Step 1.
You must know what setting (i.e., "Region") the GM is using. You must also have a concept in mind for the character.
Step 2.
Choose one of the following dice-rolling methods:
Step 3.
Adjust the character's raw attribute scores, if necessary, to correct certain extremes. Strength and Constitution are somewhat related. Likewise, Intelligence and Social Standing may have an impact on Education.
Step 4.
Determine the character's
homeworld.
Step 5.
Apply Homeworld modifications to the character's attributes.
Remember:
Record the character's
default skills.
Also, choose the character's background skills.
(You may "split" one level-2 skill
into two level-1 skills.)
Step 7.
Begin choosing careers
and/or education terms.
Each term, the character receives
the following number of skill levels,
regardless of the actual term number:
Note that some education terms are only
two years long instead of four
(i.e., ½ of a standard term).
This may skew the tracking of the character's
aging.
If the character is supposed to experience an
aging check at the midpoint of the current term,
resolve the aging check at the end of that term
(after rolling for Promotions, etc.).
Also note that I've included "speed
bumps" for
high skill levels,
senior promotions, and
increases to SOC,
among other things.
Be sure to make a record of the character's UPP
as it is at this time
(after these homeworld modifications).
This "pre-career" UPP is used
to determine the character's maximum UPP.
Step 6.