Character Creation
You cannot dream yourself into a character; you must hammer and forge yourself one.
James A. Froude
Simple Character Creation
Roll 2 d10's for each attribute; keep the highest. Assign points for gifts, receive points for deficiencies. Spend points for skills.
Advanced Character Creation
To create a more fleshed-out character, follow this procedure:
1) Determine the character's origin, including parents' or guardians' profession and economic status;
2) Determine the character's youth status, such as education, major events, etc;
3) Determine the character's early adult status;
4) And finally, determine the character's recent past and profession.
Each of the italicized sections should be recorded separately. For each list, select one choice. Of course, specific details and possibilities will vary depending on era of play. All characters begin with attributes of 4. Please select skills and attributes that make sense for the character; street kids from Earth should not learn Freefall skill, for example. Also note that "+x any skills", etc., is giving the total number of ranks available; these may be divided as the player wishes.
Origin
Origin refers to both the character's place of birth and his parents' circumstances. The player has to decide if his character's parents possess any traits which are likely to be inherited; also profession and economic status are important. Note that the character can decide to have a non-traditional childhood, i.e. parents can be absent, dead, etc.; this is largely immaterial to these rules. In these cases, someone still took care of the child, whether there was a legal or familial bond or not. For each of the following sections, choose or roll for one condition and apply all listed modifiers.
Place of birth (note: use the parents' origins if it seems appropriate):
- Earth, Urban: +1 any one attribute, +1 contacts, +2 language ranks.
- Earth, Arcology: +1 Charisma, +1 Intelligence, -1 Strength, +2 Tier I skill ranks. +1 Wealth.
- Earth, Rural: +1 Constitution, +1 Strength, -1 Charisma, -1 contacts, +3 Tier I skill ranks (must be in an agriculture, athletics, weapon, or wilderness skill).
- Spacer: +1 Dexterity, -1 Strength, -1 Constitution, +1 Orientation, +1 Freefall, +2 any techs, +1 any science. +1 Wealth.
Parents' Professions: Each parent has a primary skill they use for their profession. Add +1 to a first tier skill associated with that profession or skill (i.e. a pre-req). Also, add +1 to one attribute associated with each profession.
Economic Status:
- Dirt Poor: -1 to any attribute, +1 to Agility, +2 to any skill that aids survival, +2 to Scrounging, +1 to Bargain, +2 Hide, +1 Reflexes, +1 Animal Handling.
- Working Poor: +1 to any physical attribute, -1 to any mental attribute, +2 Bargain, +1 Conditioning, +1 Endurance, +2 to any first tier athletics skill, +2 to any other Tier I skill. +1 Wealth.
- Middle Class: +1 to any attribute, +4 to any Tier I skills. +3 Wealth.
- Wealthy: -1 to any physical attribute, +1 to any mental attribute, +1 Style, +3 to any Tier I skills, +1 contact point. +5 Wealth.
- Rich: -1 to any attribute, +1 to Charisma, +1 contact point, +1 to any Tier I skills, +2 Style, +1 Conversation. +7 Wealth.
Youth
Youth is the early education of the character. Characters may continue in the same situation they were born to, or change to another (their family moved, they were part of a colony effort, etc.)
Education:
- Street: little formal education, but plenty of practical training. +1 any physical attribute, -1 any mental attribute, +2 any first tier athletics, +2 any second tier athletics, +4 criminal skills, +4 any melee, +3 Language ranks (spoken only).
- Traditional: +1 any attribute, +1 social, +1 humanities, +1 science, +1 tech, +6 any other skills (no higher than Tier II); automatically literate in own language at +2, +1 other Language rank.
- Pathed: select a path, such as military, corporate, belter, etc; the character remains on that path in early adulthood as well. +2 any attributes, +6 any appropriate Tier I or II skills. Literate in own language at +2, +1 other Language. +2 contacts. +2 advantage points.
- Frontier: +1 any physical attribute, +1 any Tier I athletics, +1 any Tier II athletics, +2 any agriculture, +2 any wilderness, +2 weapons, +4 any other skill. +2 Language ranks.
Parents' Professions: Unless there is a good reason, these should be the same as they were in the Origin section. Add +1 to any Tier I skill and +1 to any Tier II skill associated with these professions. Also, +1 contact point (must be used to buy a contact within that profession).
Early Adulthood
At this stage people begin to be able to shape their own futures, and may take advantage of opportunities to prepare themselves for their careers.
Education:
- Street: +1 any physical attribute, +1 any other attribute, +2 melee, +2 criminal, +2 athletics, +2 languages, +4 other skills (Tier III max).
- Traditional: +1 any attribute, +2 social, +2 science, +2 tech, +2 humanities, +2 athletics or artist, +4 other skills (Tier III max).
- Pathed: continue the same path if previously selected, or start one now. +1 any attribute, +1 any other attribute, +8 any skills, but no more than 4 to any one class, +4 to primary skill tree (Tier III max).
- Frontier: +1 any attribute, +1 any other attribute, +4 agriculture, +2 athletics, +4 any skills, +2 wilderness (Tier III max).
Opportunities:
Select one.
- Scouts/ Youth Group: +4 to any class, +2 to any other class, +1 contacts, +3 advantage points.
- Athletics: +5 athletics or melee, +2 any physical attributes, +1 contact point.
- Artist: +5 arts or crafts, +1 Dexterity, +1 any mental attribute, +1 contact point.
- Well Traveled: +2 any skills, +2 social, +4 languages, +1 contact point, +2 advantage points. Requires Wealth 4+.
- Paramilitary: +2 weapons, +2 melee, +2 pilot or medical or engineering, +2 any other skills, +2 advantage points.
- Space Traveler: +2 Orientation, +1 Freefall, +2 science, +2 tech, +2 any other skills, +1 contact point, +1 advantage point, +1 languages. Requires Wealth 6+, or Spacer origin.
- Family Apprentice: select either mother's or father's profession. As appropriate, take 6-8 ranks in skills associated with that career. Also +2 advantage points. If less than 8 ranks of skills were taken, the remainder are contact points.
- Youth Government/ Business: +4 social, +4 contact points, +2 advantage points. Requires Wealth 2+.
Parents' Professions: Add +1 to either a second or third tier skill for each profession. In addition, take 1 contact point for each profession. Alternatively, do not receive these bonuses; instead, take a Mentor gift, and receive a +1 to a necessary first or second tier skill for his profession.
Profession
At this point, the character is an adult and should be preparing for and beginning their career.
Preparation:
- Street: +1 any attribute, +2 athletics, +2 wilderness, +4 criminal, +2 melee, +2 weapons, +6 other skills, +3 contact points, +1 advantage point.
- Apprentice: +1 any attribute, +4 tech, +4 business, +2 social, +8 any skills, +1 contact point, +1 advantage point. Requires Wealth 2+.
- College: +2 social, +18 any skills, +3 contact points, +2 advantage points, +1 languages. Requires Wealth 4+ or Debt handicap.
- Military: special, see Military.
- Colonist: +2 any attributes, +2 agriculture, +2 athletics, +2 tech, +2 wilderness, +8 any skills, +4 advantage points.
- Academy: +1 any attribute, +1 athletics, +2 tech, +2 social, +10 weapons or medical or criminal or self, +4 any skills, +2 advantage points, +1 contact point, +1 language. Requires Wealth 2+.
Early Career:
Add +2 to any attributes. Add +8 skills in areas necessary for your career, +4 other skills. Add +2 to either advantage points, contact points, or languages.
