The game will use the Savage Worlds' rule set.
1. Character Concepts
2. Attributes & Skills
3. Edges & Hindrances
4. Equipment
Aetherdiver: The Aethersphere is a strange and wondrous place, it's also easy to get lost there. Aetherdivers know how to navigate the spirit realm and can become ghosts in the machine.
Agent: The life of an agent is filled with secrets, intrigue, deception and often danger. It's an agent's job to collect secrets for their employer, or distribute misinformation to their employer's competitors.
Bounty Hunter: This gun’s for hire. Some folks can evade justice for an awful long time in the lawless frontier towns, or the darker corners of The Junction. Governments and corporations will hire bounty hunters to bring these criminals in.
Entertainment: Singers, dancers, actors, and escorts. Those who perform for a living are able to read their crowd and influence them.
Fixer: Thief, fence, courier, smuggler. Everyone wants something, and sometimes what they want isn't legally available in their area. That's where the fixer comes in running drugs, guns, augs into the black market and the areas that need them.
Gadgeteer: Some times equipment breaks down, sometimes a specific device needs building. Gadgeteers are great at fixin' what needs fixin'. Some gadgeteers go the extra step and build new things. Science is a gadgeteer's friend.
Investigator: Whether you are a private eye, police detective, or journalist sometimes mysteries need to be solved.
Sawbones: When people get hurt they go see a sawbones to get patched up. When someone wants to swap out a limb for a fancy mechanical one, they seek out a sawbones. A sawbones is any medical specialist.
Soldier: No matter which government you serve, you are part of something greater than yourself. You'll lay your life on the line to defend your nation. Those who do well and follow orders will climb the ranks. A soldier could also be employed in the private sector working for a corporation or criminal organization like the Triads or the Mafia.
Street Warrior: Merc, bouncer, or bodyguard, a street warrior is muscle for hire. Some may strive for the noble cause of defending the innocent, but everyone needs to pay the rent.
Wage Slave: Corporate lackey or small businessman, sometimes normal folk find themselves caught up in the dangers of adventure.
Wilderness Guide: City life isn't, for everyone there are people who thrive in the wilds, be they army Scout, tribesman or anyone more at home outside the cramped life of the city.
Everyone has 5 points for raising Attributes. Attributes start at d4 and cost 1 point to raise per die type.
Agility: This is the measure of your character's speed, dexterity and flexibility.
Strength: This is the measure of the physical power of your character.
Smarts: This is the measure of your character's intelligence and learning.
Spirit: This is the measure of your character's determination and willpower.
Vigor: This is the measure of your character's durability and endurance.
Pace: Starts at 6" and is increased or decreased by Edges and Hindrances
Parry: 2+ Fighting/2
Toughness: 2+Vigor/2
Humanity (number of Augs a character can have): (Spirit+Vigor)/2 .
When your existing augmentation points exceed your humanity you must make a Vigor test with a penalty equal to the difference of the Augs and Humanity, failure means taking a permanent level of fatigue. Also make a Spirit check with the same penalty, failure means you go a little mad*- Only prosthetics that go beyond human capabilities count toward your Aug limit.Everyone gets the core skills; Athletics, Common Knowledge, Notice, Persuasion, Stealth at a d4.
Everyone gets 12 points to spend on skills, all skills start as untrained. Untrained skills start at a d4-2. Spending 1 point raises the skills die type until it matches the connected Attribute. Raising a skill above the connected Attribute costs 2 points per die type.
Skill trees and descriptions here.
A character may take one major hindrance and up to two minor hindrances. A major Hindrance is worth two points and a minor hindrance is worth one point.
For 2 Points you can: Raise an attribute one die type, or choose an edge.
For 1 Point you can: gain another skill point.
Players start with one Edge and can purchase up to two more.
Setting Hindrances and Edges are found here.
Here is some of the gear unique to the setting, a lot of the general gear list will be pulled from other Savage Worlds campaigns.