Roll your character’s six attributes.
Roll 3d6 six times, and assign attributes as desired. In the Unseen Servant Dice Roller, do not use the "Roll Stats" button, instead use "Roll Dice" and the macro "Stats: [3d6][3d6][3d6][3d6][3d6][3d6]". Record the attribute modifier for each ability. Note that “roll 3d6” means “roll a six-sided die three times, and add it together”. You may move points between scores, lowering abilities above 13 and raising abilities below 8 to even out your scores. No such modifications can lower a high score below 13 or raise a low one above 8.
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. Think of them as the Scientists.
(The following are from post-apocalyptic Other Dust and are fully compatible with SWN. They have different Class Abilities than the SWN classes. We can use them if you think they'd fit your character better--if you're curious about them, let me know!)
Scroungers are tinkerer and inventors who will make tech work no matter what’s the cost. They have more of an Engineer’s perspective compared to the Experts.
Slayers excel at combat and brutal violence.
Speakers inspire others and bind disparate groups into shared purposes.
Survivors endure the worst of the wastes and the untamed wilds.
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.
Pick a background package.
Select an option from the Stars Without Number backgrounds 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.
Either pick one from a list provided by the GM or else make up the details of your own. (I'll have a list of the actual planets posted once I have the game forum up.)
Determine starting Coolness.
You get three points of Cool factor that you can use to acquire Nanomutations, Cybernetics or just plain old attribute modifiers boost. These represent the general badassness of the characters and the horrors of the Pre-scream genepool manipulation/Xenohuman hybridation
They can spend the 3 pts by:
1)Spending 1 pts to roll on the Mutation charts (Mutation Flaws/Mutation Benefits) to determine what strain of nanomutation your character has experienced. (Roll 1d12 for each chart)
2)Spending 2 pts to roll on the Mutation Benefits only to represent a strain of alien DNA or purer nanomutation. (Roll 1d12).
3)Spending 3 pts to choose a specific Mutation Benefit to represent an alien ability that was crossbred into your lineage.
4)Spending 2 pts to get up to 3 system strains worth of Cyberware without paying the cost for it and without calculating the Strain in your total.
5)Spending 1 pts to get a Tech 5 or more item or Pre-scream Artifact item at no cost.
6)Spending 1 or more points to improve your attribute modifiers. This does not change the underlying attribute, but instead simply raises its modifier by one point. Thus, if your Strength was 10, you could add a point to its modifier to give yourself a +1 Strength modifier, despite the underlying score. A given attribute’s modifier can be raised only once, and it cannot be raised
above +2. This represents the Eugenic science of cloning and perfecting the Human model. If you spend your 3 pts of Cool in this you're probably an Alpha clone, void of any physical and mental imperfections (...well in theory).
Determine hit points for your character.
Warriors have 8. Psychics have 4. Experts, Scroungers, Slayers, Speakers and Survivors have 6. Add your Constitution modifier to this number. Even with a Constitution penalty, maximum HP cannot be less than 1.
Choose languages.
Your character speaks English, your world’s native tongue if that differs, and one more language per point of Intelligence modifier bonus.
Buy starting equipment.
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.