Creating a Character

OK, you've read all the background and want to create a character? Great! Here's what you do.

First of all, you might want to print out a copy of the character sheet (Page 1, Page 2) so you can write things down. Sorry to sound like elementary school, but put your name on the sheet, so if it gets left behind we know who it belongs to!

Here's the process:

  1. Character Concept
  2. Classes
  3. Ability Scores
  4. Skill Points
  5. Feats
  6. Psi
  7. Equipment

Character Concept

The background information could potentially give you a lot of ideas, but I know that mine is not necessarily the most inspiring writing in the world. You could try reading some of the Schmitz books for inspiration. Or you could read other old science fiction or even detective novels; some of Schmitz' stories are really just detective stories with a twist.

But ask yourself questions, like: what kind of planet are you from? A newly-colonized Federation world where you had to work hard to carve civilization out of the wilderness? A backwater world that only recently reestablished contact with the Federation, so that the high-tech Hub civilization is all new to you? A Restricted world or nation, so that your passport chip is eyed with suspicion everywhere you go? A well-established Federation world that had all the conveniences but isolated you somewhat from the rest of human space, until you graduated from school and got a job somewhere else -- where?

Then there's your career -- what was your education like? What do you do for a living? (In the case of the game we're playing, what did you do for a living before you were recruited by the Psychology Service? You may still be doing it, only working for the Service now.)

Classes

Ability Scores

Most roleplayers are familiar with the D&D ability scores and what they mean. You can skip ahead if you are. But in case you aren't, they are:

Strength
How physically strong you are. This affects how much you can lift and carry and contributes to climbing, swimming and other physical activities as well.
Dexterity
How physically agile you are. In combat this helps you to act more quickly and aim ranged weapons, as well as dodge blows and shots. It also contributes to moving silently, driving vehicles and other activities that require physical precision. Quick reflexes can sometimes pull you out of sticky situations.
Constitution
How physically tough you are. Combat-wise, this affects your hit points, making a character with high Constitution harder to kill (though not a lot harder). It also contributes to such things as your resistance to disease and your ability to continue to concentrate if disturbed. Being tough can keep you alive sometimes when nothing else can.
Intelligence
How mentally agile you are. This relates to how well you learn and process information; for example, you get more skill points if you have a higher Intelligence. This also contributes to building and handling technological devices.
Wisdom
How mentally perceptive and tough you are. Wisdom helps you see important things that would otherwise go unnoticed, and it can help you guess what someone's real agenda is. It can help you know what to do when there's no one clear path. Being mentally centered can get you out of situations where your will is challenged.
Charisma
How strong your personality is. This is how good you are with people and with getting your way. If you are the sort of person who gets through life by lying with confidence, this is an important score. But it's also important if you get through life by being diplomatic and socially graceful. You also use Charisma if you are an entertainer.

Initially you have one 16, two 14s, and three 11s to go around. Decide which single ability score should be highest to fit your character concept, and give it the 16. Pick two scores that should also be high and give them the 14s. That leaves the three that you don't see yourself needing as urgently; give them the 11s. Remember, you get ability score increases every 4th level.

Skill Points

Feats

Psi

Equipment