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," - These stats are all related to the physical body and it's capabilities inherent to it.
Mental="Resistance, Resolve, Intelligence, Wisdom, Control, Focus," - These stats are all related to the mental realm, that which bridges soul and body into one being.
Spiritual="Faith, Fortitude, Devotion, Zeal, Mercy, Luck" - These stats will not be visible to the Character unless certain build options are selected or are unlocked after the game starts.
Defense="Vitality, Endurance, Resistance, Resolve, Faith, Fortitude" - These stats are often associated with response to actions of self, others, or the environment.
Action="Strength, Agility, Intelligence, Wisdom, Devotion, Zeal" - These stats are usually associated with active choices to change or affect the world in some way.
Support="Perception, Reaction, Control, Focus, Mercy, Luck" - These stats are usually associated with activities that don't fit under the action/defense binary.

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, you start without a Class and must obtain that after Starting via a Quest.

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, do not occupy Skill Slots, and may be written down and shared with others using a magical school and magical language of your choosing. Spells have two major types available to you, Basic and Advanced. All Basic spells are below Rare ranking in the Rarity Scales. Basic spells combined together can create the effects of Advanced spells, though more often than not they do so less efficiently.
The more powerful a spell is the less versatile the spell is normally, such as Fireball which always makes a small bead sized ball of flame that when it impacts with anything explodes in a large area dealing a lot of fire elemental damage. That makes Fireball low versatility and high power. Dragon's Breath on the other hand can produce a variety of elements in a variable length and width cone making it mid power and mid versatility. Conjure Elemental on the other hand can conjure any form of local elemental into exchanging mana for assistance, but the elementals it calls on do not appear instantly and usually only elementals of your level or lower show up making it high versatility and low power.
Each Magical School and Magical Language has an associated Skill of Uncommon or higher Rarity Rank. For each spell taken, choose a magical school and language used with it, gain a level in each of those skills. Each element has an associated Elemental Mastery skill of that specific element, and when you take a spell with a specific element you gain a level in the associated Elemental Mastery Skill.
Magical Schools: Faith, Shamanism, Witchcraft, Wizardcraft, Magecraft, Hermeticism, Mysticism, Infernalism, Tantric
Magical Languages: Symbols, Glyphs, Sigils, Runes, Names, Songs, Words of Power, Enochian, Dead Language (Latin, Yiddish, etc.)

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 specific 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 at least basic grade tech from your Earth-based Land Grab selections or from Equipment selections.

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 Items

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.

Satellite System

Satellite Network (Base Cost: 25 BP)

Purchase grants one primary satellite automatically deployed by the System into a stable geosynchronous orbit (GEO, ~35,786 km altitude) directly above your starting location. This provides continuous coverage over a wide regional footprint (roughly one-third of the planet’s surface, centered on your starting location). The System also supplies a single rugged Ground Terminal—a hardened, portable hardcase unit (briefcase-sized when closed, ~25 lbs) with integrated solar panels and thermoelectric heat-collection surfaces on all exterior faces for passive recharging in sunlight or temperature differentials.

The terminal’s lid doubles as a biometric/voice/passcode-locked tablet (detachable, with built-in handle that doubles as a stand). The base contains the high-gain satellite array, a compact mobile server (baseline storage/RAM/processing sufficient for real-time mapping, comms, and basic analysis), Ethernet ports, and auxiliary power inputs. It survives incidental small-arms fire (.22 LR or equivalent from >100 yards) but is vulnerable to heavier impacts.

Default Capabilities (Single GEO Satellite): 4 of 5 Payload Bay Slots used.

Additional Capabilities
These are all modular add-ons that apply to all satellites once purchased; each may be purchased during initial build or later via System Shop purchase after reaching any relevant unlock milestones.

Advanced Payload Modules:
Add-ons for the primary satellite or any additional satellite, each add-on purchased targets only one satellite per purchase; each module occupies one payload bay slot.

Additional Satellites (15 BP each)
Each extra satellite deploys into an optimized orbit (System chooses MEO or inclined configurations) to expand coverage, improve revisit rates, and build toward a true positioning mesh. Each Additional Satellite purchased comes with an extra Ground Terminal unit. Satellites are modular and can be upgraded post-deployment via purchase in the System Shop after unlocking with future milestones.

Minimum for Basic GPS-Like Positioning

Planetary Mesh Network
A full global mesh requires dozens of satellites (real-world GPS uses ~24–32 for worldwide coverage with overlap). The System optimizes your constellation for efficiency—once you reach ~12–18 satellites, you achieve reliable planetary-scale relay and positioning (with gaps only in extreme polar or deep-ocean regions). Additional satellites continue to tighten coverage, reduce latency, and add resilience.

Ground Terminal Upgrades:
Purchase during build or later via System Shop purchase, each purchase targets a specific Ground Terminal unit unless it states otherwise.

All components use modern modular engineering (plug-and-play payload bays on satellites; swappable modules in the terminal). The System handles deployment, initial alignment, and basic maintenance. Higher customizations remain fully compatible with future expansions.

7. Land Grabs

Expand the area transported from Earth (e.g., house + nearby facilities like store, gas station, wind turbines). Each player starts with a small personal space (e.g., room you were in when transported); and may spend BP on Land Grabs for more 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

The options in this section modify how your Starting Location or Land Grab selections are configured or function.

System Options

The options in this section modify how your System Interface and operations are configured or function.

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.

Random Tables

Gacha Skill Stele Table 01

Perception (5)

  1. Rare: Rift Sense
    Actively scan for rifts, monster spawners, and dungeon breaks within a 3-mile radius, revealing location, estimated strength tier, and approximate spawn timer. Scales off: Perception + Control. Higher levels increase range and add weak-point highlights.

  2. Greater: Resource Vein Sight
    Your vision pierces soil and stone to reveal glowing outlines of mineral veins, clay deposits, salt seeps, or useful stone within 500 yards. Also highlights quality and approximate yield. Scales off: Intelligence + Focus. Meditation on the stele grants temporary +200 yard range that lasts for 8 hours and may only be gained once per day.

  3. Exotic: Hidden Talent Appraisal
    Scan a willing target to display a clear breakdown of their strongest latent aptitudes, bloodline potential, cultivation bottlenecks, and optimal training paths. Scales off: Wisdom + Soul Insight skill synergy if applicable. Group version (up to 8 people) unlocks at higher levels.

  4. Superior: Danger Precognition
    Receive short flashes of imminent threats (ambushes, collapsing structures, monster approaches) up to 60 seconds in advance within 400 yards. Scales off: Reaction + Willpower. Can be extended to the whole village with formation anchors of Journeyman quality tier or better.

  5. Legendary: Leyline Resonance
    Sense and map natural mana flows and essence convergences (ley lines, nodes) across the current and nearby hexes, revealing optimal locations for wards, farms, or cultivation spots. Scales off: Wisdom + Control. Higher levels allow minor redirection of flows near you.

Utility (5)

  1. Rare: Verdant Growth Pulse
    Channel Qi into a 70-yard radius area of soil/plants to accelerate one full growth cycle and enrich the soil for future plantings. Costs 10 Qi for every 10-yards radius. Scales off: Vitality + Intelligence.

  2. Greater: Essence Extraction
    Harvest significantly higher yields of Spirit Coins, raw crafting materials, and condensed Essence orbs from defeated monsters and rift remnants. Scales off: Intelligence + Focus. Reduces waste and improves loot quality for the entire village.

  3. Exotic: Communal Restoration
    Redistribute HP and Stamina and close minor-to-moderate wounds across up to 15 willing participants within 60 yards. Scales off: Endurance + Willpower. Prevents downtime after heavy labor or skirmishes.

  4. Superior: Harmonic Blueprint
    Create and share interactive mental blueprints for items, buildings, fortifications, or farm/etc. layouts that any student can perfectly visualize and replicate. Requires spirit stones to craft blueprints. Scales off: Intelligence + Control. Greatly accelerates construction projects.

  5. Legendary: Pill Condensation
    Use Mana to Refine herbs, monster parts, and fruits into low-to-mid tier pills for a variety of alchemist formulas such as stamina recovery, minor healing, or cultivation boosts. This skill is less a science and more a cooking by feel method. You gain a spiritual sense for attributes of ingredients and when combining them may have an effect of use. Scales off: Intelligence + Wisdom. Batch size and quality improve with levels.

Defense (5)

  1. Rare: Territory Ward
    Raise a semi-permanent barrier (up to 500-yard diameter) that slows monsters, weakens low-level rift spawns, and alerts the caster to intrusions. Scales off: Control + Willpower. Can be anchored to stone/wood markers.

  2. Greater: Stone Fortification
    Temporarily infuse wooden, earthen, or stone structures with self-repairing hardness equivalent to reinforced limestone for several hours. Scales off: Endurance + Focus. Ideal for rapid palisade and watchtower upgrades.

  3. Exotic: Group Resilience Link
    Link up to 20 willing participants to evenly distribute incoming damage and fatigue across the group for a short duration. Scales off: Vitality + Wisdom. Prevents single-point failures in combat or heavy labor.

  4. Superior: Rift Dampening Seal
    Place a seal on an active rift that reduces spawn rate and monster strength by 40–60% for 48 hours. Scales off: Control + Intelligence. Multiple seals possible at higher levels.

  5. Ancient: Harmonic Sanctuary
    Create a protected zone (300-yard radius) where allied stamina/Qi recovery is doubled and hostile monsters suffer constant attrition. Scales off: Wisdom + Endurance. Can cover the entire core village area.

Combat (5)

  1. Rare: Harmonic Strike
    Infuse a melee or ranged attack with resonant Qi for bonus impact damage and a brief stun/knockback effect. Scales off: Strength or Agility + Control.

  2. Greater: Swarm Suppression
    Release a cone of disruptive Qi that slows, disorients, and weakens groups of smaller monsters (swarms, goblin packs, compies) within 50 yards. Scales off: Intelligence + Focus.

  3. Exotic: Vital Counter
    After taking damage, convert a portion of the impact into a powerful burst of strength or speed for an immediate counterattack. Scales off: Vitality + Reaction.

  4. Superior: Formation Assault
    Coordinate up to 12 allies into a linked attack pattern that multiplies combined damage and grants temporary defensive buffs. Scales off: Leadership/Control + Willpower.

  5. Legendary: Essence Overload
    Channel harvested monster/rift essence into a single devastating attack that scales with recent kills. Scales off: All combat-relevant stats. High risk/reward with cooldown.


Gacha Skill Stele Table 02

Perception (5)

  1. Rare: Rift Echo
    Pulse Qi to reveal the exact location, current activity level, and projected spawn strength of every active rift or monster incursion within a 4-mile radius. Scales off: Perception + Control.

  2. Rare: Vein Resonance
    Send a harmonic pulse through the ground that outlines all nearby mineral veins, clay beds, salt seeps, or useful stone deposits up to 600 yards away, including approximate depth and purity. Scales off: Intelligence + Focus.

  3. Greater: Latent Affinity Sight
    Touch a willing person to display their exact latent bloodline strengths, cultivation bottlenecks, and optimal skill paths in clear, ranked detail. Scales off: Wisdom + Soul Insight.

  4. Exotic: Terrain Memory
    Perfectly recall and mentally map every detail of any area you have personally scouted, allowing instant navigation or defensive planning even in total darkness or fog. Scales off: Focus + Reaction.

  5. Superior: Mana Flow Vision
    See active mana currents, ley line nodes, and natural Qi concentrations across the plateau and surrounding hexes as glowing streams, revealing optimal placement sites for wards or cultivation spots. Scales off: Wisdom + Control.

Utility (5)

  1. Rare: Essence Weaver
    Combine harvested monster parts, herbs, and raw materials into higher-quality crafting components or condensed Essence orbs with significantly improved yield. Scales off: Intelligence + Focus.

  2. Rare: Qi Infusion
    Temporarily imbue tools, weapons, or structures with Qi to increase durability, sharpness, or efficiency by one full tier for 1 hour. Scales off: Control + Endurance.

  3. Greater: Harvest Cycle
    Accelerate the natural gathering or regrowth rate of a 100-yard radius patch of plants, herbs, or timber by one full cycle without depleting the source or soil at a cost of 2 mana per yard radius. Limit 1 use on the same area per day. Scales off: Vitality + Intelligence.

  4. Exotic: Spatial Cache
    Create a personal 10-cubic-foot pocket dimension anchored to a physical marker that any linked villager can access for shared storage of non-living items. Scales off: Control + Intelligence.

  5. Legendary: Pill Weaver
    Condense spirit herbs, monster essence, and fruits into mid-tier Qi pills that grant targeted stamina recovery, minor wound closure, or temporary cultivation boosts. Scales off: Intelligence + Wisdom.

Defense (5)

  1. Rare: Root Anchor
    Summon self-repairing roots and vines across a 80-yard radius to create instant barriers, traps, or reinforced foundations that last until dispelled. Scales off: Endurance + Control.

  2. Rare: Mirror Ward
    Erect a reflective barrier (up to 300-yard diameter) that returns a portion of incoming physical or energy attacks back toward their source. Scales off: Control + Willpower.

  3. Greater: Vitality Barrier
    Project a group shield that absorbs damage from up to 20 linked allies and converts part of it into healing distributed evenly among them. Scales off: Vitality + Wisdom.

  4. Superior: Phantom Decoy
    Generate illusory duplicates of the entire village perimeter or a group of defenders that draw monster aggression and dissipate only after sustaining significant force. Scales off: Focus + Control.

  5. Ancient: Eternal Anchor
    Bind a structure or section of the plateau to the land so it becomes nearly indestructible and self-repairs using ambient Qi until the anchor is deliberately removed. Scales off: Endurance + Wisdom.

Combat (5)

  1. Rare: Mana Blade Extension
    Extend any melee weapon or tool with a blade of solid mana up to 15 feet long that deals bonus cutting damage and ignores nonmagical armor. Scales off: Strength or Agility + Control.

  2. Rare: Momentum Redirect
    Catch an incoming attack and instantly redirect its full force and momentum back at the attacker or a secondary target within 30 yards. Scales off: Reaction + Control.

  3. Greater: Chain Suppression
    Fire a bolt of disruptive mana that leaps between up to 12 smaller monsters or foes within 60 yards, slowing and weakening each subsequent target. Scales off: Intelligence + Focus.

  4. Exotic: Echo Strike
    Perform a single attack that echoes twice more at 1-second intervals with identical power, allowing three strikes in rapid succession. Scales off: Agility + Reaction.

  5. Runic: Apex Resonance
    Temporarily fuse with the combined Qi of up to 10 linked allies to unleash a single overwhelming strike that scales with the total number and strength of participants. Scales off: Strength + Agility.