Stats: 4d6 drop the lowest. Best of 2 sets. Reroll anything below a 8.
Traits: Choose 2 traits at 1st level during character creation.
Hit points: You will not roll for HP, you will gain the max from your class each time you level.
In addition, an astral artifact was recovered from mission 001 - Sordai - XD (9/29/18) that provides all PRISM agents +1 HP per level beyond level 1. PRISM agents will stop gaining this bonus in the event that PRISM loses control of the astral artifact or in the event that PRISM agents are no longer in reasonable proximity to the artifact during their down time. (In this event, previously gained bonus HP will be kept: agents will stop gaining any more bonus HP.)
Level Progression: Progression has been different for each season's characters.
Season 1 characters used the "double advancement" method, gaining 2 levels worth of class features for each 1 level of BAB, Saves, Skills, and HP. This pattern continued to level 10 (level 20 class features). These characters then progress at a normal rate (1 level : 1 level's worth of class features), according to the chart below labelled "OG".
Season 2 characters also used the "double advancement" method, but cap at 10 HD. These characters also gained Mythic tiers; as of te Battle of Tonk'Heir, these characters should all have 7 Mythic tiers. These characters can also use the "OG" chart, but stop at level 10.
Season 3 characters will be using full gestalt, and capping at 10HD. These characters are not using the "double advancement" method, and should use the "Season 3" advancement chart.
Base Attack Bonus: Your base attack maxes out at 10.
When your BAB reaches 5 you gain an additional attack at -5. This applies at BAB 10, for three attacks at +10, +5, +0.
When looking at prerequisites for feats, add your level to your base attack to determine which feats are available. In addition, add your level to your base attack to determine the effects of feats you have taken. For example, a level 7 fighter will have an effective level of 14 for purposes of feats, and therefore when using Power Attack with a one-handed weapon will take a -4 penalty to hit for a +8 bonus to damage.
Saves: Your primary saves will max out at 7, your secondary saves will max out at 3.
When you choose your starting class, you can also choose which saves will be your primary saves. (example - Rogue normally has Reflex as a good save, you can instead choose Fortitude or Will, if you are a Cleric which has two good saves, you can choose any combination of two saves that you would like.)
Spells: Your effective caster level maxes out at 20. It advances at a rate of 2x caster level per 1HD in the caster class.
For determining most effects of spells and powers, use your effective caster level. Exception: For purposes of any feat, spell, SLA, SA, Psionics, etc. that would direct you to treat your BAB as if it were equal to your caster level as part of an attack, DO NOT treat your BAB as if it were equal to your effective caster level. Instead treat your BAB as if it were equal to your HD in the caster class. This does not apply for effects that adjust your BAB for non-attack purposes, such as temporary qualification for feats.
For purposes of establishing your access to spell levels and spells known, treat that progression the same as progression on class features (i.e. advance two levels of spell access for each 1 level of HD).
Casting spells of 5th level and below does not risk corruption. Casting spells that are ordinarily 5th level and below, but are treated as a higher level due to metamagic feats, does not risk corruption.
Risk of Corruption:
Casting spells of 6th level and above risks corruption. When casting a spell of 6th level or higher the caster takes hit point Burn equal to the level of the spell. Hit point Burn cannot be cured with healing spells, and requires actual rest to restore.
When preparing spells the next day (or after normal rest, if you do not prepare spells), you have to pass a Will save versus Corruption, DC equal to the HP Burn you gained over the last day.
If you pass the check, you are out of immediate danger: you do not gain corruption. If you fail the check you gain 1 point of corruption. Each point of corruption you have increases the DC of any future Corruption save you have to make when you prepare spells.
Failing this check by 5 adds an additional corruption. Failing by 10 adds another additional corruption (total of 3), and so on.
Corruption Effects:
When you gain your first point of corruption you gain an effect from your choice of mental or physical mild lists, you gain another effect for each point for the first 4 points. (See http://i.4pcdn.org/tg/1474150096391.pdf?fbclid=IwAR2J52fGMbhkKQQkUsJ5iRxwvzPes4uQUhROPQDDEqqviCyarCpZX3NOyY8, page 63)
For your 5th point of corruption, gain an effect from the moderate list of either physical or mental. Continue to gain effects from these lists until you reach your 10th point of corruption; from then on, gain effects from the severe lists.
When your corruption points are equal to ten or more you lost the ability to connect to the Golden Path - you lose your mythic status, which can be regained if you can reduce your corruption to less than 10.
You can take an amount of Corruption points up to your CON score. Once your corruption exceeds your CON score, you become an NPC or die due to the physical strain of what is happening to you.
Stat: Add +1 to one stat.
Multiclassing: There are two options for multiclassing.
Option one: Use Variant Multi-Classing (VMC), which is a choice that must be made at first level. You will give up some of your character feats in exchange for class features from a secondary class. See the chart above for the progression, and the link for the specific class features gained.
Option two: Gain full levels in multiple classes. At any given level of progression, choose one class to progress in; gain HD, saves, and BAB as if you had gained a single level in that class, and class features as if you had gained two levels in that class - see the chart above for the progression. Do not gain a level in two classes at once, which would gain you one level's worth of class features in two different classes simultaneously.
Option two and a half: Use both. At each progression level, choose which class you're gaining a level in (as per option two). Regardless of your selection, continue to trade out specific character feats for your VMC selection (as per option one). When pursuing this option, you are not allowed to take actual class levels in the class that you receive VMC benefits from.
Wealth: While you are a member of PRISM, you earn a paycheck when you level up equal to the amount shown in the chart. When you participate in a mission in which you do not level up, you gain a 2000 gp stipend instead, which does not count against your normal paycheck.
Bonuses from PRISM Badge / Shoulder Insignia:
Resistance: Gain the shown bonus as a resistance bonus to all saves.
Armor Attunement: Attune to one piece of armor or shield in your possession; you may change the attunement once per day. You may choose a piece of clothing as your "armor" if you wish. Gain the shown bonus as an enhancement bonus to that piece of armor or shield. When the bonus shown is split (as in +1/+1), you may split the bonus between an armor and a shield (giving each +1). When the bonus further increases (as in +2), you may give the +2 bonus to one armor or shield, or you may continue to use the +1/+1 bonus (but you cannot use +2/+1).
Weapon Attunement: Attune to one weapon in your possession; you may change the attunement once per day. Gain the shown bonus as an enhancement bonus to that weapon. When the bonus shown is split (as in +1/+1), you may split the bonus between two weapons (giving each +1). When the bonus further increases (as in +2), you may give the +2 bonus to one weapon, or you may continue to use the +1/+1 bonus (but you cannot use +2/+1).
Enhancement bonuses to weapons and armor: The provided bonuses stack with any existing enhancement bonuses on the item. They do not increase the affected item's cost for purposes of further adding enhancement bonuses of special abilities to the item.
Deflection: Gain the shown bonus as a deflection bonus to AC.
Mental Prowess: Choose a mental ability score. Gain the shown bonus as a permanent enhancement bonus to that ability score (the choice of ability score may not be changed).
Physical Prowess: Choose a physical ability score. Gain the shown bonus as a permanent enhancement bonus to that ability score (the choice of ability score may not be changed).
Toughening: Gain the shown bonus as an enhancement bonus to natural armor.
Sub-dual armor conversion: When you take physical damage, convert an amount of it from lethal to non-lethal equal to your existing armor bonus to AC (any armor bonus will provide this).
Unless you have an ability or item that calls it out specifically, you apply damage reduction to the lethal damage before the conversion process.
Unarmored Bonus: Everyone gets a Dodge Bonus to their AC equal to their base attack.
This bonus is reduced by any Armor Bonus you have to your AC.
Being a dodge bonus, you lose this when flat-footed or in any situation where you would lose your DEX to AC.
This Unarmored Bonus does not convert damage like wearing armor would.
No More Feat Tax: As long as you meet the prerequisites you get the following feats for free: Power Attack, Deadly Aim, Weapon Finesse, Point Blank Shot, Precise Shot, Dodge, Mobility, Two-Weapon Fighting, Combat Expertise, Agile Maneuvers.
Skills
Languages: Everyone starts with Common, and their Local language - more languages have to be bought from Linguistics.
Knowledge (Nobility): Remove and replace with Knowledge (Corporate).
Magic: Magic and Psionics will be treated the same for rules purposes, though I am not anticipating or thinking that people should play Psionics (full Magic-Psionics Transparency).
Weapons: Fighter, Monk, Paladin, Ranger, Cavalier, Warpriest, all have Archaic proficiency. If you are ¾ Base Attack class you can choose 2 Archaic Weapons you are proficient with. Otherwise it's a feat to be able to use Archaic weapons with no penalty.