Step One: Species Select which alien species you want your character to be. This will provide you with what your character's attribute limitations and any special skills or abilities your character might have. Step Two: Attributes Depending on what your character's species is, it will provide you with the "Attribute Dice" listing; your character also starts with an extra 6D for attributes. This is how many dice you can spend on your attributes. Step Three: Special Abilities Some alien species have special abilities that can be used during the game: these would go on your character profile. Step Four: Force-Sensative Only a rare few are sensitive to the Force. For the "Force-sensitive" part choose "Yes" or "No." Step Five: Skills You begin with 7D to spend on skills; you can add 1D or 2D to any of the skills you pick. The skills are listed under the attribute they belong to. Here is where you can find the skill lists: Dexterity, Knowledge, Mechanical, Perception, Strength, and Technical. Step Six: Starting Equipment You can basically start out with anything you want (within reason), but don't get too greedy, the GM decides on how you got your equipment... there might be a few strings attached - nothing comes for free. (ie: Generally, 1500 credits is a resonable amount of starting equipment value, 10,000 or more credits is a rather high and you'd probably have some drawbacks or strings attatched. Thats just to give you an idea, you can pick any amount of credit value between or above - just be careful of consequences). You can find the current equipment list here. Step Seven: Detailing What does you character look like? Step Eight: Submiting Your Character Once your done, send your character to me and then I'll put up your character's profile in the profile section. Also, if you need any help in understanding one of the steps above feel free to ask me for help.
Now, each species description also has a listing for each attribute. The left number is the minimum attribute die code; the right is the maximum attribute die code.
Split up your attribute dice among the six attributes (dexterity, knowledge, mechanical, perception, strength, and technical), making sure that each attribute is no less than the minimum and no more than the maximum.
(Also see How the Game Works for other options on attributes)
Some other special abilities only matter when you're creating a character - you may get bonuses when chosing skills. These don't go on your character's profile, but pay attention to them when you choose your skills.
A character with a "Yes" on the Force-sensitive line starts the game with two Force Points. NOTE: If you choose "yes," you must sacrafice 1D of your character's starting skill dice if you want them to be Force-Sensitive.
A character with "No" on the Force-sensitive line starts the game with one Force Point.
Force-sensitive characters feel the pull of both the light and the dark. They must be careful not to do evil or they risk being forever corrupted by the darkside.
If your character is Force-sensitive, they may start with Force Skills. There are three Force skills: control, sense and alter. You can give your character 1D in a Force skill at a cost of 1D of attribute dice (you can't begin with more than 3D worth of Force Skills).
If your character starts out with at least 1D in a Force Skill, they automatically know 1 Force Power under that Force Skill. The GM ultimately decides which Force Power(s) you start out with, but you can request which one(s) you would like.
(Also see The Force for more information on the Force)
(Also see How the Game Works for other options on skills)
What kind of personality does your character have?
What kind of background does your character come from?
(You can see a blank character profile here)