Overall Character Concept
Most overall character details add flavor for roleplay and story hooks, but do not directly affect gameplay dice pools:
Picture - More detailed pictures can provide opportunities for immersive roleplay moments, but is not required
Description - Make sure to define at least the character metatype and past career. Additional background details may be added at any time during character build
Player Metatypes
Metatype
Physical Appearance
Stereotype Notes
Human
With rounded ears and varying stature, humans look the same as ever.
Humans are perceived as being oblivious, bland, and bigoted.Meta-purity groups have made many other metatypes wary of humans.
Dwarf
Short height and broad shoulders make dwarves recognizable.Prolific facial hair and scottish accent are optional.
Dwarves are perceived as being hardworking, isolationist, and stubborn.Many people mistakenly believe dwarves are resistant to poisons.
Elf
Pointed ears and pretty features are the core markers of elves.Slender build and snobby accent are optional.
Elves are perceived as being snobby, isolationist, and narcissistic.Many people mistakenly believe elves are innately good at magic.
Ork
Big, broad, and tusked, orks stand out in the average crowd.Green skin and surly demeanor are optional.
Orks are perceived as being aggressive, stupid, and shiftless.Many people mistakenly believe orks have darkvision.
Troll
Bigger, broader, and horned, trolls are everything orks are but more. Thick skin and permanent scowl are optional.
Trolls are perceived as being brutish, stupid, and slow.Many people mistakenly believe trolls have bullet-resistant skin.
Tension between metatypes may vary in intensity depending on the table flavor and setting specifics. Play up metatypes to explore discrimination and modern-day racial issues.
Some classic supernatural creatures have resurfaced with the 6th world, but are not metatypes. Several types of viral-borne illnesses surface classic monster types such as vampires, ghouls, werewolves. Playing a viral character has impact on many elements of character play and should be discussed with your DM.
There are other metatypes in Neon Sorcery, but they are rarely used for player characters as they have severe limitations functioning in a world designed around humans. Talk to your DM if you’d like to play one of these non-standard metatypes, they may suggest specific traits or character adjustments to fit.
NPC and rare metatypes include: dragons, mermaids, centaurs, AI, and more.
The names and general appearance of metatypes here are based off european fantasy tropes. If you’d like to have a metatype fit a different regional or cultural flavor, go for it. Please be respectful of cultures that are not your own personal heritage.
Status trackers
During gameplay you may have status effects that apply to your character. These fields are generally not used during character build unless special circumstances arise.
Attributes
Attributes define the core generic capabilities of each character.
During character creation, each level costs 1 attribute point.
Rookie = 12 attribute points - no attribute below 1, or above 6 during character gen
Merc = 15 attribute points - no attribute below 1, or above 7 during character gen
Pro = 18 attribute points - no attribute below 2, or above 8 during character gen
Attributes
Attribute
Description
Notes
FIT - Fitness
Health, strength, and vitality of character’s physical body.
Used primarily for body-type resistances and passive checks.
COR - Coordination
How well your character moves objects (including themselves) through physical space.
Used primarily for body-type skill checks.
LOG - Logic
Ability to learn new things, mental health and wellness.
Used primarily for mental-type resistances and passive checks.
Wit - Wit
How well your character applies their knowledge in real-time.
Used primarily for mental-type skill checks.
Attribute Levels
Attribute Level
Description
Gameplay Effect
0
Nonfunctioning
You are hospitalized or in care until the attribute can be raised.
1
Significantly below average. You struggle with related skills
1 success on all rolls turns into a 1
2
Below average. You struggle with related skills.
1 success on all rolls is ignored
3
Average adult level
4
5
6
Professional level
Maximum starting level - Rookie
7
Maximum starting level - Merc
8
Expert level
Maximum starting level - Pro
9
10
Best in world
Maximum level for players
Etiquettes
Social groups and communities use shared social rules and language called Etiquettes. Knowing the right social rules in a situation ensures that your characters’ attempts to connect and manipulate others work as planned.
Etiquettes act as Charisma-type bonuses in Errant Assets. When attempting social checks, a player states which etiquettes they are using during the check, and the DM will adjust thresholds to match.
If the etiquette is a mismatch, the DM adjusts the success threshold accordingly. This does not represent a failure to perform the etiquette. Instead, it simply represents that you are using the wrong social rules for the situation.
Upbringing Etiquettes
Select 1 upbringing etiquette. This defines the sort of situations your character spent most of their upbringing in.
Etiquette
Description
Street
You grew up outside of a corporate enclave in the general poverty and neglect of your local government.
Corpo
You grew up in a corporate enclave but your parents were mid to low level workers who still had to work.
Socialite
You grew up in a wealthy home where money was little concern but social status was a constant battle.
Career Etiquettes
Career Etiquettes belong to broad classes of working industries that share terminology and social expectations.
Select 1 career etiquette. Additional etiquettes can be bought as an optional trait.
Etiquette
Common Career Subfields
Additional Considerations
Academic
Professor, Teacher, Trainer, Researcher
Field of expertise, Employer
Bureaucrat
City worker, Politician, Government official
Role, Department, Past access level
Criminal
Runner, Hitman, Smuggler
Field of expertise
Entertainment
News, Sports, Music
Role, Genre
Medic
Docwagon, Streetdoc, Ripperdoc
Role
Security
Law Enforcement, Military, Gang, Magic muscle, Spider
Role, Employer
Technician
Crafting, Mechanical, I.T.
Field of expertise, Role
Wageworker
Custodian, Retail, Service industry
Role, Employer
Skills
Common Skills
Common skills may apply in many situations. Common skill tests often have a higher threshold than Niche skill tests
Athletics
Stealth
Perception
Influence
Niche Skills
Some skills have more limited applications. Pick skills that make sense for your backstory or previous career
(3 x Logic) = Niche skill points
Combat
Hacking
Casting
Medicine
Engineering
Crafting
Etc.
Skill Level Implications
Skill Level
Description
Notes for Characters
0
Untrained - The default level of knowledge obtained through interaction with society and the Matrix. Though untrained, you have a general awareness of the skill, and occasionally may even be able to fake it.
Default starting level
1
Beginner - You have a little training about how it works, but not always why it works.
2
Novice - You’re a hobbyist, but not an enthusiast.
3
Competent - You’re skilled at basic operations but struggle with complex operations and “tricks.”
4
Proficient - You’re comfortable with what you do and perform well under normal pressures. Professional level for most jobs.
5
Skilled - You know how to handle yourself in unfamiliar situations, and can get creative when solving problems.
Maximum starting level - Rookie
6
Professional - You could easily sell your skills on the open market.
Maximum starting level - Merc
7
Veteran - You’ve seen a lot of what the skill can do, and what it can’t. Other people ask you how to do it.
Maximum starting level - Pro
8
Expert - You are a highly sought-after talent. Corporations seek you out (or extract you from other corporations).
9
Exceptional - Your name is synonymous with the skill. If you have multiple skills at this level, you’re lauded as exceptionally gifted.
10
Elite - You are famous for the skill, even people unfamiliar with the skill may have heard of you.
11
Legendary - You are a paragon to those trying to excel at your skill. Techniques are named after you.
12
Best in world - You have reached the pinnacle of mortal achievement. This expertise represents the top 0.00001% of all practitioners in known history
Maximum in-game level
While you can spread your skills very wide, keep in mind that you are a professional selling a specific skill set. You should have at least one skill at Proficient or higher.
Skill tricks
At character creation, players can choose free skill tricks = Logic
Additional skill tricks can be bought for 2 xp each
After character creation, skill tricks must be learned during downtime.
Contacts
No matter how introverted you are, during your life you’ll have made friends and enemies along the way. Relationship contacts are the result of the life your character has already lived.
Friendly Contact
No matter where you go, old friends tend to crop up. Someone who knew you when you were young happens to be available as a friend during this campaign.
Choose a contact from the Contact Type Table and set their Affinity at Friendly, and their Power at 3.
By default, the family friend contact has the same upbringing etiquette as the character, but a different etiquette can be chosen.
Enemy Contact
No matter how hard you try to please everyone, someone with your skills is going to anger someone.
Choose a contact from the Contact Type Table and set their Affinity at Dislike and Power at 3.
Combat/Hostile Stats
Many statistics used in gameplay are calculated after character creation. Leave these fields blank until after you have bought gear and finalized all potential bonuses that might affect these stats.
Passive Thresholds
Passive thresholds are used when other characters or NPCs act against your character. These thresholds are static and built by a combination of attribute calculations and gear bonuses.
Active Pools
Active pools are used when your character is taking a related action. Active pools may be changed by situational effects, gear, skills, or traits.
Health and Stun Tracker
During gameplay, character damage is tracked on the health and stun trackers. For every 3 boxes filled in, characters receive a dice pool penalty for all actions.
By default, all characters have 8 boxes available for both Health and Stun. Some traits may enable a character to have more or less than that, which will affect their ability to withstand damage during gameplay.
Soul and Status
Triple Soul
In Neon Sorcery, characters personality and will are tied to their soul, but this soul does not have to be tied to a body
Body-soul is called essence. By default, all metahumans are born with 6 essence. Essence helps the body heal and manipulate the world, and results in an affinity for good luck, called Savvy.
Metahumans can also have innate mana or resonance. Mana unlocks the ability for metahumans to manipulate astral forces to cast magic. Resonance allows metahumans to innately manipulate technology to hack or control devices.
During character gen you’ll have chances to convert physical essence into innate mana and resonance with the Awakened and Emerged trait. Each point of mana or resonance removes 1 essence from the soul pool. The total pool of a character’s soul always adds up to 6. Essence can also be converted to resonance with bioware during character generation or during gameplay. Essence can be converted to mana during gameplay through magical initiation or special events.
Soul pools are not the only way for characters to access magical and technological abilities. Magical and technological items may add temporary mana and resonance to your characters pool without affecting your character’s soul composition. This mana and resonance is dependent on the item and is only available to your character when they have their gear with them.
NOTE: To cast spells, characters must have at least 1 innate mana. Magical items do not require innate mana.
A character that has 0 essence will not be able to be resurrected or return to their body. Upon physical death, the character’s soul becomes fully astral or digital, and an appropriate magical or android body is required to house their soul.
Soul Abilities
All soul types added together should equal 6 at end of character creation.
Savvy, Mana, and Resonance can all be supplemented later. Only soul pools are innate.
NOTE: To cast spells, characters must have at least 1 innate mana.
To play a character that uses technomancy abilities, you must purchase the Emerged quality during Heritage.
Savvy, mana, and resonance power special abilities during gameplay. Make sure to note how much of each innate pool you have.
Traits
During character creation you’ll have the option to select variable traits. Traits have a cost or benefit that is subtracted or added from your trait character build point pool when you choose them.
Rookie = 12 trait character build points
Merc = 15 trait character build points
Pro = 18 trait character build points
Your trait pool must be 0 or above at the end of character creation. You do not have to purchase traits, especially not negative ones, but it is recommended to spend your build points.
Traits should be split evenly between qualities that your character was born with, and that they acquired before the campaign starts, with 3 traits for each.
Special Heritage Traits
These traits can only be purchased during the heritage phase of character creation.
Unlocking Technomancer or Magic-based skills require a character to become Emerged or Awakened during character generation.
Technomancy is not required for resonance - resonance can be acquired later through gear and bioware.
A character does not need innate mana to trigger a magical object, but does need at least 1 innate mana to cast a spell.
Surged traits are mutations of your body beyond a metatype, and may grant unique abilities or cause noticeable disfigurations.
To play a character that uses technomancy abilities, you must purchase the Emerged quality during Heritage.
Gear
Spells and Programs
Spells and programs are purchased during gear buy, and can be bought at any time during gameplay.
Characters can only know the # of Spells as their Casting skill x Logic, and # of Programs as their Hacking skill x Logic.