Character Creation

GENERATION STEPS

To create a character, each player follows these steps. The steps are briefly explained below, then broken down into more detail throughout this page.

1. Determine Character Concept and Background
2. Determine Starting Obligation
3. Select Character Career
4. Select Specializations
5. Invest Experience Points
6. Determine Derived Attributes
7. Determine Starting Motivations
8. Choose Gear and Description

1. Determine Character Concept and Background
Every character starts as an idea. Does a player want to play a dashing scoundrel of a smuggler, a brawny mechanic, or a feared and competent bounty hunter? Before starting, the player should take a few moments and think about the character he wants to build and what he wants his character’s background to be. Basically, where did he come from, and what happened to make him into the character he is today? No person springs into being fully formed. Individuals are influenced by a lifetime of decisions and circumstances, starting from birth. More on determining a character’s background is covered here.

Character Concept and Background

2. Determine Starting Obligation
When creating a character, the player chooses a starting Obligation early on. It can inform other decisions a player makes during character creation, such as the type of character he wants to play, what sort of overall group the players collectively want, and the sorts of skills, gear, and abilities they may wish to start with. More on Obligation is covered here.

Obligation

3. Select Character Career
A career sets the character along a certain path or way of life, but is by no means limiting. A career is a broad archetype or template of related skills and abilities. Within each career are a number of specializations. Each career has eight associated career skills. These skills should be checked on the character sheet to indicate they are career skills. During this step of character creation, the player may choose four of the eight starting career skills and gain one rank in each of the selected skills free (he does not spend experience points). He may not choose the same skill more than once. During play, career skills are less expensive to train and improve than non-career skills. More on the careers can be found here.

Career

4. Select Specializations
Each career has several specializations within its broader definition. Specializations are more focused, and provide special abilities called talents. Each character gains access to one specialization without spending experience at character creation. That specialization must be one in his chosen career. Each specialization also includes four additional career skills. These four skills should be marked on the character sheet as career skills if they are not already marked. During this step of character creation, the player may choose two of the four additional career skills and gain one rank in each (without spending experience). He may not choose the same skill more than once. However, he may choose to train a skill that was also trained during the career selection step, allowing the character to start with a skill trained to level two. If the character can choose multiple Specializations at character creation (whether due to some factor of character creation or because he purchases an additional Specialization with starting experience) he must select one and only one Specialization from which to choose his two free ranks in two career skills. More on specific specializations can be found here. A full list and descriptions of each talent can be found here.

Specializations
Talents

5. Invest Experience Points

During character creation, experience points can be invested into one of four areas of character development: improving characteristics, training skills, acquiring talents, and learning new specializations. A player may spend experience points on any combination of these developments to create a truly unique character. Players do gain additional experience points throughout the course of gameplay. The amount of experience they gain is determined by the GM; Players can spend experience points during character creation and at the end of each game session when they receive additional experience points. More about spending experience points can be found here.

Experience Points

6. Determine Derived Attributes
There are several important attributes for each character that can only be determined after investing experience points. These help further define the character’s resilience and combat abilities. These attributes are wound threshold, strain threshold, defense, and soak value. Specifics on how to determine derived attributes can be found here.

Derived Attributes

7. Determine Starting Motivations
In addition to a starting Obligation, every player should begin with a starting Motivation for his character. Motivations provide additional story elements for both the player and CM to draw from. Characters can gain additional experience point (XP) bonuses if the CM determines that the player kept true to his character’s Motivation throughout the course of the adventure. The three primary Motivations from which a player may choose for his character are Ambition, Cause, and Relationship. Once the primary Motivation is determined, the player rolls percentile dice on the appropriate specific Motivation table to provide further detail. For more information on determining and utilizing Motivations during play, see here.

Motivations

8. Choose Gear and Description
Once all of the other characteristics and derived attributes are determined, the player can then flesh out the rest of his character, such as height, weight, build, hair or skin color, planet of origin, and other cosmetic details. Ideally, background details should tie in with the character’s Obligations and Motivation (here and here respectively). Lastly, the player comes up with the character’s name and selects starting gear.

Equipment

Careers and Specializations
Obligations
Combat

Character Creation

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