For the full instructions, see: http://www.drivethrurpg.com/product/864 ... ee-Edition
Character Creation Summary
Roll your character’s six attributes.
Roll 3d6 six times, and assign the totals in order to Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Record the attribute modifier for each ability. You may move points between scores, lowering abilities above 13 and raising abilities below 8 to even out your scores. No such modifi cations can lower a high score below 13 or raise a low one above 8.
I would prefer if you do this distinctly rather than click generate the character.
Choose a class.
Warriors are survivors proficient in fighting and combat of all varieties. Psychics are gifted with unique
mental powers. Experts have expertise in a wide range of useful skills. You may replace one Prime Requisite attribute of your chosen class with a score of 14 if you so wish. Note down your class’ special ability.
If you want to use one of the classes from Other Dust or another supplement then feel free.
Pick a background package.
Select an option to reflect your character’s early training and origins and record the skills the package grants on your character sheet. Some packages have skills labeled “Tech/Any” or “Profession/Any”; this means you can select any one specialty from that skill type, such as “Tech/Postech” or “Profession/Sailor”. Skills labeled “Culture/World” mean that the character has Culture skill specialized in their homeworld, whatever it may be. Background skills start at level 0.
Pick a training package from your class.
Each class offers eight different training packages to reflect common skills and education for a certain type of character. Choose one appropriate to your character concept and record the granted skills on your character sheet. For skills labeled “Any”, any skill specialization may be chosen, but you may not double up on a skill already existing in the package. For example, a package granting “Combat/Any” and “Combat/Projectile” means you cannot choose “Combat/Projectile” twice. Training package skills start at level 0. If you already have a given skill from your background package, the skill starts at level 1 instead.
Choose a homeworld.
Pick one from the list below. If you don't like the options then feel free to talk to me.
All players get max hitpoints to start.
Choose languages.
Your character speaks English, your world’s native tongue if that differs, and one more language per point of Intelligence modifier bonus.
If you'd prefer an Alien language:
Spend 400 plus 1d6 * 100 credits on equipment of Tech Level 4 or lower. Any money unspent can be retained for later purchases.
If your character belongs to the Psychic class, choose your psychic disciplines.
A psychic’s primary discipline begins at level 1, and they have 1 more point to spend on a different discipline.
Your character’s initial psi power points are equal to 1 plus their highest attribute modifier between Wisdom and Charisma.