Character Creation

Willpower has been removed from the attribute list as it served no useful function.

The Points
Your character has skills, attributes, a certain amount of wealth, and friends and acquaintances. You'll spend points to obtain each of these during character creation. The characters assets are paid for at the time of creation at a cost of 1 point per seven thousand five hundred credits. Contacts and friends are purchased with points and the GM's help. I'm going to try starting characters with 180 points for now.

Point cost table
Skill or Attribute RatingPoint Cost as a skillPoint Cost as an Attribute
1 21
2 32
3 53
4 85
5 138
6 1812
7 2716
8 4021
Networked: refers to a persons social network. The GM decides the value of friends or contacts the character wishes to have and assigns a point cost.

Attributes In this game there are nine different attribute categories. The average human attribute value (for standard gravity worlds) is four. Unmodified human attributes from New Canaan are 1-8. I'll put up averages for all the different species later.

Intelligence Measures the characters ability to learn, induce, deduce and, in general, think.
Dexterity Precision of movement
Senses Measures a characters awareness of the world around them by means of sensory perception.
Constitution Measures resistance to disease and healing capability.
Stamina Endurance, the ability of the body's muscles to exert strength for extended periods of time.
Strength Force of the body's muscles, but does not determine the duration which a body is capable of applying force.
Beauty Physical attractiveness to members of ones own species.
Charisma Ability to effect persons socially. Doesn't entirely carry outside ones own species.
Speed Rapidity of movement.

Reaction Reaction is equivalent to the average of a characters Speed and Senses.


Skills
The way skills work in this game may seem odd at first. I hope I can aptly describe their use. Characters attempt actions in which the outcome is uncertain. When this happens there is a test to determine the outcome. Usually the test is a Skill test. Test have target numbers. To succeed in a test a roll (d10) must be equal to or greater than the target number. First the target number is modified. The target number is reduced by the characters skill level. Then the player rolls a number of dice equal to the characters RELEVANT ATTRIBUTE. Each die which gives a number greater than or equivalent to the target number is a success.
McCall is trying not to look stupid in front of Kaetlin, since she's practically spaceborn, but this is only McCall's third experience with zero gravity. He's following her down ladders and through corridors toward his quarters and trying not to lose his grip or push too hard against a surface and find himself floating away in the opposite direction. For McCall to get through the halls of the ship and into his room without making an amateur mistake is going to be pretty difficult so lets give him a target number of 9. The target number is reduced by his Zero-Gravity Operations skill, which is 2, to 7. The relevant attribute for 0-G ops is actually an average of two attributes, Senses and Dexterity, and McCalls average is 6. McCall rolls six dice and gets 1,1,3,4,6,9. This means he has 1 success and manages to avoid coming off like a total amatuer, but since it was only one success he only succeeded to a small degree. Three or four successes would have meant he would have moved as naturally as a life long spacer.
This sounds a little complex but when you make your character you have everything written down for easy reference. McCalls character sheet would have shown
Zero-Gravity Operations 6/2 (relevant attribute/skill level)
so there wouldn't have been much trouble finding them.

A little bit of expansion though. The number of successes achieved MATTERS. Often characters will have quite a few dice from their relevant attribute so they'll have the potential for a lot of successes. Why does it matter? Let me explain how firearms successes work in combat.

McCall dives behind a rotting fallen tree when the first shots ring out. He peers around the corner and spots a Kentauran firing at his friends from just a short distance. The others are farther up the path so they probably having spotted the attacker yet, its up to McCall. McCall charges around the corner (he wants to close some distance because his pistols range is short) and fires a single shot as carefully as he can. GM adds modifiers, base target, etc. The target is 12. McCalls firearm skill is 5, so subtract 5 from the target. (12-5=Adjusted Target of 7) He rolls 5 dice (McCalls dexterity is 5 and that is the firearms skills relevant attribute) and Lets say he gets 1,3,5,6,7. Thats one success. The bullet strikes the Kentauran and does 13 pts of base damage. Lets fudge the rolls though. Lets say he got 1,4,7,8,8 instead. Thats three successes. This time the bullet does 26 points of damage. (base 13 pts X2) If he had rolled 7,7,8,9,9 the bullet would have delivered 39 pts of damage (base 13 pts x3). Why? With firearms more successes multiplies the damage. Lets call it the DAMAGE MULTIPLIER, for every two successes past the first (basic success) 1 is added to the multiplier.
1 success x1
3 successes x2
5 successes x3
7 successes x4
Dont worry, you dont have to keep it straight in your head, I'm the one that has to deal with it.

What skill levels mean. The highest you can start with is a 5, unless granted permission.
1 point - the character knows a tiny bit about it.
2 - The character knows a bit about the subject, through repeated casual contact, or a small amount of training.
3 - The character is skilled. Has likely gone through a fair amount of training.
4 - The character is a professional. It's likely that the character has worked in this field, or been active with this skill, for years.
5 - Expert. Not everyone has skills of this level. The character does it all the time and is great at it.
6 - Master. In the top few percent of people who train for years in this area. Professional athletes would have sixes. 7 - An olympic gold medalist.

PURCHASING SKILLS AT CREATION
Level 1 - 2 points
Level 2 - 3 points
Level 3 - 5 points
Level 4 - 8 points
Level 5 - 13 points
Level 6 - 18 points

Skill increase through use
When a skill is used to attempt a difficult task, and the attempt is successful the player rolls d10 and if the number is equal to or greater than the present skill level a point is recorded beside the skill rating. When the number of those points equals the difference between the present levels cost, and the next levels cost, the skill rises. If a skill is currently at level zero, then the player who deserves to may attempt to roll beneath the skills relevant attribute. Success means they get a rating 1

Advanced/Basic Skills
An advanced skill can be no more than half the rating of the basic skill. If a character has Medical/basic of 5 (first aid, splints, setting bones), then his Medical/advanced (surgery, regenerative therapy) can be no greater than 2.

Enough of confusing you, lets get on to the list.

The skills List

SkillRelevant AttributeExplanations
ArchaeologyIntelligenceStudy of relics of civilization.
AstrophysicsIntelligenceAstrophysics now includes astronomy
AthleticsVaries
BrawlDexterity
BusinessIntelligence
ChemistryIntelligence
Computer/BasicIntelligence
Computer/AdvancedIntelligence
DemolitionsDexterity/Intelligence (AVG)
DodgeDexterity/Speed(AVG)
Drive/GroundcarDexterity
EtiquetteCharisma
Etiquette/Alien(choose species)Intelligence/Charisma(AVG)
FirearmsDexterity
Fly/Atmospheric TransportDexterity
Fly/Atmospheric FighterDexterity
Gunnery/PlanetaryDexterity/Senses(AVG)
Gunnery/SpaceSenses/Intelligence
Heavy WeaponsStrength/Dexterity (AVG)
MechanicsIntelligenceDetermines what is wrong, doesn't fix it
Math/BasicIntelligence
Math/AdvancedIntelligence
Medical/BasicIntelligence/Dexterity (AVG)First Aid
Medical/AdvancedIntelligence/Dexterity (AVG)Surgery
Navigation/landIntelligence
Navigation/spaceIntelligence
PhysicsIntelligence
Pilot SpacecraftIntelligence/Dexterity(AVG)
Planetary GeologyIntelligence
SensorsIntelligence/Senses (AVG)
RepairDexterityRepair is used to fix what you KNOW is wrong
StealthDexterity
Tactics/PlanetaryIntelligence
Tactics/SpaceIntelligence
Zero Gravity OperationsSenses/Dexterity(AVG)Ability to move in 0-G

There will be more skills added I assure you
Example characters
Main