Character Creation

Playtest Character Sheet


Character Creation

ONEWrite 3 Aspects. - A Background, an Archetype, and a Trait.
Use your Aspects to inform the choices in the next steps.
TWOWrite Flaws
Flaws can be invoked to cause trouble, but also restore your Action Points.
THREEAssign Points to Skills. - Spread them between different Skills.
Skills cannot go above +3 at Character Creation.
When using a skill as part of a Check, this is how many dice you roll.
FOURWrite Expertise - Attach them to different Skills.
Expertise are narrow, specialist areas of knowledge.
When an Expertise is relevant to a Check, you add
1 Advantage Die PLUS
FIVEPick Starting Gear - The Tools and Augmentations of your Trade.
SIXForm Connections - Your Bonds with your teammates, an Ally, and a Rival.
SEVENDefine a Drive - An aspiration or an obligation? What makes you risk your life?
EIGHTFinishing Touches - Optional Details

Background

Write Three Aspects

Who were you before, who are you now, how have you survived?

  • Aspects are descriptors that define the most iconic details of your character’s life and skills.
  • Your Aspects are a combination of a Background, an Archetype, and a Trait.

The following table contains example Aspects, along with suggested skills and flaws.
Pick Three Aspects, one from each category.

An Aspect can be almost anything. It’s encouraged to mix and match, re-name, re-style, and work with the GM to create something that fits your vision

BackgroundExample SkillsExample Flaws
CriminalFighting,
Streetwise
Usual Suspect,
Jittery,
Gang Grudges
CultistInfluence,
Medical
Unstable,
Obedient,
Weirdo
DealerStreetwise,
Influence
Shady
Crossed the Wrong People
Disgraced BureaucratInfluence,
Knowledge
Blackmailed,
Naive,
Soft,
Stole from the Corp
Ex-CopStreetwise,
Awareness
Old Wound,
Arrest Record,
Hot-Headed,
Cold-Hearted,
Corrupt
Ex-Corp DroneTech,
Knowledge
Still Employed,
Stole from the Corp
Ex-Corp SecurityAwareness,
Firearms
Stole from the Corp,
Orders are Orders,
Emotionless
Former Rich KidInfluence,
Knowledge
Naive,
Entitled,
Cut Off
Industrial WorkerToughness,
Engineering
Workplace Injury,
Known Unionist
Lab RatMedical,
Survival
Monitored,
Drug Dependency,
Lost Years,
OutlanderEngineering,
Survival
Adrenaline Junkie,
Fugitive,
Obvious Outsider
Street KidStreetwise,
Mobility
Old Gang Ties,
Criminal Record
VagrantStreetwise,
Survival
Poor Hygiene,
Poor Health
VeteranFirearms,
Survival
Shoot-First,
PTSD,
Old Wounds

Write Three to Six Flaws

Flaws are details that can be invoked (either by yourself, or the GM) to hinder you.

  • When a Flaw is invoked during a Check, you add 1 Threat Die MINUS, making the check more difficult.
  • When a Flaw impedes you in this way, you restore a single Action Point.
  • Each Flaw can only be invoked once per-job. It can still impact the fiction, but it won’t apply MINUS or restore Action Points. Action Points can be spent to avoid harm and take control of the action.
  • The more Flaws you have, the more likely they are to cause your character trouble, however, more Flaws means more opportunities to restore Action Points.

Pick Three to Six Flaws from the table above, or make up your own
You should have one or two for each Aspect.




Skills and Expertise

Assign Points to Skills

Skills represent broad areas of knowledge.

  • Your choice of Skills should be relevant to your Aspects.
  • Skills are rated from 0 - 4. Skills cannot go above +3 at Character Creation.
  • When making a Check, you roll Advantage Dice (AD PLUS) equal to your Skill.
  • Skills can be improved later using Advancements.

You have 8 points in total.
Spread these between each of the three categories:
Physical, Education, and Talents

You must assign at least 2 points per category.

Use your Aspects to guide you. Skills cannot go above +3 at Character Creation.


Assign Points to the Physical Skills below:

PhysicalExample Expertise
FightingBrawling, Blades, Blunt, Martial Art: [X] , Disarm, Grappling, Throw, Wreck, Intimidate
FirearmsSidearms, Auto-Rifles, Precision Rifles, Shotguns, Heavy Weapons, Quick Draw, Close-Quarters Fire, Control, Careful Aim
MobilityEvasion, Climb, Parkour, Navigation, Swimming, Quick Reflexes, Sneak, Martial Art: [X], Athletics, Acrobatics
ToughnessPain Resistance, Drug Resistance, Augmentation Adaptation, Toxin Resistance, Athletics, Meditation Techniques, Mental Fortitude, Resist Torture

Assign Points to the Education Skills below:

EducationExample Expertise
EngineeringAugmentation, Drones, Robotics, Heavy Machinery, Sabotage, Physics, Mechanics, Fabrication
KnowledgeCorporate, History, Language, Politics, Geography, Tactics, Law, Urban Planning, Research Information, Gambling, Bureaucracy
MedicalFirst Aid, Augmentation, Surgery, Pharmaceuticals, Chemistry, Diagnosis, Biology, Psychology, Meditation Techniques, Drug Resistance
TechSecurity Systems, Drones, Electronics, Interface, Hacking, Encryption, Research Information, Coding, NET Architecture
StreetwiseBlack Market, Local Knowledge, Bribe, Scavenging, Underworld, Fixers, Smuggling, Read People, Read Situation, Question People, Blackmail

Assign Points to the Talents below:

TalentsExample Expertise
AwarenessRead People, Read Situation, Notice Details, Recall Information, Intuition, Quick Reflexes, Honed [Sense], Focus
DrivingCars, Drones, Bikes, Boats, AVs, Military, Navigation, Pursuit, Stunt Driving, Mechanics, Control
InfluencePersuasion, Deception, Interrogation, Negotiate, Bribe, Seduction, Leadership, Intimidation, High Society, Incite, Read People, Question People
SubterfugeSilent Takedown, Deception, Seduction, Disguise, Forgery, Security Systems, Sleight of Hand, Sneak, Escape Artist, Resist Torture, Sabotage
SurvivalScavenging, Jury-Rig, Tracking, Navigation, Repair, First Aid, Foraging, Geography, Wilderness Survival, Toxin Resistance

  • GM Advice: For more/less competent characters, consider adjusting the total number of points to spend up or down.


Write Four Expertise

Expertise represent narrow, specialist areas of knowledge.

  • Like Skills, Expertise should be relevant to your Aspects.
  • Each Expertise should be unique. You cannot list the same Expertise twice, even across multiple different skills.
  • New Expertise can be acquired later using Advancements.
  • Each Skill can have at most 3 Expertise. These can be swapped out during Downtime.
  • When making a Check, each relevant Expertise grants +1 Advantage Die PLUS.
  • You can use multiple Expertise in a single Check, as long as they’re attached to the same Skill being used.
    • If you have a relevant Expertise attached to a different Skill, you can make a case for how you apply it in a different context.
      The GM has final say about whether or not it is appropriate.
    • The tables above include examples where an Expertise might be relevant to multiple skills, such as Intimidate (Fighting, Influence), or Sneak (Mobility, Subterfuge), judge appropriateness based on the context in which the Expertise is being used.

  • GM Advice: For for more competent characters, consider adjusting the total number of starting Expertise to 6.


Pick Four Expertise from the examples in the previous section, or make up your own.
Write them in the space next to relevant skills.



Other Statistics

Starting Health

  • Characters can take a maximum of 3 different Level 2 Wounds.
    This can be increased later via Augmentation.
  • Characters can take a maximum of 2 different Traumas before becoming Lost or Dying.
    This can be increased later via Augmentation.

See Wounds & Trauma for more information.

Maximum Action Points

  • Characters have a maximum of 3 Action Points, which refresh during Downtime.
    This can be increased later via Advancements.

See Downtime & Advancement for more information.


Pick Starting Gear

Characters start with an amount of gear and augmentations; useful belongings acquired in their lives up to this point.

Basic Information

Loadout

Gear Slots represented with: (◆) indicate how bulky an item is.

  • Before a job begins, Characters pick a Loadout between Light (Max 3 ◆‘s worth of items), and Heavy (Max 6 ◆‘s worth of items), and declare any Heavy (◆◆◆) Items.
    You don’t need to worry about this now.
  • A character’s loadout implies how geared-up an Character appears to observers.
    The heavier your loadout, the more obviously ready for action you appear.
Features

Gear and Augmentations have Features. Details that define what actions they allow, and any specific advantages and disadvantages they may have.

  • Some actions are Enabled by gear.
    Meaning, the use of this gear allows you to do something you previously couldn’t.
    There is no PLUS/MINUS added for these.
  • Some gear have Advantages
    Advantages might add Advantage Dice PLUS to relevant checks, or provide some other benefit.
  • Likewise, some gear may have Disadvantages.
    Disadvantages might reduce a Skill, add Threat Dice MINUS to relevant checks, or be purely fictional problems, (E.g. Slow, Low-Range, Noisy, etc.).
  • Some pieces of gear have limited uses.
    This could be a limited duration (E.g. up to an hour), limited uses per-job (recovered during Downtime), or are consumed on use (E.g. Grenades, Drugs).
  • Features and Advantages are only applied when they become relevant.
    For example, the Survival Kit’s +1PLUS to Survival checks only applies when attempting something specific to the kit.
  • Items and Augmentations can also be upgraded with Mods.
    Mods can add features, remove disadvantages, and further individualise Gear.
    Mods are not available during Character Creation, and must be acquired through play.

For more information, see: Gear System


Tools of the Trade

All characters start with 3d6x100 ₩.

Then, pick one of the following configurations:

  • A. An Item related to Trademarks + a mix of 3 Drugs/Grenades
  • B. A Vehicle related to Trademarks.

As well as one of the following:

  • A. A Melee Weapon or Light Sidearm + Security-Grade Armour
  • B. A Heavy Sidearm, Rifle, or Shotgun.

Choose from the lists below, or work with the GM to create something more bespoke.

Items Weigh between ◇ and ◆◆◆ (0 - 3 Slots)
NameFeaturesSlots

Anti-Flash GogglesProtective Goggles that block the effect of Flashbangs.

Advantages: Blocks the effect of Flashbangs

Binoculars Creep on people from a safe distance

Enables: Observe from Afar

Climbing Gear Ultralight cord, a grapnel with launcher, and climbing harness

Enables: Grapnel Launcher

Advantages: +1PLUS to relevant Mobility checks

Uses: 1. Consumed if not recovered.
◆◆

Comm Gear Radios, Earpieces, etc.
Communicate via Radio, Satellite, or DFC.

Enables: Insecure Comms up to 15km, Secure Comms up to 40m.

Fake ID A fake ID. Good enough to pass a spot check, but unlikely to work well if you’re actively being hunted.

Advantages: +1PLUS to relevant Influence checks.

Disadvantages: +1MINUS to each check after the first.

GRID A portable computing device. Allows interfacing with other devices. Can be connected to the NET.

Enables: Interface with Device, Connect to NET, Code, Hack, etc.◆◆

Lockbreaking Kit Tools for picking standard, non-electronic, non-biometric locks.

Enables: Pick Lock, Hotwire

Portable Lab A kit of useful field-research equipment. Can identify substances and mix small batches of compounds from base ingredients.

Enables: Mix Chemicals, Identify Substances◆◆

Surveillance Gear Portable Cameras, Microphones, Tracking Devices

Enables: Track Target up to 1km, Record Audio/Video

Disadvantages: Detectable with Bug Detectors

Tool Kit A set of mechanic’s tools and various bits and pieces for making repairs.

Enables: Repair, Jury-Rig◆◆

Get Wired

Augmentation

Augs are expensive, but enable you to surpass ordinary human limits.
You can think of them like “Stunts” or “Feats” from other systems.

  • Characters start with 3 Aug Slots, and each Aug takes up 1 Slot.
    Each Augmentation places strain upon the body.
    You can’t go beyond this limit right now, but you can later using Advancements.
  • Characters start with a choice of Common or Uncommon Augs.
    Some Augmentations are rarer than others. Rare Augs can be acquired during play.
  • You can purchase, install and swap out Augs during Downtime.
    Your choices now don’t have to be permanent, just go with what seems cool.

Choose some starting Augmentations. Pick one of the following configurations:

  • A. Two Common Augs
  • B. One Uncommon Aug

Choose from the lists below, or work with the GM to create something unique.

Common AugsFeatures

Adaptive Rebreather Breath without oxygen. Filter Toxins. Detect Radiation.

Enables: Survive without oxygen, filter toxins, detect radiation.

Uses: Infinite Duration

Auditory Enhancer Boosts quiet or distant sounds. Can also be used to block out unwanted or overly-loud noise.

Advantages:
Sensitive Hearing | +1PLUS to relevant Awareness Checks
Smart EQ | Blocks potentially harmful frequencies.

Augmented Optics Advanced prosthetic eye replacement wired directly to the optic nerves. Provides greatly enhanced clarity and range of vision.

Enables: Installation of advanced Optics Mods.

Advantages:
20/5 Vision | +1PLUS to relevant Awareness Checks

Auto-Translation Translates all common, modern languages in real-time.

Enables: Real-Time Auto-Translation

Disadvantages: Does not automatically enable you to speak the language in reply.

Electrodermal Implants Allows the user to alter their temperature at will. Allows survival in extreme heat or cold.

Advantages:
Mask Signature | Control body temperature, obscuring the user from thermal imaging.
Endure Temperature | Endure temperatures between 50°C and -50°C for up to 12 hours.

Integrated Comms Allows the user to transmit and receive wireless transmissions from an implanted chip, via Radio, Satellite, or DFC.

Enables: Insecure Comms up to 150km. Secure up to 200m.

Advantages:
Bone-Conduction | Can only be heard by the user.
Concealed | Hidden beneath the skin, and shielded from scans

Limb Mod / Retractable Gear Retracting blade, spikes, shield, gun, tool etc, that extend from ports built into prosthetic limbs.

Enables: Attach gear to body.

Advantages:
Integrated | Gear attached this way takes up 0 Gear Slots.

Disadvantages:
Welded | Switching attachments takes time and is difficult to do alone.

Can be purchased once per-limb.

Subdermal Compartment A covert compartment, camouflaged with false skin.

Advantages:
Concealed | Conceals a single slot item, or two half-slot items from digital scans.
Skin-Match | Adds +1PLUS to checks to avoid discovery during physical searches.

Heavily Augmented Characters

For characters who’s background involves having a lot of Augmentations, discuss with the GM how to reconcile this discrepancy with the limited starting options.

For example:

  • A former-corp agent may have been provided with expensive Augs, but they have since been remotely shut down by the company.
  • A thug, wired up with chop-shop Augs would likely struggle with the ongoing maintenance required, leaving them to rust and fall into disrepair.

Un-Augmented Characters

For characters who prefer to remain pure and untainted by Augmentation, add two Mods to your chosen Starting Items/Weapon/Armour/Vehicle. Keeping up with the augmented competition wasn’t cheap.


Form Connections

Player Connections

Pick another player, and work together to add a detail about how you know each other.

Make something up, pick, or roll on the table below.
Write an Expertise, gained or honed in some way by that connection.
You can have as many narrative connections to other players as you want, but you only gain an Expertise for one of them.

Connection

1_ON_D20Had each other’s backs in a brutal fight11_ON_D20Family, by blood or by circumstance
2_ON_D20Were both double-crossed on the same job12_ON_D20Shared a cell
3_ON_D20One of you helped the other to get clean13_ON_D20Lab rats in the same facility
4_ON_D20They came through for you at a bad time14_ON_D20Someone close to you both, died in front of you
5_ON_D20Both outsiders15_ON_D20Former rival, turned close ally
6_ON_D20Dated once, broke it off clean, but still close16_ON_D20They’re your former boss
7_ON_D20Childhood friends17_ON_D20They stuck around after everyone else bailed
8_ON_D20They’re the only one who knows your real name18_ON_D20You know each other’s terrible secret
9_ON_D20Have an unspoken loyalty19_ON_D20Saved their life on a job gone bad
10_ON_D20Worked for the same crew, the rest are dead, but you two survived20_ON_D20You pulled a lot of all-nighters together

NPC Connections

Contacts

You start play knowing one close Contact.

If you can’t think of anything, or want to get to the action quicker, leave this, and invent them at a convenient moment during play.

Give them a name, an occupation, as well as a detail about how you know them.
Make something up, or roll on the table below.

1_ON_D12A family member with a local business7_ON_D12A smuggler operating out of Heng Fa or Seaboard B-8
2_ON_D12The trusted Chopdoc who installed your Augs8_ON_D12A radical politician with a reasonable following
3_ON_D12A Fixer who trusts you9_ON_D12A journalist for an underground publication
4_ON_D12A bartender or club owner10_ON_D12A mechanic with a modest garage
5_ON_D12A low-to-mid ranking corporate insider11_ON_D12A retired mercenary
6_ON_D12A low-to-mid ranking member of a gang12_ON_D12A jaded Cerberus beat-cop

Rival

You also have a Rival, someone you may have wronged who hates your guts.

If you can’t think of anything, or want to get to the action quicker, leave this, and invent them at a convenient moment during play.

Give them a name, an occupation, and a detail about why they hate you.
Make something up, or roll on the table below.

1_ON_D12An enforcer from a Syndicate or Gang7_ON_D12The head of a notorious group of corrupt Cerberus enforcers.
2_ON_D12A Chopdoc, with a kill-switch linked to your Augs8_ON_D12A dangerous loan-shark who you owe money to
3_ON_D12A Corrupt Politician9_ON_D12An enforcer from a corporation, or subsidiary you used to work for
4_ON_D12Someone you worked with before, who believes you betrayed them10_ON_D12A mysterious blackmailer, who knows too much
5_ON_D12A hacker, with a backdoor into your augs11_ON_D12A former mentor, who sees you as an investment
6_ON_D12A fixer with a dangerous reputation12_ON_D12The head of a human trafficking ring

If it makes sense, you may also be in Debt to your rival.
Roll 3d6×₩1,000. This could be cold hard cash, or favours equivalent to it.


Define a Drive

Determine a Drive or Motivation for your character.
What are you fighting for?

This could be a personal aspiration, a pressing obligation, or an impending threat.

  • If you can’t decide right now, no worries!
  • One will probably develop during play, when it does, talk about it, then write it down.

Choose, make one up, or roll 1d20 on the following table.
Then add your own details to flesh it out, and make it more specific.

1_ON_D20You want to help a friend or family escape trouble11_ON_D20You want to realize a dream
2_ON_D20You want to be in charge12_ON_D20You did something bad, you’d do anything for forgiveness
3_ON_D20You’re being blackmailed, you need to deal with it13_ON_D20You want to indulge in rare and/or expensive pleasures
4_ON_D20You’re being pursued by a group or individual14_ON_D20You need to escape your current life
5_ON_D20You want to live a luxurious life15_ON_D20You need to carry on a legacy
6_ON_D20You want the admiration and respect of group or person16_ON_D20You want to be free.
7_ON_D20You’re a desperate addict, all you want is your next fix17_ON_D20You have a debt to pay, and you intend to pay it
8_ON_D20You lost something precious, you’re desperate to get it back18_ON_D20You want to take revenge on a mortal enemy
9_ON_D20Your past is a black hole, you need to know the truth19_ON_D20You want to burn this city down
10_ON_D20You have a personal vendetta against a particular corp or gang20_ON_D20You want to pursue justice for yourself, or someone else

If you are stuck for ideas, you can use this list for inspiration.

This can (and likely will) change over time, or once you start playing and your character’s situation changes, which is fine. Its main function is to let the GM know your Character’s ambitions so they can work it into scenarios.


Finishing Touches

Fleshing Out

Discuss these. If you have a cool idea already, great! Write it down!

If not, no worries, there’s no need to solidify these details now.
All of the following can be decided during play. Declare details when the situation calls for it.

What do you look like? What do you act like?
This can be a broad description, a general vibe of your look, behaviour and fashion choices.

Play to your Aspects and Flaws.

  • What is the first thing people notice about you before you speak?
  • Do you have a particular signature item of clothing, colour, or pattern?
  • Do you have any openly visible scars, piercings or tattoos?
  • Do you have a particular affectation, bad habit, or tic?
  • Do you look to stand out, or blend in?

How did you end up in Wuhai? Establish a general idea for how and why your Character is in Wuhai.

These details help establish your character’s implied knowledge and insight about Wuhai and beyond, and the kind of groups they may have run into before.

Play to your Connections, Drive and your Aspects.

  • Where were you born?
    Are they a Wuhai local? Are they a Migrant from another martian city? Are they a nomad from the Expanse?
  • You could have been one of many unlucky souls sealed in a corporate Cryo Vault since The Exodus, recently woken up, with only hazy memories of Earth.
  • Have they been here long?
  • Do you have a favourite hang-out spot?
    Make one up and work with the GM to place it somewhere in the city.
  • Where do they live? Do they have family here?
  • Wuhai is hugely multi-cultural. What languages do they speak?