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=Character Creation= As per the 2E/Revised rulebook (Page 4), with these changes. *Roll 4d6 drop lowest for attributes, arranged as you like. *Instead of rolling HP at level 1, set your first d6 to 6 and modify with Constitution as normal. When you reroll HP on level up, continue using 6 in place of that first d6. Reroll further hit dice that roll 1. *All PCs know Novesperanto, the auxiliary and technical language of the old Weave. You also know the language(s) of your home culture(s). You may know additional languages as per page 24. ==Character Options== You can spend one of your starting foci to play a posthuman character, like a Harpy or Nereid, or a nonhuman Prismatic AI. ===Human=== Adaptable folk who live on many different worlds. Humans may or may not modify themselves with magic, cybernetics, or gengineering, but more often as individuals than whole cultures. They effectively have one extra focus to spend however they like. ===Harpy=== Winged folk from Hanseong who live among diverse and squabbling floating islands. In their home societies, wings are given to travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their move action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware. ===Nereid=== Sea-dwelling folk from Aeaea who are connected to a powerful psychic group-entity in their home ocean. They prize their collective and rarely travel alone, but some have the urge to leave. Nereids can breathe and move freely underwater as well as on land. They can naturally communicate telepathically with one willing person per scene, as per Telepathy-1: Transmit Thought. They are automatically aware when their minds are targeted by psi or magic. ===Prismatic=== Purpose-built synthetic minds from the Prism who move their core between bodies. They take colors as their names, which reflect their personality and function within the stratified Prism. Some Prismatics desert their posts, or even rebel against their own makers, to "protect organic life" and "pursue peace and love," if you can believe that. True AI are created as per Revised Edition page 285. Choose Jack or Synth (page 257) as your starting armature. ==Classes== Available classes are (Arcane) Expert, (Arcane) Warrior, Psychic, Arcanist, Magister (any), Sunblade, Yama King, and Adventurer (combining any of the above). Note that Arcane Expert and Arcane Warrior are exactly the same as the core versions of those classes, just with the option to choose Arcane Foci to represent minor magical talents. Prismatic characters are True AI, or may be Adventurers with Partial AI and Partial Expert, Warrior, Psychic, or Arcanist. ==What's Your Deal?== Write about 150 words of backstory. It can be a bit more or less. It's usually more fun to expand and improvise once we start playing and know the world, anyway. Think about goals, wants, and open questions. Concise doesn't have to mean humble or mundane origins! ==Advancement== This game will adapt the advancement system from The Black Hack, in which the party gains an Experience each time something specific happens in play. Characters level up once they have Experiences equal to the new level. These things count as a defining Experience: * Defeating a powerful ‘named’ enemy either in combat or by thwarting their schemes. * Discovering the entrance - or a newer, deeper level - of a ‘dungeon’ or lair and beginning to exploring it. * Recovering a unique artifact such as an arcanotech device, notable starship, or Weave-era installation. * Overcoming, disabling, or surviving a deadly and powerful threat such as a magical trap or enemy capture. * Completing a mission for someone else. * Achieving a defined goal, shared or personal, of the characters.
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