parry is 2 plus half of Fighting.
  • Toughness is 2 plus half of Vigor, plus any Armor.

Edges

See New Edges for setting-specific options.

  • Born a Hero Setting Rule is in effect; ignore Rank Requirements during character creation.
  • Use any leftover Hindrance points to take Edges if you like.
  • Each Edge costs 2 Hindrance points. Humans begin with an extra Novice Edge.

Gear

Gain the Standard Starting Gear in the Gear chapter, and make any other purchases.