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# 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.)

- **Minor Stat Boost (Specific Stat)**: +1 to one stat (e.g., +1 Strength for better melee). Cost: 5 BP. (Can buy up to 3 times per stat.)
- **Major Stat Boost (Specific Stat)**: +2 to one stat. Cost: 7 BP. (Prerequisite: Minor Boost in that stat; max 3 per stat.)
- **Greater Stat Boost (Specific Stat)**: +3 to one stat. Cost: 9 BP. (Prerequisite: Major Boost in that stat; max 3 per stat.)
- **Balanced Stat Package (Physical)**: +3 to three different Physical Stats. Cost: 15 BP. (Can buy up to 2 times.)
- **Balanced Stat Package (Mental)**: +3 to three different Mental Stats. Cost: 15 BP. (Can buy up to 2 times.)
- **Balanced Stat Package (Spiritual)**: +3 to three different Spiritual Stats. Cost: 25 BP. (Can buy up to 2 times.)
- **Role Stat Package (Tank)**: +4 to Endurance, +3 Vitality, and +2 Resistance. Cost: 12 BP. (Can buy up to 2 times.)
- **Role Stat Package (Melee)**: +4 to Strength, +3 Endurance, and +2 Reaction. Cost: 12 BP. (Can buy up to 2 times.)
- **Role Stat Package (Ranged)**: +4 to Agility, +3 Perception, and +2 Focus. Cost: 13 BP. (Can buy up to 2 times.)
- **Role Stat Package (Stealth)**: +4 to Agility, +3 Control, and +2 Reaction. Cost: 13 BP. (Can buy up to 2 times.)
- **Role Stat Package (Mage)**: +4 to Intelligence, +3 Wisdom, and +2 Vitality. Cost: 13 BP. (Can buy up to 2 times.)
- **Role Stat Package (Face)**: +4 to Control, +3 Resolve, and +2 Luck. Cost: 13 BP. (Can buy up to 2 times.)
- **Role Stat Package (Utility)**: +2 to any 4 different Stats and +1 to Luck. Cost: 13 BP. (Can buy up to 2 times.)
- **Role Stat Package (Support)**: +3 Wisdom, +2 Intelligence, +2 Vitality, and +2 any 1 Support Stat. Cost: 13 BP. (Can buy up to 2 times.)
- **Role Stat Package (Healer)**: +3 Vitality, +2 Intelligence, +2 Wisdom, and +2 any 1 Support Stat. Cost: 14 BP. (Can buy up to 2 times.)
- **Role Stat Package (Battlemage)**: +2 Vitality, +2 Intelligence, +2 Wisdom, +2 to Strength or Agility, +1 Endurance. Cost: 14 BP. (Can buy up to 2 times.)
- **Role Stat Package (Psionic)**: +3 to Control, Focus, and Perception. Cost: 15 BP. (Can buy up to 2 times.)
- **Role Stat Package (Cultivator)**: +3 to Vitality, Wisdom, and any 1 Spiritual Stat. Cost: 15 BP. (Can buy up to 2 times.)
- **Super Stats (Lesser)**: +1/Tier to all stats in a category (e.g., all Physical, or Mental, or Defense, or Action , or Support Stats). Cost: 5 BP/Tier, Max 10 Tiers. (Prerequisite: Alien DNA or other relevant Genetic Upgrade; Limited to one category per Alien DNA Type or other relevant Genetic Upgrade.) The Max number of Tiers you can take in all Super Stats types is also limited determined by the Total Tier of all Alien DNA or other relevant Genetic Upgrade you have taken, though you may purchase a lower number of tiers in Super Stats than you have in Alien DNA or other relevant Genetic Upgrades.
- **Super Stats (Minor)**: +2/Tier to all stats in a category (e.g., all Physical, or Mental, or Defense, or Action , or Support Stats). Cost: 10 BP/Tier, Max 10 Tiers. (Prerequisite: Alien DNA or other relevant Genetic Upgrade; Limited to one category per Alien DNA Type or other relevant Genetic Upgrade.) The Max number of Tiers you can take in all Super Stats types is also limited determined by the Total Tier of all Alien DNA or other relevant Genetic Upgrade you have taken, though you may purchase a lower number of tiers in Super Stats than you have in Alien DNA or other relevant Genetic Upgrades.
- **Super Stats (Major)**: +3/Tier to all stats in a category (e.g., all Physical, or Mental, or Defense, or Action , or Support Stats). Cost: 15 BP/Tier, Max 10 Tiers. (Prerequisite: Alien DNA or other relevant Genetic Upgrade; Limited to one category per Alien DNA Type or other relevant Genetic Upgrade.)The Max number of Tiers you can take in all Super Stats types is also limited determined by the Total Tier of all Alien DNA or other relevant Genetic Upgrade you have taken, though you may purchase a lower number of tiers in Super Stats than you have in Alien DNA or other relevant Genetic Upgrades.
- **Super Stats (Greater)**: +5/Tier to all stats in a category (e.g., all Physical, or Mental, or Defense, or Action , or Support Stats). Cost: 25 BP/Tier, Max 5 Tiers. (Prerequisite: Alien DNA or other relevant Genetic Upgrade; Limited to one category per Alien DNA Type or other relevant Genetic Upgrade.) The Max number of Tiers you can take in all Super Stats types is also limited determined by the Total Tier of all Alien DNA or other relevant Genetic Upgrade you have taken, though you may purchase a lower number of tiers in Super Stats than you have in Alien DNA or other relevant Genetic Upgrades.
- **Super Stats (Superior)**: +25/Tier to any three stats. Cost: 50 BP/Tier, Max 3 Tiers. (Prerequisite: Alien DNA or other relevant Genetic Upgrade; Limited to one application of this selection to specific stats. This means you cannot take it multiple times and apply it's stat bonus to the same stats.) The Max number of Tiers you can take in all Super Stats types is also limited determined by the Total Tier of all Alien DNA or other relevant Genetic Upgrade you have taken, though you may purchase a lower number of tiers in Super Stats than you have in Alien DNA or other relevant Genetic Upgrades.

## 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.

- **Basic Skill Proficiency**: Start at Level 2 in a common skill (e.g., Survival, Crafting, or Combat Basics). Cost: 3 BP and then 5 BP/Level after that. Max Level 5. (May also buy multiple times for different skills.)
- **Specialized Skill Boost**: +2 to a skill specialty (e.g., +2 to Qi Gong for Stamina and Ki training, or +2 to Herbalism for cultivating and harvesting useful herbs, or +2 to Alchemy for refining ingredients and making potions and pills). Cost: 5 BP and then 7 BP/Level after that. Max Level 5.  (May also buy multiple times for different skills.)
- **Advanced Skill Unlock**: Start at Level 1 in a rare skill (e.g., Psionic Sensing, or Cultivation Breathing). Cost: 9 BP and then 15 BP/Level after that.  Max Level 5. May also buy multiple times for different skills. (Prerequisite: Related Affinity or Genetic Upgrade.)
- **Gathering (Information or Material) Skill**: Choose one of the two core types of Gathering Skill or one of their Specialties. *Gather Information* (11 BP/Level for the core type or 8 BP/Level for Specialties, Max Level 3) - Identify, Analyze, Appraise, Inspect, Insight. *Gather Material* (9 BP/Level for the core type or 6 BP/Level for Specialties, Max Level 3) - Disassembly, Harvesting, Mining. May purchase one or more core types as well as one or more specialties simultaneously. 
- **Interest-Aligned Skill Package**: Gain Level 2 in 3 related skills (e.g., Scout Package: Tracking, Stealth, Mobile Archery; Arcanist: Sense Mana, Spellcasting, Meditation). Cost: 8 BP and then 10 BP/Level after that. Max Level 5. (May also buy multiple times for different skills.)
- **Spell Metamagic**: You study the general underlying rules of magic which grants a+1/Milestone Level to any metamagic modification attempt or +2/Milestone Level to a specific type of spell metamagic skill (e.g., Change Element, Change Shape, Bend Shape, Silent Casting, Still Casting, Empower Spell, Reduce Spell). Cost: General="13 BP and then 17 BP/Level after that." Specialized="7 BP and then 9 BP/Level after that." Max Level 5.  (May also buy multiple times for different metamagic skills.)
- **Psionic Skill Starter**: Level 1 in a Core Psionic Discipline Skill (e.g., Telepathy for mind reading and communication, Empathy for emotional resonance and spirit communication, Psychotemporis for temporal warping/stabilization, Psychoportation for spatial warping/stabilization, or Psychokinesis for matter/energy manipulation). Cost: 10 BP. (Prerequisite: Alien DNA Genetic Upgrade;  can upgrade to Level 2 for +15 BP, may not start at a higher level than 2.)

### 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.

- **Basic Spell Proficiency**: Start at Level 2 in a common spell (e.g., Spellbolt, Sense Mana, Sense Element(Specific Element), Magic Hand, Prestidigitation, Lesser Element Alter, Minor Element Warp, Shock, Burn, Freeze, Hex, Poison, Gust). Cost: 6 BP and then 13 BP/Level after that. Max Level 5. (May also buy multiple times for different spells.)
- **Advanced Spell Unlock**: Start at Level 1 in a rare spell (e.g., Chain Lightning, Armor of Leviticus, Fireball, Dragon's Breath, Vengeance of David). Cost: 11 BP and then 17 BP/Level after that.  Max Level 5. May also buy multiple times for different skills. (Prerequisite: Related Affinity or Genetic Upgrade.)

### Merits
- **Teaching Knack**: +2 bonus to rolls for teaching skills to others. When someone you have taught achieves a Milestone Level in a skill near you or each time you witness someone achieving a breakthrough, revelation or epiphany, you may make a roll for Insight to glean some experience points from your observations of the achievement. Cost: 7 BP.
- **Genius**: +2 bonus to rolls when attempting to learn a new skill, spell, technique, or art. +2 bonus to rolls when facing overwhelming odds against you. When you witness someone achieving a breakthrough, revelation or epiphany, you may make a roll for Insight to glean some experience points from your observations of the achievement. Cost: 13 BP.
- **Light Sleeper**: You require 50% less sleep than others to achieve rested state. Cost: 11 BP.
- **Efficiency Expert**: You are able to perform Sustained Actions and Spells that require Concentration to maintain at +1 Temporal Unit Step to the duration/cycle frequency. Additionally, Skills and Spells which require Stamina or Mana or any other Resource to maintain the effect may spend -1 or -1% (whichever is a greater reduction amount) less Stamina/Mana/etc. to maintain the effect. Cost: 20 BP
- **Loyal**: You have a bond of loyalty to a person, group, ideal, or oath so strong that it grants a +2 Bonus to resist coercion or temptation to betray the object of your loyalty. Cost 6 BP.
- **Soothing Nature**: Interactions with you that do not involve you threatening, attacking, or otherwise harming others will naturally put people and creatures at ease, lowering their hostility with you and your allies by one step. Actions you take to attempt to calm people and creatures gain a +2 Bonus to Rolls. Cost: 8 BP. 
- **Smooth Operator**: You have a natural charm and a knack for reading social cues that passively improves your effectiveness and Favorability in Social Contests and Challenges by one step. Cost: 9 BP.
- **Cunning Linguist**: You have a knack for picking up new languages and learning them from hearing them spoken. You may learn new languages you can hear spoken and see written by someone more fluent than you at a cost reduced by 25% and reduced time to learn by 50%. Cost: 4 BP.
- **Local**: You gain local knowledge to your Starting Location area as if you grew up there. This also makes you fluent in the local languages spoken within 10 miles of your starting location. Cost: 3 BP.
- **Quick Study**: You learn new skills faster than the average person. You may purchase the first level of an ability at 50% reduced XP costs to learn. You reduce the XP cost to level up skills, spells, techniques, and arts by 1. Cost: 7 BP.
- **Strong Willed**: Your willpower does not bend to outside influence. You gain a +2 Bonus versus Fear, Charm, and Coercion. Cost: 9BP.
- **Natural Leader**: You are naturally talented at coordinating the efforts of others. You grant allies attempting an action while you communicate with them a +2 Bonus when making coordinated solo or group Checks, Contests, or Challenges. Cost: 9 BP.
- **Silver Tongue**: You gain a +X Bonus to Rolls made to manipulate or persuade someone with a Social Contest or Challenge. X is equal to 1/Lesser, 2/Minor, 3/Major, 4/Greater, 5/Superior. Cost: 3 BP/Lesser, 6 BP/ Minor, 9 BP/Major, 15 BP/ Greater, 25 BP/Superior. 
- **Fate Twister**: Once per game session, you may reroll any one roll made by the DM or Players and choose which result is used. Your next roll after this feature is used will use the result you did not choose to use. Cost: 10 BP.
- **Lucky**: You may choose for any one roll made by the DM or Players to be Rerolled and choose which result is used a number of times per Game Session equal to your Character Level's Next Level Modifier plus your Luck Stat Modifier. Cost: 15 BP.
- **Healthy**: You gain a bonus to your Max Hit Points Pool capacity equal to +5%/Lesser, +10%/Minor, +15%/Major, +25%/Greater, +50%/Superior; percentage applied to Base amount. Cost: 7 BP/Lesser, 14 BP/ Minor, 21 BP/Major, 28 BP/ Greater, 35 BP/Superior. 
- **Vigor**: You gain a bonus to your Max Stamina Pool capacity equal to +5%/Lesser, +10%/Minor, +15%/Major, +25%/Greater, +50%/Superior; percentage applied to Base amount. Cost: 7 BP/Lesser, 14 BP/ Minor, 21 BP/Major, 28 BP/ Greater, 35 BP/Superior. 
- **Mana Well**: You gain a bonus to your Max Mana Pool capacity equal to +5%/Lesser, +10%/Minor, +15%/Major, +25%/Greater, +50%/Superior; percentage applied to Base amount. Cost: 7 BP/Lesser, 14 BP/ Minor, 21 BP/Major, 28 BP/ Greater, 35 BP/Superior. 
- **Brilliant Aura**: Your Spirit Roots are unusually more effective at conducting spirit energies, making your Aura more brilliant in shine than normal, that improves the Reach of any Auras you use by one step and improving your Spirit Roots by +2. Cost: 12 BP.
- **Lucky Bastard/Bitch**: You have an attractive effect on the forces of Luck. At the beginning of each session, you gain a pool of Luck points equal to (your Luck Modifier + Character Level Modifier) that may be spent as though they were Serendipity tokens. At the end of each session, the Luck point pool is cleared and removed. Unspent Luck points when the pool is cleared are rolled as 1d6 each, and each that rolls a 5 or 6 become Victories and all Luck points are removed. Cost: 25 BP.

## 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.

- **Elemental Affinity**: +1/Tier  to actions involving your chosen element (e.g., Fire for pyrokinesis, Water for healing). Cost: 4 BP/tier, Max 5 tiers. (can buy multiple elements, each new element after the first raises the per tier cost by +2/new element. As such, choosing 3 elements will cost 4/tier for first element, 6/tier for second element, and 8/tier for third element.)
- **Weapon Killing Intent Affinity**: +1/Tier bonus to actions involving your chosen weapon (e.g., Sword, Spear, Axe, Shield, Bow, Staff, Club, Dagger, etc.) Cost: 6 BP/tier, Max 5 tiers. 
- **Psionic Affinity**: +1/Tier bonus in Power Level to psionic skills (e.g., boosts Telepathy, Empathy, or any other psionic skill). Cost: 9 BP for the first tier, and (previous tier cost) + (1 BP per tier) after the first, Max 5 tiers. (Prerequisite: at least one Psionic Genetic Upgrade or x2 cost in BP.)
- **Magic Affinity**: Sense and manipulate raw magic more effectively (may refine into specific Types of Magic like Air Magic, Chaos Magic, Primal Magic, Arcane Magic, Holy Magic, Ritual Magic, or Life Magic, etc. for x2 bonus at half cost) Cost: 8 BP for the first tier, and (previous tier cost) + (1 BP per tier) after the first, Max 5 tiers. (+1/Tier to spellcasting and magical defense rolls.) May purchase multiple specific types of Magic, each new type after the first raises the first tier cost by +2/new type, and raises the per tier formula to equal (previous tier cost) (+X BP per tier) where X is equal to the type number taken. For example taking 3 specific Types of Magic Affinity to Tier 5 each would cost: Divination Magic 4 BP + 6 BP + 9 BP + 13 BP + 18 BP = 50 BP, Fire Magic 6 BP + 10 BP + 16 BP + 24 BP + 34 BP = 84 BP, Infernal Magic 8 BP + 14 BP + 23 BP + 35 BP + 50 BP = 130 BP
- **Spirit Affinity**: Sense and Communicate with Spirits, with your Affinity tier equating to Spirit Rank for the purposes of Commanding or Rebuking Spirits. Rank is to Spirits what Level is to Living Beings. Cost: 10 BP for the first tier, and (previous tier cost)+(3 BP per tier) after the first, Max 5 tiers. 

### Spirit Enhancements
- **Elemental Heartfire**: Your soul was touched by elemental spirit fire and it left a spark in your heart. Grants a Sense for and Resistance to a specific element (+1/Tier to saves versus abilities and effects related to specific element, +1/Tier to specific element related rolls); allows you to conjure a spirit flame aligned with the energy of the specific element, and causes a minor inspiration chance at each breakthrough, revelation or epiphany. (+1/Tier to Wyld-related rolls.) Cost: 3 BP for the first tier, and (previous tier cost) +(2 BP per Tier) after the first. May purchase additional elemental heartfire specific elements beyond the first, paying double the base BP cost for the first Tier of the previous specific element, and (previous tier cost) +(2 BP per Tier) after the first. Max 5 Tiers/specific element. Purchasing 5 Tiers of one element heartfire would cost 3 BP + 7 BP + 13 BP + 21 BP + 31 BP = 75 BP, and 2 Tiers of a second elemental heartfire would cost an additional 6 BP + 10 BP = 16 BP, and 2 Tiers of a third elemental heartfire would cost an additional 12 BP + 16 BP = 28 BP
- **Wyld Heartfire**: Your soul was touched by primal chaos and it left a spark in your heart. Grants a Sense for and Resistance to Wyld Storm events (+1/Tier to saves); allows you to conjure a spirit flame aligned with Wyldstorm energy, and causes a minor mutation chance for benefits at each breakthrough and revelation or epiphany. (+1/Tier to Wyld-related rolls.) Cost: 7 BP for the first tier, and (previous tier cost) +(3 BP per Tier) after the first, Max 5 tiers. Purchasing 5 Tiers would cost 7 BP + 13 BP + 22 BP + 34 BP + 49 BP = 125 BP
- **Dao Seed**: A spiritual seed of universal truth rests within your soul granting a +1/Tier Bonus to Rolls related to Qi Awareness and cultivation (e.g., faster XP from meditation) as well as insight rolls related to how something functions in reality (which can be used to apply a Bless/Curse state to any spell, effect, creature, object, or location relative to the Dao involved). The Dao Seed may be cultivated to higher Tiers in game. Cost: 6 BP for the first Tier, and (previous Tier cost) + (2 BP per Tier) after the first, Max 5 Tiers. (Purchasing 5 Tiers would cost 6 BP + 10 BP + 16 BP + 24 BP + 34 BP = 90 BP)  May refine into specific Dao like Air, Water,  Wood, Earth, Fire, Moon, Star, Void, Sword, Spear, etc. for x2 bonus at half cost. May purchase multiple specific types of Dao Seeds.
- **Spirit Roots Refinement**: Your Spirit Roots grow stronger and wider allowing greater capacity and potential. This has varying effects on development, the most obvious being an increase in  Inner or Core (you choose) Skill Slots equal to Tier. Cost: 2 BP for the first Tier, and (previous Tier cost) + (2 BP per Tier) after the first, Max 5 Tiers. Purchasing 5 Tiers would cost 2 BP + 6 BP + 12 BP + 20 BP + 30 BP = 70 BP
- **Divinely Gifted**: You have been touched by the Divine and it has left your soul marked. You have access to learn and use Divine Magic. Cost: 7 BP/Tier. (Max 3 tiers)
- **Pactborne**: You have struck a deal with something vastly more powerful than you, and in exchange for bearing it's mark on your soul you gain a small measure of it's power to wield as you choose. You gain access to learn and use Pact Magic. Cost: 9 BP/Tier. (Max 6 tiers)


## 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
- **Night Vision**: You can see better in low-light conditions that would leave others blind to the perceived darkness. The amount of improvement to perception in low-light conditions is variable. This does not grant the ability to see through supernatural darkness and shadow effects. Cost: 5 BP/Lesser, 10 BP/Minor, 15 BP/Major, 25 BP Greater, 50 BP Superior.
- **Thermal Vision**: You can see a wider range of the electromagnetic spectrum than most, allowing you to shift from normal sight to seeing the thermal radiance of objects nearby or even combine the two modes of vision into one. The range of thermal radiance vision is variable. This does not grant the ability to see through supernatural darkness and shadow effects. Cost: 5 BP/Lesser, 10 BP/Minor, 15 BP/Major, 25 BP Greater, 50 BP Superior.
- **Biophoton Vision**: You can see better in darkness because your eyes can emit their own light source without being hindered by the light projected like you could be with a flashlight or lantern, etc. The light created is not magical or supernatural in nature and is treated as a light source normally would be by barriers and supernatural darkness or shadow effects. The color and range of light projected is variable. Cost: 5 BP/Lesser(Red, 10 feet), 10 BP/Minor(Green, 15 feet), 15 BP/Major(Gold, 25 feet), 25 BP Greater(Blue, 50 feet), 50 BP Superior(Ultraviolet, 100 feet).
- **Ultraviolet Vision**: You can see UV wavelengths invisible to baseline humans; revealing hidden patterns on flowers, feathers, urine trails, or even invisible ink-like markings on creatures and objects. Great for tracking, foraging rare plants, spotting camouflaged predators, or decoding ancient glyphs that fluoresce under UV. Cost: 9 BP
- **Polarized Light Vision**: Your eyes become much more complex than a normal human eye, gaining a multi-lens system with 16 new microscopic photoreceptors that detects the orientation/polarization of light waves. Cuts through water glare, sees transparent jellyfish or glass-like obstacles, orients by sky polarization (like a natural compass), or reads subtle “secret languages” in skin patterns of cephalopods. Perfect for aquatic campaigns or anti-illusion tricks. This does grant the ability to see through light-based supernatural illusion and invisibility effects. Cost: 8 BP.
- **Echolocation**: Your ears become much more complex than a normal human ear, gaining a kind of Active sonar ability to emit high-frequency clicks (or sub-vocal pulses) and interpret returning echoes to build a 3D mental map. Navigate pitch-black caves, fog, or murky water; locate invisible enemies; or “see” the shape/distance of hidden objects. Super cool for blindfolded stealth or underwater combat. This does grant the ability to see through light-based supernatural illusion and invisibility effects. Cost: 11 BP.
- **Electroreception**: Your heart becomes much more complex than a normal human heart, gaining an increased density of neurons and nerve cells between the heart and the extremities, and extending the range of the electromagnetic field emitted by your own heart. This grants a form of passive detection of weak bioelectric fields from muscle/nerve activity. Sense living creatures (even hidden, buried, or behind thin walls), detect heartbeats, or track wounded prey by their electric “signature.” Excellent for ambush detection, finding invisible assassins, or working in total darkness/mud. This does grant the ability to see through light-based supernatural illusion and invisibility effects. The range of this field effect sense is variable by type and listed in radius from you. Cost: 5 BP/Lesser(15 feet), 10 BP/Minor(25 feet), 15 BP/Major(50 feet), 25 BP Greater(100 feet), 50 BP Superior(250 feet).
- **Magnetoreception**: Your bones grow a reinforcement lattice with ferromagnetic metal metamaterials connected to your nervous system allowing them to sense magnetic fields around you. This grants a form of internal biological compass sensing a planet’s magnetic field (plus intensity variations). Always know true north, navigate without maps/stars, detect magnetic anomalies (like ore deposits or traps), or sense disruptions from storms/tech. Ideal for wilderness explorers, long-distance travelers, or underground dwarven-style characters. The range of this field effect sense is variable by type and listed in radius from you. Cost: 5 BP/Lesser(15 feet), 10 BP/Minor(25 feet), 15 BP/Major(50 feet), 25 BP Greater(100 feet), 50 BP Superior(250 feet).
- **Infrasound Hearing**: Your ears become much more complex than a normal human ear, gaining the ability to perceive ultra-low-frequency vibrations (below human hearing). You can detect distant thunder/earthquakes miles away, “hear” herd communication or massive creature footsteps, or sense approaching armies/weather changes. You could literally feel the rumble of a dragon’s wings before it appears. Cost: 9 BP.
- **Vibration Sense**: Your skin grows specialized sensor cells that enable you to feel ground-borne (or air/water) vibrations through specialized hairs/receptors. Detect approaching footsteps, burrowing threats, or structural weaknesses in floors/walls. In a dungeon crawl, it’s basically a built-in tremor radar—perfect for traps, ambushes, or sensing invisible burrowers. Cost: 9 BP.
- **Lateral Line Sensing**: You gain a “sixth sense” line of pressure-sensitive organs along the body that detects air and water currents, pressure waves, and nearby movement. In water, “feel” the shape/size/speed of swimming creatures or obstacles without looking. Awesome for aquatic races or river/sea campaigns—turns swimming into a full 360° awareness bubble. Reduced range and effectiveness in air compared to being in water. Cost: 7 BP.
- **Whole-Body Chemosensation**: Your skin gains a complex array of new sense receptor cells granting a taste/smell sense for chemicals dissolved in air or water across your whole body surface. Track faint scent trails over long distances, detect poisons/toxins instantly, identify individual creatures by their “chemical signature,” or sense blood in water from afar. Feels like a super-powered bloodhound + poison detector hybrid. Cost: 8 BP.
- **Ultrasonic Hearing**: Your ears become much more complex than a normal human ear, gaining the ability to hear frequencies way above the baseline human range (up to 100k+ Hz). Detect tiny insect movements, ultrasonic creature communications, or machinery hums; echolocate passively if combined with the Echolocation trait without needing to generate the sound yourself. Great for spotting stealthy flyers or decoding hidden signals in sci-fi/fantasy tech. Cost: 11 BP.

#### Physiological Adaptations

- **Aquatic Adaptation**: Your body is adapted to live underwater as easily as on land. Your respiratory system combines lungs and gills for oxygen intake, as well as increased efficiency allowing you to operate on less oxygen than baseline humans. You can go twenty minutes without taking a breathe at average human endurance stat levels. Cost: 8 BP. 
- **Spaceborne Physiology**: Your body is able to adapt to low-pressure and hard vacuum environments as easily as a baseline human goes from swimming to land. Activating this adaptation causes your skin to convert to a thick material that feels like a mix between stone and oiled rubber, in the Super-black color range. Your spaceborne skin contains all perspiration and heat in your body, preventing it from freezing in space. In addition, your body gains the ability to extract energy from light and radiation for fuel, granting you a minor radiation resilience as part of this adaptation. Lastly you can produce low levels of ionic thrust in a vacuum environment such as space through a specialized electromagnetic adaptation to your heart and limbs. It would take you a little more than a year to travel from earth orbit to mars orbit with the thrust produced by this adaptation. Cost: 17 BP.
- **Phototrophic Augmentation**: Your cells have an additional energy collection mechanism that allows them to use light as their primary energy source, utilizing chlorophylls or pigments to convert solar energy into chemical energy for metabolic processes. Cost: 9 BP. 
- **Heavy-Worlder**: Your body is adapted to be able to handle worlds of higher gravity and air pressure than earth standard. As part of this adaptation, you are naturally stronger and higher endurance than baseline humans. Gain +1 Strength and Endurance at start and at each Major Milestone Level. Cost: 12 BP.

#### Natural Defenses

- **Retractable Claws**: You gain a set of retractable claws allowing you to attack with slashing attacks using your hands and feet. You also gain a +2 Bonus to Climb related Checks, Contests, and Challenges. Cost: 4 BP.
- **Natural Armor**: Your skin grows thicker and more resilient, making it harder to cut or damage. You gain +2 Damage Resistance. Cost: 3 BP. 
- **Chameleon Skin**: Your skin and hair follicles gain the ability to alter their color, making it harder to see or track you. You gain +2 Bonus to Rolls to Hide or Evade Detection. Cost: 8 BP. 
- **Retractable Fangs**: You gain a set of retractable fangs that grant you increased piercing and ripping capacity when making bite attacks. Cost: 3 BP.
- **Pain Tolerance**: Your body has a natural tolerance for pain, you gain a variable Bonus to Rolls against pain related effects and reduce the Severity of Injuries and Wounds by an equal amount. Cost: 5 BP/Lesser(+1), 10 BP/Minor(+2), 15 BP/Major(+3), 25 BP/Greater(+4), 50 BP/Superior(+5).
- **Poison Tolerance**: Your body has a natural tolerance for toxins and poisons, you gain a variable Bonus to Rolls against Poison. Cost: 5 BP/Lesser(+1), 10 BP/Minor(+2), 15 BP/Major(+3), 25 BP/Greater(+4), 50 BP/Superior(+5).
- **Acid Tolerance**: Your body has a natural tolerance for acids, you gain a variable Bonus to Rolls against Acid. Cost: 5 BP/Lesser(+1), 10 BP/Minor(+2), 15 BP/Major(+3), 25 BP/Greater(+4), 50 BP/Superior(+5).
- **Fire Tolerance**: Your body has a natural tolerance for heat and fire, you gain a variable Bonus to Rolls against Fire. Cost: 5 BP/Lesser(+1), 10 BP/Minor(+2), 15 BP/Major(+3), 25 BP/Greater(+4), 50 BP/Superior(+5).
- **Lightning Tolerance**: Your body has a natural tolerance for electricity and elemental lightning, you gain a variable Bonus to Rolls against Lightning. Cost: 5 BP/Lesser(+1), 10 BP/Minor(+2), 15 BP/Major(+3), 25 BP/Greater(+4), 50 BP/Superior(+5).
- **Cold Tolerance**: Your body has a natural tolerance for cold and elemental ice, you gain a variable Bonus to Rolls against Frost and other Cold related effects. Cost: 5 BP/Lesser(+1), 10 BP/Minor(+2), 15 BP/Major(+3), 25 BP/Greater(+4), 50 BP/Superior(+5).
- **Sonic Tolerance**: Your body has a natural tolerance for sonic based attacks and effects, you gain a variable Bonus to Rolls against Sonic related effects. Cost: 5 BP/Lesser(+1), 10 BP/Minor(+2), 15 BP/Major(+3), 25 BP/Greater(+4), 50 BP/Superior(+5).
- **Psychic Tolerance**: Your body has a natural tolerance for psychic damage and other psionic effects, you gain a variable Bonus to Rolls against Psychic and other Psionic related effects. Cost: 5 BP/Lesser(+1), 10 BP/Minor(+2), 15 BP/Major(+3), 25 BP/Greater(+4), 50 BP/Superior(+5).
- **Radiation Tolerance**: Your body has a natural tolerance for radiation, you gain a variable Bonus to Rolls against Radiation related effects. Cost: 5 BP/Lesser(+1), 10 BP/Minor(+2), 15 BP/Major(+3), 25 BP/Greater(+4), 50 BP/Superior(+5).

#### X-Factor

- **Telekinetic Probe**: You gain the ability to extend an amorphous tendril of telekinetic force out from yourself to manipulate objects without touching them physically. Any object you touch with the probe can be felt as though holding it in your hand. Max range you can extend the probe from you is variable. You can make more than one probe at a time, but the Max range is split between all the probes you create. Telekinetic Skills are 5% cheaper to learn. Cost: 5 BP/Lesser(10 feet), 10 BP/Minor(15 feet), 15 BP/Major(25 feet), 25 BP Greater(50 feet), 50 BP Superior(100 feet).
- **Telekinetic Shield**: You gain the ability to activate a telekinetic shield around yourself as a reaction at the expense of 6 Stamina and 4 Mana per second active. This Telekinetic Shield blocks any kinetic or energy damage you would take if not active. Telekinetic Skills are 5% cheaper to learn. Cost: 5 BP.
- **Telepathic Probe**: You gain the ability to extend an amorphous tendril of telepathic force out from yourself to connect with the mind of another sentient being without touching them physically. Any subject you touch with the probe can feel the contact as though a pressure or sense of someone watching them. You can simply listen to the active thoughts of someone your probe is in contact with without risking them feeling the contact as long as they are not also psionic, but pushing beyond surface thoughts or sending thoughts to them allows them to feel contact. Max range you can extend the probe from you is variable. You can make more than one probe at a time, but the Max range is split between all the probes you create. Telepathic Skills are 5% cheaper to learn. Cost: 5 BP/Lesser(10 feet), 10 BP/Minor(15 feet), 15 BP/Major(25 feet), 25 BP Greater(50 feet), 50 BP Superior(100 feet).
- **Telepathic Shield**: You gain the ability to activate a telepathic shield around yourself as a reaction at the expense of 6 Stamina and 4 Mana per minute active. This Telepathic Shield blocks any psionic energy damage you would take if not active. This shield also blocks someone using Telepathic Probe or other Telepathy effect to connect to and observe or manipulate your mind. Telepathic Skills are 5% cheaper to learn. Cost: 5 BP.

### GeneTek & Evolutions

- **Psionic Power Level Boost**: +1 to starting Psionic Power Level (magnitude for effects). Cost: 10 BP. May be purchased more than once, each purchase after the first doubles the BP cost, cumulatively.  (Buying it three times will cost 10 BP + 20 BP + 40 BP = 70 BP).
- **Body Cultivation**: Gain Body Cultivation Advantage at Tier 1, and 1 Special Constitution of Low Innate Grade at first tier, no additional Special Constitutions gained automatically after the first. Cost: 12 BP for the first Tier, and each Tier after that may be purchased for a cost equal to (previous Tier Cost + 6) times two BP. (Buying up to Tier 3 will cost 12 BP + 36 BP + 84 BP = 132 BP).
- **Shifter Trait**: Gain basic shifting that allows you to shift into the form of a Beast in the same Size Category as you that you have eaten the heart of.  You start with 1 of 4 shifted form aspect unlocked based on the moon phase when you were born or random selection. New Moon/Beast form aspect, Waxing Moon/Dire Beast form aspect, Full Moon/Giant Half-beast and Half Human aspect form, Waning Moon/Near Human aspect form. Has 1 Slot to store Beast forms with, consuming a new heart will replace your stored Beast form if your slots are full. You may select which Slot is replaced. Cost: 10 BP. (add +1 Beast Form slot for +3 BP each, unlock additional form aspects to a Max of 3 additional form aspects for 10 BP each.)
- **Alien DNA**: Your genes have a little or a lot of Alien DNA mixed in from one or more Alien Species. There are 6 Types, A-F, with order having no bearing on strength/quality. Cost: Variable by Type. Type Costs: A=10 BP, B=4, C=5 BP, D=6 BP, E=8 BP, F=10 BP. (May take multiple Types, and may take the same Type multiple times with each new time increasing the Tier Level of that Type) Benefits: Hidden. (Counts as a Psionic Genetic Upgrade and allows Unlock of Bloodline Forbearer System.)
- **Unique Bloodline Heritage**: Unlocks and Grants the Unique Bloodline Genetic Heritage Merit, whose power potential is determined by Rank of this Upgrade. Cost: 5 BP/J Rank, 6 BP/I Rank, 8 BP/H Rank, 10 BP/G Rank, 13 BP/F Rank, 17 BP/E Rank, 23 BP/D Rank, 34 BP/C Rank, 49 BP/B Rank, 63 BP/A Rank, 81 BP/S Rank, 99 BP/S+ Rank, 123 BP/SS Rank.
- **Genetic Memory**: Your memory is backed up to your genome like a second hard drive, accessible in your dreams and meditation states, this trait passes on to your descendants. Cost: 10 BP. 

## 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.

- **Basic Tek Enhancement**: Upgrade one item (e.g., solar panel efficiency +20%, improved durability, enhanced effectiveness, etc.) Item also gains Self Repairing/Recharging, repairs durability and charge at a rate equal to 3 durability and charge per day.  Cost: 3 BP.
- **PsiTek Infusion (Low Level)**: Charge a device with a minor psionic construct or formation (e.g., enhanced Durability or Mana Capacity of an item, flashlight with lumenakinesis for infinite light, etc.) Cost: 6 BP. (Requires Psionic Affinity; stats at Level 1.) For an additional +3 BP, Device also gains Self Repairing/Recharging, repairs durability and charge at a rate equal to 3 + Device Level in durability and charge per day. 
- **Vehicle Upgrade**: Enhance a vehicle (e.g., ATV with off-road boost, or electric efficiency, or advanced materials, or some combination of a few to many enhancements across systems and materials of the vehicle based on Upgrade Rank) available from one of your Land Grab or Equipment selections. Cost: 1 BP/J Rank, 2 BP/I Rank, 3 BP/H Rank, 4 BP/G Rank, 5 BP/F Rank, 10 BP/E Rank, 15 BP/D Rank, 20 BP/C Rank, 25 BP/B Rank, 33 BP/A Rank, 42 BP/S Rank, 55 BP/S+ Rank, 69 BP/SS Rank.
- **NanoTek Booster**: Gain basic to advanced nanites (e.g., for healing, or repair, or mind-machine interface) based on Rank. While all come with benefits, all ranks from G down to J come with drawbacks serious enough to limit how often or capable the nanites are of helping. Cost: 2 BP/J Rank, 3 BP/I Rank, 4 BP/H Rank, 5 BP/G Rank, 8 BP/F Rank, 13 BP/E Rank, 18 BP/D Rank, 23 BP/C Rank, 31 BP/B Rank, 42 BP/A Rank, 55 BP/S Rank, 69 BP/S+ Rank, 86 BP/SS Rank. While all ranks can add a Nano-Foundry upgrade to this selection for +5 BP that allows the nanites to reproduce themselves at the cost of host HP and Stamina resources, the D Rank and better may add a better Nano-Foundry upgrade module for  another+5 BP, which allows for self-replenishment of the Nanites without harming the host.
- **Advanced PsiTek Device**: Create a Level 1 or 2 PsiTek item bonded to your psyche, such as a psionic shield generator, inner journal, psychic blade/weapon, empathic danger detector,  telekinetic spanner, sonic spanner (x2 BP cost per Level), laser spanner (x3 BP cost per Level), holo spanner (x5 BP cost per Level), quantum spanner (x10 BP cost per Level). Cost: 6 BP/Level. (Prerequisite: Psionic capacity or pay an additional +5 BP to make the device work for anyone without Psionic capacity as well, which also removes the device's ability to psionically bond to the user and cannot be applied to psionic constructs that operate within your psyche such as the inner journal.) For an additional +3 BP, Device also gains Self Repairing/Recharging, repairs durability and charge at a rate equal to 3 + Device Level in durability and charge per day.  
- **Tek Integration (Cybernetic System)**: Merge near-future tech with genetics for Hi-Tek advantages such as an E Rank cybernetic eye that grants a +2 Bonus to Perception Rolls and Thermal vision mode, Armored Skin plates, Strength Booster, or Enhanced Reflexes via neural accelerators distributed along nerve clusters, etc. Cost: 3 BP/J Rank, 5 BP/I Rank, 6 BP/H Rank, 7 BP/G Rank, 8 BP/F Rank, 13 BP/E Rank, 18 BP/D Rank, 23 BP/C Rank, 31 BP/B Rank, 42 BP/A Rank, 55 BP/S Rank, 69 BP/S+ Rank, 81 BP/SS Rank. Cybernetic component may be Self Repairing/Recharging for +2 BP cost, repairs durability and charge at a rate equal to the base BP cost for the component's Rank per day. May purchase more than one Cybernetic Component, paying full BP cost for each component as per it's Rank.

## 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.

- **Survival Kit**: Set of tools and/or items useful for Survival such as the F Rank kit list: steel knife, backpack, water purifier & two canteens, tent, bedroll, zip-up pillowcase, Change of Clothes, Cloak/blanket/poncho, 500 ft. silk rope, 5 days pemmican rations, 2 random low innate grade potions. Cost: 1 BP/J Rank, 2 BP/I Rank, 3 BP/H Rank, 4 BP/G Rank, 5 BP/F Rank, 6 BP/E Rank, 9 BP/D Rank, 13 BP/C Rank, 17 BP/B Rank, 22 BP/A Rank, 33 BP/S Rank, 42 BP/S+ Rank, 49 BP/SS Rank. Survival Kit may be Self Repairing/Recharging for +2 BP cost, repairs durability of any items stored within the backpack at a rate equal to the base BP cost for the kit's Rank per day. The backpack repairs first priority, followed by items within it at a random distribution. 
- **Starter Weapon Package**: Peak Innate Grade modern weapon package (e.g., reinforced steel alloy sword/spear/axe/etc. with holster/scabbard/etc., compound bow/crossbow with 2 quivers full of arrows or handgun/shotgun/rifle with two boxes of ammo). Cost: 4 BP. Additional Ammo for 1 BP per Box or Quiver full. Enchanted Ammo variants like Arrow of Ice or 9mm Ammo of Slaying for +3 BP/Each Type of Additional Ammo Purchased. Weapon may be Self-Repairing (recovers 2 durability per day) & Self-Recharging (if powered, recovers charge at the same rate it recovers durability) for +2 BP, and may gain a unique effect for +3 BP such as Flaming or Slaying or Shocking, etc. 
- **Starter Armor Set**: You gain a complete Armor Set in the style you choose of Random (Low to Peak Innate) Grade. The armor may be Self-Repairing (recovers 2 durability per day) & Self-Recharging (if powered, recovers charge at the same rate it recovers durability) for +2 BP. Cost: 4 BP.
- **Resource Stockpile**: Extra supplies such as food rations for 1 month for a dozen people, shipping container full of one kind of resources (Toilet Paper, 50k gallons LNG, Dry Goods Grocery Store container, etc.), or a cache of seeds for food and herbs. Cost: 3 BP. May be purchased as many times as you want.
- **Beast Mount**: Gain a specific type of Beast Mount of large or huge size of Random (Low to Peak Innate) Grade. The Beast Mount is more intelligent than a normal Beast but not Demi-Human intelligence levels but can eventually grow there. It is not soulb ound to you, but is trained to serve you well. Cost: 6 BP
- **Specialty Item**: Unique gear such as a generator, deluxe medical kit (includes one recovery potion of each type: HP, Stamina, Mana), Belt Hard-Pack of 3 Stamina Recovery Potions, Belt Hard-Pack of 3 Mana Recovery Potions, Technique Manual, Spell Focus (Wand, Staff, Instrument, Dagger, Sword, etc.), Beginner's Spellcasting Art Guide,  Beginner's Martial Cultivation Art Guide, Beginner's Ki Cultivation Art Guide,  Beginner's Profession (Alchemist, Formation Master, Crafter, Fuluist, Artist, Musician, Diviner, Summoner, Enchanter, Geomancer, Shaman, Farmer, Hunter, Gatherer, Trader) Guide, Pill Furnace, Anvil, Crucible, Herbalist Kit, of random Grade (Low Innate to Mid Mortal). Cost: 6 BP.
- **Luxury/Utility Set**: Modern comforts (e.g., coffee maker, laptop with data, any Vehicle less than 1 ton weight, any single appliance or machinery less than 1 ton weight) that also gains Self Repairing/Recharging, repairs durability and charge at a rate equal to 3 durability and charge per day. Cost: 7 BP.
- **Advanced Equipment**: High-value item such as a Spellbook, Magical Codex, Soulbound Companion Contract, a Traveler's Multipass, Miner's Magic Workbag, Chest-Forge, Alchemist's Kit, or other rare enchanted item like a Flying Sword, Captain's Noble Shield, Double Impact Staff, or a Traveler's Towel or higher value Consumables like Belt Hard-Pack of 3 HP Recovery Potions, Belt Hard-Pack of 3 Stamina Regen Potions, Belt Hard-Pack of 3 Mana Regen Potions. Cost: 14 BP.
- **AI-Robotic Companion**: AI powered robot companion of variable size and inherent capability, that is also able to learn and improve over time. The robot is Self Repairing/Recharging, capable of repairing durability and charge at a rate equal to (3 + capability rating) in durability and charge per hour of rest. Cost: 8 BP/Lesser(Tiny-Insect or Animal Form, +1), 16 BP/Minor(Small-Animal Form, +2), 24 BP/Major(Medium-Animal Form, +3), 40 BP/Greater(Medium-Humanoid Form, +4), 80 BP/Superior(Large-Multiform,+5).
- **Rare Skill Stele**: Gain a Skill Stele for a Rare or better Skill upon transport to starting location. A Skill Stele is a Standing Stone with strange symbols engraved on it, when you send mana into it then it transmits knowledge of the skill within, can be used with meditation to help improve leveling speed of the skill as well. Cost: Gatcha Grab Skill 6 BP, or Choose 1 Rare Skill for 25 BP. Max number of Steles you can start with is 5.
- **Soulbound Companion Vessel**: An orb, handheld cage, box, bag, bottle, or other small handheld vessel that allows a user to attune to it which creates a small timeless spirit realm inside the vessel (Lesser) or in your soul (Greater) that you can open to summon or store away your Soulbound Companions safely. The Lesser version's vessel is limited to one Soulbound Companion stored within at a time. The Greater version vessel's spirit realm expands or contracts to suit the number of Soulbound Companions you have a Bond or Pact with. Cost: 6 BP for Lesser version, 13 BP for Greater version.
- **Spatial Storage Ring**: Able to store and retrieve items in extradimensional storage space via mental command, activated by cycling at least 1 Mana through the ring's magical formation engraved on it. Requires Attunement to unlock for mental activation. Variable capacity based on Rank. Cannot store other Spatial Storage items except other Spatial Storage Rings as well as  Soulbound Companion Vessels, both of which must be of lower Rank than the ring storing them. May store a number of Soulbound Companion Vessels equal to the BP cost of the rings Rank. Cannot store living creatures like Soulbound Companion Vessels do, except for fungi and plants; this does not impact any Soulbound Companions stored within a Vessel that is stored within this Storage item. Cannot gain expanded capacity by storing other Spatial Storage Rings with items stored within as a stacking effect, instead all Capacity applies to the limit of the Spatial Storage Ring storing the others. Cost: 1 BP/J Rank, 2 BP/I Rank, 3 BP/H Rank, 4 BP/G Rank, 5 BP/F Rank, 6 BP/E Rank, 9 BP/D Rank, 13 BP/C Rank, 23 BP/B Rank, 36 BP/A Rank, 49 BP/S Rank, 63 BP/S+ Rank, 81 BP/SS Rank.
- **Spatial Storage Bracelet**: Able to store and retrieve items in extradimensional storage space via mental command, activated by cycling at least 1 Mana through the bracelet's magical formation engraved on it. Requires Attunement to unlock for mental activation. Variable capacity based on Rank. Cannot store Spatial Storage items of higher Rank. May store a number of Soulbound Companion Vessels equal to the BP cost of the bracelets Rank. Cannot store living creatures like Soulbound Companion Vessels do, except for fungi and plants; this does not impact any Soulbound Companions stored within a Vessel that is stored within this Storage item. Cannot gain expanded capacity by storing other Spatial Storage items with items stored within as a stacking effect, instead all Capacity applies to the limit of the Spatial Storage Ring storing the others. Cost: 2 BP/J Rank, 3 BP/I Rank, 4 BP/H Rank, 5 BP/G Rank, 8 BP/F Rank, 13 BP/E Rank, 18 BP/D Rank, 23 BP/C Rank, 31 BP/B Rank, 42 BP/A Rank, 55 BP/S Rank, 69 BP/S+ Rank, 86 BP/SS Rank.
- **Spatial Storage Bag**: Able to store and retrieve items in extradimensional storage space via mental command, activated by cycling at least 1 Mana through the bag's magical formation weaved in it. Requires Attunement to unlock for mental activation. Variable capacity based on Rank. Cannot store Spatial Storage items of higher Rank. May store a number of Soulbound Companion Vessels equal to the BP cost of the bag's Rank. Cannot store living creatures like Soulbound Companion Vessels do, except for fungi and plants; this does not impact any Soulbound Companions stored within a Vessel that is stored within this Storage item. Cannot gain expanded capacity by storing other Spatial Storage items with items stored within as a stacking effect, instead all Capacity applies to the limit of the Spatial Storage item storing the others. Cost: 3 BP/J Rank, 4 BP/I Rank, 5 BP/H Rank, 10 BP/G Rank, 15 BP/F Rank, 20 BP/E Rank, 25 BP/D Rank, 31 BP/C Rank, 42 BP/B Rank, 55 BP/A Rank, 69 BP/S Rank, 86 BP/S+ Rank, 99 BP/SS Rank.
- **Item Box**: Personal extradimensional storage space bound to your mental command. Variable capacity based on Rank. Cannot store Spatial Storage items of higher Rank. May store a number of Soulbound Companion Vessels equal to the BP cost of the box's Rank. Can store living creatures similar to how Soulbound Companion Vessels do, except for you do not need to be Soulbound to them to store them within; the air within is limited to 1 hour supply for a medium humanoid per slot capacity, this does not impact any Soulbound Companions stored within a Vessel that is stored within this Storage item. Every time you move an item out of a slot and when you move an item from outside into a slot within, that also refreshes 1 slot worth of air supply within. Cannot gain expanded capacity by storing other Spatial Storage items with items stored within as a stacking effect, instead all Capacity applies to the limit of the Spatial Storage item storing the others. Cost: 5 BP/J Rank, 6 BP/I Rank, 8 BP/H Rank, 10 BP/G Rank, 13 BP/F Rank, 17 BP/E Rank, 23 BP/D Rank, 34 BP/C Rank, 49 BP/B Rank, 63 BP/A Rank, 81 BP/S Rank, 99 BP/S+ Rank, 123 BP/SS Rank.
#### 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.

- **Small Expansion**: Add a huge room or small one-story structure you imagine with anything you could put in such a space from modern earth (e.g., garage with tools). Cost: 10 BP for every 200 sq. feet (Max Size 2,000 sq. feet and 12 feet height). May be stacked on other structures selected via Land Grabs during Placement.
- **Basic Fortifications**: Your Structures are reinforced and gain basic fortifications (e.g. chain-link fences around property, stone walls ringing structures, magical perimeter wards, or auto-turrets). Cost: 16 BP.
- **Resource Node Grab**: Include a natural resource (e.g., big copper vein for crafting, hot spring for health/water, or orchard for food). Cost: 6 BP/Resource times the Rating of said resource based on scale and overall helpfulness. Ratings: Lesser (x1), Minor (x2), Major (x3), Greater (x5), Superior (x10).
- **Terrain Expansion**: Add or alter land features within a 5 mile range of your starting area (e.g., river access for fishing, or valley for ranching). Cost: X BP X=(Feature Scale x Rating).  Feature Scale is a measure of raw area of the feature measured in square miles of Land Area to add or alter. Feature Rating is about how valuable or powerful the requested feature is, value determined by DM within the same ratings used by Resource Node Grab option above. DM may elect to determine Feature Rating Randomly, if so, anything overrated  will be treated as though paired with Hidden Jackpot scaled to match the overrated amount.
- **Hidden Jackpot**: Random bonus feature with random challenge level added danger related to it (e.g., ancient ruins, leyline, mana vortex, secret realm, epic orchard, oil derrick field, or mine filled with rare treasures; GM roll for risks/rewards). Cost: 10 BP. (May include additional threats like a wyverns roost or mana warp.)
- **Facility Addition**: Grab at least one building, its contents (e.g., pharmacy for meds, or greenhouse for farming, etc.) and land it sits on from modern earth to take with you. Cost: (1 BP per acre) + Distance Cost. Area Selection must be contiguous with minimum space between parallel lines being 1 inch.  *Distance Cost Table*:

| 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

- **Animal Transportation**: If any of your Land Grab selections has animals, this will allow them to be included in the Contents of the property selected. Cost 5 BP. (Requirement: At least one Land Grab selection that has Animals.) Additionally you may pay another 13 BP to grant an Innate Grade System Blessing to transported animals, or 25 BP for a Mortal Grade System Blessing to transported animals. Transported animals with a Blessing Enhancement that also have the Pay to Play Discount applied have their Unlock Cost in Spirit Coins doubled. Blessing is Choice of 3 Gatcha Draw made when the transport spawns.
- **Companion Transportation**: If any of your Land Grab selections has a Companion's home, this will allow them to be included in the Contents of the property selected. Cost 8 BP. (Requirement: At least one Land Grab selection that houses a Companion.) Additionally you may pay another 17 BP to grant an Innate Grade System Blessing to transported Companion, or 31 BP for a Mortal Grade System Blessing to transported Companion. Transported Companions with a Blessing Enhancement that also have the Pay to Play Discount applied have their Unlock Cost in Spirit Coins quadrupled.
- **Auto-Translate**: The System automatically translates what you see, hear, and say to make you able to easily communicate with anyone you meet. Also translates what you read, slowly over the course of time equal to one page for five minutes, does not grant the ability to write in other languages as well though. Can be used to learn languages for half the XP cost using the written and spoken effects as a learning aid. Cost: 6 BP.
- **Smart Connections**: Automatically connects utilities between Land Grab selections upon placement using System-Tek connectors that pass pipes and wiring/etc. through spatial folding arrays. Cost: 10 BP.
- **System Utilities**: Automatically connects utilities of Land Grab selection this is applied towards to a System Utility supply component that runs on Spirit Coins at a rate of 1 per day for a large modern home, and the first 5 days are covered by the purchase cost of this modification. Spirit Coins are paid via your System UI. Cost: 5 BP.
- **Auto-Repair**: Applies to one Equipment section Item or Land Grab selection's structures each time selected. Can repair up to 10% Max Durability to the Item or Structures per 24 hour period as long as there is sufficient ambient mana available. Cannot be used to duplicate an item/structure, instead slicing such an item in two will cause one side to dissipate into nothingness as the other repairs the item from it's remaining portion, choosing which to repair based on the path of least resistance. Cost: 5 BP. May double the BP cost (10 BP) to double repair percentage to 20% or reduce the time period frequency by 50% to be every 12 hours. May double the BP cost (20 BP) again to also choose the other option.
- **Body Regression**: Reset your body to your prime adult age, typically somewhere between 16-25 for humans. Determine it randomly by rolling a d10 and adding the result to 15 to determine your new biological age. This automatically removes all age related Flaws and Diseases. Cost: 2 BP. 
- **Cosmetic Change**: Change one cosmetic feature about yourself (the look of your face, hair type/color, eye color, body shape, etc.) Cost: 1 BP.
- **Starting Talent**: Gain a bonus Starting Talent of random Rarity and Rank. Cost: 11 BP. May be taken more than once, each time after the first costs twice as much BP to purchase as the last time you bought it cost.
- **Reincarnated**: You start in a new body as a young adult of your chosen species, it may be Human or any one of the following Demi-human Species: Elf, Dwarf, Gnome, Halfling, Draken, Goblin, Orc, Beast-Folk (Choose Beast Type), Tiefling, Sauroid, Lizardfolk, Tree-Spirit.

### Starting Location Modifications

- **Elevation Advantage (Plateau/Mountain Shelf or Peak)**: Staring Location on High ground for easier defense/scouting. Cost: 2 BP.
- **Resource Proximity (Minerals)**: Start near a variety of resource deposits (e.g., salt rock, saltpeter, limestone, copper veins). Cost: 7 BP.
- **Water Access Boost**: Nearby water source added to your Starting Location, such as a river/stream for irrigation/fishing, hot spring and large pond, or small lake. Cost: 3 BP.
- **Fertile Soil Addition**: Hidden Formation Stones around the hex points of your territory that create Enhanced growing potential (e.g., valley orchards, farms, etc.) by restoring the nutrients to the soil depleted by growing plants, as well as adjusting the soil nutrients to better suit the needs of plants growing within range of the formations. Cost: 11 BP.
- **Defensive Terrain (Natural Barriers)**: Cliffs/forests/ridges/ravines shaped around your starting area (~1 square mile) for monster deterrence. Cost: 8 BP. (May purchase multiple times to increase area of Natural Barriers enclosure by +1 Square Mile each time purchased beyond the first.)
- **Proximity to Natives (Neutral)**: Start near a small village for trade. Cost: 3 BP. (Risk: Potential conflict.) Spend an additional +2 BP to shift their natural disposition to outsiders to Friendly instead of Neutral to reduce conflict potential, does not remove risk entirely.
- **Hidden Resource Vein (Superior Quality)**: Add veins of random useful ores (Roll 1d6=lead/tin/copper/iron/silver/gold) nearby of variable size. Cost: 4 BP for Lesser, 8 BP for Minor, 13 BP for Major, 19 BP for Greater. Spend an additional +2 BP to add an additional ore type of you choice. You may spend additional BP to add choice of ore 5 times total.
- **Climate Mitigation**: Formation Stones around the hex points of your territory that create Milder winters/summers and other weather extremes; longer growing season. Cost: 7 BP.
- **Monster Repulsion**: Formation Stones around the hex points of your territory that create a field that repulses monsters of lower Level than you are. Does not guarantee they cannot enter, just gives them a feeling of danger upon entering the field of effect. Affects Monsters and Beasts, does not affect Humans or Demi-humans. Cost: 9 BP.

### System Options 

- **System Scan**: Allows you to use the System Interface to scan an object, creature, or local area for it's unique properties. The quality and quantity of information returned is related to the Rank of System Scan purchased. Cost: 7 BP/J Rank, 8 BP/I Rank, 9 BP/H Rank, 10 BP/G Rank, 13 BP/F Rank, 18 BP/E Rank, 23 BP/D Rank, 31 BP/C Rank, 42 BP/B Rank, 55 BP/A Rank, 69 BP/S Rank, 86 BP/S+ Rank, 99 BP/SS Rank. 
- **System Map**: Allows you to use the System Interface to keep a map of your explored local area. The quality and quantity of information you can store with it is related to the Grade of System Map purchased. Cost: 3 BP/Innate Grade, 5 BP/Mortal Grade, 10 BP/Earth Grade, 15 BP/Sky Grade, 25 BP/Mystic Grade, 50 BP/Immortal Grade. 
- **System Compass**: You have an always available System Compass in your UI, that you can enable to grant a sense of feel towards North. The Sense of Feel option is enabled automatically if you also take the Immersion Mode Flaw. Cost: 1 BP.
- **System Shop**: Grants direct access to the System Shop within your System Interface, without needing to found and build your own or join a civilization with a System Shop Building Upgrade. Grants you a one time use 50% discount on purchasing a System Shop Building Upgrade as well. Cost: 17 BP.
- **Sign-In System**: Unlocks a Daily Sign-In within your System Interface to accumulate Reward Points that can be redeemed for Gatcha Reward Boxes. Cost: 25 BP. (Requires DM approval to determine Reward Points target type.)
- **Cheat System**:  Gain a randomly selected Cheat System that alters an aspect of progression for you based on a unique reward mechanism (e.g. Lucky Bastard/Bitch, Lord of the Land, Born Rebellious, Concubine Collector, Progenitor, Chrono-Editor). Cost: 100 BP. (Requires DM approval to determine unique reward mechanism type.)

## 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.

- **Addiction**: You have a behavioral predilection of variable intensity and frequency reliant on a specific behavior of compulsion or consumption as a means of coping with Stress and Strain recovery. When selecting this Flaw, choose a specific addiction type (e.g., opiates, meth, LSD, marijuana, tobacco, alcohol, stamp collection, playing video games, sex, etc.) and strength of the Flaw.  Gain: 4 BP/Minor, 8BP/Mild, 12 BP/Major, 16 BP/Crippling
- **Physical Disability**: You have a physical disability of variable intensity which makes life harder for you in one way or many depending on intensity. Gain: 5 BP/Minor, 10BP/Mild, 15 BP/Major, 25 BP/Crippling
- **Mental Disability**: You have a cognitive or emotional disability of variable intensity which makes life harder for you and people you interact with in one way or many depending on intensity. Gain: 5 BP/Minor, 10BP/Mild, 15 BP/Major, 25 BP/Crippling
- **Eating Disorder**: You have an eating disorder of variable intensity which makes life harder for you in one way or many depending on intensity. Gain: 2 BP/Minor, 3BP/Mild, 5 BP/Major, 10 BP/Crippling
- **Sleeping Disorder**: You have a sleeping disorder of variable intensity which makes life harder for you in one way or many depending on intensity. Gain: 3 BP/Minor, 5BP/Mild, 10 BP/Major, 15 BP/Crippling
- **Monster Bait**: There's just something about you that makes all the monsters want to eat you, and whatever that is also makes you more interesting to other people to the extent they are more likely to group nearer to you before monsters attack. Monsters are more likely to attack you, chase you longer, and even species known to be hostile towards each other will cooperate across species to kill you first before attacking each other. Any System related Beast and Monster Spawns for Challenges, Ordeals, Tribulations, Dungeons, or other relevant reasons for you or groups you are a member of will have their Level increased because of this flaw; this only applies to new spawns, it does not apply to already existing entities. This effect also makes you seem more interesting or charming to people you meet, not via a bonus to any Rolls you make but rather via granting you a pool of automatic rerolls (1,2,3,5) that apply to the rolls others make social encounters involving evaluating you. The intensity of Monster Bait's attraction factor effect scales in power and range. This Flaw may only be taken once. Gain: 10 BP/Minor, 15BP/Mild, 25 BP/Major, 50 BP/Crippling
- **Immersion Mode**: Your default mode has all System UI elements hidden from visibility (color set to transparent), leaving only Audio Notifications enabled normally, and quests are presented as compulsions or the illusion of supernatural visions are used to convey them such as a spirit appearing and requesting the quest be completed. The character with this flaw does not have access to the System UI for Leveling up while conscious to direct progression point expenditures, instead allowing their subconscious and the System to automate that process entirely or wait until they sleep to enter the Upgrade Lobby and apply progression expenditures. Gain: 5 BP now, and a bonus +1 or +1% (whichever is larger) XP each time you gain XP at the end of a session as long as you authorized auto-progression or slept and entered the Upgrade Lobby during the session. Unlike other players, you may not enter the Upgrade Lobby while meditating, instead you may only enter the Upgrade Lobby the first time you sleep after reaching a Character Level Up.
- **Blabbermouth**: You cannot stop talking when social cues would tell others that silence is golden. This effect grants your opponents a number of Rerolls they may draw upon when engaging in a Social Challenge against you. Gain 3 BP/Lesser(1), 5 BP/Minor(2), 7 BP/Major(3), 10 BP/Greater(5), 15 BP/Superior(10).
- **Socially Awkward**: You have a knack for saying and doing things others consider off-putting or weird, granting you Disadvantage on Social Rolls. Disadvantage Dice size determined by Flaw Severity. Gain 3 BP/Lesser(1d4), 5 BP/Minor(1d6), 7 BP/Major(1d8), 10 BP/Greater(1d10), 15 BP/Superior(1d12).
- **Animal Bane**: Animals become disturbed in your presence, cowering away from your touch and acting as if threatened when you approach. The range of this effect is 10 feet times your Next Level Modifier. Gain: 13 BP.
- **Tainted Vibe**: There's something not quite right about you that makes the hair on the back of the necks of others stand on end and scream silently up and down their nervous system. From afar people think you just a little strange, but within a close enough distance some subtle yet obvious tell (e.g. unnatural silver sheen to your hair, shadows move strangely nearby, an unsettling faint glow flashes in your eyes in the right lighting, etc.) becomes clear to anyone looking at you. The range of this effect is 5 feet times your Next Level Modifier. Gain: 13 BP.
- **Elemental Vulnerability**: You are vulnerable to a specific element, it deals more damage and makes Challenges you participate in against it higher difficulty. The number in parenthesis is the increase to Damage and Difficulty. Gain 3 BP/Lesser(1), 5 BP/Minor(2), 7 BP/Major(3), 10 BP/Greater(5), 15 BP/Superior(10).

## 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.

- **Blind Start**: Doubles your starting base BP at the cost of wiping your  character's memory of the Void Space Lobby and anything learned while there. (O3PM=1)
- **Nemesis**: You are hunted by a Nemesis, even if you've never met them, they are out there and they hate your existence. Even if you kill your Nemesis, the System will simply identify a new candidate for one and direct them to seek you out next. This discount reduces the BP cost of a selected option by 50% to a minimum of 1 BP. Each time you take this discount it must target a new BP option and a new Nemesis is created/selected then set in a quest chain against you. (O3PM=1)
- **Delayed Delivery/Onset**: Will not start with the selection this is applied to in an Active or Unlocked for Placement state, instead limits to one such option Unlocks per Level (Options Categories 1-4) or Civilization Level (Options Categories 5-7) randomly selected from all BP Options this Discount has been applied to that are still Locked and any of those that have other Unlock Conditions remaining to be achieved will remain preventing this option from fully Unlocking until they are achieved. Gain 10% BP value of the option this is applied towards.  (O3PM=1)
- **System Defined Unlock Condition/s**: Selected BP Option is Locked at Start and System may apply Quest or Random Requirements to the Unlock Conditions for Placement or Activation of the BP Option this is applied towards. Gain 10% BP value of the option this is applied towards.  (O3PM=2)
- **Pay to Play**: Selected BP Option is Locked at Start and Unlocks Cost Spirit Coins. Reduce base BP cost of selection by 10 BP or 10% of base BP, whichever is larger without being equal to or larger than the base BP total in which case choose the other. Cannot reduce the cost below 1% total base BP cost. Unlocking costs a number of Spirit Coins equal to 2x the reduced BP cost of the selection this Discount was applied towards. (O3PM=2)
- **Shard Cluster (Land Grabs only)**: Splits Land Grab into a variable number of Shards, each of which after the first shard starts out Locked and unlocks individually for placement. 5% Reduction in base BP cost/Shard, minimum of 2 Shards required. Cannot reduce the cost below 10% total base BP cost. Unlocking a Shard costs a number of Spirit Coins equal to 5x (10% of the unreduced base BP cost) of the Land Grab this was applied towards. If this Discount is combined with Pay to Play Discount the first shard remains unlocked at start, the Unlock cost for both becomes a total of 10x the reduced BP cost of the selection the two Discounts are applied towards together. (O3PM=3)
- **Latent Genes**: Gain an amount of BP equal to 150% of the Base BP cost of Genetic Upgrade option selected and Lock Genetic Upgrade into Latent state until Awakened. Genetic Upgrades in a Latent State do not allow use of actions or activated effects granted by the Genetic Upgrade, but passive effects granted by the Genetic Upgrade may still trigger in times of need. If the Genetic Upgrade has multiple Tiers, each must be Awakened individually. Cost to Awaken is based on double the Base BP Cost of the Genetic Upgrade. (O3PM=3)
- **Locked Genes**: Gain an amount of BP equal to 150% of the Base BP cost of Genetic Upgrade option selected and Lock Genetic Upgrade into Encrypted state until Decoded. Genetic Upgrades in an Encrypted State do not allow use of actions, or activated effects, or passive effects granted by the Genetic Upgrade. If the Genetic Upgrade has multiple Tiers, each must be Decoded individually. Cost to Decode is based on triple the Base BP Cost of the Genetic Upgrade. If combined with the Latent Genes Discount, the combined BP Gain of Genetic Upgrade option selected is a single instance of 200% instead of 150% applied twice that taking both Latent and Locked would normally provide if thinking of them as written. Additionally, the requirement to Decode must be achieved first which transforms the Encrypted Tier to a Latent Tier which can then be Awakened as per the rules as written for Latent Genes. The cost to Decode and Awaken remain unchanged for each. (O3PM=3)

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.
