Character Creation

A character starts out with a certain number of dice to distribute among the eight attributes: 16D for non-heroes, 24D for heroes. (2D avg vs 3D avg, human norm) If alien species has a different number of attribute dice under the WEG system, then each full die difference is equivelant to 1D+1 in version 0.5.x. For example, a species under the WEG rules has 10D attribute dice. In this system they would have 13D+1. Another example: A speices has 13D attribute dice, they now have 17D+1 attribute dice. The 8D for heroes is added on top of this, so the 10D species for a hero would have 21D+1 and the 13D species would have 25D+1.

Attributes must fall within species minimums and maximums for starting characters. These are 2D minimum / 4D maximum for humans, for aliens as per WEG listings. For CON, use same min/max as STR, for WIL use average of mins and maxes for KNO and PER.

Once the attributes are determined, the character selects a number of skills to go on the character sheet under each attribute. The number per attribute is determined by having 3 plus one per additional pip past 2D under each attribute. These represent skills that the character is vaguely proficient in and therefore will not suffer the untrained skill use penalty. For example, a character has 3D in an attribute. Six skills under that attribute may be listed. A character with 1D+1 in an attribute may only place three skills there. This should even out to approximately 48 skills distributed across the character sheet.

After the skills have been chosen, a number of dice go to skills. This is 20D for "starting" characters, with 10D to go towards "lifetime" skills and 10D towards "career" skills. These may only be placed in skills that were listed on the sheet. This usually translates into 10D for combat skills and 10D for noncombat skills. However, if a character is an acedemic, it would be the reverse. The exact definition of skills will eventually blur in a well balanced cmapaign, so the end result is left up to the GM. I recommend letting points be spent in a mixed manner eventually in some "new career" skills. Remember that this is unlikely to be the character's end profession as well, so if an academic is entering into heavy combat, it's still just a "pickup skill" for them.

Note: Additional bonus to be given as necessary towards starting dice to make characters blend better with campaign, but even still there shouldn't be much difference between a well roleplayed starting character and a veteran.