Void Lobby Build Points Options

Character Creation

First Step in Character Creation is determine your character's Paradigm. A Paradigm has two overlapping Axis of Categories with three possible positions on each axis. Each category corresponds to specific stats. Choose one for each axis.

The core question of the first axis is "What is the focus of your power?"
And the three valid answers are: Physical(+2), Mental(+2), Balanced(+1).

The core question of the Second axis is "How do you respond to power?"
And the three valid answers are: Defense(+1), Action(+1), Support(+1).

These choices grant their starting bonus to the specific stats within the chosen categories, with Balanced adding it's bonus to all Physical, Mental, and Spiritual stats. Spiritual is not an option for the first axis question intentionally, as Spiritual development is meant to remain a mystery unless unlocked in play, even though the DM will use your Spiritual Stats as part of any Procedural Generation the System calls for regardless of whether you have unlocked any Spiritual progression System.

Stats Listed by Category:
Physical="Vitality, Endurance, Strength, Agility, Perception, Reaction,"
Mental="Resistance, Resolve, Intelligence, Wisdom, Control, Focus,"
Spiritual="Faith, Fortitude, Devotion, Zeal, Mercy, Luck"
Defense="Vitality, Endurance, Resistance, Resolve, Faith, Fortitude"
Action="Strength, Agility, Intelligence, Wisdom, Devotion, Zeal"
Support="Perception, Reaction, Control, Focus, Mercy, Luck"

Second Step is to roll 18d4 and assign one each to be added to each of your 18 stats.
Your species is Human or Hybrid/Mutant depending on choices in the next step, and you start without a Class and must obtain that after Starting.

Third Step is to spend your Starting Build Points (BP). The default starting BP pool is 50 (adjustable by GM for campaign difficulty), representing a balance between personalization and survival challenges, with Flaws and Discounts providing the Player the option to increase their own difficulty in exchange for more BP to start with. The Costs of the following options are based on 4 main values for starting points: Low (15), Mid (25), High (50), Peak (100).

Build Point Options

In this TTRPG setting, players start in a "void space lobby with character build options and voice assistant system" upon isekai arrival, where they receive a pool of Build Points (BP) to customize their starting build. BP can be spent across the categories below, with costs scaled for balance: minor upgrades cost 1-5 BP, moderate 6-10 BP, major 11+ BP. Some options have prerequisites or scaling tiers (e.g., buy multiple times for higher tiers) that list a Max Level, which refers to the Max Level you can take at Start rather than the Max Level possible to achieve after starting. Many options offer the opportunity for discounts based on various conditions to determine final costs. These options are not listed in descriptions found in the game, but can be intuited in some cases and can be searched for via the voice assistant system with good search parameters.

Options draw from the setting's elements like psionics, genetics, magic, cultivation, and modern-Earth grabs. Players must spend at least 5 BP on selections from "Land Grabs" or "Equipment" or some combination of the two categories equaling at least 5 BP to ensure a viable starting base, reflecting the survival focus.

Player's Character sees a 5 minute Countdown Timer upon arrival into the Build Point Lobby. Any unspent BP at the end of the Countdown Timer are converted to Serendipity Tokens they may use during play. It is highly recommended that you roleplay this challenge out, using a time dilation variance between In-Game-Time and Real-World-Time such that you give the players 1 hour IRL to represent the 5 minute timer in game. This translates to every IRL minute representing 5 seconds on the timer.

The descriptions and mechanics below are intentionally vague or missing key information so there is room to define that at your table and because it helps better capture the theme of a System from so many System novels where the System doesn't fully explain anything to the User of the System, making each choice a kind of blind puzzle.

1. Stat Upgrades

These Stat Upgrade options enhance stats as described below.
Base stats for Level 0 NPCs start at a value range of 1-6 (human average).
Stat Upgrades provide immediate bonuses and influence derived stats like Health, Stamina, or Mana; and Actions related to that stat, as well as the bonus triggers again at each Major Milestone Level Achievement (1, 2, 3, 5, 10, 15, 25, 50, etc.)

2. Ability Upgrades

Abilities are comprised of traits, knowledge, or training which improve actions and reactions or responses to environmental challenges that are gained from Skills, Spells, Techniques, Arts, or Merits. You will not start with any Skill Levels or other abilities you had on Earth, instead you can prove your knowledge through actions to gain those levels in Skills that map to knowledge you already possess. For instance, if you were an ER Doctor on earth, you will not start with Biology or Surgery Skill Levels but your existing knowledge makes gaining the first Level of the Skill easier than others will be able to due to your understanding helping you know what works, thereby reducing much of the try-and-see trial efforts others encounter when attempting to learn a new skill.

Skills

Skills start at 0 (untrained). Upgrades grant starting proficiency to selected skills or specialties which improve existing or grant access to new actions, reactions, or responses.
Skills are not limited to the following list, but do include Combat Basics (e.g., Spear Fighting, Archery, Brawling, Karate, etc. specialties), Survival (e.g., Tracking, Dodge, Stealth, Foraging, Trapping), Crafting (e.g., Smithing, Formations, Talismans, Alchemy, Herbalism, Farming, Leatherwork, Painting, Masonry, Carpentry, Writing), Physical Fitness (e.g., Running, Heavy Haul, Strong Lift, Acrobatics, Jumping, Climbing), Mental Fitness (Concentration, Visualization, Meditation, Philosophy, Reasoning, Creativity), or Cultivation/Psionic/Magic (e.g., Qi Gong, Telepathy, Spellcasting).
Skills chosen at this time may be slotted into any Skill Slot position available. Unslotted skills have their associated actions increased in difficulty.

Spells

Spells are in many ways the same as Skills, except they always have an associated action or effect, and do not occupy Skill Slots.

Merits

3. Spirit Upgrades

Spirit Upgrades are inherent Affinities and other Spirit Enhancements, that provide bonuses to related actions and unlock future growth paths.

Affinities

Affinities represent innate ties to elements, energies, or paradigms (e.g., Paradox, Dao, Elements, Magic, Psionics, Wyld). They provide bonuses to related actions and unlock future growth paths.

Spirit Enhancements

4. Genetic Upgrades

These alter your biology, drawing from alien species types and unique mutations. Start with human baseline; upgrades add traits like super healing or psionics.

New Genetic Trait (Mutation/Hybrid)

Add one genetic trait that grants a new Sense, Physiological Adaptation, Natural Defense, or X-Factor capacity. May counts as a Psionic Genetic Upgrade if Trait is Psionic in nature, and any of them allows Unlock of Bloodline System.

Senses

Physiological Adaptations

Natural Defenses

X-Factor

GeneTek & Evolutions

5. Tech Upgrades

Enhance brought-over modern tech (e.g., vehicles, tools) or unlock PsiTek, ManaTek, or other Advanced Tek. Assumes basic tech from your Earth surroundings.

6. Equipment

Grab specific items or sets from your Earth life. Each player starts with personal basics (clothes, phone) they normally have on their person as assumed they had when Transported; BP expands to useful gear.

Storage Item Capacity Chart:

Rank Ring Bracelet Bag Box
J 2 5 10 25
I 4 10 20 50
H 8 20 40 100
G 16 40 80 200
F 32 80 160 400
E 64 160 320 800
D 128 320 640 1600
C 256 640 1280 3200
B 512 1280 2560 6400
A 1024 2560 5120 12800
S 2048 5120 10240 25600
S+ 4096 10240 20480 51200
SS 8192 20480 40960 102400
Units expressed in the chart above can represent Slots, Kilograms, or meters cubed, depending on DM discretion. The Default assumption is to treat them as Slots that are limited such that no individual slotted item can exceed that Total Slots value in KG or meters cubed per item. This provides a simple enough scale to make practical use of tracking items stored within a set power scale without having to break out a calculator unless someone is trying to do something exceptional or ridiculous with a storage item.

7. Land Grabs

Expand the area transported from Earth (e.g., house + nearby facilities like store, gas station, turbines). Starts with a small personal space (e.g., room you were in when transported); BP grabs more for resources/trade hooks. Land Grab selections in excess of 25 BP total for the category will each be automatically applied with the Delayed Delivery Discount. Damaged Structures and other Resources that are broken or not functioning properly on Land Grabs selected will be repaired upon Placement/transport while leaving any purely cosmetic damage like character marks as they are. The starting location of transports is meant to be no closer than 10-25 miles range between each other without using the Companion Transportation Player Advantage, but the DM may choose to allow the players to start closer together than that and if so will be building the same Civilization, either way in that case the Players may choose to Pool BP for the purposes of Land Grabs selections.

Distance (Miles) Cost
Up to 1 +0
Up to 5 +1
Up to 10 +2
Up to 15 +3
Up to 25 +4
Up to 50 +5
Up to 100 +6
Up to 250 +7
Up to 500 +8
Up to 1000 +9
Up to 1500 +10
Up to 2500 +11
Up to 5000 +12
Up to 10000 +13
Up to 15000 +14

BP Modification Options

Advantages & Enhancements

Player Advantages

Starting Location Modifications

System Options

Flaws

Flaws represent some limit, hindrance, or otherwise negative effect on your character that rewards you with more BP to use in character creation. You may not gain more BP from Flaws than you start with.

Discounts

Discounts target an option selected above to modify the BP cost or Refund some amount of BP to you for purchasing that option, with added conditions. Discounts when combined on the same target are applied using an Order of Operations Priority Modifier (O3PM) of 1, 2, or 3. 1's are always first, 2's are always secondary, 3's are always applied last. If multiple Discounts target the same BP Option and have the same O3PM, then use the list order below to determine first to last order, starting from the top to the bottom of the list. Discounts are applied after Flaws and are not held to the same limit for BP, meaning Discounts can allow you to start with more BP than you started with.

This system allows for diverse builds (e.g., martial, ki-based, magic or psionic-focused, or tech-heavy, or mutant, or some combination of two or more types). GMs can add refunds/bonuses for synergies (e.g., +BP from hidden bloodlines). GMs are encouraged to provide a set of System Recommended options for each player based on the character background each player presents.