Builder's Manual · Chapter 3

Building Characters

Characters in Nephibis are built from two files: a Species (what you are) and a Type (what's been done to you). Understanding how these interact is the foundation of character creation.

The Species/Type Split

Every character has a biological origin (Species) and, optionally, a modification (Type):

SpeciesUses Type?Examples
HumanYesHuman Baseline, Human Mutant, Human Cyborg
BeastkinYesBeastkin Mutant, Beastkin Baseline
HalfkinYesHalfkin Baseline, Halfkin Splice
DemonNoDemon (progression stages replace Type)
AngelNoAngel (progression stages replace Type)
AINoAI (core-based progression)
AndroidNoAndroid (absorption-based progression)

Species files define biology: base stats, stat caps, equipment slots, vital spots, kill conditions, health tier guidance, and racial abilities.

Type files define progression: level cap, stat growth per level, healthPerLevel, staminaGainPerLevel, energyGainPerLevel, and manaGainPerLevel.

The naming convention is always [Species] [Type]: Human Mutant, Beastkin Cyborg, Demon (no type), Angel Seraphim (progression stage).

Resource Pools — The Critical Decision

Each character accesses one or zero resource pools beyond HP. This is determined by their Species/Type combination:

ResourceWho Gets ItFormula Key
StaminaMutant, Nano-EnhancedstaminaGainPerLevel (3 for Mutant, 4 for Nano)
EnergyCyborg, Frame, Android, AIenergyGainPerLevel (varies by species)
ManaDemon, AngelmanaGainPerLevel (6 for both)
NoneBaseline Human, Beastkin, Splice, HalfkinAll gains are 0

Common mistake: giving non-Demon/Angel characters Mana, or giving non-Mutant/Nano characters Stamina. Mutants have abilities that cost Stamina, not Mana. Nano-Enhanced have abilities that cost Stamina, not Energy. Only Demon/Angel have spells that cost Mana.

The Six Stats

All characters have six stats: STR, DEX, CON, INT, WIS, CHA. Starting values come from the Species file's baseStats, then get adjusted based on backstory.

Key scaling relationships:

  • STR → melee damage, carrying capacity, crit damage
  • DEX → ranged damage, accuracy, dodge, crit chance, speed
  • CON → max HP, stamina, resistances, passive healing
  • INT → tech damage, crafting, nano abilities, Frame piloting
  • WIS → perception, willpower, ability proficiency, magic resistance
  • CHA → social skills, summon strength, leadership

Stats grow per level according to statGrowthPerLevel from the Type file. Baseline Humans grow 1.5 per stat per level (cap 20). Mutants grow 3 per stat per level (no effective cap). Demons grow 6 per stat per level (cap 150, rising through progression stages).

Health Scaling — Why CON × Level Matters

The HP formula scales with CON multiplied by level. This is intentional: damage output scales with stats (which grow per level), so HP must scale proportionally or high-level combat becomes "first hit wins."

Max HP = 50 + (CON × 5) + (level × CON × (1 + healthTier × 0.25)) + (level × healthPerLevel)

HealthTier (0–3) is set by the GM based on the character's build:

  • 0 = Frail (psychic mutants, glass cannons)
  • 1 = Standard (most characters)
  • 2 = Tough (regenerators, demons, angels)
  • 3 = Tanky (physical mutants, dedicated tanks)

Each tier adds +25% CON scaling per level. This is the primary driver of HP differences between builds of the same race.

Building a Character — The Checklist

  1. Player chooses Species. This determines biology, base stats, and equipment slots.
  2. Player provides backstory. Background, personality, goals, relationships.
  3. GM assigns base stats. Start from Species baseStats, adjust for backstory.
  4. GM sets derived stats. Calculate HP, Stamina/Energy/Mana (if applicable), Speed, Perception.
  5. GM assigns starting skills. 4–8 skills at 1–25 based on backstory.
  6. GM assigns equipment. Modest starting gear (Tier 1–2). Cyborgs must start with a Power Cell.
  7. GM records racial abilities from the Species file.
  8. GM creates the character sheet with all current values set to maximum.

Critical: currentHealth = maxHealth at creation. Same for Stamina, Energy, Mana. Characters start at full resources.

Equipment Slots

Standard slots: Head, 3 Body layers, Hands, Left/Right Hand (Melee), Left/Right Hand (Ranged), Legs, Feet, Belt, Back, Necklace, up to 10 Rings, and Implant slots (count varies by race).

Racial variations: extra arms get extra hand slots, wings get wing slots, tails get tail slots.

Two-handed weapons require both hand slots unless STR is ≥2× the weapon's STR requirement. Races with extra arms can wield two-handed weapons in one pair and hold another weapon in the free pair.

Frames — Baseline Humans Only

Frames (power armor) are restricted to baseline humans. The onboard AI scans the wearer's biology and locks out anyone with genetic modification, nanomachines, or demonic energy. This is a design choice — Frames were built to level the playing field for unmodified humans.

A Frame occupies its own equipment slot and overrides all combat stats. The pilot's STR/DEX/CON don't apply to combat — only INT (targeting) and DEX (handling) matter for piloting.

A character with light cybernetics (1–2 implants) can still use a Frame. Moderate or heavier chrome triggers the Frame's rejection system.

Manual updated Aug 9, 2026.