Each character has certain attributes that help to describe them and determine what they are capable of. They include the following:
Step 1: Pick a species
The species listed in species descriptions are those that have achieved a state of expansion such that they are found in most parts of explored space. While there are millions upon millions of other species out there, these are the most common.
Step 2: Determine character attributes
Virtually all character beings are generated using the custom being generator, with the base species likenesses used merely as a guideline. The standard number of generation points is 30, but this can sometimes be modified by referees when it suits their intended back-story. Strictly speaking, we encourage the 30-point limit, reserving 31 or 32-point beings for specially-grown monsters fashioned by high-stage scientist nemeses of the players. Conversely, insisting on a sub-30-point character generation is a fun challenge, indicating that the player character is the product of non-ideal circumstances.
In the case of a biologist creating a new life form or a physicist creating a new robot, the number of points available is typically 30 plus the stage of corresponding scientist.
Each species description lists a range for the attributes of strength, speed, agility, and intelligence. To determine where a character lies in each range, the referee rolls a die. For example, a Human has a strength range from 1 to 6. A simple roll of a D6 will give a character it's strength. For ranges which are not so even, improvise. For example, a Felinid's agility is from 2 to 5. Use something like a roll of a D6 where a 1 or a 6 is a roll again.
For all species, will power, awareness, and hand to hand have constant rolls. Will power and awareness both have a simple range of 1 to 6 - a D6 roll. Hand to hand has a range of 0 to 2 which would be rolled as follows:
A species may have modifiers to will power, awareness, or hand to hand. For example, a Reglactin has +1 for hand to hand. A modifier can increase an attribute above the usual maximum for a starting character. That is, a hand to hand above 2, and will power or awareness above 6. If there are modifiers, they will be listed in the species description.
Any other physical attributes such as mass, height, fur colour, etc. are usually left up to the player.
Step 3: Decide starting experience
From a strictly species point of view, every being starts with 1 experience and goes from there. For gaming purposes, it is usually standard to start characters off with 10 - 30 experience. This way, they can at least have a chance of surviving. The amount of experience a character starts with is completely up to the referee.
Each ten experience that a being has is called a stage. For each stage, a character will increase their will power and awareness by one, and will get one occupation.
Step 4: Pick Occupations
For each stage, the character gets to pick an occupation. If the referee allows, groups might want to pick their occupations so that they compliment each other.
Occasionally, the referee will dictate what one or all stages will be, but usually the character decides.
Step 5: Roll Bonuses and Stamina
For each occupation, bonuses and stamina must be rolled. These are both listed in the occupation descriptions. Stage stamina is listed as the number of dice used to determine the increase in stamina. Bonuses, when a roll is required, will be listed as each value in a range with the corresponding roll on a D6.
Step 6: Get Some Gear
Once you have a character, you need to get him some weaponry and equipment. Either the referee will dictate what you get, or will give you a sum of credits to buy your gear. (Occasionally in games we play, the player just writes down what he wants, gives the ref his character sheet and the ref says if it's ok or not. Saves time.)
One limitation to how much gear you can get, is your size and strength. If you're a little guy who is not that strong, you won't be able to have too many weapons at your disposal. To find your carrying capacity do the following:
- Find out how much force you can exert.
- Divide by 10 to find out how many kg of mass you can carry in a 1G environment.
- Divide by two.
The result is how many kg of gear you can carry around without any detriment to strength, speed, or agility. If you do decide to carry more - up to your total force, then your physical attributes will suffer. (Referee discretion - one method is to say every ten percent beyond your carrying capacity causes a negative one on one of your attributes.)