Alright, here's the character creation rules:<br/><br/>Characteristics: All of your characteristics begin at 3, save for intelligence and size, which begin at 7.  You recieve 70 build points to purchase characteristics, and may purchase them on a 1 for 1 basis, to a maximum of 18.  Past 18, characteristics cost two build points per point.  A score of 20 in a characteristic represents maximum human potential; if you increase your characteristic beyond this point, your character must have a cybernetic enhancement of some kind to explain the exceptional characteristic.  To keep things reasonable, characteristics may not be purchased above 25 at character creation.<br/><br/>Skills: Your character gains 350 skill points to put into his or her 10 profession skills, determined by profession.  After spending points on profession skills, the character gains additional skill points equal to intelligence x 10, which may be placed in any skill.  Increasing a skill above 100% costs 2 skill points  per 1% increase.<br/><br/>Professions:<br/><br/>Cosmonaut<br/>Astronomy, Athletics, Brawl, Command, First Aid, Grapple, Navigation, Perception, Pilot, Repair<br/><br/>Doctor<br/>Biology, First Aid, Grapple, Insight, Medicine, Perception, Persuade, Psychology, Research, Social Status<br/><br/>Hierarch<br/>Command, Etiquette, Fast Talk, History, Insight, Melee Weapons, Perform, Persuade, Research, Social Status<br/><br/>Machinist<br/>Autocthonian Lore, Chemistry, Craft, Demolition, Dodge, Electronics, Heavy Machinery, Physics, Repair, Robotics<br/><br/>Peacekeeper<br/>Athletics, Dodge, Energy Weapon, Grapple, Law, Martial Arts, Perception, Persuade, Stealth, Track<br/><br/>Renegade<br/>Brawl, Demolition, Disguise, Dodge, Fast Talk, Fine Manipulation, Hacking, Perception, Repair, Stealth<br/><br/>Scientist<br/>Anthropology, Astronomy, Biology, Chemistry, Craft, Fast Talk, Heavy Machinery, Physics, Research, Robotics<br/><br/>Soldier<br/>Athletics, Brawl, Dodge, Energy Weapons, Firearms, First Aid, Grapple, Heavy Weapons, Melee Weapons, Perception<br/><br/><br/>Starting Equipment:<br/><br/>-A set of clothing appropriate to the character's profession.  Higher status characters will typically have multiple outfits or a suit of armor to wear.<br/>-Trade tools needed for the character's professional skills, or any skills trained above 75%  This includes a vehicle for the pilot skill; usually a motorcycle, or the keys to a pneumatic train.<br/>-A weapon for which the character is trained above 50% in the relevant skill<br/>-One personal item, plus additional items equal to the tens digit of the character's social status skill.  Basic items don't count against this limit.<br/><br/><br/>Armor:   (armor penalties do not apply to attacks and parries)<br/><br/>Synthleather: Produced in machines similar to that which produces nutrient slurry, synthetic leather has remarkable protective properties, as well as being a very effective insulator.  Although renegades in a village tend not to wear synthleather, virtually all renegades outside their villages wear at least some synthleather.<br/>AP 2, no penalties<br/><br/>Flak Jacket: Flak jackets provide excellent ballistic protection, though they're quite heavy and make dodging more difficult.<br/>AP 4, -10% to physical skills<br/><br/>Chainmail: Some renegades wear suits of chainmail, which are adequate protection against melee attacks when worn over a suit of synthleather, but prove lacking against bullets.<br/>AP 7 (3 vs. ranged attacks), -20% to physical skills, requires social status 10+<br/><br/>Hazard Suit: Hazard suits are metallic suits which were once standard issue for scientists in Autocthonia.  They have a helmet, and are designed to proect against radiation, chemical contaminants, and even have a built in medical kit to stabilize the wearer in the event of serious injury or poisoning.  The suit has no internal air supply, though it's compatable with standard breath masks.  Without electrical energy, most of the hazard suit's functions won't work.<br/>AP 3, -10% to perception, protects against vacuum, poison, suffocation, and radiation. requires social status 20+<br/><br/>Scrap Armor: Plate armor built from scrap metal provides substantial protection against many forms of attack, but is dangerously heavy and tiring to wear.<br/>AP 8, -25% to physical skills, requires social status 25+<br/><br/>Kevlar Armor: Bulletproof vests augmented by synthleather and cermaic plates in sensitive areas provide excellent protection against bullets and lasers, though they can be lacking against close attacks.<br/>AP 8 (5 vs. melee attacks), -5% to physical skills, requires social status 30+<br/><br/>Space Suit: Space suits were a primary target of the Computer, though they are treasured by Renegades who venture far into the reaches, for the protection they provide against the extremes of heat, cold, and pressure encountered in the reaches.<br/>AP 5, -10% to physical skills, protects against most external hazards.  requires social status 35+<br/><br/>Reflec Armor: Reflec armor consists of shiny plates of plastic like material worn by the internal police forces of the Metropoli.  It offers remarkable protection against lasers, electricity, and fire, though wearers in the reaches are often targeted for immediate murder by renegade and prole alike.<br/>AP 9 (2 vs. kinetic attacks), no penalties, requires social status 45+<br/><br/>Carbon Fiber Armor: Carbon fiber armor is extremely durable yet light, enabling the wearer to wear a full suit that covers every part of the body.  Though the helmet dulls the senses of the wearer, the polarized lenses and sonic baffles provide protection against loud noises and flashes.<br/>AP 10, -15% to physical skills, -25% to perception, requires social status 50+<br/><br/>Powered Armor: Powered armor is ludicrisly heavy, and makes fitting into narrow spaces difficult, but provides wonderful protection and enables the user to lift incredible loads.  Users of powered armor are often targeted by heavy weapons, and most renegade villages only have one or two suits.  The batteries of powered armor function for about 12 hours, so the user will typically need an energy capacitor to use a suit of powered armor for any length of time.<br/>AP 12, +5 STR, -35% to physical skills, -30% to perception, requires social status 75+<br/>(the powered armor penalty DOES apply to attacks unless using weapons specifically designed for powered armor)<br/><br/><br/>Unarmed Attacks:<br/><br/>Punch: Base Chance +10%, Damage 1d2+db, Knockout<br/><br/>Kick: Base Chance +5%, Damage 1d3+db, Knockout<br/><br/>Throw: Base Chance +0%, Damage 1d4+db<br/><br/>Fierce Punch: Base Chance +5%, Damage 1d3+1+db, Knockout, Requires Martial arts 25%<br/><br/>Roundhouse Kick: Base Chance -5%, Damage 1d6+db, Knockout, Requires Martial arts 30%<br/><br/>Combination Attack: Base Chance +0%, Damage 1d4+db, Knockout, deals an extra 1d4 damage per 10% by which the target number is exceeded, Requires Martial arts 45%<br/><br/>Deathblow: Base Chance -10%, Damage 1d10+db, Requires Martial arts 65%<br/><br/><br/><br/>Melee Weapons:<br/><br/>Knife: Though it isn't a part of the basic renegade toolkit, most renegades still carry a knife with them, just in case.<br/>Base Chance +10%, Damage 1d3+1+db, 1 hand, range 1 zone, HP 10<br/><br/>Wrench: Many a renegade carries a massive socket wrench, and many a renegade relies on the trusty wrench to crack skulls.<br/>Base Chance +5%, Damage 1d6+2+db, 1 hand, HP 15, Knockout<br/><br/>Crowbar: Better balanced than rachet wrenches, aluminum-steel crowbars are favored by renegade village guards to help keep order, and beat off any particularly hungry rats.<br/>Base Chance +10%, Damage 1d6+db, 1 hand, HP 12, Knockout<br/><br/>Spear: Some renegade villages rely on spears and shields to protect themselves, or hunt rats and dogs.<br/>Base Chance +0%, Damage 1d10+db, 2 hand, range 1 zone, HP 15<br/><br/>Sledgehammer: Slegehammers are commonly encountered in renegade society, used in a variety of practical functions, the most practical of which being crushing the skulls of bugs and kamrads.<br/>Base Chance -5%, Damage 1d10+3+db, 2 hand, HP 25, Misfire 00, Knockout<br/><br/>Sword: Swords see some use in dueling and ritual contexts within renegade villages, and a few of the more agressive renegades try to use them as primary weapons.<br/>Base Chance +0%, Damage 1d8+1+db, 1 hand, HP 18<br/><br/>Mining Pick: While most mining picks end up getting used more like crowbars, in combination with a sledgehammer, a mining pick can provide a route through less reinforced metal walls.  As a weapon, it can pack quite a punch, if you connect.<br/>Base Chance -10%, Damage 2d6+2+db, 2 hand, HP 12, Misfire 99<br/><br/>Welding Torch: Welding torches are useful for breaking past barriers, and are typically fueled by electricity.  A welding torch can operate for 30 minutes before running out of power, and make an improvised weapon good for getting through heavy armor.<br/>Base Chance -20%, Damage 1d10+3, ignores 5 points of armor, 2 hands, HP 8, Misfire 93<br/><br/>Whip: Synthleather whips with metal saw teeth are useful mostly for causing pain and inflicting punishment, but they also come in handy for seizing opponents' weapons and hanging from ledges.<br/>Base Chance +15%, Damage 1d3, 1 hand, HP 3, Misfire 99<br/><br/>Taser: Officers of the Metropoli often use these stun guns which deliver nasty electrical arcs to their victims.  Anyone who takes damage from a taser after reduction for armor loses 1 combat action per point of damage suffered.  Lost combat actions in excess of the character's current available combat actions count against combat actions in future turns.  Metal armor provides no protection against a taser.<br/>Base Chance +10%, Damage 1d6, 1 hand, HP 5, Knockout, Requires social status 15+<br/><br/>Autocthonian Sword: Made from an unknown, superdense metal, autocthonian swords are unbelievably heavy and unwieldy, but also alarmingly sharp.  They often have sockets and slots to place energy capacitors into, but no obvious reason to do so.<br/>Base Chance -15%, Damage 2d8+3+db, 2 hand, HP infinite, requires social status 65+, Str 16+<br/><br/>Monofiliment Whip: Monofilament whips use a ribbon of electrified metal to slice anything they come in contact with.<br/>Base Chance +15%, Damage 1d10+2, 1 hand, HP 30, Requires social status 70+<br/><br/>Megaton Hammer: Megaton hammers are made from the same material as autocthonian swords, but are incredibly difficult to wield.  They are found in obscure parts of the reaches, and were likely used by the creators of autocthonia to build the machines of the station.<br/>Base Chance -25%, Damage 3d6+4+db, 2 hand, HP infinite, requires social status 70+, Str 20<br/><br/>Beam Sword: Beam swords are small cylinders which create a sword like beam of pure energy using the bioelectric energy of the wielder.  Even rarer than megaton hammers, they typically burn blue or green when powered by the energy of a renegade, or red when powered by the energy of a prole.  The very highest ranking leaders among the Metropoli often have beam swords, and seem to be able to supply alarming amounts of bioelectric energy to keep them running.<br/>Base Chance +5%, Damage 2d10+3, 1 hand, HP 50, Misfire 97, ignores 10 points of armor, requires 3 energy points per round to activate, requires social status 80+<br/><br/><br/><br/>Ranged Weapons:<br/><br/>Hand Crossbow: The hand crossbow is a tiny, easily concealed weapon, used mostly by renegades for hunting rats or as a last resort.  Crossbows use the firearms skill<br/>Base Chance +5%, Damage 1d4, 1 hand, 1 shot, range 0 zones, HP 5, Misfire 99<br/><br/>Crossbow: For the stealth and reliability they provide, many renegades like to use repeating crossbows in place of firearms.  Crossbows use the firearms skill.<br/>Base Chance +0%, Damage 1d6, 2 hands, 4 shots, range 2 zones, Misfire 97, HP 7<br/><br/>Handmade Rifle: The rifles of the renegades don't use traditional bullets, which are extremely hard to manufacture on autocthonia, but instead rely on a variety of exotic chemical reactions to function.  The resulting weapon isn't much better than a breech loading firearm, but provides a decent level of damage.<br/>Base Chance -5%, Damage 1d10, 2 hands, 1 shot, range 1 zone, HP 12, Misfire 93, requires 3 actions to reload<br/><br/>Laser Pistol: Laser pistols are almost ubiquitous in the Metropoli, and rather easy to come by in the reaches as well.  They're not exactly the most wonderful weapons in the world, and they seem much more effective in the hands of the Proles, but they get the job done.<br/>Base Chance +10%, Damage 1d8, 1 hand, 5 shots, range 1 zone, HP 7, Misfire 95, requires social status 10+<br/><br/>Shotgun: The reliable shotgun is a favored weapon of many renegades, since it solves many of the problems of the less reliable rifles.  The shell cartiges are terribly difficult to make, however, and that limits the number of renegades who can wield shotguns.<br/>Base Chance +10%, Damage 1d10, 2 hands, 2 shots, range 0 zones, HP 10, Misfire 96, requires social status 15+<br/><br/>Flamethrower: The flamethrower is a frightening weapon, and incredibly easy to construct.  Many flamethrowers in autocthonia use complex energy cells to convert electricity into fire, rather than having chemical ammunition.  Flamethrowers count as an energy weapon.<br/>Base Chance +10%, Damage 1d8 per round, 2 hands, 4 shots, range 0 zones, HP 15, Misfire 91, hit target is set on fire and must roll athletics as a combat action to put the flames out.  Requires social status 25+<br/><br/>Laser Rifle: Laser Rifles are standard issue among the Kamrad, and are competent, single shot weapons with decent accuracy and range.  Naturally, they seem to work better for Kamrads.<br/>Base Chance +10%, Damage 2d8, 2 hands, 10 shots, range 2 zones, HP 14, Misfire 99, requires social status 30+<br/><br/>Pistol: Though traditional automatic pisols are extremely easy to manufacture in autocthonia, ammunition is very hard to come by, restricting pistols to authority figures and those with access to ammunition caches.<br/>Base Chance +5%, Damage 1d6+2, 1 hand, 7 shots, range 1 zone, HP 8, Misfire 99, requires social status 35+<br/><br/>Sniper Rifle: The sniper rifle doesn't come in handy quite as often as one would expect in the cramped corridors of autocthonia, but it does permit careful use of ammunition, which is almost as valuable as range.<br/>Base Chance +10%, Damage 2d6+3, 2 hands, 5 shots, range 3 zones, HP 10, Misfire 99, requires social status 40+<br/><br/>Assault Rifle: Assault rifles are incredibly rare in autocthonia, though the most elite Kamrad squads are issued AK-47 assault rifles.  Ammunition is a constant concern, unless one is lucky enough to own a personal ammo dump.<br/>Base Chance +10%, Damage 2d6, 2 hands, 30 shots, range 2 zones, HP 12, Misfire 97, can autofire for +5% to hit per 10 bullets fired, dealing 1d6 additional damage per 10% by which the target number is exceeded, requires social status 50+<br/><br/>Gauss Needler: Gauss Needlers are high tech weapons that use magnets to accelerate needles to incredibly high speed.  Though lacking in armor penetration, gauss needlers are quite effective at causing extremely nasty wounds.<br/>Base Chance +15%, Damage 2d4+2, 2 hands, 45 shots, range 2 zones, HP 10, Misfire 95, can autofire for +5% to hit per 15 shots fired, dealing 2d4 additional damage per 10% by which the target number is exceeded, requires social status 60+<br/><br/><br/><br/>Heavy Weapons:<br/><br/>Autocthonian Crossbow: Autocthonian crossbows are extremely large crossbows made from autocthonian materials, often used to fight bugs.  The autocthonian crossbow uses the heavy weapons skill.<br/>Base Chance -5%, Damage 3d6+3, 2 hands, 1 shot, range 1 zone, HP 15, Misfire 99, requires 2 actions and a successful athletics roll to reload.<br/><br/>Blasting Cap: Blasting caps are used to assist in breaching walls, and are also incorporated into the lower quality firearms used in autocthona.  As improvised weapons, they are fairly poor, though they can be used as improvised land mines.<br/>Base Chance: -15%, Damage 2d6, 1 hand, 1 shot, range 0 zones, HP 4, Misfire 00, deals 1d6 damage to targets within one yard of ground zero.<br/><br/>Grenade: Grenades are reasonably common in autocthonia, and are also available in flash grenade, smoke grenade, and deafening sonic grenade variations.  Grenades use the demolitions skill to operate.<br/>Base Chance: +0%, Damage 2d10+2, 1 hand, 1 shot, range 0 zones, HP 8, Misfire 99, deals 1d10 damage to targets within 3 meters of ground zero of the attack.  Requires social status 20+<br/><br/>Plastic Explosive: Plastic explosives are the basic demolition charge of autocthonia, and they can also be used as improvised grenades.  A plastic explosive sticks to the target, and detonates a minimum of one round after it is activated.<br/>Base Chance: -10%, Damage 4d6, 1 hand, 1 shot, range 0 zones, HP 6, Misfire 99, deals 2d6 damage to targets within 5 meters of ground zero of the attack.  Requires social status 30+<br/><br/>Gatling Gun: Gatling guns use multiple barrels and carefully designed shaped explosive charges to deliver a remarkable rate of fire without having to use hard to come by ammunition.<br/>Base Chance +15%, Damage 1d10, 2 hands, belt fed, range 1 zone, HP 10, Misfire 93, deals +1d10 damage per 10% by which the target number is exceeded.  Requires social status 40+<br/><br/>Grenade Launcher: Grenade launchers are used for area suppression, and are a common sight in larger Kamrad teams.<br/>Base Chance +10%, Damage 2d10+3, 2 hands, 1 shot, range 1 zone, HP 9, Misfire 98, deals 1d10+1 damage to targets within 3 meters of ground zero of the attack.  Requires social status 50+<br/><br/>Machine Gun: Machine guns are extremely rare in autocthonia, often used only to guard the most secure areas.<br/>Base Chance +20%, Damage 3d6, 2 hands, belt fed, range 1 zone, HP 14, Misfire 98, deals +1d6 damage per 10% by which the target number is exceeded.  Requires social status 70+<br/><br/>Rocket Launcher: Rocket launchers<br/>Base Chance +0%, Damage 3d10+5, 2 hands, 1 shot, range 2 zones, HP 10, Misfire 98, Deals 3d6 damage to targets within the same zone as ground zero of the attack.  Requires social status 75+<br/><br/>Plasma Cannon: Base Chance +0%, Damage 4d8, 2 hands, 5 shots, range 2 zones, HP 15, Misfire 96, deals 2d8 damage to targets within 3 meters of ground zero of the attack.  Requires social status 80+<br/>