NULL_POINT() // SYSTEM REFERENCE

Rulebook

The complete mechanical reference for Null_Point(). Pages marked IN PROGRESS are designed but not yet written up — check back as the game develops.

Attributes available

Six attributes, scale 1–6. Creation cap 4. Physique, Reflex, Logic, Intuition, Grit, and Sensitivity — with full derived stats, example uses, and scale descriptions.

Physique Reflex Logic Intuition Grit Sensitivity
Skills available

Six categories. General, Focus, and Specialization tiers. Combat, Physical, Technical, Net, Social, and Support — every active skill with its full tier breakdown.

Combat Physical Technical Net Social Support
The Archtypes in progress

Technomancers, Operators, Shapers, and more. Find the path that you will walk in the Sprawl

Technomancer Operator Shaper Null Runner
Exhaustion in progress

Runner burnout and the cost of staying in the field too long.

The Static in progress

Technoshamans and TechMages. The eight universal effects. Buffer, Blowback, Sensitivity thresholds, and the cyberware interference mechanic.

TechMage Technoshamans Blowback Buffer Effects
Combat in progress

Initiative, action economy, wound thresholds, and the conditions that compress dice pools. How violence actually works in the Sprawl.

Initiative Actions Wounds Conditions
Lifepath in progress

Stack, Buffer, Heap origins. Backgrounds. Inciting Events. The full character creation sequence with point buy pools and free starting gear.

Origins Backgrounds Events Archetypes Gear
Economy in progress

The three-tier currency system. Quorum Credits, megacorp scrip, successor-state marks, and what each one says about who you answer to.

₵ QC ₥ PM ⌁ Val-Scrip Barter Factions