MAIN CHARACTERS
PICK or ROLL TYPE
     1 Alien
     2 Beastoid
     3 Construct
     4 Human
PICK or ROLL JOB (*ROLL SPECIAL ART)
     1 Cyborg                             7 Light Mage*
     2 Dark Mage*                         8 Machinist
     3 Detective                          9 Ninja
     4 Genoman                            10 Soldier
     5 Hunter                             11 Swordmaster*
     6 Kickboxer*                         12 Vagrant
BODY, MIND, LUCK : ROLL 4d4-LOW ROLL, THREE TIMES. ASSIGN TO SCORES.
HIT POINTS = BODY + 1d4
SOUL POINTS = (MIND + LEVEL) / 2 ROUND DOWN
FATE POINTS = LUCK / 3 ROUND DOWN
START WITH 1 PERK, PLUS 1 PERK FOR EACH BODY, MIND, LUCK LESS THAN 8.
ZENNY = LUCK x 12. CARRY ITEMS = BODY + 3, AND BACKPACKS ETC.
SKILLED WITH ONE WEAPON BOUGHT. NOT SKILLED -d4 DAMAGE.
START WEAPON          BODY     DMG/2H     ZENNY     FREE STARTER KIT
Titanium AXE          10      2d8         50        Torch, Electric
Steel CLAW            7       2d6         40        3 Rations
Titanium DAGGER       5       d4+d6       18        1 Drink(Water)
FLAMETHROWER          8       2d6         90        1 Random Tool
Power FIST            5       2d4         33        1 Random Junk
Needle GUN            6       d4+d6       50
Sonic RIFLE           7       d6+d8       60
Wood ROD              5       2d4         7
Throwing STARS(10)    8       2d4         7
Bommerang SLICER      8       2d4         15
Steel SWORD           8       2d6/d6+d8   55
Bull WHIP             8       d4+d6       30
START ARMOR     DEF   EFFECT        ZENNY
Graphite Shield +1                  30
Leather         +1                  30
White Mantle          +1 SP         50
EQUIP : ZENNY
Acid 5          Grap. Hook 25      Power Tool 20            Antidote 10
Bedroll 15      Hammer 7           Shovel 30                Coffee 8
Bucket 5        Net 8              Spikes(10) 4             Elixir 80
Camera(10) 30   Oil 3              S-Battery 10             Medkit 30
Camp Stove 15   Pickaxe 30         Spare Parts 10           Pipe Weed 5
Crowbar 20      Pole,Folding 10    Translator 70            Stim Pack 14
Duck Tape 7     Rope(50’) 15       Walkie Talkie(2)40       Street Food 7
JOBS (d12)
1 Cyborg +1 BODY , Brawny
* Has infravision. Can equip up to 3 Vehicle Mods. Can be repaired as a vehicle
* Survives Mortal Wounds if repaired within 1 week
2 Dark Mage, +1 MIND, Magic-User
* +1 random Umbral Art. Invent new Umbral Arts if SM approves
* You can detect magic at will. Spend 1 FP to identify magic items
3 Detective Knowledgeable, Perceptive
* Spend 2 FP to petition the SM for a hint. Spend 1 FP to gather a random rumor
* Spend 2 FP to glean a person's general whereabouts from talking to people
4 Genoman +1 BODY, +1 MIND, -1 LUCK, Acrobatic, Regenerative
* Spend 1 SP for an extra Move Action. 10 year lifespan
5 Hunter Dead Shot, Survival
* Make weapon Mods from slain creatures; Enhanced ATK vs that creature
* Spend 1 SP to forage herbs to emulate any Consumable. Invent new potions if SM agrees
6 Kickboxer Alert, Martial Artist
* +1 random Unarmed Art. Invent new Unarmed Arts if SM approves
* Replenish 1 SP whenever you roll doubles on an AYK
7 Light Mage +1 MIND, Magic-User
* Spend 1 FP to perform an Exorcism. Prompts Morale Test for a nearby Undead, Demon, or Fey
* +1 random Radiant Art. Invent new Radiant Arts if SM approves. Can detect nearby Undead
8 Machinist Handy, Programmer
* Build and repair gear at 50% cost . Invent your own, subject to SM approval
* Can disassemble 10 Zenny worth of items into Spare Parts
9 Ninja Deft Hands, Sneaky
* Sneak Attacks deal triple damage. Spend 1 FP to dodge an attack as a free action (not AOE)
* Spend 3 FP to escape a dangerous situation, ending turn in an unobserved location Nearby
10 Soldier Die Hard, Sturdy
* HP gain from Second Wind is doubled. Spend 2 SP to make a free ATK after felling an enemy
* Spend 1 SP to make and ATK Enhanced. Spend 1 SP to make an ATK against you Impaired
11 Swordmaster Alert, Martial Artist
* +1 random Sword Art. Invent new Sword Arts if SM approves.
* Replenish 1 SP whenever you fell an opponent.
12 Vagrant +1 LUCK, Pilot
* Spend 1 SP to succeed at a First Strike Test. Spend 1 FP to force any re-roll
* Pick a lucky number between 1-20. Recover 1 FP whenever you roll that number on Tests
PERKS (d4,d8)
11 Acrobatic Acrobatics Tests gain Advantage (ex. parkour, jumping, climbing, etc.)
12 Adept +1 Soul Point.
13 Alert First Strike Tests gain Advantage.
14 Assassin Sneak Attacks are Enhanced.
15 Brawny Strength Tests gain Advantage (ex. pushing, pulling, lifting, breaking)
16 Dead Shot Far attacks are rolled normally (not Impaired).
17 Deft Hands Dexterity Tests gain Advantage (ex. sleight of hand, pick locks)
18 Die Hard Mortal Wound Tests gain Advantage.
21 DIY Invent a Perk not covered by this list. Confirm that the SM approves.
22 Dual-Wielder When dual-wielding, roll damage f ns and take highest 2 results.
23 Grappler Grappling Tests gain , pin).
24 Handy Repair and Crafting Tests gain Advantage.
25 Knowledgeable General Knowledge Tests gain Advantage.
26 Latent Ability +1 to either BODY, MIND, LUCK (Maximum 15 per stat).
27 Magic-User You can learn Magic Arts. Gain 1 random Magic Art (Radiant or Umbral).
28 Martial Artist You can learn Combat Arts. Gain 1 random Combat Art (Unarmed or Sword).
31 Mastery Rank I Increase SP Dice for one Art style to d6 (default is d4).
32 Mastery Rank II Increase SP Dice for one Art style to d8. Requires Mastery Rank I.
33 Medic Medical Tests gain Advantage.
34 Pack Rat +3 Stow slots.
36 Passive Income Gain [(Mind+Luck)x10] Zenny at beginning of each month.
37 Perceptive Perception Tests gain Advantage.
38 Persuasive Social Tests gain Advantage.
40 Pilot Piloting and Navigation tests gain Advantage.
41 Proficient You gain proficiency with a chosen weapon type.
42 Programmer Software and Hacking Tests gain Advantage.
43 Regenerative Fully heal Hit Points OR Soul Points from Long Rests (unless Injured).
44 Snake Eater Tests against poison, paralysis, radiation or disease gain Advantage.
45 Sneaky Stealth and Disguise Tests gain Advantage.
46 Striker Exploding Dice threshold reduced by 1 for initial roll (ex. 11-12 on 2d6).
47 Sturdy +2 Hit Points.
48 Survival Hunting, Camping, Tracking, and Overland Navigation Tests gain Advantage.