Terminal Vector is an application-based sim, which does require a short backstory for your character to be approved. Additionally, we require each character to have at least two specific roleplay weaknesses.
Characters start with a total of 12 points to spend on skills. All skills are one creation point per level at character creation, but cost more after character creation - see the Skills page for details. Only one skill can be level four (Specialized) at character creation.
All characters may start with two magics at character creation, both at level one.
A character may, if they choose, start with fewer magics, gaining four points of cybernetics per magic (for a total of eight additional points of cybernetics if starting with zero magics)
Additionally, characters have eight points that can be spent on merits or cybernetics.
Racial Bonuses:
Human: On top of the eight free points, Humans gain eight additional points to spend on merits or cybernetics.
Fae - Sidhe: Cannot spend starting points on cybernetics, and must obtain them in-game. Gain the ‘Glamour’ merit. If starting with at least one magic at character creation, they can choose one of them to start at level 2 instead.
Fae - Elves: May start at ‘Specialized’ in two skills at character creation, instead of one. If they select the “Enchantment” magic at character creation, they can start at level 2 in that magic.
Fae - Fetch: Cannot use cybernetics, due to their shifting body structure, but gain an additional 4 merit points at character creation. Gain the ‘Shapeshifter’ merit, allowing them to change their form. If they select the “Illusion” magic at character creation, they can start at level 2 in that magic.
Scions - Extraplanar: May start with level 2 of the “Evocation” magic, if they have selected that at character creation. Has an extraplanar parent, who can be called upon up to once per month (via ST ticket) for information or a rumor of some sort - though the parent will often manipulate such conversations for their own purposes.
Scions - Intraplanar: Based on their parentage, if selecting an elemental magic (Terramancy, Pyromancy, Hydromancy, Aeromancy), they may select one of those elemental magics to start at level 2 at character creation. Additionally, may create small amounts of that element in their hand at will.
Mythos - Mothpeople: Due to their sensitive attunement to magics, if they start with the ‘Aetheric Manipulation’ magic, Mothpeople may start with that magic at level 2. While unable to fly in Earth’s gravity, they can survive without air indefinitely.
Mythos - Myrmidons: If they start with the “Terramancy” magic, Myrmidons may start with that magic at level 2. Gain the “Regenerator” merit, which allows the Myrmidon to regenerate limbs and heal wounds in a day without medical intervention.
Phages: Must drink blood regularly. If they start with the ‘Portalcraft’ magic, Phages may start with that magic at level 2. Gain their choice of either the “Blood is Power” merit, which allows the Phage to take Body damage to gain Edge points, or the Night Stalker merit, which allows the Phage to see in low light.
Machina: Cannot access magics without the “Thaumaturgic Core” Cybernetic. Gains 12 additional points to spend on cybernetics at character creation, on top of the eight standard points. Gains access to Machina-specific cybernetics.
Bound: All bound are still considered members of their race, and follow all standard character creation rules for that race, but gain additional abilities (and restrictions) per the Bound racial descriptions.