Character Generation

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.

  1. Tally all absolute modifiers (e.g., +1 CON and -1 CON equals ±0 CON).
  2. Apply the tallied modifiers (but no more than ±2 to any one attribute).
  3. Now apply any relative modifiers (e.g., ±1 CON*).
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.

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.