Abeir Toril › Character creation
Six steps. The order matters — your past sets your numbers, your numbers set how much of you can be replaced.
Where you come from. This is the only source of ability bonuses at creation — your species grants none.
| Ability scores | Your Lifepath names three. Take +2 / +1, or +1 / +1 / +1. |
| Skills | Two, arriving as Skill Shards already socketed. You did not learn them. Your past installed them. |
| Tool | One proficiency. |
| Gear | A starting kit and some €$. |
| Special Feature | One, unique to that Lifepath. This is your origin feat. |
The suggested destination is a suggestion. A warren rat who walks into Kessel's Yard becomes a Redliner, and the fact that they grew up in a megastructure is the interesting part.
Your Role is one implant with twenty Marks. Choosing it is choosing the hardware, the company that made it, and the person who signs for you.
You start at Mk1, and Mk1 of your first implant is free — the Fixer's Favour covers it. Somebody paid. They have not forgotten.
Everything downstream is these:
Your highest Mark is on both sides, so it cancels. A single-Role character has exactly CON points of room for optional chrome — at Mk1, and still at Mk20. The numbers climb; the room does not shrink.
A second Role adds its full Mark to Load and gives nothing back. Solo Mk10 / Netrunner Mk10 at CON 10 has zero room left for so much as a pair of optics.
Optional implants answer to both limits, and they do different jobs.
| Limit | Governs | Measured in |
|---|---|---|
| Capacity | how much chrome your body tolerates at all | Load |
| Location slots | where it goes — 2 per location | slots |
A piece of chrome must pass both: a free slot and the Load to carry it. Slots stop you stacking six implants in one forearm; Capacity stops you stacking the whole catalogue across your body.
Your subclass. You do not choose it and you cannot swap it — your lienholder specs the implant, and there is no catalogue to browse. One per Role.
| Role | Firmware | Role | Firmware |
|---|---|---|---|
| Solo | Champion | Medtech | Triage |
| Netrunner | School | Media | Patron |
| Fixer | Thief | Exec | Bloodline |
| Rockerboy | Archive | Tech | Shop |
| Nomad | Hunter | Cyberpsycho | Berserk |
| Lawman | Oath | Ascetic | Open Hand |
Not a character-creation choice. If you want something that is not on that list you will be paying somebody to build it, and that is a story, not a line on a sheet.
Every Role implant has a lienholder. They made it, they license it, and they can take it back. This is not flavour — it is the thing your GM will use to ruin your week.
Who fronted your Mk1? It was free to you. It was not free.
What are you behind on? Payments, favours, silence.
What would you refuse to have removed? Name it now, so it means something when they ask for it.
You do not gain a level. You go somewhere and have something installed.
| Prereq | The previous Mark. That is the entire prereq system. |
| Load | = the Mark number. A Role at Mk N weighs N. |
| Price | Load × 1,000 €$, plus street cred for anything restricted. |
| Hit points | First implant Mk1: max hit die + CON. Every Mark after: average hit die + CON. |
| What you get | Mark N grants every feature that class gets at level N. No Mark is ever empty. |
ASIs feed CON, and CON is Capacity. So every ASI is a choice between being better at what you do and being able to do more things. That tension is the whole build game.
Skills are Skill Shards — items, socketed, findable and losable. Your Lifepath's two came pre-installed. The mechanics are unchanged from standard play; only what the skill means is different.
| Standard | Here | Standard | Here |
|---|---|---|---|
| Arcana | Netlore | Religion | Doctrine |
| Nature | Biotech | Animal Handling | Handling |
| Survival | Streetcraft | History | Archives |
| Medicine | Trauma | Investigation | Forensics |