Player's Handbook · Chapter 2

Making a Character

You need four things before your first scene: a species, a type, a backstory, and a name you'd answer to on a bad night.

Step 1 — Choose your species

Your species is what you are — your biology, your base stats, your stat caps, your natural abilities, and whether you have a power pool at all.

SpeciesWho they arePower pool
Baseline HumanUnmodified humanity. Skill, equipment, and tactics; stat caps at 20. The only beings who can pilot Frames.None
BeastkinAnimal-humanoids — fur, fangs, tails, beast form. Stronger caps in physical stats.None
HalfkinMostly human with subtle animal traits. Passes in human society.None
MutantHuman-descended, mutated genes granting extraordinary powers. No stat caps — they grow without limit.Stamina
Nano-EnhancedNanomachines fused into the body. Powerful, adaptable, EMP-vulnerable until they fuse fully.Stamina
SpliceA baseline being with animal DNA spliced in. The only path that can reduce a stat's growth.None
DemonExtradimensional beings of immense power. Evolve through stages: Demon → Arch Demon → Demon Lord.Mana
AngelCelestial beings of divine origin. Evolve through stages: Angel → Archangel → Seraphim.Mana
AndroidSynthetic humanoids. Never tire, absorb energy attacks, and suppress mutant/nano/magic power on contact.Energy
Artificial IntelligenceA digital consciousness with no body. Only Intelligence grows — without limit. Controls bodies and networks.Energy

Some species are always enhanced (Mutant, Nano-Enhanced, Splice) and some are born as what they are (Demon, Angel, Android, AI). Others — Human, Beastkin, Halfkin — choose whether to stay baseline or take a modification.

Step 2 — Choose your type

Your type is what's been done to you. Think of it as your progression path: it sets your stat growth per level, your level cap, and which abilities you can fuel.

TypeWhat it doesFuels
BaselineNothing done to you. The absence of the other types — it never mixes.
Mutant+2 to every stat per level, +2 more in your power stats. Removes stat caps.Stamina
Nano-EnhancedGrowth focused on CON, then STR/DEX. Removes stat caps.Stamina
SpliceAdds or subtracts growth per animal spliced.
CyborgNo growth bonus — cybernetic implants (equipment) push you past the caps.Energy

Mutant, Nano-Enhanced, Splice, and Cyborg stack — a Human Mutant Nano is a real thing, and all the bonuses add. Your character sheet records the combination in characterTypes. Your name always reads [Species] [Type]: Human Mutant, Beastkin Cyborg, Human Splice. Demons and Angels skip types entirely — their progression stages replace them.

Step 3 — Write the person

Your backstory is not flavor text; it is mechanical. It sets:

  • Base stats — start from your species' baseline (all 8s, roughly; Demons and Angels start higher), adjusted for who you've been and what you've survived.
  • Starting skills — 4 to 8 skills rated 1–25, drawn from your history. A former soldier has Combat skills; a street kid has Stealth and Survival.
  • Starting credits — from your life, not your power. An Omega-level mutant living in a rundown pod with empty pockets is completely valid. Power doesn't pay rent.
  • Starting gear — modest Tier 1–2 equipment. One hard rule: if you're a Cyborg, you must start with a Power Cell equipped or in your inventory. Without one, every implant shuts down.

Step 4 — The table does the rest

The GM sets your Health Tier (0–3: how tough your build is), computes your derived stats (HP, resources, speed, perception), records your racial and type abilities, and builds your sheet — with every resource at maximum. You start at full power, ready for your first scene.

If you're stuck, start from the species that excites you most, then ask: what was done to me, and what did it cost? The answer to that second question is usually your character.

Manual updated Aug 9, 2026.