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Character Creation Preview

Hello everyone! This is the character creation preview for The Robotic Age. Below you
have MOST of the character creation rules and options. The book is still in the process of
editing and formatting, so please excuse the plain look of this document.
There are some of the basics about the system that you need to know for character
creation but most of it I mentioned in the gameplay video. Basically, when you want to roll a
skill its percentile dice (d100) and you want to roll equal to or lower than that skill level. Power
Levels are just ten sided dice (d10s) pooled together.
On your turn you get 1 Free Action (for small or quick actions), 1 General Action (for
anything that isnt combat) and 1 Combat Action (for anything including combat), unless youre
fighting style changes it.
That is just the basic rules, the main book will have everything you need for called shots,
grappling, throwing, and a whole lot more.
Some options I have intentionally left out, and some I have intentionally left blank
(except for cost). This is so there are still some surprises waiting for you in the main book. There
are still plenty revealed to make an interesting and powerful character. Don forget to
download the Character Sheet pack and enjoy!
You start with 220 Character Points (cp) to spend as you will on your character.
You also get a Language skill of your choice at level 40, and a bonus depending on
your designation.

Step 1: Pick a designation.


Android: Bonus +1 free upgrade that costs 30cp or less, representing what you were originally built for.

You were built, not born. You look like a human, if only a bit more angular and with metallic
joints. You were built with a purpose but have come to understand yourself, just like any other sentient
being. You think for yourself, have desires all your own and can even have your heart broken.

Cyborg: Bonus +20cp to be spent on Abilities, representing what you changed about yourself.

You have become something stronger, faster, and better than a human. With most of your body
now replaced with robotic parts you are now exactly what you always wanted to be. It was expensive,
maybe even too expensive, but so very worth every penny.

Transhuman: Bonus +40cp to be spent on Skills (which you learned when you were human), and must
have Secret Past as a quirk

You were human once, but not anymore. You cast off the meat in favor of steel and plastic.
You left your old body behind, but also some of your memories and your ties to your old life. A small
price to pay for immortality.

Human: Bonus +100cp to spend as you choose, but expect severe penalties everywhere else, not all of
which are listed in this preview.

In the age of the artificial man, you are still human. You might have a cybernetic enhancement
here or there, but nothing extreme. Youre either proud of your ability to stay human or are still saving
up the money for your core installation surgery.
Step 2: Physical Specs
Human start with 0 Structure and 50 Core.

Everyone else starts with 100 Structure capacity and 100 Core capacity.

Body Armor costs 5cp per level.


Hand Held Shields cost 2cp per level.

Core Armor costs 10cp per level.

Abilities cost 1cp per level.

Step 3: Combat Data


All combat skills start at 10 points and cost 1cp per level to increase.

Pick one Fighting Style from the below list and write down its effects.

- Behemoth - Heavy Hitter

-Berserker - Marksman

- Deceiver - No Style

- Defender - Speedster

Step 4: Buy Skills


Skills cost 1cp per level.

Step 5: Buy Upgrades


Upgrades are divided into General, Weapon and Armor upgrades.

Upgrades cost a set amount of cp and sometimes drain lower your maximum core.

Humans cannot take any upgrades that lower core.

Step 6: Gain Quirks


Quirks give you a set amount of cp depending on their severity.

A character can have a total of 30 cp worth of quirks.

Step 7: Buy Weapons


Step 7: System Registry
Finish your System Registry with a name, age, and other physical descriptions.
Your corruption value starts at 0

Character Points Earned keeps track of the cp you earn AFTER character creation.
Structure
Structure represents the amount of damage an artificial thing can take before its
broken beyond repair. As something or someone takes structure damage, cracks tend to appear
and pieces can even start falling off. Structure can be damaged by any normal attack.
Androids, Cyborgs and Transhumans start with 100 Structure capacity due to their
artificial bodies. They are very resilient to damage and almost impossible to destroy without
sustained damage or military grade ordinance. When Structure damage reaches its capacity,
the artificial body shuts down and suffers Structure Death. Servos shatter, hydraulic fluid spills
like blood, and the body crumples onto the ground. Any damage taken from this point goes
straight to Core, no matter what causes it.
Humans do not have a Structure value. They are squishy and tend to die when shot only
a few times. Because of this, all damage done to a human automatically goes to Core.
However, they also never suffer Structure Death, and cannot have their Structure capacity
reduced below zero by fighting styles or other effects.

Core
Core represents an energy source that keeps an artificial body running. The Core is what
runs the artificial brain, sends signals around the artificial body, and even powers some
powerful upgrades. Cores are damaged by EMP weapons, certain elements, or called shots to
the Core.
Androids, Cybrogs and Transhumans start with 100 Core capacity due to the energy
source generally installed in the chest cavity. When Core capacity is reduced to zero, his
memory systems crash and become irretrievable, resulting in Core Death. His personality, his
memory, essentially his very soul is lost when his core is destroyed. The body locks in place,
usually still standing if his structure is still intact. A core death is the permanent death to those
otherwise immortal, and is considered a capital crime on par with murder.
Humans Core value represents their complex system of organs keeping them alive.
Humans have a Core capacity of 50, as they are generally easier to damage then cores built of
metal and plastic. A human whos Core is reduced to zero is dead, and is usually a very bloody
scene to behold. Humans cannot take any upgrades that reduce their Core, as their body
cannot handle the stress.
Armor
Armor is worn or even built in that helps stop the amount of damage you take. Armor
can be bought to protect your Structure or Core and may even take the form of a hand-held
shield.
Structure Armor
This armor covers your body and protects your structure from damage.
Each level of structure armor costs 5cp and lets you ignore 1 point of structure damage
from any attack. A maximum of 150 points (30 armor) can be spent on Structure Armor.

Core Armor
This armor only covers your core, protecting it from attacks that will damage it.
Each level of core armor costs 10cp and lets you ignore 1 point of Core damage. A
maximum of 200 points (20 armor) can be spent on Core Armor.

Hand-Held Shield
Shields are armor you have to hold in one hand. When in combat, as a Free Action, you
can declare who you are aiming your shield at. Any attacks made from your target hit the
shield (if they arent otherwise dodged or deflected) and their damage is reduced by the
shield before it hits the wielders body. Called shots and attacks made by someone the shield
isnt aimed at bypass the shield and hit the wielders body.
Each level of Shield costs 2cp and lets you ignore 1 point of structure damage from any attack
that hits it. Maximum of 40 points (20 Shield) can be spent on a Hand-Held Shield.

Armor Examples:
10cp will buy you Level 2 Structure Armor and will ignore 2 structure damage from
every attack.
10cp will buy you Level 1 Core Armor and will ignore 1 core damage from every attack.
10cp will buy you Level 5 Hand-Held Shield and ignore 5 damage from any attack that
hits it.
Catastrophic Damage Threshold
Catastrophic Damage will be discussed more in detail later, but your Threshold
represents how hard it is for you to take Catastrophic Damage. Your CD Threshold starts at 20.

Abilities
Abilities are ways you are stronger, faster or tougher than the average human or
android. Abilities are bought at 1cp per level, and each ability can have a maximum value of
65. Abilities are rolled to determine success and sometimes also grant passive bonuses at all
times. But before we can talk those bonuses, we have to talk about the baseline.

The Baseline
All Androids are built to the same industry standards known as the baseline. This means
that, before Abilities, they all move the same speed, lift the same amount and can see the same
amount. Cyborgs are also increased to this baseline, because if you are improving your body
you dont want to be weaker than your average, off-the-rack, android.
The following baseline applies to all Androids, Cyborgs and Transhumans:
Speed: A baseline character moves up to 20 yards during a movement action.
Jumping: A baseline character can jump horizontally up to 4 yards and vertically up to 2
yards.
Lifting: A baseline character can lift up to 200 pounds.
Agility: A baseline character is as agile as a moderately athletic human, almost never
trips and can balance his weight on a single leg with ease.
Perception: A baseline character has 20/20 vision and has the same level of hearing and
smell as your average human.

Standard Human baseline shares baseline Agility and Perception with his artificial
counterparts, but differ in the following ways:
Speed: A baseline human moves up to 10 yards during a movement action
Jumping: A baseline human jumps horizontally up to 2 yards and vertically up to 1
yard.
Lifting: A baseline human character can lift up to 120 pounds.

Abilities List:
Increased Speed Each point makes you faster than the baseline by 1 yard per point.
This value is also added into initiative rolls and half of it (rounded up) added to your dodge
combat skill.
Increased Strength Every point increases how much you can lift by 10 pounds over the
baseline and you gain +1 damage per 10 points to all your melee and unarmed weapons.
Increased Jumping - Increases your horizontal jump by 1 yard over the baseline for every
10 points and your vertical jump by 1 over the baseline for every 20 points.
Increased Durability - Increases your Catastrophic Damage Threshold beyond the
baseline by 1 for every 5 points.
Increased Agility Used to move with greater ease than the baseline. This value is also
added into initiative rolls and half of it (rounded up) added to your deflect combat skill.
Increased Perception Allows you to notice things you would have missed if you had
baseline perception. This could represent having electromagnetic sensors, or just telescoping
eyes.
Slow Fall Allows you to deploy fins or parachutes to help slow your fall. Each successful
roll reduces all fall damage by 1 Power Level.
Wall Jump Allows you to dig your feet into a wall or other vertical surface and jump
again. This can be continued as long as you have a surface to jump and continue to make Wall
Jump rolls.
Wall Run Allows you to move at half your speed any direction along a vertical surface.
At the end of your turn you must be on stable footing or gravity takes back over.

Combat Data
There are six combat skills: Melee, Ranged, Unarmed, Dodge, Deflect and Combat
Analysis. Each of these skills require a Combat Action to use. Combat skills start at 10 and are
bought at 1cp per level, with each skill having a maximum level of 65.
Melee: This is your ability to hit a target with melee weaponry like energy swords, vibro
axes, or even just combat knives.
Ranged: This is your ability to hit a target with ranged weaponry like machine guns,
plasma cannons, and even explosive-tipped crossbows.
Unarmed: This is your ability to hit with your fists, grab or even throw opponents.
Brass knuckles, electric gauntlets or hand claws all fall into this category.
Dodge: This is your ability to get out of the way of oncoming attacks. With enhanced
reaction speed and cybernetic reflexes, almost anyone can dodge even a bullet. You add half
your Increased Speed ability when you use this skill.
Deflect: This is your ability to knock incoming attacks away from your body. Using
either your melee and unarmed weapons, or maybe just a shield or piece of armor, this ensures
nothing can touch you. You add half your Increased Agility ability when you use this skill.
Combat Analysis: This is your ability to size up an opponent. With either a keen eye, or
the proper software, you can tell what your enemy is able to do. When you successfully make a
combat analysis roll pick a category (system registry, combat data, etc) on your character sheet,
you then learn everything your opponent has in that category.

Fighting Style
Sometimes its not the weapon you use, but how you use it. Some people go all out
swinging fast and wild, while others take their time making sure their attack counts. Fighting
styles are often as varied as the people using them. Each character starts with one fighting
style of their choice for free.
Each fighting style provides two active effects. At the start of combat, everyone picks
one effect from their fighting style and cannot change it until combat is over.

Behemoth: Youre not the fastest fighter on the block but you are the biggest, and bigger is better. The last man
standing is the winner, and you wont be the one to fall over first.

Effect A: Character has 25 extra Structure capacity but is always considered to have the lowest initiative.

Effect B: Character has 25 extra Structure capacity, but his attacks are easy to telegraph and his
opponents gain 10 to any dodge or deflect.
Berserker: Youve learned one thing from combat: if you keep hitting someone, they will go down. This leaves your
attacks a bit unreliable, but thats why you have so many of them.

Effect A: You may take a second combat action but all your weapons Power Levels are reduced by 1 (to a
minimum of 1) for that turn.

Effect B: Each time you take damage from an enemy attack you may make a single counter attack with
any weapon, however that weapons Power Level is reduced by 1 (to a minimum of 1) for the counter attack.

Deceiver: You know that an attack at the right time can make all this difference and that shooting first can save
lives. You cant take a hit like the others, but if things go well you wont have to.

Effect A: This character is always considered to have the highest initiative but has 25 less Structure
capacity than normal.

Effect B: Once per round your character gains a second general action that can happen anytime in the
initiative as long as it does not interrupt another characters action (even your own). The character has 25 less
Structure capacity than normal.

Defender: You arent here to knock enemies down; youre here to keep your allies up. The best offense is a good
defense, as they say.

Effect A: Once per round, if an ally within your movement speed is the target of an attack, you may step in
front of it. Resolve the attack as if you were always the intended target. You may attempt to deflect but you
cannot dodge.

Effect B: If you have a weapon with the Force Field enhancement, you may reduce the Power Level of the
weapon by 1 and extend its effects to an ally within 10 feet so you are both protected. You may extend the force
field to as many allies as you have power levels to reduce and that are within range.

Heavy Hitter: There is no such thing as overkill to you. Sure, your aggressive nature might make you a bit more
vulnerable, but the results dont lie.

Effect A: Your weapons do an additional 1d5 damage but you take an additional 1d5 damage from all
attacks.

Effect B: You may use charge, overcharge, and omnicharge as a general action, however your dodge and
deflect are reduced by 15.

Marksman: You know the importance of hitting your mark. The power of your weapon doesnt matter if it misses,
and you dont miss. Period.

Effect A: Once per round you may re-roll an attack that missed.

Effect B: Once per battle you can reduce a targets dodge and deflect by 10 for one round.
No Style: Youre no warrior. While others were learning to fight, you were studying other topics. You quickly
learned to keep your head down.

Effect A: You gain a +10 to any non-combat skills however your initiative is reduced by 10.

Effect B: You gain a +15 to dodge, but get -10 to Melee, Ranged, and Unarmed.

Speedster: You are so fast you are almost untouchable. You might not hit the hardest, but you can be in the right
place at the right time.

Effect A: Once per round you may re-roll one dodge or deflect.

Effect B: You may make 2 general actions each turn, however all your Power Levels are reduced by 1 (to a
minimum of 1) for that turn.

Skills
Skills are things your character knows how to do. Either learned through a lifetime or
sometimes just uploaded directly, skills are things your character can do that makes them
useful outside of combat. Skills are bought at 1cp per level and can have a maximum value of
65.
Skills can be almost anything, from fishing to hacking to mechanical repair. Below, you
will find a list of the most common and useful skills for the game. However, do not feel
restricted. If there is a skill you want your character to have, talk to your GM. As long as it fits
his game and cant be replicated by one of the skills before, feel free to include it.

Academics (History, Driving Musical Instrument


Geology, Biology, etc)
First Aid Piloting
Charm
Hacking Repair
Cooking
Investigation Singing
Command
Language (English, French, Stealth
Electronic Engineering Japanese, etc)
Survival
Dancing Lock picking
Demolitions Mechanics
Upgrades
Upgrades are improvements that you have attached to your body one way or the other.
Upgrades add whole new features, instead of just improving what you can already do. Unlike
Skills or Abilities, each Upgrade has a set cost. For Upgrades with multiple levels, each level
must be bought in order.
Some upgrades are so powerful they draw on the energy of your artificial body,
represented by a loss of Core Capacity. Reduce your Core Capacity by the amount listed by each
of your upgrades with Core Drain. Core draining upgrades can be shut down (or turned on)
with a general action during your turn, the lost Core Capacity returning immediately. This
can be crucial to saving your life in a fight that nots going your way.
Humans cannot take any Core draining upgrades. Their bodies cannot withstand the
shock of it.

General Upgrades
General upgrades have the most varied of uses, but are most likely to have core drain
requirements to them.

Dash- Cost: 10cp


Doubles users movement speed for one action. User must then wait one turn before dashing
again.
Reflex Dash- Cost: 10cp Requires: Dash
The users Dash upgrade now works reflexively allowing him to double his initiative roll.
Change up- Cost: 40cp
May switch fighting style effects as a general action, may switch fighting styles (if you have a
second one) as a combat action.
Digital Telepathy- Cost: 15cp
Allows the user to open two way communications to another brain that can connect to cyber
space via ambient connection. Short version: You think it and they hear it and can answer back.
All Surface Moment- Cost: 50cp Core Drain: 5
Allows user to travel up walls, down cliffs and even across the ceiling as long as you keep
moving. At the end of your turn gravity takes over as normal.
All Surface Contact- Cost: 10cp Core Drain: 5
Allows user to stick to any surface that can support your weight as if it was solid ground.
Limited Flight- Cost: 30cp - Core Drain: 5
Unlimited Flight- Cost: 60cp - Core Drain: 10
Energy Scanner- Cost: 50cp Core Drain: 10
Enhanced Analysis Cost: 30cp
User can gain bonuses when using Combat Analysis, depending on the section scanned. These
bonuses only apply to the specific enemy scanned and last until the end of combat.
Combat Data: +5 to hit the target.
Physical Specs: Targets CD Threshold is considered 2 lower against your attacks.
Weapon: +5 to dodge and deflect attacks made by this specific weapon.
Support Unit Cost: 20cp
Numbers- Cost: Varies Requires: Support Unit
Mecha- ONLY IN THE MARS SUPPLIMENT

Armor Upgrades
Armor upgrades usually run throughout your body, just under your skin or as armor
plating.

(Element) Protection- Cost per Level: Lv1 10cp - Lv2 20cp - Lv3 40cp
Alters your armor so that it protects you from a single element. When you take this upgrade
choose one element and once an element is chosen, it cannot be changed. When hit by the
chosen element, this armor reduces the weapons power a number of levels equal to the level
of Element Protection, to a minimum of 1. However, if hit by the elements trump, the weapon
is increased in power level by 1, no matter the level of the armor.
Counter Measures- Cost: 15cp per level, max 4 levels Core Drain: 5
When targeted by a weapon with the Homing enhancement, reduce the level of Homing equal
to the level of Counter Measures.
Anchored Cost 10cp per level, max 4 levels Core Drain: 5
When hit with a weapon with the Blowback enhancement, reduce the level of Blowback equal
to the level of Anchored.
Veil- Cost 80cp - Core Drain: 10

Cloak- Cost 80cp Core Drain: 10


Exosuit- Cost 60cp
Transformation- ONLY IN THE CYBERSPACE SUPPLIMENT
Cyborg Surgery- Cost 80cp - Cannot be bought at character creation
Transhuman Transfer- Cost 50cp - Cannot be bought at character creation

Weapon Upgrades
Weapon upgrades can apply to all weapons you have or might gain.

Assimilate Element- Cost: 30cp- Core Drain: 5


Assimilate Style- Cost 30cp Core Drain: 5
Assimilate Weapon- Cost 30cp - Core Drain: 5
Charge- Cost 20cp
The user can increase the power of an attack by expending a bit of time to do so. The player
spends an Attack Action charging his weapon and on his next turn the weapon gains the
following bonuses:
Increase the power level of the weapon by 1
Increase the level of any present weapon enhancements (homing, armor piercing, etc)
by 1.
The target takes an automatic -5 to his dodge and deflect to avoid it.
Note that a weapon cannot hold a charge for more than 3 turns, at turn 3 it must be either
fired or its lost.
Overcharge- Cost 20cp Core Drain: 10 Requires: Charge
This increases the bonuses given by Charge, raising the power level by an additional 1,
enhancements by an additional 1, and the dodge/deflect penalty an additional -5. The weapon
cannot be used for 1 turn after is it used, as it needs time to cool off.

Omnicharge- Cost 50cp Core Drain: 10 Requires: Charge


Point Blank- Cost 10cp
You may use ranged weapons at ranges shorter than 5 yards.
Reach Cost 10cp
You may use unarmed weapons at ranges up to 1 yard.
Thrown Cost 10cp
You may use melee weapons at ranges up to 5 yards.
Customized Cost 5cp
Kit bashed- Cost 5cp
Quirks
Nobody is perfect. Everyone has something that they may not like about themselves, or
others might not like about them. It doesnt matter if you have to be the center of attention, or
just refuse to shoot an unarmed foe; these quirks define who you are and what other people
think of you.
When you take a quirk, you make your character a little worse and are rewarded with
bonus CP. You can take a max of 30cp worth of quirks. A quirk is worth more cp the more
often it could come up or the more difficult it would be to overcome. Players and GMs alike are
encouraged to use your Quirks whenever it might come into play.
Below is a small list of example quirks. Talk to your GM if you have a quirk in mind but
dont see it listed below. If he approves it, he will give it a value of either 10 or 20 cp and it still
counts towards your 30cp maximum.

Poor Eyesight- Bonus +10cp


You need glasses or contacts to see properly.
Trigger Happy- Bonus +20cp
Shoot first and live to see another day.
Code of Honor- Bonus +20cp
You live by a self-imposed set of rules that you promised yourself you wouldnt break. Ever.
Secret Past- Bonus +0/10/+20cp
Something in your past can come back to bite you in the ass. You just wish you knew what it
was. TRANSHUMANS DO NOT GAIN ANY CP FROM THIS QUIRK.
Attention Hog- Bonus +10cp
You love being the center of attention.
Compelled (example)- Bonus +10/20cp
You find yourself compelled to do something at the worst times. You must specify what it is you
are compelled to do when you take this quirk. This can be anything from smoking a cigarette, to
cleaning your weapons. When that urge hits, it can be hard to resist.
Humorless- Bonus +10cp
You dont make jokes and you hardly ever laugh at them. People can find you a bit stand-offish
because of it.
Absent Minded- Bonus +10cp
Huh? What? I wasnt paying attention.
Leakage- Bonus +10cp
You want to stay away from water and sand, it tends to get everywhere.
Humanist- Bonus +10cp
You dont hate androids and transhumans, but they arent exactly the first person you would
ask for help.
Stubborn- Bonus+10
You prefer things your way and have a hard time standing down.
Phobia (example)- Bonus+10
You have a fear of something that most people dont. You must specify what your phobia is
when you take it and can be anything from spiders to heights to clowns.

Weapons
It is a dangerous world out there and you are going to want to defend yourself. No
matter if you got your weapon in the military, for your job, for self-defense, or just because you
thought it was cool, your choice of weapon tells a lot about your character. You can carry 4
weapons on you at any one time.

Components of a weapon
Weapon Name
Names can be anything from Energy Rifle, to The BFG 900 to Vera. Its whatever you want to
call it.

Type
A weapons type can be Physical or Energy and is free. This determines, for example, if
your sword is made of steel or energy and if your gun fires bullets or plasma. This also
determines what elements you are allowed to add to your weapon.
Range
This is how far your weapon can fire and still hit its target, it also determines what skill you use
to attack. Every yard of range costs 1cp.
A weapon that uses the Ranged skill must have a range of at least 5 yards.
A weapon that uses the Melee skill may have a range between 0 and 1 yard.
A weapon that uses the Unarmed skill must have a range of 0 yards.

Power Level
This determines the damage done by your weapon. When determining damage, roll a
number of d10 dice equal to the power level of the weapon. Each power level has to be
bought in order.
10cp for Level 1 80cp for Level 4
20cp for Level 2 150cp for Level 5
40cp for Level 3

Element
The element of the weapon is what determines if the weapon shoots fire or sonic
waves. A neutral element weapon deals damage through pure blunt force trauma and can be
on any type of weapon. Other elements can only be attached to Physical or Energy weapons.
Neutral element is free. Any other element costs 5cp. Each Weapon can only have one
element.

Fire- Nothing like a little heat to spice up a weapon. Can be attached to Physical or Energy
weapons. Can also be used to ignite flammable material. Will trump the Ice Protection upgrade.
Ice- A freezing bite can improve any weapon. Can be attached to Energy weapons. Can also be
used to freeze liquids. Will trump the Metal Protection upgrade.

Metal- A metal edge has been mankinds weapon of choice for thousands of years. Can be
attached to Physical weapons. Can also cut through rope or other thin materials. Will trump the Sonic
Protection upgrade.

Sonic- A vibrating weapon can cause intense internal damage. Can be attached to Physical and
Energy weapons. Half of the structure damage done by this element, after armor, also damages the
targets core. Will trump the Explosive Protection upgrade.

Explosive- A little explosive charge can go a long ways. Can be attached to Physical weapons.
Will also do double structure damage against inanimate objects like doors and walls. Will trump the
Magnetic Protection upgrade.

Magnetic- In a world full of people with computers for brains, magnetic can be the most
dangerous thing around. Can be attached to Energy weapons. Half of the structure damage done by this
element, after armor, also damages the targets core (unless they are human). Will trump the Electricity
Protection upgrade.

Electricity- A little electric shock can do big things. Can be attached to Physical or Energy
weapons. Half of the structure damage done by this element, after armor, also damages the targets
core. Humans take an extra Power Level of damage instead of the previous effect. Will trump the Fluid
Protection upgrade.

Fluid- From sand blasters to acid sprayers, fluid weapons can be just as dangerous as any other.
Can be attached to Physical weapons. Targets hit by fluid weapons have their speed reduced by 5 yards
for one round. Will trump the Fire Protection upgrade.

Enhancements
Enhancements add additional functions to weapons, allowing them to attack multiple
times, bypass armor or knock enemies away. Individual enhancements can be turned on and
off as a general action before a weapon is fired in case you dont want to hit an ally with a
Blast, for example.
A few enhancements may be taken multiple times, increasing the effect of the enhancement
each time. You may have any number of enhancements on each weapon as you can afford.

Armor Piercing- Cost per Level: 10cp Max Level: 10


This weapon is designed to cut into a foes protection to reach the vital sections.
This weapon ignores 1 point of structure armor per level.
Blast- Cost per Level: 10cp Max Level: 5
The projectile of this weapon explodes when it makes contact. Not recommended for melee
weapons.
This weapon hits everything (friend or foe) within 2 yards of the target (per level) for the
damage rolled, rounded up.

Blow back- Cost per Level: 5cp Max Levels: 5


An attack made with so much force, it sends its targets reeling.
This weapon either knocks the target away from the attacker, or down towards the ground if
flying, 2 yards per level.

Coating Cost: 20cp Requires: Any Element other than Neutral


This attack coats its target in a specially designed gel, protecting that person from specific
elemental weapons.
A weapon with this enhancement active is considered to be Power Level 0. Each target hit gains
the (Element) Protection Lv 1 armor upgrade, with the Element being the same as this weapon,
for the next 3 rounds.

EMP- Cost: 20cp


An electromagnetic pulse can fry electronic or severely burn flesh.
This weapons damage now goes straight to its targets Core rather than its Structure.

Homing- Cost per Level: 10cp Max Levels: 5


The attacks from this weapon know how to hit their mark.
Target reduces his dodge by 5, per level, for the duration of this attack.

Ray- Cost per Level: 10cp Max Levels: 5


The weapon fires or swings as a beam, making it harder to deflect
Target reduces his deflect by 5, per level, for this attack.
Rapid Attack- Cost per Level: 15cp Max Levels: 5
This weapon was designed to fire or swing rapidly.
Weapon may be used 1 extra time (even at 1 extra target within rage) per level. Cannot be used
while the weapon is Charged.

Force Field- Cost: 20cp Requires: Charge


When charged, this weapon can create a field of energy, protecting the user.
If you are hit by an attack while charging a weapon with this enhancement, reduce the Power
Level of the attack equal to the current power level of this weapon (including the increase from
Charge). Every time the Force Field reduces an attack, it itself reduces its Power Level by 1, and
it turns off if reduced to Power Level 0. This weapon can still be used to attack, but once it does,
the shield goes down as the charge is used.
-example: A Power Level 1 Force Field weapon, when charged, would reduce the power
level of incoming attacks by 2. Once it blocks one attack it is reduced to Power Level 1, and
when it blocks another attack it turns off and will require another Charge to reactivate. -

Shockwave- Cost per Level: 10cp Max Level: 3


The weapon leaves a wake of energy behind its target.
This weapon hits everything 2 yards, per level, behind the target for 1/2 damage rolled,
rounded up.

Shred- Cost per Level: 10cp Max Level: 5


The weapon cuts deep, and is more likely to hit something vital.
Targets hit by this weapon reduce their Catastrophic Damage Threshold by 1 per level for the
duration of this attack.

Drawbacks
Unfortunately, few weapons are perfect. Many weapons have drawbacks that limit their
functions by taking time to power up, being able to hold only a limited amount of ammo, or
drawing power from the user himself. Drawbacks give you character points that you can
spend on that weapon, and that weapon only.
Full Power- Bonus +15cp
This weapon loses functions if its used before its ready.
This weapon can only use its enhancements when it has been charged.

Inaccurate- Bonus per Level: +10cp Max Level: 3


This weapon has trouble hitting what you aim it at.
When using this weapon you suffer -10 to its corresponding combat skill per level.

Start Up- Bonus per Level: +10cp Max Level: 3


This weapon takes time to power up.
This weapon requires a Combat Action, per level, to activate before it can be used.

Unwieldy- Bonus: +15cp


This weapon, either due to its size, bulk or general complexity, takes more time to use.
This weapon requires both a General action AND a Combat action to use.

Limited Ammo- Bonus per Level: +5cp Max Level: 3


This weapon can only hold so much ammo or charge.
This weapon can only be used a certain number of times each combat. You can use the weapon
12 times at Level 1, 8 times at Level 2, or 4 times at Level 3. Between combat it is assumed to
be reloaded or otherwise recharged.

Core Drain- Bonus per Level: +15cp Max Level: 2


This weapon draws power from its user.
This weapon has a Core Drain of 10, per level, as if it were an upgrade. If this Core Drain is
turned off the weapon is unusable.
Feedback- Bonus: +15cp
This weapon is so unstable it harms its own user.
This weapon causes 1 core damage to its user, which ignores core armor, each time it is fired.

Finishing Touches
You are almost done, now you just need to add the finishing touches to your System Registry.
This section helps your character feel more alive, so to speak, and should be easy enough to fill
out but below are some tips to help you along the way. Once this section is filled your character
is complete!

Name
If you are playing a Human or Cyborg, this section should be easy. Naming standards
dont change much over a hundred years.
Androids are usually given a human first name and then named after the city or business
they were built in. Although not common, some Androids have last names based on what the
android was built for, so you might run into a Joe Welder or Samantha Printer.
Transhumans can be a mixed bag of names. Most take a new name with their new body
either to signify they are a new person, or because they forgot their old one. Jay Newman only
remembered his first initial after his transfer.

Creator
This can either be your parents, the organization that built you, or the person who built
or upgraded you. Who you put down in this slot is who your character feels best fits that role.
Katrina, despite having parents, feels her identity is more in thanks to her surgeon then her
parents.

Character Points Earned / Spent


This is where you can keep track of how many Character Points you have earned AFTER
character creation. Its good to keep track of these sorts of things.
Date of Creation / Age
This should be simple to figure out. The current year is 2113, Androids have been
common since 2080, and Transhumans werent really a thing before 2095.

Eye Color
Thanks to cybernetics, anyone can have a large range of eye colors. Most androids (and
transhumans) have either a solid color for their entire eyes or a single dot of color in the center
of black eyes. Humans and Cyborgs can have more human looking eyes, enhanced only with a
new color, or fully cybernetic eyes that look like Androids.

Weight
Due to their artificial nature, Androids (and Transhumans) tend to weigh more than your
standard human. Average weight for an Android is between 250-300 pounds. Cyborgs, having
mostly artificial parts, can weigh between 200-250 pounds.
For every 5 levels of structure armor, increase your characters weight by 50 pounds.
If your character uses the Behemoth fighting style, increase its weight by 50 pounds.

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