CREATING A CHARACTER
You
have several choices to make when creating your character.
The best way to navigate through these choices is to think of the
kind of character that you want to play. Are you interested
in a speedy, stealthy Freemind, or a Freeborn technical wiz, or
even a Desert scavenger/trader?
After you
figure out the concept of the character, it needs to be fleshed
out with game mechanics Attributes, Skills, and so forth
as well as more concrete concept points name, age,
sex, and so forth.
THE BARE BONES OF THE CHARACTER
The biggest
choice the player has to make is whether the character is a
Freemind, someone born in the Matrix who has since been freed, or
a Freeborn, someone born outside the Matrix in the few remaining
human cities near the Earths core. Either choice has
its advantages and disadvantages; if the character is a Freeborn,
for example, often have greater resources in the Desert of the
Real, at the cost of being unable to enter the Matrix and fight
the Machines on a digital level. Freeborns also lack what
is known in Matrix terms as a Persona, which is described later.
Attributes
Characters
have 7 Prime Attributes and 8 Secondary (Derived) Attributes.
Quickness:
The characters quickness of mind and body
Intelligence:
The characters capacity for reason
Comeliness:
the characters physical beauty
Strength:
the characters physical might
Knowledge:
a measure of what the character knows
Willpower:
the characters mental fortitude
Endurance:
the characters physical stamina.
No
character can possess and unaugmented Attribute score of more
than 6 or less than one. They may be increased by Real
World technology, or Hacking Abilities in the Matrix.
Derived
Attributes are determined by averaging two of the character's
Prime Attributes.
Charisma
(Intelligence and Comeliness): the characters personal
magnetism.
Size
(Strength and Endurance): the characters physical bulk and
ability to shrug off damage.
Belief
(Willpower and Intelligence plus 1): the characters ability
to bend the rules of the Matrix.
Memory
(Intelligence and Knowledge): the characters ability to
organise and utilise stored facts. It also factors in
Freemind characters Flash Memory abilities.
Intuition
(Intelligence and Quickness): the characters common
sense; the ability to notice things.
Dexterity
(Intelligence and Quickness): the characters hand-eye
coordination, and how fast they react.
Brawling
(Strength and Quickness): the characters ability to fight
with their body.
Stealth
(Quickness and Knowledge): the art of being sneaky.
There are two ways that the player can generate their Attribute and skill totals. The first way is to assign Priorities according to the table below. The character may only choose one Priority 1, one Priority 2, and so on.
Priority | Character Type | Ability Modifier | Attributes | Skills | Resources |
1 | - | +2 | 30 | 10 | Gear, Weapons, Minor Tech, Major Tech, Vehicles |
2 | - | +1 | 27 | 7 | Gear, Weapons, Minor Tech, Major Tech |
3 | Freemind | - | 23 | 5 | Gear, Weapons, Minor Tech |
4 | - | 0 | 20 | 3 | Gear, Weapons |
5 | Freeborn | -1 | 16 | 2 | Gear only |
Character
Type: what general type the character is, either Freemind or
Freeborn.
Ability
Modifier: the bonus (or penalty) that the character receives
to their Hacking Ability total (See Hacking Abilities)
Attributes:
the total number of points that the character can assign to their
Prime Attributes.
Skills:
the number of skills that the character has to begin with.
The second method is using the Point system. the player is alotted 125 points, which may be spent according to the table below.
Character Type: | Freemind: 10 points Freeborn: 0 points |
Ability Modifier: | 10 points per point bonus (-10 points for 1). Maximum of +2, Minimum of 2. Freeborn characters must assign a 0 |
Attributes: | 3 points per Attribute level |
Skills: | 2 points per skill |
Resources | 0 points for Gear Only, 5 points per resource group. Resource groups must be bought in the order Weapons->Minor Tech->Major Tech->Vehicles |
Almost as important as the characters ability is their Tribe. There are nine Tribes, each with their own advantages and disadvantages.
Cypher
(Cyphers)
Unfortunately, the
opinions expressed by Cypher have steadily gained supporters in
the Real World. These supporters, known as Cyphers, have
been known to work for the Machines as human Agents, using their
knowledge and abilities in exchange for power in what they
believe to be the Real World of the Matrix.
Cyphers are highly
untrustworthy creatures, often exiled from the human cities for
political or criminal reasons. Cyphers who have been exiled
in this manner are branded with the symbol of Pluto, lord of the
Underworld. Like their brand-sake, uttering the name of a
Cypher (or even the very name itself) is considered to be bad
luck. Calling someone a Cypher is highly insulting, and
often results in physical retaliation, especially from Apocalytes
and Swtichers.
Cyphers that work
for the machines are often housed in luxurious heated suites near
a Farm or Node, which allows them to double as guards. Some
elect to have their bodies inserted into the Matrix again, and
live as high-powered execs or heads of security.
Skill Modifiers:
None.
Gear Modifiers:
Cyphers usually have the resources of the Machines at their
disposal, so they have access to pretty much any piece of
equipment that you could name.
Other Notes: Many
people distrust Cyphers intensely, and treat anyone with the
brand of Pluto with open hostility, if not an outright
attack. Perhaps this is the reason that Cypher characters
are so very rare.
Switch
(Switchers)
Before her death
at the hands of Cypher, Switch was an accomplished technician and
mechanic. Switchers display a knack for fixing things, from
the smallest microelectronic components to the largest hovercraft
or Battle Suit. Unfortunately, they also display unusually
short fuses, and may fly off in a rage at the slightest
provocation.
Switchers are
easily identified by the array of tools they carry, as well as
the symbol of Luna, a representation of both their female patron
and the malleable nature of their tempers and equipment.
Skill Modifiers:
+1 to Intuition. 1 to Charisma. Free Skills:
Salvage, Repair (one type).
Gear Modifiers:
Switches always have a set of Repair tools on hand (Low/High
Tech, Low Complexity), and many who have established themselves
as part of a hovercraft team or in one of the human cities have
extensive workshops (Low/High Tech, Medium to High Complexity).
Other Notes: If a
Switcher is slighted or insulted, they must make a Willpower
test, with modifiers depending on the situation and person
slighting them. If they fail, then the Switcher attacks the
offender for three rounds, reduced by 1 round per success.
So if a Switcher with Willpower 3 overheard an offhand comment by
another nomad in a bar (no modifiers), and drew two sevens and a
Queen, she would attack the nomad for a minimum of 1 round.
Mouse
(Mice/Mousers)
If you need a rare
part or item, a visit to a Mouser may prove useful. Mousers
are the trade and scavenge kings, able to strip a crashed robot
for parts like a pack of techno-piranhas, and then sell the parts
to you for more than top dollar.
Mousers bear the
mark of Saturn, the god of enterprise.
Skill Modifiers:
+1 to Intuition. 1 to Size. Free Skills:
Appraisal, Salvage.
Gear Modifiers: An
established Mouser will normally have a junkyard or parts shop
overflowing with apparently useless junk. This junkyard
will often include, as a matter of course, at least one Workshop
(Low/High tech, Medium complexity)
Other Notes:
Mousers arent known for their martial prowess; it takes a
Mouser twice as many Experience Points to increase their Brawling
Attribute, or the Martial Arts or Armed Combat skills.
Apoc
(Apocalytes)
Apocalytess are
the architects of the Resistance. They design and oversee
the construction of new dwellings in the Desert, and design new
and better programs for use in the Matrix. They bear the
symbol of Neptune, the life-giving water-god.
Skill Modifiers:
+1 to Memory. 1 to Brawling. Free skills:
Coding, Construction.
Gear Modifiers:
Apocalytes usually have a laptop computer (High Tech, Low
Complexity) on hand, in case inspiration strikes.
Other Notes:
Apocalytes are the builders of the new human society, so they
arent comfortable in less-than-permanent dwellings (tents,
shanty-towns, abandoned buildings). Add 1 to any Targets on
actions taken in such a dwelling. This only applies in the
Real World.
Tank (Tankers)
Tankers are the
backbone of the Resistances Matrix operations; as
Operators, they ghost along with the group, providing information
and the ever-important exit locations. To this end, they
excel in Coding and Research. For reasons not fully
discovered, Tankers are all notoriously loud, even when
attempting to be quiet; this may have something to do with their
being in the constant company of the myriad whines and whirrs of
the hovercraft.
Tankers bear the
mark of Mercury, the god of communications.
Skill Modifiers:
+1 to Memory. 1 to Stealth. Free Skills:
Coding, Research.
Gear Modifiers: a
Tanker character will automatically double the Maximum Load and
Library size of their Hovercraft.
Other Notes:
Tankers are often naïve, and any attempts to trick them are more
likely to succeed. Reduce the characters Intuition by
1 for the purposes of determining the outcome of any Con or
Bargain attempts.
Dozer (Dozers)
Dozers are the
drivers of the Desert. Put a Dozer behind the wheel of any
craft, and if he cant pilot it, hell do a good job of
faking it. Apart from being very good at driving, Dozers
are also larger and, by extension, less agile than the average
Desert-dweller.
Dozers bear the
mark of Apollo, the Sun-god, whose fiery yellow chariot above has
been replaced by the cool electric-blue chariots below.
Skill Modifiers:
+1 to Size. 1 to Dexterity. Free skills:
Navigation, one Vehicle (Usually Hovercraft).
Gear Modifiers:
Dozers come complete with their own Vehicle to match their
Vehicle skill. This isnt theirs; it is on loan from
Zion, and if they crash it, they wont be getting a new one
any time soon
If the character elects to purchase a
Vehicle with their Resources, they may double their allowance for
it. This extra allowance may only be spent on one vehicle.
Other Notes:
Dozers and Tankers are often related; even if they are not
blood-relations, the members of the two tribes always share a
certain bond.
Morpheus
(Morphs)
Morphs are very
polar in nature. To the citizens of the Matrix, they are
terrorists, people to be feared and reviled. To the
citizens of the Desert, Morphs are saviours, the footsoldiers of
the good fight. Their brief is simple: find
potential Freeminds, introduce them to the Truth, and hopefully
recruit them. To this end, they are very good at hiding
themselves, as well as gathering information about possible
recruits.
Morphs are branded
with the symbol of Mars, the god who himself has two faces - one
of war, and one of new life - much the same as the Morphs.
Skill Modifiers:
+1 to Charisma. 1 to Brawling. Free skills:
Disguise, and either Research or Information Gathering.
Gear Modifiers: If
the group does not have means of transportation (no Dozer, or no
Hovercraft, or both), then the Morph will come complete with a
Hovercraft and (if needed) a driver.
Other Notes: many
Morphs make their way into Matrix-bound law enforcement
databases, and as such are more likely to be recognised.
Subtract 2 from any Targets involving identifying the Morph
through these methods.
Trinity
(Trinities)
Trinities are
renowned for their ability to steal, whether data or hard
currency. They are fast, precise and sometimes lethal in
their methods. Trinities are often called in to get to the
harder potential recruits, those that are of high position, or
under close guard by the Machines.
Members of the
Trinity tribe bear the mark of Venus, the goddess of beauty and
womanhood.
Skill Modifiers:
+1 to Dexterity. 1 to Size. Free skills: two
from Theivery or Movement skills.
Gear Modifiers:
Trinities may double their allowance for Gear.
Other Notes:
Trinities, like Neos, are proud of their skills, and will defend
them when provoked, often resorting to violence. They react
in a similar way to Switchers. Like the Neos, the Trinities
pride themselves on a selective membership: there are no male
members of the Trinity tribe, and all female members must have
Quickness and Intelligence scores of 4 or more.
Neo (Neos)
Neo is the warrior
tribe of the Desert. They pride themselves on their combat
prowess both in and out of the Matrix. If you examine a
roster of Battlesuit pilots, or gunners on a Potential ship, more
often than not you will find a large proportion of Neos.
Unfortunately, this focus on combative arts tends to make a Neo a
tad awkward in social situations; they find their comfort on the
battlefield, not in a roomful of people.
Neos bear the mark
of Jupiter, the Divine Champion. Unlike the other tribes,
this mark is usually branded on with a hot iron, rather than a
tattoo or nano-etching. Also, this brand tends to be in a
prominent place, such as the cheek or forehead.
Skill Modifiers:
+1 to Brawling. 1 to Charisma. Free Skills: any
two Combat skills.
Gear Modifiers:
Neos may double their allowance for Weapons. If they dont
have a high enough Priority to purchase Weapons, they may
purchase weapons with normal allowance rates.
Other Notes: Neos
tend to have at least one weapon on them at all times
more, if they can get away with it. If they are unarmed,
add 1 to any Targets they have to draw against.
Neos, like
Trinities, are proud of their skills. They react in the
same way as Switchers if their abilities are called into
question. And, like Trinities, the membership into the
Tribe of Neo is very exclusive. There are no female
members, and members must have Strength and Endurance scores of 4
or more.
The Tribe of
Man
The Tribe of Man
is the general term for other Freeminds and Freeborns not
associated with one tribe or another. They bear the
crossed-circle of Mother Earth.
Skill Modifiers:
None.
Gear Modifiers:
None.
Other Notes:
Because of the less serious nature of their membership, members
of the Tribe of Man tend to wear their mark on their clothing or
gear, rather than permanently inscribing it on their
bodies. This is not always the case, though.
Tribe | Bonus Attribute | Penalty Attribute | Free Skills |
Switch | Intuition | Charisma | Repair and Salvage |
Mouse | Intuition | Size | Appraisal and Salvage |
Apoc | Memory | Brawling | Coding and Construction |
Tank | Memory | Stealth | Coding and Research |
Dozer | Size | Dexterity | Navigation, Hovercraft |
Mopheus | Charisma | Brawling | Disguise, and either Research or Information Gathering |
Trinity | Dexterity | Size | Two from: Theft, Lockpicking, Tumbling or Climbing |
Neo | Brawling | Charisma | Any two Combat Skills |
Of Man | None | None | None |
Jason and Kate want to create two different characters. Jason wants a Freemind like the ones in the movie: handy in combat, but with some back-up skills as well. Kate wants to explore the world outside the Matrix, so she decides to go for a Mouser, a Freeborn Desert-dweller who specialises in the salvage and sale of equipment.
Jason uses the points system, and comes up with the following:
Freemind Character: | 10 points |
+1 Ability Modifier: | 10 points |
29 Attribute Points: | 87 points |
9 Skills: | 18 points |
Gear Only: | 0 points |
TOTAL: | 125 points |
He
decides to put most of his points into his Physical Attributes,
giving them 5 each, and he gives four each to Willpower,
Knowledge and Intelligence, leaving 2 points for
Comeliness. Jason decides that his character dosen't need any
Tribal restrictions, so he puts his character in the Tribe of
Man.
This gives him the following Basic and Derived
Attributes:
Strength: | 5 | Charisma: | 3 |
Endurance: | 5 | Size: | 5 |
Quickness: | 5 | Belief: | 5 |
Willpower: | 4 | Memory: | 4 |
Intelligence: | 4 | Intuition: | 5 |
Knowledge: | 4 | Dexterity: | 5 |
Comeliness: | 2 | Brawling: | 5 |
Stealth: | 5 |
Kate decides to use the Priority method, and comes up with the following:
Priority 1: | Attributes (30 points) |
Priority 2: | Resources (Gear, Weapons, Major and Minor Tech |
Priority 3: | Skills (5) |
Priority 4: | Ability Modifier (0) |
Priority 5: | Character Type (Freeborn) |
Kate
decides that the most important Attributes for her will be
Intelligence and Knowledge, so she puts 6 into each. She
also wants to be fairly tough mentally and physically, as well as
fairly fast on her feet, so she puts 4 each into Willpower,
Endurance and Quickness. This leaves her with 6 points,
which she splits equally between Comeliness and Strength. Because
Kates character is a Mouser, she gains 1 level in
Intuition, which increases it to 6, but loses 1 level of Size,
reducing it to 3.
This
leaves Kates character with the following Attributes:
Strength: | 3 | Charisma: | 5 |
Endurance: | 4 | Size: | 3 |
Quickness: | 4 | Belief: | 6 |
Willpower: | 4 | Memory: | 6 |
Intelligence: | 6 | Intuition: | 6 |
Knowledge: | 6 | Dexterity: | 5 |
Comeliness: | 3 | Brawling: | 4 |
Stealth: | 5 |
After
the player has determined their characters Attributes,
there are several other sundry scores the player must calculate.
Speed
Speed is equal to the average of the characters Dexterity
and Intuition, rounded down. Each character (unless they
have the Increased Reaction Hacking ability) draws one
card. The draw is added to their Speed score, with the
highest total going first, followed by the next highest, and so
on. After the first Turn, 10 is subtracted from the total,
and the process begins again with anyone who still has a positive
score. This continues until there is no-one left to act;
when this happens, all people still involved in the combat start
the process again.
For
example: Mary, Crunch, and two Marines are locked in
combat. Mary has Speed 10, Crunch Speed 6, and the two
marines 4 each. Mary also has Increased Reaction at level
4, allowing her to draw two cards instead of one. Mary
draws first, getting a 7 and an 8, for a total score of 25.
Crunch draws a 9, for a score of 15. The Marines draw a 7
and a 2, giving them totals of 11 and 6 respectively. The
Combat Turns progress as follows:
Turn | Mary | Crunch | Marine 1 | Marine 2 |
One | 25 | 15 | 11 | 6 |
Two | 15 | 5 | 1 | No Action |
Three | 5 | No Action | No Action | No Action |
In the event of
a tie, the person with the highest Speed goes first. If the
Speeds are equal, draw again; high card goes first.
A player
may elect to hold their action, and act at some other time in
that same turn instead. This held action must be used
before the character acts again in sequence, or it is lost.
In the above example, for instance, Mary could act before Crunch,
or before either of the Marines, without losing that action.
Thresholds
and Wounds
- Stun
Damage Threshold = twice the sum of Size and Willpower
-
Physical Damage Threshold = three times the characters Size
- Stun
Wounds = sum of Size and Willpower
-
Physical Wounds = Size
- Deaths
Door = (Size×4)
Every time
a character takes total Physical or Stun damage equal to their
Threshold, they take a Wound. Every Wound, Physical or Stun, adds
1 to all the characters Targets. If a character takes
Stun Wounds equal to or over the sum of their Size and Willpower,
then they are incapacitated; if they take Physical Wounds equal
to or more than their Size, then they are at deaths door
literally.
After the
character has reached their Physical Wound limit, they take one
draw of Physical damage per round that they are unattended; if
the character takes more than their Deaths Door limit
([Size×4] points of Physical damage) before receiving
assistance, then they are unable to be revived.
Stun Wounds
heal at one per hour; points of Stun damage heal at 1 point per
half-hour. Physical Wounds heal at the rate of one per day,
and points of Physical damage heal at 1 point per hour.
These rates can be increased through hospitalisation and medical
attention (in the Matrix) or First Aid (anywhere).
When a
character jacks out of the Matrix, half of their Physical Wounds
are converted to Stun Wounds.
Flash
Memory
Freeminds
have Flash Memory, a specialised cluster of bio-organic memory
which allows them to literally upload skills into their
brain. The character may know skills equal to the sum of
their Memory and Belief Attributes; however, they may not have
more than (Intelligence) skills at once the brain cannot
handle it. These limits may be improved with the Hacking
ability Increased Flash Memory. If slots are full, or there
isnt enough room, the player must decide which skill is
lost. Skills cannot be downgraded to make room for
another skill; it is either known at the level uploaded, or not
known at all.
Any skills
uploaded into Flash Memory that the character already has are
considered to have a Level equal to the Level uploaded minus the
Level of the original skill. It takes 5 seconds per Level to
upload a Skill up to Level 5, and 10 seconds per level to upload
a Skill up to Level 10; in this case, the Level of the skill is
the total Level that the player asked for. During this
upload time, the character suffers a +2 Target penalty, as they
are distracted somewhat from the real world. So if a
character with Hovercraft: 2 wanted to boost their score to
Hovercraft: 5, they would only use up 3 levels of Flash Memory,
and it would take (5×5=)20 seconds to upload.
For
example: Engel, with Belief: 6, Memory: 5, and Intelligence: 4,
has a total of 11 Ranks at her disposal, but she may only know 4
skills at a time. While trapped on a building, she needs a
Rotorcraft skill. She asks her Operator to upload
Rotorcraft at Rank 4: the uploaded skill takes 4 of the available
levels, leaving her with 7 levels to use. After (4×5=) 20
seconds (during which time Engel is at +2 to any Targets she may
have to draw against), Engel is ready to rock and roll.
Unfortunately, this isnt Engels day: a SWAT
helicopter comes after her. She needs to fight them off
using the rocket launchers mounted on her ride this
requires Gunnery, a skill Engel has at Level 3. She wants
to end this quick, so she contacts her operator again and asks
him for a Gunnery program at Rank 7. After (7×10=) 70
seconds (during which time Engel is at +2 again to any Targets
she may have to draw against), Engel knows how to use the
launchers guidance systems. With her Gunnery skill
jacked up to level 7, Engel is left with (11-4-7+3=) 3 levels of
Flash Memory to play with if she cant shoot down her
chasers.
There are
some skills that the character cannot load into flash memory;
these are noted in the skill description.
Following the formulas above, Jasons character has the following values for these abilities in the Real World:
Speed: | 9 |
Stun Threshold: | 18 |
Stun Wounds: | 9 |
Physical Threshold: | 15 |
Physical Wounds: | 5 |
Death's Door: | 20 |
Kates character has the following values:
Speed: | 11 |
Stun Threshold: | 14 |
Stun Wounds: | 7 |
Physical Threshold: | 9 |
Physical Wounds: | 3 |
Death's Door: | 12 |
By virtue of the fact that he is a Freemind, Jasons character is the only one of the two that has Flash Memory. His character has 9 levels of Flash Memory available, and may only have 4 skills loaded at the same time.
FLESHING OUT THE CHARACTER
Now
that you know what your character is and does, its time to
give them a name and face. Spaces are provided on the
Character Sheet for the following:
Name
The player
puts their name here.
Character
The player
chooses the name of his character and puts it here. Like
most slaves, Freeminds tend to abandon their Machine-given name
when they are freed, preferring instead to go by a
pseudonym. Because most Freeminds are hackers, this
pseudonym is usually their hacker alias. Most Freeborn are
given a name by their parents, and have the option of changing it
when they are older.
Age
Most
characters will be about 18 to 25 years old. The life
expectancy for Freeborns is 50 to 60 years; for Freeminds, it is
about ten years less, due to the hazardous nature of their
job. If the player so wishes, they may also decide when
their Freemind character was liberated from the Matrix; usually,
this occurs before the age of 20, although some special cases
have been recorded.
Sex
Male or
Female. No hermaphrodites or eunuchs, please.
Eye
Colour, Hair Colour and Style, Complexion, Build
These are
all arbitrary values. Be creative; make your own appearance, or
borrow one from a picture of someone. Generally most
Freeminds keep their hair short, or at least shaved around the
jack ports at the back of their heads.
Height
and Weight
These
values do have a minor impact on the way a character interacts
with the environment. The weight of a character in
kilograms is equal to the characters Size attribute times
15, plus 10; female characters multiply this result by .9.
This is the median weight of people like the character; the
player may modify this score by 10 percent either way so
the average male character will weigh between 50 and 77
kilograms, while the average female will weigh between 49 and 59
kilograms. Note that these averages are smaller than the
average weights for a person in, say, the late 90s; this is due
to a combination of hard living, frequent exercise, and barely
adequate food. Most Desert-dwellers have little or no fat
on their body.
A characters
height has more bearing on the characters
interactions. In centimetres, it is equal to the characters
Size multiplied by 12, plus 120. Once again, this can be modified
by 10 percent either way. The average character will be
between 140cm and 172cm tall.
Tribe
This is
where the player puts what Tribe their character is from.
The players choice of tribe will decide how other Tribes
react to them, as well as extra skills and other bonuses.
Note that a characters persona may be totally different in appearance, height, weight, even sex, to their physical makeup in the Matrix. To simulate this, the character may sway their height and weight a further 10 percent either way when determining what the character looks like in the Matrix.
Jason has
decided that his character is a well-built male African-American
with a shaved head and black eyes. His name is Polar, a
name he received after people saw how different he was in and out
of the Matrix. Polar is not very old, about 19, having been
freed from the Matrix when he was 12. Following the
calculations, Jason decides that Polar is 190 metres tall, and
weighs 95 kilograms. Polar carries the crossed-circle of the
Tribe of Man tattooed into the flesh around his jack, which is
coloured to complete the pattern.
Polars
Persona, on the other hand, is quite different. A glitch in
Polars wetware programming meant that for the first twelve
years of his life, he was a skinny white kid. With
training, Polar has managed to temper this image with his real
appearance, but he still hasnt totally shed his past.
In the Matrix, Polar has light brown skin, blue eyes, and spiky
brown hair which remains in place no matter what rigours Polar
puts it through. He is 190cm tall and weighs 90 kilograms;
this gives him a well-toned appearance.
Kates
character is a Freeborn female named Sears, after a sign she once
saw on the front of a building that contained a jackpot of
loot. Sears is a slim 20-year-old with blonde hair, green
eyes, and fair, freckled skin. She is 172 centimetres tall,
and weighs 50 kilograms. Because she is a Mouser, Sears
also has a Saturn brand on her left shoulder to signify her
Tribe.
Now that your character hads their basic bits in order, it's time to find out what they can do. See the section on Skills for more info.