Character Creation

All characters in the game world are created the same way, using a combination of **Attributes**, **Secondary Statistics**, **Skills**, **Advantages and** **Disadvantages** and a **Type** and **Build**. A character can also choose a single **Gift** if they have the points. Types, Gifts and Advantages may also confer special **Abilities** upon a character!

## Attributes

Attributes are a representation of a characters' inherent physical and mental capabilities. Each character begins with a 0 in all attributes and 10 points to distribute among them, and can put up to 4 points in a single attribute at character generation. Unless noted otherwise, the maximum value for all attributes after including Advantages, Type and Build is 6. Attributes are as follows:

#### *Vigor* (VIG)

A measure of a character's hardiness, Vigor determines a character's stamina as well as their resistance to fatigue, poisons, disease and pain. Vigor also impacts a character's ability to defy death.

#### *Physique* (PHY)

A measure of a character's physical might, Physique determines attack rolls with fists, most melee weapons and grappling as well as resistance to knockdowns, knockbacks, or other effects that force the character to change position. It also affects carrying capacity.

#### *Agility* (AGI)

A measure of a character's precision and quickness, Agility is used to dodge attacks, sneak, perform ranged attacks (and some melee attacks), and resist against area-of-effect attacks and hazards.

#### *Cunning* (CUN)

A measure of a character's reflexes and wits, Cunning is used to determine initiative, the number of Opportunity Actions a character has, and the outcomes of certain social situations (bluffing, persuading).

#### *Intellect* (INT)

A measure of a characters' degree of knowledge and skill, Intellect is used for most trivia and skill rolls. A character with 0 intellect is illiterate.

#### *Sense* (SEN)

A measure of a character's perception and judgement, Sense is used for making deductions, detecting hidden objects, sensing sounds and other perceptual rolls.

#### *Aura* (AUR)

A measure of a character's mental force of will and their connection and sensitivity to emotions and psychic phenomena, Aura determines a character's ability to wield psychic powers.

### **Secondary Statistics**

Expressions of a character's attributes which are decided by them. They are as follows:

#### *Stamina*

Stamina is an abstract measure of a character's overall endurance, both physical and mental. Stamina is used to fuel Abilities as well as resist taking wounds. When a character's stamina reaches 0, that character either falls unconscious if it was due to physical strain, or goes catatonic if it was due to mental strain. In either case, they become helpless.

A character's maximum stamina starts at 10, and is increased by 4 for each point of Vigor, and by 1 for each point a character has in any Athletic skill. Characters can also choose to spend stamina to recover from certain conditions, such as fatigue or dizziness.

#### *Speed*

A measure of how far a character can move each round. All characters have a standard speed of 30 feet per round, which is increased by 5 feet for every 2 points of agility a character possesses. When a character spends their entire round moving they are considered to be running. When running, a character can move twice their normal distance, plus an additional 5 feet for every point they have in the Running skill. Characters normally swim in water at half their normal speed, but their speed in water is increased by 5 feet per round for every point they have in the swimming skill. Speed can be further modified by advantages, items, and abilities.

#### *Size*

Every character, object, and vehicle in Earth 2308 has a size - a measure of physical bulk. Things can be either Very Small, Small, Medium, Large, or Very Large, relative to similar objects within the same category. The categories are as follows:

* Man-carried objects such as small arms, clothes, pocket computers, bulky crates, backpacks, or anything else a person could feasibly carry without mechanical assistance.
* Standard vehicles, such as cars, trucks, helicopters, airplanes, etc.
* Mechs
* Spaceships

#### *Languages*

Every character knows Sol's Lingua Franca, English, as well as an additional language for each point of intellect over 1. Characters may know any real human language, which can open up certain opportunities in game, such as if one wishes to join a culturally exclusive organization.

### **Type**

A character's **Type** reflects the primary social group they are a part of, whose differences and similarities to other groups are deemed by society to be socially significant. It is their origin and history, and the most important defining trait of their person. Types decide the number of Advantages a character may start with, and all Types other than Humans have special rules. The different character Types are as follows:

#### Human

##### Description

Humans are the most dominant Type, despite the rise of cyberization. Humans have no special traits, but that in itself is a strength.

##### Effects

Humans start the game with 5 advantages, but have no other effects.

#### Cyborg

##### Description

Humans or sometimes other species who suffer grievous injury may opt for cybernetic replacements when synthesized organ/limb replacements are unavailable, too risky, or too expensive. Other people may appreciate the utility of robotic strength and efficiency and may opt to be cyberized despite no previous injury. There is a very small chance that a human's body may reject cyberization entirely, which can put a person with few credits in a bad situation. Cyborgs are extremely common on many worlds in Sol, but it is also typical for people to be disgusted, offended, or other-wise put off by obvious cybernetic parts in certain very wealthy social circles. Cyborgs with prosthetics that are designed to appear exactly like human body parts are the norm, while Cyborgs with obvious mechanical or robotic body parts are more common among the rough and rowdy, such as pirates, privateers, mercenaries, and other types of space thugs. Facing a cyborg in combat is never fun, as one can never be entirely sure what sort of modifications he or she will be up against.

##### Effects

Cyborgs start the game with 3 advantages and use the Cyborg Chop Shop page to pick and choose prosthetic body parts with which to start the game. Prosthetic body parts have a wide variety of different effects, both beneficial and harmful. Most Cyborg Abilities consume the Stamina resource and use either the PHY or AGI attributes.

#### Mutant

##### Description

Human beings mutated by exposure to a myriad of different sources or their offspring. While some mutations include superhuman abilities or psychic powers, the vast majority of mutants are hideously disfigured both physically and mentally. Many mutants have lost their humanity and become mindlessly violent, and mutants as a whole are hated and feared for it. Mutants are usually seen as horrible abominations, even those who look perfectly human, and will generally be captured or killed if discovered by authorities. Many wealthier areas, including space ports on most populated worlds, include scanners specifically designed to detect mutants. Despite the extreme degree of persecution mutants face, there are still many mutant communities scattered throughout Sol, even on Earth, where mutants live together and protect one another from discovery.

##### Effects

Mutants start the game with 3 advantages and use the Mutant Evolution page to pick and choose mutations with which to start the game. Mutations have a wide variety of different effects, both beneficial and harmful. Most Mutant Abilities consume the Willpower resource and use the AUR attribute.

#### Android

##### Description

Genetically 'perfect' humans created by corporations and governments for use as soldiers, weapons, worker drones, and in other slave-like duties. By severely tampering with human genes, the scientists are able to create 'Androids' that exceed most humans in every possible way physically. Stronger, faster, tougher, and having more stamina, these creatures are nothing short of super human, able to leap great distances, run at Olympian speeds, and lift things many times their body weight. Androids are disturbingly fast and agile, and even learn new things at a slightly accelerated rate. These gifts come at a price, however: Androids are born sterile, incapable of impregnating or giving birth. They also mature and age at a highly accelerated rate, the average android life span less than a tenth of a human's. By the time an android is 2 years old, it will look like a human adult. Eight years later, it will have reached its maximum life span and self terminate. They do age gracefully, however, rarely looking to be older than mid to late 30s. Androids are found in government employ nearly 95% of the time, with the few that aren't in the possession of rich and powerful individuals. Androids have no rights whatsoever, and are essentially considered property.

##### Effects

Androids start the game with 2 advantages, a +2 bonus to their AGI, VIG and PHY attributes, as well as a +5 bonus to a single Skill.

#### Robot

##### Description

Although the term "robot" can technically be applied to any machine with articulated parts moved by a motor, most people who say "robot" in Sol are referring to such machines with built-in Artificial Intelligences. The depth and breadth of a robot's capacity for human-like intellect and expression varies dramatically on an individual basis. Robots come in many shapes and sizes and can be found all throughout the solar system, from the high-tech and lethal Combat Synthoid to the humble JaniBot.

##### Effects

Robots do not use advantages and disadvantages. Instead, they use the Robot Factory page to pick and choose their Form Factor and Components. Unlike all other Types, Robots do not need to eat, drink, breath, or expel waste and do not suffer from diseases, poisons or any kind of negative mental effect such as pain or fear.

### **Build**

A representation of a character’s bone and muscle structure; impacts size and physical attributes. There are only three build types. Light, Medium, and Heavy. No ‘lithe’, ‘athletic’ or any of that. Just Light, Medium, and Heavy.

A light build means thinner bones, slimmer muscles, a lighter and more slender body type over all. A light build lends itself to things like running, climbing, and feats involving agility because it’s easier to move the body. Light characters have an inherent +1 to their Agility attribute and a size of 4.

A medium build means thicker bones, more pronounced muscles, a more conventionally ‘normal’ body type over all. A medium build takes the comfortable middle ground, able to accomplish many tasks. Medium characters have an inherent +1 to their Vigor attribute and a size of 5.

A heavy build means much thicker bones, a much more pronounced musculature, and a larger person overall. A heavy build lends itself to feats of great strength and power. Heavy characters have an inherent +1 to their Physique and Vigor attributes, but suffer a -2 penalty to Agility. Heavy characters have a size of 6.

### **Skills**

A representation of a character's degree of training or talent in a given area. There are five types of skills: Combat, General, Athletic, Social and Knowledge. **Combat Skills** reflect a character's ability to fight with various weapons as well as their ability to evade enemy attacks. **General Skills** are practical skills that can be applied to produce various effects, such as picking a locked door or treating a critical wound, as well as professional skills. **Athletic Skills** are those which are used to accomplish physical feats, such as climbing, jumping or swimming. **Social Skills** are used to influence how other characters view you or to make deductions about other characters in social situations. **Knowledge Skills** are skills which represent a character's understanding of a specific trade skill or field of study and are used for crafting and modifying things, as well as for obtaining information from the GM.

See the Skills page for a list of skills, their descriptions and associated rules.

### **Advantages**

A representation of a character’s unique positive traits. They include social, physical and mental abilities, as well as specific applications of skills, talents, and important knowledge. Advantages are usually less broadly applicable than Skills, applying narrower bonuses, but having a greater impact. Advantages may also unlock Abilities a character can use. Humans begin with 5 advantage points, mutants and cyborgs with 3, androids with 2, and robots with none.

### **Gifts**

Similar to advantages, but take three advantage points to obtain. Gifts are powerful boons that can dramatically influence the course of the game, and likely have a great influence on a character’s personal identity.

### **Disadvantages**

A representation of a character’s vices, faults and restrictions. They include physical and mental handicaps and disabilities, chronic diseases or drug addiction and social restrictions. Characters receive an extra advantage point for each disadvantage they have, up to a maximum of two. More disadvantages can be taken if desired, but will not provide any benefit.

See the Advantages page for a list of Advantages, Gifts and Disadvantages, along with their descriptions and associated rules.

NOTE: You cannot take opposing advantages / disadvantages, nor can you use cybernetics, mutations or psychic powers to negate the penalty from a disadvantage. You *may* attempt to “fix” your disadvantage after the game has started.

### **Abilities**

**Abilities** are special actions that a character can perform once unlocking them. In most cases, activated Abilities require the expenditure of resources, such as Stamina, Willpower or Power to use, while passive abilities apply their effects at all times. The most common Abilities are unlocked by Advantages, such as Weapon Training and Unarmed Combat. Other Abilities are unlocked by Type-specific mechanics, such as a Mutant's mutations, a Cyborg's cybernetic parts, and a Robot's mechanical components. Examples of Abilities include a Mutant's Telekinesis, the First Aid Ability Desperate Savior, and the Knife Ability Find The Gap.

Abilities all have their own pages, but are also listed on the Abilities page.