Character Attributes

Each character has certain attributes that help to describe them and determine what they are capable of. They include the following:

Skill
Stamina
Strength
Speed
Agility
Maneuverability
Hand to Hand
Intelligence
Awareness
Will Power
Size
Nature
Skill Adjustment
Force Table



Character Creation

Here is a sample character sheet. You will need Adobe's Acrobat Reader to view this file.

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

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:

Hand to Hand Roll on 1D6
0
1
2
1
2-5
6

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 skill

From a strictly species point of view, every being starts with 1 skill and goes from there. For gaming purposes, it is usually standard to start characters off with 10 - 30 skill. This way, they can at least have a chance of surviving. The amount of skill a character starts with is completely up to the referee.

Each ten skill 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:

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.)