Archetype
See Archetypes
Ancestry
See Ancestries
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.