|
|
![]() |
![]() |
|
|
CHARACTER |
GENERATION | ![]() |


A fundamental component of this game is that of the numeric breaking down of a Stat or Rank to yield figures with which to work with. In other words, using the example of Aquiring Skills, a Player with a Strength Stat of 3 would have three Strength Skills of Ranks 3, 2 and 1 respectively. (aside from the exceptions listed below, in regards to Areas of Education.) When determining a Player's Skills, this breakdown is done for the Stats of Strength, Intellect, WillPower and Agility. (there are no Skills for Perception.)

Strength: this stat refers to the character's ability to lift, carry, throw heavy objects, etc.
Agility: this stat refers to the character's ability to run, leap, do gymnastics, etc, as well as the character's hand-eye coordination, especially when it comes to piloting a vehicle, aiming a weapon, etc.
Intellect: this stat refers to the character's level of intelligence.
WillPower: this stat refers to the character's strength of will, whether it be in psionics, for withstanding pain, mind control, etc.
Perception: this stat refers to the character's ability to use their senses to notice details within their environment.
20 Points are distributed between these 5 Stats however the player wishes, within the character's Racial Maximums. (see below)

| Race | Agility | Strength | Intellect | WillPower | Perception | Weakness |
| Humon | 5 | 5 | 5 | 5 | 5 | None |
| Chirrok | 6 | 3 | 5 | 6 | 5 | Restricted Diet |
| Goem | 3 | 8 | 4 | 5 | 5 | 1/2 Base Move |
| Jingo | 6 | 7 | 4 | 3 | 5 | Restricted Diet |
| Lithistrata | 6 | 3 | 5 | 6 | 5 | Restricted Diet |
| Loom | 6 | 3 | 6 | 5 | 5 | Nervous/Passive |
| Mome | 4 | 3 | 8 | 5 | 5 | Pacifist/Passive |
| Numa | 6 | 3 | 7 | 5 | 4 | No Sight |
| Raos | 8 | 2 | 5 | 5 | 5 | Restricted Diet |
| sKeKs | 6 | 6 | 4 | 4 | 5 | Social Stigma |
| Stratapin | 3 | 4 | 8 | 5 | 5 | No Healing Rate |
| Sylum | 7 | 3 | 5 | 5 | 5 | Require Socialization |
| Y'Qwyth | 4 | 4 | 7 | 5 | 5 | Can't be Psionic |
| Zir | 4 | 3 | 5 | 8 | 5 | Obsessed by Status |

All Players generate details of their background from Development. This is done in a descending order from Rank 5 down to Rank 1. (ie., if a Player wishes to focus on their Terms of Education, it could be at Rank 5, with the remaining details at Ranks 4,3, 2 and 1 respectively.) Most of the options listed below are optional, but no character can take more than five of them.
B.) Noble Status: Rank determines level of Noble Status on chart below.
C.) Physical Bonuses: Rank determines how many of the following Bonuses can be taken;
Ambidextrous: useage of both hands (or like appendage) equally in combat.
Eidetic Memory: total recall of everything seen and heard.
Rapid Healing: doubled healing rate.
Heightened Stat: one Stat can be increased by 1. (non-cumulative) Note that the Stat can't be increased higher than it's racial maximum.
Natural-Born Psionics: learned independently without attending the Psionics Institute in The Veil. (see Skills section for full details on Psionics)
D.) Starting Money: See Chart below for yield of chosen Rank.
E.) Starting Equipment: Rank determines the number of initial pieces of equipment. (see Chart below for further details.)
F.) Contacts: Rank determines either: the number of Non-Player Character friends/allies/supporters, etc. that the character has; or the Rank of a special high level Contact. See the Chart below for details.
G.) Entourage: Rank determines level of proficiency of assistant. Entourage are created by the GM and Player.
H.) Diminished Disadvantages: Rank decreases the number of Disadvantages character begins the game with. (See Disadvantages under Final Steps)

Starting Money Chart: (Kcr = Thousand Credits)
Rank: 1 = 1Kcr
2 = 2Kcr
3 = 3Kcr
4 = 4Kcr
5 = 5Kcr
6 = 6Kcr
Special Situations:
Entrepeneurial Wealth: Use Chart above, but multiply this by the number of Terms character ran a business. (ie., Rank in Private Enterprise/Gainful Employment) End Result is received monthly from said business, unless character history has it established that they no longer own said business. Can only be taken if Private Enterprise/Gainful Employment is chosen under education.
Nobility Wealth: Use Chart above, but:
Knights receive this amount monthly
Barons receive 5 times this amount monthly in saleable goods('tithe')
Counts receive 10 times this amount monthly
Dukes receive 20 times this amount monthly
Princes receive 100 times this amount monthly
Starting Equipment Chart: (Note that the focus here is on Game Balance, NOT on relative value) See Equipment section for full desciptions of items.
Tachyon Token: Count as 2 items each.
Quondam Companion: Counts as 1 item.
Meson Jar: Counts as 1 item.
A-Grav Harness/Icharus Unit: Counts as 1 item. (Free for Raos PCs)
Cybernetic Implant: Any Implant 5Kcr and under Counts as 2 items; Up to 10Kcr Implant Counts as 3 items; Up to 20Kcr Implant Counts as 4 items.
Shield: Light Personal to Heavy Combat Counts as 1 item. (though PCs should pay attention to the Shield's weight, in regards to their Encumbrance.
Armor: Kevlar and similar Count as 1 item(as does ZapSuit); Light Combat and similar Count as 2 items; Assalt and similar Count as 3 items.
Weapon: any Weapon Factored 1 to 5 Counts as 1 item; any Weapon Factored 6 to 9 Counts as 2 items. No Optional, Specialty, or GM Restricted allowed.
Contacts Chart: (full details of individual Contacts are determined by the GM and the Player. Examples listed are merely a guide, not an exclusive list.)
Rank 1: Contact is older, and wiser than the Player Character.
Rank 2: Contact is high ranking in a planetary government, a corporation, etc.
Rank 3: Contact is high ranking in a star nation's government (up to a Duke or similar), a mega-corporation, etc.
Option: Contact is in fact the organization of the Star Scouts, in which the Player has had membership since childhood. Membership yields: access to hundreds of Scout Hostels across Known Space; Potential allies in the form of other Star Scout alumni; Phreem Colored glasses to view coded messages left by other Scouts, in the form of other-wise invisible grafitti; etc. (full details on the Star Scouts will be detailed in future supplements.)
Rank 4: Contact is a Prince(ss), CEO of a mega-corporation, etc.
Rank 5: Contact is one of the Patron, the Hel, the Green, or the PiN, or ruler of one of the star nations, etc.
Nobility Option: (All Imperial Allied Races may achieve Noble status up to Duke, but the Noble status of Prince is exclusive to Humons.)
Each consecutive Rank of Nobility possesses all the benefits of the noble Ranks below it.
KNIGHT/DAME Prestige: Rank 1
-Bestowed Keep as Holding
-Right of Free Passage (all Imperial vessels must grant this, though they need not alter course.)
-Right to Bear Arms (note that this is not a right of all citizens of the Empire.)
-Right of Audience (with noble of higher rank)
-Military Enlistment (allows for the hiring of militia in the name of the Empire.)
BARON/BARONESS Prestige: Rank 2
-Right of Trade Exclusivity (specify) -see Nobility Wealth, detailed above
-Right of Confirmation(Can Bestow Lower Titles of Nobility)
COUNT/COUNTESS Prestige: Rank 3
-Bestowed County Lands
-Appointed Seneschal (Overseer) for County.
-Right of Ordinance (right to have standing militia of soldiers to guard County.)
DUKE/DUCHESS Prestige: Rank 4
-Bestowed Nation
-Right of Decree - (right to dictate laws of one's Duchy.)
-Right of Pardon
PRINCE/PRINCESS Prestige: Rank 5 Note: PCs roll % Dice to determine their place in line to the throne
-Member of Royal Family
-Bestowed Princedom (Usually a Planet Within Their StarNation.)
Entourage Chart:
Rank 1: assistant is an untrained apprentice/squire/student being trained by Player.
Rank 2: assistant is an entry-level professional, aiding and learning from Player.
Option: Player has a Numa Life-Mate, of equal talent to the Player, though NOT in the same field. Numa is, however, dependant on the Player. (see Numa Race for details)
Rank 3: assistant is a professional of equal talent to the Player, though perhaps not in the same field.
Rank 4: assistant is a professional of superior talent to the Player, though NOT in the same field.
Rank 5: assistant is a master in the field of the Player, and is training/advising the Player.

Weight: Determined by PC.(within Racial Norms -see full Racial descriptions)
Mass Hits: determined by weight using chart below.
1 to 100lbs. = 1 Mass Hit
101 to 200lbs. = 2 Mass Hits
201 to 350lbs. =3 Mass Hits
351 to 500lbs. =4 Mass Hits
501 to 650lbs. = 5 Mass Hits
651 to 800lbs. = 6 Mass Hits
801 to 950lbs. = 7 Mass Hits
951 to 1100lbs. = 8 Mass Hits
1101 to 1250lbs. = 9 Mass Hits
1251 to 1500lbs. = 10 Mass Hits
Move/Dodge: Used for determining comparative speed amongst characters, and the Rank of their ability to Dodge attacks. The figure is equal to Agility minus any Ranks of Mass Hits over Agility, with a minimum Rank of 1.
Hit Points: Mass Hits plus Strength plus 10
Stamina: A reserve of energy, expended in physical activity. The figure is double that of Hit Points.
Healing Rate:
This represents the healing of wounds over time. 10% of Hit Points,
rounded up, per day -unless specified otherwise.
Encumberance: Represents the maximum amount of weight the character can comfortably carry. Using the chart below, this figure is determined by: Strength plus Mass Hits.
| 2 = 50 lbs. | 8 = 750 lbs. | 14 = 12,000 lbs. |
| 3 = 100 lbs | 9 = 1,000 lbs. | 15 = 16,000 lbs. |
| 4 = 200 lbs. | 10 = 2,000 lbs. | 16 = 24,000 lbs. |
| 5 = 300 lbs. | 11 = 3,000 lbs. | 17 = 32,000 lbs. |
| 6 = 400 lbs. | 12 = 5,000 lbs. | 18 = 48,000 lbs. |
| 7 = 550 lbs. | 13 = 8,000 lbs. |

Each Stat is given a Break Down from which to determine starting Skills. In other words, a Strength Stat of 3 would yield three Skills at Ranks 3, 2 and 1 respectively.
Any skill may be taken or raised above the Stat it is based on, BUT the actual number of Dice rolled cannot exceed the Stat it is based on. Excess CAN however be called into play to counter any negative modifiers. (ie., a character with a 5 in Intellect CAN have a 7 in Computer skill, but only 5 dice are rolled for his success. If he tried a difficult Computer task, which the GM assigned a -3 Penalty to, he would roll 4 Dice, not 2.)

PCs begin the game with fluency in their native language equal to their Intellect, plus a number of other languages equal to their Intellect. Their fluency in these would be determined by a breakdown of their Intellect Stat. (ie., a character with a 4 Intellect would have their native language at 4, plus 4 additional languages, at Ranks 4,3,2 & 1 respectively.)
In addition to this, those with Aero-Space and Private Enterprise Specialization gain 1 more language free at Intellect Level, and Xenopaths receive 2 more languages free at Intellect Level. (ie., if the above character were a Xenopath, with a 4 Intellect, they would have their native language at 4, plus 6 additional languages, at Ranks 4,4,4,3,2 & 1 respectively.)
Language Fluency 1: Can't speak the language, but can read & write it poorly.
Language Fluency 2: Can speak the language, and read & write it simplisticly.
Language Fluency 3: Can both speak the language, and read & write it well.
Language Fluency 4: Can both speak, read & write the language as a native.
Language Fluency 5: Complete mastery of the language.
| Patron | Goth | Nazgar* | Loom | Danaan |
| Lithistrata | Mongol | Galataea* | Albion | Troia |
| Numa | K'Mhrr | Zaed* | Jingo | Zioux-Azrax |
| Phoenician | Goem | Maiia | Macabee | SIRE-Access |
| Stratapin | Mome | Tribal Jingo* | Eloi-Gnosistine | Zir |
| sKeKs | Sylum | Shaolin | Atlantean* | Raos |
| Y'Qwyth | HRim | Mezlim | Chirrok | Masaii |
| Morloch-Gnosistine | PiN* | Coriolaen* | Delphii | Sprawl Cant |
| Wyrd* |
Patron: due to the reverence accorded them by all races, Patron is used as a common reference sign language.
SIRE Access: machine language of SIRE Units, non-SIRE can only hear it by using the Shift drug Kapek. (Momes and Babel nobles being the exception) No non-SIRE can 'speak' it though. (Babel nobles being the exception to this as well...)
Y'Qwyth: by virtue of Pristine Law, Y'Qwyth is usually spoken or quoted regarding legal matters.
Delphii: albeit not often spoken, Delphii hymns are most often heard at religious events of all faiths.
Nazgar: due to it's history, Nazgar is the secret tongue of the more nefarious criminals in the galaxy.
Sprawl Cant: gutter slang of denizens in the Imperial Sprawl's slum sections, it is also used by criminals.
Wyrd: secret language of the Phoenician Spy Network, it consists of barely perceptible changes in body language.

All characters begin the game with 12 Disadvantages (and/or Character Traits) chosen by the Player from the chart below. Note that Players can diminish their number of Disadvantages under Development above.
these are neither positive or negative but add distinctions to the Player's character, and therefore count the same as Disadvantages.