Character Creation

Creating a Character

To begin character creation, players
should first roll 27d10 and reroll any 1’s. These numbers will be used to
assign values to the character sheet. Each individual dice roll will be
assigned to its own slot with no dice being combined to form larger numbers.
Players should see the attached character sheets at the back of this book as it
will assist with character creation.

The next step is choosing a species.
Players should keep in mind that physical descriptions of species are the
normal looks of the species and not a rule. For example, most Balalonians do
not have tails. However having a Balalonian with a tail is entirely possible
(look up evolution) as genetic mutations are possible within the game. Playing
in the vanilla game, these additional features (or lack thereof) has no bearing
upon the mechanics of the game and will not confer a bonus or debuff though
naturally DMs and house rules apply should the party wish to drift away from
these rules. Each species has its own benefits and drawbacks. Humans are good
at everything but compared to most species they will be lackluster in whatever
that species excels in. Qualatians are incredible mages but have lowered armor
resistances due to the frailty of their species. There are, of course, no rules
against playing a race against its usual archetype although players might find
themselves at a disadvantage because of it.

Next, players should select five
skills from the list below. These skills will reflect what the player character
is capable of doing and what special skills they possess. For example, not
every player character will be able to use a rifle because of their skill
choices although most species have this option. For additional information, see
the skill explanations which are detailed in depth later in this book. Players
may choose any skills from any category and are not limited to picking skills
from a singular category. An advisable option is to select at least one armor
skill, one skill for dealing damage (magic or combat) and then other skills at
will up to five total skills which will allow a player to resist damage on some
level, deal damage and of course protect them in combat.

After selecting their species and skills players will then
assign their dice rolls to their attributes, chosen skills, their support
skills and saves. Support skills are skills that every character has and are
used in specific situations although these skills can be exceptionally useful.
Astronomy, for example, will largely not be used but a ship that is lost among
the stars or that is making maps of the universe will find this skill
exceptionally useful. Likewise it is impossible to charm an enemy that wishes
to kill a player character simply because of their species but charming a
shopkeeper for discounted prices or to reveal information is potentially a very
useful application of the charm skill. There should be two dice left over when
all numbers are assigned which will indicate the starting currency of the
player, campaign permitting.

Afterwards the player should
multiply their support skills, chosen skills and saves by five. After this step
add in species-specific bonuses to the character sheet. Once all species
bonuses have been added, health is determined by multiplying Vitality by five
and then adding one hundred. Mana is determined by Wisdom multiplied by twenty
five and Stamina is determined by Endurance multiplied by twenty five. Carrying
capacity is determined by Strength multiplied by five. These formulas all
assume the species has no bonus or debuff to this step of course. Once these
steps are done, creation of the character (mechanically) is completed and
starting equipment should be purchased by the character or assigned by the DM
as the campaign permits.

 Bartering
 Botany
 Charm
 Cooking
 Intimidation
 Reasoning
 Street Smarts

 Endurance
 Intelligence
 Speed
 Strength
 Vitality
 Wisdom

 Initiative
 Morale
 Perception
 Reflex

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 Range

 Range

 Range