Nov 29, 2023 3:49 am
While I've outlined the steps to character creation below, you should download the FREE pdf that explains character creation. That saves me from having to re-write it here. I will help you with it at every step of the way.
1. Determine Primary Attributes:
These are Strength, Dexterity, Constitution, Will, Intelligence, and Charisma. These scores will become die modifiers for when you attempt to complete a task.
In-Game Effects
Constitution is especially important in combat in that it becomes a target number your opponent must roll to inflict a wound.
If you get knocked down in combat, a Will (willpower) check will determine if you get back up. Getting hit while knocked down leads to a wound.
Each of these attributes starts with a value of 8. You then have 12 points to distribute among them as you see fit. 18 is the maximum any of these attributes can be set at.
2. Secondary Attributes:
These are Luck, Stamina, Stress, and Wounds.
Luck: Each character starts with 3 Luck. These points may be spent to redo a failed roll or avoid death. Luck is regained at a rate of 1 per game session.
Stamina: Determines how much you can do each round. Each character has 10 stamina points to spend each round.
Stress: Exploring the unknowns of space and dealing with things that want to hurt you is stressful. Each character starts at 0 stress. It fluctuates a lot over the course of a mission.
Wounds: There's only so much punishment a body can take. Each character can withstand 3 wounds before dying.
3. Determine Skills:
You get 70 points to spend on the following skills. No more than 10 may be applied to any single skill.
* Àrsaidh Technology is so obscure that characters automatically start out with -5 (instead of 0).
4. Determine Talent:
You start off with one Talent and gain a new one with each level up to a maximum of 5. For some bizarre reason, the free pdf breaks talents down into three tables of twenty while the core rulebook goes for one table with a d100. But first level characters choose their starting talent so don't worry about that right now.
5. Create Your Background:
There are actually ten backgrounds to choose from (or you can roll a d10 and let the dice decide). The free pdf only has nine. The missing one is listed below:
Celebrity: Back on Earth (or maybe even Mars), when your millions of followers seemed ready to turn their fleeting attention to the next big thing, it was time for the ultimate publicity stunt: becoming a Deep Diver and blogging about your experiences. Your agent thinks you've lost your mind, and you know that this is a potentially deadly decision, but what's worse: to die and have millions remember you, or to slowly fade into anonymity?
Choose: +1 Manipulation or +1 Perception.
You also get to roll to determine how you earned your shot at Karum Station and a Life Changing Event that shaped your worldview. These don't impact the game. These are just there to help you craft your character's background which, in turn, shapes their identity for how you play them. If you have an idea, share it with me. If it makes sense to me, I'll just let you choose.
6. Establish Your Drive:
This section exists to help you shape your character's identity.
7. Choose Your Mannerisms:
This section exists to help you shape your character's identity.
8. Confess Your Nervous Tic:
Roll 1d20 and keep the results handy. Stress is a big factor in this game, so your character will displaying this behavior when they're triggered.
9. Roll for Starting Money:
Roll 1d20 and multiply it by 100. This will be how you pay for your rent and buy stuff on the station above and beyond what the Drake Corporation provides for you. Hint: Not as much as you'd like.
10. Character Description:
Put the finishing touches on your character by describing their appearance any way you see fit.
1. Determine Primary Attributes:
These are Strength, Dexterity, Constitution, Will, Intelligence, and Charisma. These scores will become die modifiers for when you attempt to complete a task.
In-Game Effects
Constitution is especially important in combat in that it becomes a target number your opponent must roll to inflict a wound.
If you get knocked down in combat, a Will (willpower) check will determine if you get back up. Getting hit while knocked down leads to a wound.
Each of these attributes starts with a value of 8. You then have 12 points to distribute among them as you see fit. 18 is the maximum any of these attributes can be set at.
2. Secondary Attributes:
These are Luck, Stamina, Stress, and Wounds.
Luck: Each character starts with 3 Luck. These points may be spent to redo a failed roll or avoid death. Luck is regained at a rate of 1 per game session.
Stamina: Determines how much you can do each round. Each character has 10 stamina points to spend each round.
Stress: Exploring the unknowns of space and dealing with things that want to hurt you is stressful. Each character starts at 0 stress. It fluctuates a lot over the course of a mission.
Wounds: There's only so much punishment a body can take. Each character can withstand 3 wounds before dying.
3. Determine Skills:
You get 70 points to spend on the following skills. No more than 10 may be applied to any single skill.
Àrsaidh Technology* | Close Combat | Perception | Manipulation |
Medical Aid | Ranged Combat | Pilot | Resolve |
Science | Stealth | Survival | Technology |
* Àrsaidh Technology is so obscure that characters automatically start out with -5 (instead of 0).
4. Determine Talent:
You start off with one Talent and gain a new one with each level up to a maximum of 5. For some bizarre reason, the free pdf breaks talents down into three tables of twenty while the core rulebook goes for one table with a d100. But first level characters choose their starting talent so don't worry about that right now.
5. Create Your Background:
There are actually ten backgrounds to choose from (or you can roll a d10 and let the dice decide). The free pdf only has nine. The missing one is listed below:
Celebrity: Back on Earth (or maybe even Mars), when your millions of followers seemed ready to turn their fleeting attention to the next big thing, it was time for the ultimate publicity stunt: becoming a Deep Diver and blogging about your experiences. Your agent thinks you've lost your mind, and you know that this is a potentially deadly decision, but what's worse: to die and have millions remember you, or to slowly fade into anonymity?
Choose: +1 Manipulation or +1 Perception.
You also get to roll to determine how you earned your shot at Karum Station and a Life Changing Event that shaped your worldview. These don't impact the game. These are just there to help you craft your character's background which, in turn, shapes their identity for how you play them. If you have an idea, share it with me. If it makes sense to me, I'll just let you choose.
6. Establish Your Drive:
This section exists to help you shape your character's identity.
7. Choose Your Mannerisms:
This section exists to help you shape your character's identity.
8. Confess Your Nervous Tic:
Roll 1d20 and keep the results handy. Stress is a big factor in this game, so your character will displaying this behavior when they're triggered.
9. Roll for Starting Money:
Roll 1d20 and multiply it by 100. This will be how you pay for your rent and buy stuff on the station above and beyond what the Drake Corporation provides for you. Hint: Not as much as you'd like.
10. Character Description:
Put the finishing touches on your character by describing their appearance any way you see fit.