Apparently there was some trouble with my attachment on the previous post. Here is the gist of it:
Character Generation
In order, roll the character's 10 temporary stats using 1D100.
• Primary
◦ Strength (St)
◦ Quickness (Qu)
◦ Presence (Pr)
◦ Intuition (In)
◦ Empathy (Em)
• Development
◦ Constitution (Co)
◦ Agility (Ag)
◦ Self Discipline (SD)
◦ Memory (Me)
◦ Reasoning(Re)
Total Hit Points
Constitution (Co) / 10 is your character’s base hit points total (BHPT) rounded. Each rank of Body Development adds 1D8 hits to this BHPT.
Your character’s total hit points is equal to the BHPT + (BHPT x Constitution Bonus/100).
Careers
• Human characters start at age 18. Pick a career and roll for Enlistment (a four year stint of duty). Characters start at experience level 0. Each completed stint of duty, after the first stint of duty, raises your character’s experience level by 1. After your character’s first stint of duty, your character is at experience level 2.
◦ If your character could not enlist, roll for the draft
• Roll for Survival
• Roll for Commission
◦ Roll for Promotion if your character is commissioned (even in this stint of duty)
• Roll for Reenlistment (Maximum of seven stints of duty allowed)
• Before moving to the next stint of duty, roll for your skill levels earned
◦ For your character’s first stint of duty
▪ Roll for 12 skills which you get at 2 levels each
• If you roll a +8 stat increase, then add another +8 to that stat
◦ For each additional stint of duty, roll for 12 skills at 1 level each
• If you roll a +8 stat increase, then the above line does not apply
◦ If your character receives a commission in the current stint of duty, then your character gets to add 1 level to each skill learned during that stint of duty
• If you roll a +8 stat increase, then add another +8 to that stat
◦ If your character receives a promotion in the current stint of duty, then your character gets to add 1 level to each skill learned during that stint of duty
• If you roll a +8 stat increase, then add another +8 to that stat
• At the end of your character’s final stint of duty, roll for retirement benefits
STINT OF DUTY TABLE
Use 1D100 | Navy | Marines | Army | Scouts | Merchants | Other |
Enlistment | 58+ | 72+ | 17+ | 42+ | 42+ | 3+ |
DM of +8 if | Re 58+ | Re 58+ | Qu 28+ | Re 28+ | St 42+ | — |
DM of +16 if | Me 72+ | St 58+ | Co 17+ | St 58+ | Re 28+ | — |
| | | | | | |
Draft | 1-16 | 17-32 | 33-48 | 49-64 | 65-80 | 81-100 |
| | | | | | |
Survival | 17+ | 28+ | 17+ | 42+ | 17+ | 17+ |
DM of +8 if | Re 42+ | Co 58+ | Me 28+ | Co 72+ | Re 42+ | Re 72+ |
| | | | | | |
Commission | 83+ | 72+ | 17+ | — | 8+ | — |
DM of +8 if | Pr 72+ | Me 42+ | Co 42+ | — | Re 28+ | — |
| | | | | | |
Promotion | 58+ | 72+ | 28+ | — | 83+ | — |
DM of +8 if | Me 58+ | Pr 58+ | Me 42+ | — | Re 72+ | — |
| | | | | | |
Reenlist | 28+ | 28+ | 42+ | 3+ | 8+ | 17+ |
SKILLS TABLE
1D100 | Navy | Marines | Army | Scouts | Merchant | Other |
1-4 | +8 Qu | +8 Qu | +8 Qu | +8 Qu | +8 Qu | -8 Pr |
5-8 | +8 Me | +8 Co | +8 Me | +8 Me | +8 Co | +8 Qu |
9-12 | +8 Co | +8 St | +8 Co | +8 Co | +8 St | +8 Co |
13-16 | +8 Re | Administration (In/Em) | +8 St | +8 Re | +8 St | +8 St |
17-20 | +8 Pr | Chart 1 | Administration (In/Em) | +8 St | Administration (In/Em) | Chart 1 |
21-24 | +8 St | Chart 1 | Atmospheric Pilot (Ag/Qu) | Computer Technics (Ag/Em/Re) | Chart 1 | Chart 1 |
25-28 | Administration (In/Em) | Chart 1 | Chart 1 | Electronics Technics (Ag/Em/Re) | Bribery (Pr/Re) SMC1 | Brawling (Re/In) RMC2 |
29-32 | Chart 1 | Chart 1 | Chart 1 | Electronics Technics (Ag/Em/Re) | Computer Technics (Ag/Em/Re) | Brawling (Re/In) RMC2 |
33-36 | Computer Technics (Ag/Em/Re) | Brawling (Re/In) RMC2 | Brawling (Re/In) RMC2 | Power Systems Theory (In/Re) | Electronics Technics (Ag/Em/Re) | Brawling (Re/In) RMC2 |
37-40 | Electronics Technics (Ag/Em/Re) | Computer Technics (Ag/Em/Re) | Computer Technics (Ag/Em/Re) | Chart 3 | Electronics Technics (Ag/Em/Re) | Bribery (Pr/Re) SMC1 |
41-44 | Power Systems Theory (In/Re) | Electronics Technics (Ag/Em/Re) | Electronics Technics (Ag/Em/Re) | Chart 4 | Power Systems Theory (In/Re) | Computer Technics (Ag/Em/Re) |
45-48 | Power Systems Theory (In/Re) | Gambling (Me/Pr) | Chart 2 | Chart 5 | Chart 3 | Electronics Technics (Ag/Em/Re) |
49-52 | Chart 2 | Chart 3 | Gambling (Me/Pr) | Chart 5 | Chart 4 | Electronics Technics (Ag/Em/Re) |
53-56 | Chart 3 | Chart 3 | Chart 3 | Chart 5 | Chart 5 | Forgery (Ag/Re) |
57-60 | Chart 4 | Chart 3 | Chart 3 | Mechanical Technics (Ag/Em/Re) | Mechanical Technics (Ag/Em/Re) | Forgery (Ag/Re) |
61-64 | Chart 4 | Leadership (Pr) SMC1 | Chart 3 | Mechanical Technics (Ag/Em/Re) | Chart 6 | Gambling (Me/Pr) |
65-68 | Chart 5 | Mechanical Technics (Ag/Em/Re) | Leadership (Pr) SMC1 | Chart 6 | Chart 6 | Gambling (Me/Pr) |
69-72 | Mechanical Technics (Ag/Em/Re) | Chart 6 | Mechanical Technics (Ag/Em/Re) | Chart 6 | Chart 7 | Chart 3 |
73-76 | Chart 6 | Tactics (Re/In) SMC1 | Chart 6 | Chart 7 | Chart 7 | Chart 5 |
77-80 | Chart 7 | Tactics (Re/In) SMC1 | Tactics (Re/In) SMC1 | Chart 7 | Chart 8 | Mechanical Technics (Ag/Em/Re) |
81-84 | Chart 8 | Tactics (Re/In) SMC1 | Tactics (Re/In) SMC1 | Chart 8 | Chart 9 | Chart 6 |
85-88 | Orbital Pilot (Ag) | Chart 10 | Tactics (Re/In) SMC1 | Chart 10 | Streetwise (Pr/In) RMC2 | Streetwise (Pr/In) RMC2 |
89-92 | Chart 10 | Driving (Ag/Qu) | Driving (Ag/Qu) | Driving (Ag/Qu) | Chart 10 | Streetwise (Pr/In) RMC2 |
93-96 | Chart 10 | Driving (Ag/Qu) | Driving (Ag/Qu) | Driving (Ag/Qu) | Driving (Ag/Qu) | Driving (Ag/Qu) |
97-100 | Body Development | Body Development | Body Development | Body Development | Body Development | Body Development |
When directed to a chart, pick one skill from the list on that row.
Speciality Picks | 1 | 2 | 3 | 4 | 5 | 6 |
Chart 1 | 1-Handed Edged Weapons | 1-Handed Crushing Weapons | 2-Handed Weapons | Thrown Weapons | Bows | Pole Arms |
Chart 2 | Survival (Co/Re)-SP | First Aid (Em/Re)-SP | Scanner Analysis (In/Em/Re)-SM | Alien Environments (Ag/Sd)-SP | Disarm Traps (In/Ag)-SM | Weapon Technics (Ag/Em/Re)-SM |
Chart 3 | 1-Handed Projectile | 2-Handed Projectile | Support Projectile | 1-Handed Energy | 2-Handed Energy | Support Energy |
Chart 4 | Missile Artillery (In/Ag) | Heavy Energy Projectors (In/Ag) | | | | |
Chart 5 | Sensor Analysis (In/Em/Re)-SM | EW/Communications (In/Re)-SM | Linguistics (-)-SP | Combat Pilot (In/Ag)-MM/OB | Marine Pilot (Ag/Qu)-MM | Riding (Em/Ag)-MM |
Chart 6 | Medicine [Xeno] (In/Em)-R | Medical Practice (Ag/Em)-MM | | | | |
Chart 7 | N-Space Astrogation (Re/Re/In) | Jump-Space Astrogation (In/In/Re) | | | | |
Chart 8 | N-Space Pilot (In/Re) | Jump-Space Pilot (In/Re) | | | | |
Chart 9 | Barbering | Billeting | Clerical | Connoisseur | Seneschal | Valet |
Chart 10 | Light Body Armor | CBA/Body Suit | CBA/Exoskeleton | Power Armor |