<strong>Character Creation:</strong><br/><br/><br/><strong>Step 1: Aspects</strong><br/><br/>The first and most important step to creating your character is to pick aspects.  Aspects are a collection of words or phrases that describe your character.  Things like "Crack Shot"  "Breath Sensitive" "Delicate Hands" and "It's a trap!"  Aspects can also be negative things, like "Drunkard" "Brashly Overconfident" "Sadistic Bastard"  and "It's not my fault!"  Positive aspects enable you to use Breath points to gain bonuses on actions related to them.  Negative aspects, meanwhile, enable you to gain Breath points when they hinder you or provide roleplaying opportunities.  Therefore, a balance of positive and negative aspects is advisable<br/><br/>Your character has 8 aspects, but you can leave up to 4 of them undefined and define them during play.<br/><br/><br/><strong>Step 2: Skills</strong><br/><br/>The next step, now that you know who your character is, is to decide what he or she is good at.  Your character has the following starting allotment of skills:  (the number by each skill indicates the base value of a check using that skill, and also how you can describe a check resulting in that number.  When you do something where there is an element of chance, you roll dice and, depending on the result, end up subtracting or adding up to three from or to the result)<br/><br/>1 skill at Great      (4)<br/>2 skills at Good     (3)<br/>3 skills at Fair       (2)<br/>4 skills at average (1)<br/><br/><br/><strong>Skills:</strong>(combat skills in bold)<br/><br/>Alertness<br/>Athletics<br/><strong>Blasters </strong><br/>Computer Use<br/>Contacts<br/>Crime<br/>Deceit<br/>Empathy<br/>Endurance<br/><strong>Fists</strong><br/>Galactic Lore<br/>Intimidation<br/>Leadership<br/>Medicine<br/><strong>Melee Weapons</strong><br/>Might<br/><strong>Mysteries</strong><br/>Pilot<br/><strong>Power Use</strong><br/>Rapport<br/>Repair<br/>Resolve<br/><strong>Sixth Sense</strong><br/>Sleight of Hand<br/>Starship Ops<br/>Stealth<br/><br/><strong>Step 3: Composure and Health</strong><br/><br/>Composure reflects your ability to handle emotional and social setbacks, while health reflects your ability to survive in combat.  By default, you get five health boxes and five composure boxes, like so:<br/><br/>1  2  3  4  5<br/>[ ][ ][ ][ ][ ]<br/><br/>If your endurance or resolve is average or better, you get 6 health or composure boxes.<br/><br/>1  2  3  4  5  6<br/>[ ][ ][ ][ ][ ][ ]<br/><br/>If your endurance or resolve is good or better, you get 7 health or composure boxes.<br/><br/>1  2  3  4  5  6  7<br/>[ ][ ][ ][ ][ ][ ][ ]<br/><br/>In combat, a character rolls a combat skill (such as blasters) against an applicable skill rolled by the defender (such as pilot).  It the attacker gets a higher result, the difference is applied to the defender as stress.  The defender must place an X in a health box with a number equal or higher to the amount of stress he has taken.  If this health box is already filled, he or she must fill in the next highest health box.<br/><br/>If a defender cannot fill in a health box, or does not wish to, he can instead take a Consequence.  A consequence is a bad situation, like an injury, a state of depression, or a loss of reactor containment.  A character can suffer three consequences before being taken out.  The first consequence is a minor consequence.  The second consequence is a moderate consequence.  The third consequence is a major consequence.  If a character is suffering a major consequence and takes another consequence, the attacker may determine what happens to him or her.  The only way to avoid this is to spend all force points to narrate the fate of your character.  (with GM approval)<br/><br/><br/><strong>Step 4: Perks</strong><br/><br/>Your character gets three perks, special bonuses that help make him or her more interesting.  You may leave your perks undefined and define them during play, if you wish<br/><br/><strong>Bloody Mess:</strong>Whenever enemies are defeated by this character, they are defeated in a spectacular manner, falling off railings, falling on the self destruct switch, etc.<br/><br/><strong>Child of Enoch:</strong>You have a power that enables you to invoke aspects related to a certain theme once per scene for free, regardless of who posesses them.  For 1 slot, the theme is minor, such as fire, ice, or pop music.  For 2 slots, the theme is moderate, such as technology, deception, or nothingness.  For 3 slots, the theme is major, such as living things, inanimate matter, or light. (ST approval needed)  For 4 slots, the theme is primal, such as kinetic energy, fate, or Homo Sapiens.  (ST approval VERY needed.)<br/><br/><strong>Companion:</strong>Gain an NPC with 4 stress boxes, 2 skills at good, 3 skills at fair, and 3 skills at average.  Can act independently as well as attaching like an ally can.  Good for representing robots, wingmen, and background lovers.<br/><br/><strong>Curse of Enoch:</strong>There is something very wrong with you.  Sure, sometimes it helps, but mostly, it's a nuisance, even if other people think it's cool.  The effects of your curse are mostly plot based, but each time it screws you over, you gain a Breath point.<br/><br/><strong>Doubter:</strong>You may cancel the effect of any perk with "enoch" in the name by spending a force point.  You may not have this perk at the same time you have any perk with enoch in the name.<br/><br/><strong>Down to Earth:</strong>You never suffer penalties to defense rolls for lacking helper skills.  (e.g. Sixth Sense)<br/><br/><strong>Exotic Technique:</strong>When using one of your aspects, you either gain a +1 bonus or the action requires an additional skill to defend against.  (ST approval required)<br/><br/><strong>Fastest thing in Space:</strong>May spend a force point to win initiative.<br/><br/><strong>Gadget:</strong>Your character has just the right tool(s) for the job.   This gadget counts as an aspect which may be changed at will  by spending a fbreath point.<br/><br/><strong>Insightful:</strong>May use a skill to add to add aspects; (usually bad ones) can add 1 additional aspect for every two points achieved on the roll beyond the first.  (applies to one skill, e.g. Insightful: Galactic Lore)<br/><br/><strong>Introspective:</strong>May remove a wound from the composure track once per scene by spending a breath point.<br/><br/><strong>Master of the Breath:</strong>If you spend two breath points before attacking, your supernatural powers deal an additional 1d6 points of stress if they hit.  (ST approval required)<br/><br/><strong>Master of Disguise:</strong>May spend a fate point to temporarily leave play, then re enter play  by revealing that an NPC was the character in disguise.<br/><br/><strong>Minions:</strong>Gain 5 NPCs with 2 stress boxes, 1 skill at good, 1 skill at fair, and 1 skill at average. Minions can "attach" to a character or companion to provide a +1 bonus to any skill they are trained in and take stress for the attached character. Minions cannot act independently without spending a breath point, and must all have identical stats. The allies perk is good for representing faceless foot soldiers, flunkies, and general purpose redshirts.<br/><br/><strong>Persistent:</strong>May remove a wound from the health track once per scene by spending a fate point.<br/><br/><strong>Skill Flexibility:</strong>You may substitute one skill for another.  (only applies to one pair of skills, both skills chosen at the time this perk is taken, e.g. piloting <-> blasters)<br/><br/><strong>Unsafe Velocities:</strong>All inanimate objects struck by a vehicle piloted by this character take double damage.  Typically, this results in massive explosions.<br/><br/><strong>Unstoppable:</strong>Can take an extra moderate consequence.  (May apply either to the health track or the composure track)<br/><br/><strong>Step 5: Breath Points</strong><br/><br/>Your character receives 8 Breath points to start the game with.<br/><br/>A Breath point may be spent to power certain perks, or to use the effect of an aspect to gain a +2 bonus on a roll.  You may use any number of Breath points on a roll as long as you still have applicable aspects.  The aspects of other people can apply as well, so if you have the aspect "crack shot" and your opponent has the aspect "slow and overweight" you can spend 2 Breath points to get a +4 bonus on the roll.  An aspect can only be used in this way once per scene.<br/>