As I noted on the main Spheres rules page, I shouldn't say too much here, but I will give a basic outline of the rules as they pertain to characters here.
These rules require percentile (D100) and six-sided (D6) dice. Normal rounding is assumed in all cases where rounding is used at all.
No introduction to roleplaying is given here; it is assumed that anyone who has actually found these rules will be familiar enough with roleplaying and gaming to understand most concepts in the Spheres game.
As you create a character, you may want to have a character sheet to look at. Please print one off and use it as you create your character. Alternately, you can of course just use blank paper.
This page is divided into sections that should be listed to the left.
If you're not interested in these rules, you may want to go back to the Spheres rules page, the main Spheres page, or to my main page about science fiction and RPG's, or to my main page.
Part 1: Conception
The first and possibly most important part of character creation is conceiving what sort of character is to be created. I have tried to make these rules allow for a great degree of player input into the process, though there are naturally limits placed on this by realism. So, then, as you start to make a character, you must first decide what sort of person he, she or it will be. Some general questions to take into consideration are:Clearly, many of these questions are impossible to determine with any great detail as of yet, but trying to at least narrow the possibilities will make the character creation process more enjoyable and focused. A couple specific caveats should be made at this point, however:
Part 2: Species and Sub-species
As already noted, it is generally very difficult to play a non-human in Known Space. However, there is quite a variety of human sub-types available. Most of these are genetic modifications from the basic human template, and are also called genomods. They are described below.
Note, however, that genomods tend to be discriminated against outside their home environments. Indeed, people from Earth often seem to treat trips off-world as tours of freak shows. Thus, playing a genomod may have advantages in (for example) combat, but will certainly put the character at a disadvantage in many social situations; players should consider the plusses and minuses carefully before playing genomods.
Part 3: Birthplace
There are many, many possible places to have been born and/or raised in Known Space. The place where each character grew up should be noted, as this will influence various things later on in character generation.
Basically, the player should (along with the GM) choose any location which seems to match the character's conception. Is the character from a rough-and-tumble backwater, or the dark urban mazes of Earth? Perhaps the character comes from a human enclave in one of the alien systems, or perhaps from an agrostation in a run-of-the-mill system. Choosing the specific settlement is pretty much up to the player; there are so many settlements in Known Space that listing them all would be impossible. However, three specific parameters of the character's home should be noted:
Part 4: Appearance and physique
The next step is to determine what sort of physique the character has, and then to determine how the character looks.
Physique is strongly influenced by homeworld gravity. Characters from high-G worlds tend to be short, stocky and massive, while characters from low-gravity environments tend to be slim and tall. Stocky characters will tend to have higher physical strength, while lanky characters tend to be more agile.
Generally, the character's height and mass may simply be chosen. However, if a random result is desired, the following process may be used. Note that the process may be 'fudged' at any time with GM's agreement.
First, determine base height. This is done by consulting the following table:
| Native Gravity | Base Height (CM) | Native Gravity | Base Height (CM) | Native Gravity | Base Height (CM) |
| Micro | 165 | >0.7–0.9 | 148 | >1.5–2.0 | 135 |
| 0.1–0.3 | 160 | >0.9–1.1 | 145 | >2.0–2.5 | 130 |
| >0.3–0.5 | 155 | >1.1–1.3 | 142 | >2.5 | 120 |
| >0.5–0.7 | 150 | >1.3–1.5 | 140 |
To the base height, add 6d10. The total is the character's height in centimeters.
Next, determine the character's mass. This is done by first checking his or her base mass, which is determined by height, as per the table below:
| Height (CM) | Base Mass (KG) | Height (CM) | Base Mass (KG) | Height (CM) | Base Mass (KG) |
| Less than 125 | 38.0 | 160-164 | 56.0 | 200-204 | 88.0 |
| 125-129 | 39.0 | 165-169 | 60.0 | 205-209 | 92.0 |
| 130-134 | 40.0 | 170-174 | 64.0 | 210-214 | 96.0 |
| 135-139 | 41.5 | 175-179 | 68.0 | 215-219 | 100.0 |
| 140-144 | 43.5 | 180-184 | 72.0 | 220-224 | 104.0 |
| 145-149 | 46.0 | 185-189 | 76.0 | 225 or more | 108.0 |
| 150-154 | 49.0 | 190-194 | 80.0 | ||
| 155-159 | 52.0 | 195-199 | 84.0 |
Next, determine the character's frame (FRM). This is done by rolling 3d6 and adding a modifier from the following table:
| Native Gravity | Frame Modifier | Native Gravity | Frame Modifier | Native Gravity | Frame Modifier |
| Micro | -2 | >0.7–0.9 | 7 | >1.5–2.0 | 16 |
| 0.1–0.3 | 0 | >0.9–1.1 | 10 | >2.0–2.5 | 18 |
| >0.3–0.5 | 2 | >1.1–1.3 | 12 | >2.5 | 20 |
| >0.5–0.7 | 4 | >1.3–1.5 | 14 |
Then, add any values appropriate for genomod status:
These are in addition to the modifiers already given for homeworld gravity. The resulting number is the character's Frame statistic. This is how stocky or lanky the character is. Descriptions for specific Frame values follow.
| Frame value | Description | Frame value | Description | Frame value | Description |
| 1-3 | Scant | 15-18 | Light | 32-34 | Large |
| 4-6 | Slight | 19-23 | Average | 35-36 | Huge |
| 7-10 | Thin | 24-27 | Heavy | 37-38 | Massive |
| 11-14 | Slim | 28-31 | Robust |
Once Frame has been determined, the character's actual mass can be figured out. Take the base mass as determined above, and modify for frame, as below:
| Frame value | Description | Mass Modifier | Frame value | Description | Mass Modifier | Frame value | Description | Mass Modifier |
| 1-3 | Scant | -35% | 15-18 | Light | -10% | 32-34 | Large | +45% |
| 4-6 | Slight | -30% | 19-23 | Average | +0% | 35-36 | Huge | +75% |
| 7-10 | Thin | -25% | 24-27 | Heavy | +15% | 37-38 | Massive | +100% |
| 11-14 | Slim | -20% | 28-31 | Robust | +30% |
The result is the character's body mass. The character's actual appearance should be determined at player's discretion (allowing for GM caveat, naturally). When doing so, try to describe the following:
Many other things may also be described to enhance the character's sense of realism.
Part 5: Primary characteristics
The next thing which needs to be determined is the character's characteristics. These describe her or his innate (and usually unchanging) abilities. Each characteristic is a number, rated from 0 to 20 (or occasionally more). The characteristics are described below. However, characteristics that are basically self-explanatory are not elaborated on.
Physical characteristics
Mental characteristics
These characteristics are initially determined by distributing 175 points, as desired by the player. However, no characteristic may be assigned less than 5 or greater than 19 to start. Also, note that all of these characteristics are important; Touch may not seem terribly important, but it can come in very handy at times. After the initial values have been determined, modify for genomod sub-species and frame, as per the table below.
| Factor | Modifications for… | Notes | ||||||||||||||
| STR | END | DEX | AGL | SPD | CML | EYE | SMT | TCH | HRG | INT | WIL | ELO | LOG | MEM | ||
| Human | No special modifications, save as otherwise given below. | |||||||||||||||
| Human Genomod -- Spacer | -1 | -2 | +1 | +2 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | |
| Human Genomod -- Stout | +2 | +4 | -2 | +0 | -1 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | |
| Human Genomod -- Aquarian | +1 | +2 | -1 | -1 | -1 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | |
| Human Genomod -- Spartan | +2 | +1 | +1 | +1 | +1 | -4 | +2 | +1 | -2 | +2 | +0 | +0 | -2 | +0 | +0 | |
| Human Genomod -- Drone/Clone | +1 | +3 | +2 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | -4 | -2 | -3 | -1 | ||
| Human Genomod -- Hybrid | * | * | * | * | * | * | * | * | * | * | * | * | * | * | * | Modifiers must be determined by GM |
| Human Genomod -- Other | * | * | * | * | * | * | * | * | * | * | * | * | * | * | * | Modifiers must be determined by GM |
| Frame: Scant | -4 | -1 | +1 | +3 | +2 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | |
| Frame: Slight | -3 | -1 | +1 | +2 | +2 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | |
| Frame: Thin | -2 | +0 | +0 | +2 | +1 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | |
| Frame: Slim | -1 | +0 | +0 | +1 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | |
| Frame: Light | +0 | +0 | +0 | +1 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | |
| Frame: Average | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | |
| Frame: Heavy | +1 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | |
| Frame: Robust | +2 | +1 | +0 | -1 | -1 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | |
| Frame: Large | +3 | +2 | +0 | -2 | -2 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | |
| Frame: Huge | +4 | +3 | -1 | -3 | -3 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | |
| Frame: Massive | +5 | +4 | -2 | -4 | -4 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | |
The characteristics generated up to this point should be recorded, though they may still change a bit during the Background Development section of the generation process.
Part 6: Background Development
The character's background, as decided upon in the conception section, must now be determined. This will include such things as her or his employment history, level of wealth, education, etc. Specifically, they are divided into:
Basically, each character has 10 Option Points (OP's) which can be 'spent' on various kinds of character background. The uses for these are as below. The types of background which may be reflected here are divided into sections for ease of digestion. Each option has a number of parameters. These are:
| Unarmed | Language (native) | Oratory | Rhetoric | Singing | Area Knowledge (own) | Awareness |
| Dodge | Initiative | Jumping | Physical Condition | Running | Stealth | Throwing |
Physical options
These are various problems or advantages which the player's body has. For game purposes, each of these options may only be 'bought' once.
| Option | Option Point cost | Skills/ Other effects | Years aged/ accrued | Reputation accumulated | Notes (but also see below) |
| Mild disease | -1 | None | 0 | 0 | Generally requires an ENDx5 roll to overcome when tested; Physical Condition is at a permanent –10 to EML |
| Serious disease | -2 | None | 0 | 0 | Generally requires an ENDx3 roll to overcome when tested; Physical Condition is at a permanent -20 to EML |
| Fatal disease | -3 | None | 0 | 0 | Generally requires an ENDx1 roll to overcome when tested; Physical Condition is at a permanent -40 to EML |
| Addiction | -2 | None | 0 | -10 | Generally requires an ENDx2 roll to overcome when tested |
| Minor cybernetic enhancement | 1 | * | * | * | Exact form and effects of enhancement must be decided with GM |
| Major cybernetic enhancement | 2+ | * | * | * | Exact form and effects of enhancement must be decided with GM |
| Left-handed | 0 | None | 0 | 0 | |
| Right-handed | 0 | None | 0 | 0 | |
| Ambidextrous | 1 | Increase DEX by 1 point | 0 | 0 |
Psychosocial options
These are various mental or interpersonal aspects of the character. They are generally all reflective of things which happened before the character began professional life. All of these background options may be 'bought' only once, and only one of each type (wealth, schooling, etc.) may be had. Thus, a character may not have the "rich" background option twice, nor may they have both the "Rich" option and the "Poor" option.
| Option | Option Point cost | Skills/ Skill Points/ Other effects | Years aged/ accrued | Reputation accumulated | Notes (but also see below) |
| Weak mental illness | -1 | None | 0 | -5 | Generally requires a WILx5 roll to overcome; Mental Stability is at a permanent –10 |
| Medium mental illness | -2 | None | 0 | -10 | Generally requires a WILx3 roll to overcome; Mental Stability is at a permanent –20 |
| Strong mental illness | -3 | None | 0 | -15 | Generally requires a WILx1 roll to overcome; Mental Stability is at a permanent –40 |
| Technological primitive | -1 | One Craft; One Archaic Weapon skill; Survival | Affects starting age directly | x0.50 | PC comes from a very low-tech world or settlement (TL 17 or less) |
| Low technology background | 0 | One Civilian Driving skill | Affects starting age directly | x0.75 | Character comes from a lower-than-normal-technology world (TL 18-20) |
| Average technology background | 0 | None | Affects starting age directly | x1.00 | Character comes from a normal-technology world (TL 21-25) |
| High-tech background | 1 | Computer Operation; Increase any two physical characteristics by one each | Affects starting age directly | x1.00 | Character comes from a higher-than-normal-technology world or settlement (TL 26-27) |
| Destitute wealth | -2 | None | 0 | x0.75 | PC’s starting funds are ¼ that normally generated for all professions |
| Poor wealth | -1 | Streetwise | 0 | x0.90 | PC’s starting funds are ½ that normally generated for all professions |
| Average wealth | 0 | None | 0 | 0 | PC’s starting funds are normal for all professions |
| Well-off wealth | 2 | None | 0 | x1.50 | PC’s starting funds are twice that normally generated for all professions |
| Rich wealth | 4 | None | 0 | x2.50 | PC’s starting funds are 4x that normally generated for all professions |
| Filthy rich wealth | 8 | None | 0 | x5.00 | PC’s starting funds are automatically D100xA$1 million (or equivalent) |
| No schooling | -2 | None | -4 | -10 | Character attended no schools at all and received no formal education. |
| Little schooling | -1 | Script | -2 | -10 | Character has nearly, but not quite, finished the normal course of education (high school graduate or equivalent) |
| Average schooling | 0 | Script, Computer Operation, One Academic skill or Language | 0 | 0 | Character attended college or professional school (4-year degree) |
| Good schooling | 1 | Script, Computer Operation, Research, One Academic skill to OML+SB, Two Academic skills or Languages | 3 | +5 | Character has pursued some advanced study (6- or 8-year degree) |
| Advanced schooling | 2 | Script, Computer Operation, Research, Two Academic skills to OML+SB, Two Academic skills or Languages | 6 | +10 | Character has attained a high degree of advanced study (10-year degree or more) |
Adult life options
These are things which have occurred since the character achieved adulthood. The majority are professional spheres, but things like personal hobbies are also included here. All of these options may be 'bought' multiple times, up to the maximum limit of option points the character has available.
Rank and reputation
Two final things about a character's pre-game adult life must be generated. These are Rank and Reputation.
Rank measures how much authority the PC has within each Sphere in which she or he has served. Rank is rated on a generic scale of 0 (a raw recruit or low-level intern) to 20 (the most high-ranking people of any given sphere in Known Space). Generally speaking, most people are about rank 5-10.
Rank is specifically derived from the number of years spent in a given sphere, and must be decided upon after the character's service career is already fleshed out. Rank is normally equal to the number of years spent in a sphere, divided by two (or, in other words, the number of Option Points spent on the career). However, higher or lower rank may be opted for. These cost appropriate amounts of Option Points. However, in pre-game, no character may rank higher than 12 in a given sphere (without GM approval). Thus, buying high rank in a sphere which the PC has already served a great number of years (greater than 16) in will be redundant and useless. Optionally, the GM may allow players to pick their characters’ ranks to match the character's conception. However, a rank higher than 10 should probably not be given in this way, as such high status should not come too easily.
Reputation (REP) is a measure of each character's general renown in Known Space. It is different from Rank in that it does not measure actual authority held, but rather how much esteem others hold the character with. Thus, while the starship’s comms officer may not hold enough rank to fire weapons, it is not at all impossible that others might ask her or him for advice about firing weapons, and then stick to that advice. Reputation is not the character's actual morality, but rather the infamy or fame which others put upon the PC; thus, it may be true or unjustified.
REP will usually be a value between –30 and +30; the maximum it may ever be is +120, and the minimum is –120. This number is an EML modifier to certain skills which the PC may attempt to do, and which are strongly impacted by a character's fame or infamy. When calculating the PC’s pre-game REP value, first add all plus or minus modifiers from the above table, then multiply the result by the total of multiplication modifiers. Finally, if the character's current REP is negative, subtract their highest Rank from their REP value. If the character's current rank is positive, add their highest Rank to the REP value.
Characters who have high REP’s are well-known throughout Known Space, and may receive preferential or antagonistic treatment from others simply on this basis alone. The specific sort of treatment they receive is dependent upon the situation and upon their current reputation. Generally speaking, though, high positive REP’s will positively influence attempts to use licit skills, while high negative REP values will positively influence attempts to use illicit skills. Thus, someone with a very high positive REP will find it hard to appear streetwise, while someone with a very low REP will find it extremely difficult to appeal to others’ sense of fairness in a clash of rhetoric.
To calculate a character's starting REP, first add all plus or minus modifications received due to background options. Round normally. Then, after they have all been calculated, multiply by any multiples given. That is, add and subtract first, then multiply last. Thus, if a character has served in the Entertainment sphere for six years years, but has Destitute wealth, the character would have (3 x 7.5) = 22.5, round up to 23, x 0.75 = 17.25, round down to +17 REP.
Part 7: Aging
Characters, like all people, will age. Unless they start fresh out of school (and are therefore probably unprepared for a life of adventuring), they will probably have aged a bit before play begins. Aging in 2221 is not nearly so drastic as it was back in, for example, the late 20th century, though, so players need worry little about having PC's who are severely crippled due to aging.
To determine how much (if at all) a character's abilities have aged, first determine his or her starting age. This is equal to their home TL, averaged with 20. Thus, a character born on a TL 16 world would start at age (20+16)/2 = 18. To this, add or subtract any years accumulated for background options. This gives the character's age at the start of game play.
Characters begin to age once they have passed a certain minimum age (equal to home TL + 10). Age over this may mean that the character's abilities have decreased.
Basically, once the character has passed the aging minimum, every (Home TL/6, round as normal, minimum 1) years, he or she will have pass an Aging Point. These are characteristic checks which determine how much, if any, a character has lost ability due to aging. Aging Points are not of course real points in time, but rather an abstract measure of how quickly characters tend to age given their background TL. A table of minimum ages for aging and aging points is given below to save on players' need to calculate things:
| Native TL | Aging begins at age… | Aging Points: | |||
| First | Second | Third | Fourth and following | ||
| 0 | 10 | 10 | 11 | 12 | 13, 14, etc. |
| 1 | 11 | 11 | 12 | 13 | 14, 15, etc. |
| 2 | 12 | 12 | 13 | 14 | 15, 16, etc. |
| 3 | 13 | 13 | 14 | 15 | 16, 17, etc. |
| 4 | 14 | 14 | 15 | 16 | 17, 18, etc. |
| 5 | 15 | 15 | 16 | 17 | 18, 19, etc. |
| 6 | 16 | 16 | 17 | 18 | 19, 20, etc. |
| 7 | 17 | 17 | 18 | 19 | 20, 21, etc. |
| 8 | 18 | 18 | 19 | 20 | 21, 22, etc. |
| 9 | 19 | 19 | 21 | 23 | 25, 27, etc. |
| 10 | 20 | 20 | 22 | 24 | 26, 28, etc. |
| 11 | 21 | 21 | 23 | 25 | 27, 29, etc. |
| 12 | 22 | 22 | 24 | 26 | 28, 30, etc. |
| 13 | 23 | 23 | 25 | 27 | 29, 31, etc. |
| 14 | 24 | 24 | 26 | 28 | 30, 32, etc. |
| 15 | 25 | 25 | 28 | 31 | 34, 37, etc. |
| 16 | 26 | 26 | 29 | 32 | 35, 38, etc. |
| 17 | 27 | 27 | 30 | 31 | 36, 39, etc. |
| 18 | 28 | 28 | 31 | 34 | 37, 40, etc. |
| 19 | 29 | 29 | 32 | 35 | 38, 41, etc. |
| 20 | 30 | 30 | 33 | 36 | 39, 42, etc. |
| 21 | 31 | 31 | 35 | 39 | 43, 47, etc. |
| 22 | 32 | 32 | 36 | 40 | 44, 48, etc. |
| 23 | 33 | 33 | 37 | 41 | 45, 49, etc. |
| 24 | 34 | 34 | 38 | 42 | 46, 50, etc. |
| 25 | 35 | 35 | 39 | 43 | 47, 51, etc. |
| 26 | 36 | 36 | 41 | 46 | 51, 56, etc. |
| 27 | 37 | 37 | 42 | 47 | 52, 57, etc. |
For each Aging Point to be passed, the character's Physical Condition must be tested. This is actually a skill, but to avoid an infinite loop, it may simply be considered to be equal to the character's (END + END + WIL)/3, rounded normally, x 5. Thus, a character with END 13 and WIL 15 will have a Physical Condition equal to (13+13+15 = 41)/3 = 13.667, rounded up to 14, x 5 = 70. This is also called the Mastery Level. The average, as figured above, is also called the Skill Base.
Each time an Aging Point is to be passed, the character's Physical Condition must be rolled against. More on skill rolls will be said in section 2 of these rules, Skills. However, for now, suffice to say that D100 must be rolled. If the result is at or below the character's Physical Condition, he or she succeeds. If the result is over the character's Physical Condition, the character's roll fails. If the result is any multiple of five (i.e., 5, 10, 15... 90, 95, 100), the result is Critical; any other result (i.e., a non-multiple of five), the result is Marginal. Thus, if a character has a Physical Condition of 60 and rolls a 49, the result is a Marginal Success; if the player rolls a 35 with same character (or 40, or 50, etc. up to 60), the result is a Critical Success. if the character gets a 65 (or 70, 75, etc.) the result is a Critical Failure. If the character gets a 61, 62 or other non-multiple of 5 higher than 60, the result is a Marginal Failure. This kind of rolling should be done, once for each Aging Point up to (but not beyond) the character's age at game start.
However, the Physical Condition's Effective Mastery Level (EML, i.e., the level generated above, plus or minus any modifiers) may not be exactly equal to the original Mastery Level. Modifiers are given below:
Players should consult with the GM before determining which, if any, of these modifiers are applicable to their character. Once the EML has been figured out, roll for each aging point. The results of these rolls may be interpreted below:
Once all Aging Points have been accounted for, the character's Primary Characteristics should not change again in pre-game (save for the possible influence of cybernetics), so they can be recorded as Permanent at this point. The character is ready for the determination of her/his Derived Characteristics.
Part 8: Derived characteristics
Derived characteristics are things like carrying ability, learning ability, etc. which are neither primary nor easily changeable like skills. They are derived mostly from the character's Primary Characteristics, which should at this point in character generation have pretty much reached their permanent pre-game levels. Some things later (such as cybernetic modifications) may affect the character's characteristics, but these should be minimal.
The derived characteristics, and ways of deriving them, are given below.
Encumbrance Levels (EL)
The character’s Encumbrance Levels (EL) determine how much mass she or he can carry and with what degree of comfort. For each EL carried, the character suffers a –10 penalty to all D100-based ratings, including skills and most characteristic checks. Optionally, the GM may allow some mental skills to remain unaffected by EL penalties. The value of one Encumbrance Level for a character is equal to ((STR x 3) + END + AGL)/10 KG.
Bare Handed Damage (BHD)
This gives the character’s ability to deal damage with her or his bare hands, through punching, scratching, etc. The basic Bare Handed Damage rating is equal to STR/10, round normally (thus, STR 15 and above will have a Bare Handed Damage rating of 2). This rating is characters’ basic impact rating for attacks using their hands.
Kick Damage (Kick)
This is the character’s ability to cause damage using his or her feet through kicking. Characters’ Kick Damage rating is equal to their Bare Handed Damage rating, +1. Kick Damage gives the impact of a character’s foot-based attack.
Mobility (MOB)
This gives a character’s ability to move, and measures the rapidity with which they can do so. Mobility is equal to a character’s SPD +10, plus the skill index of her or his Running skill. (See section 1.4.3 for Skill Indexes.) This gives the number of meters a character can run in a 4-second combat round.
Unconsciousness Level (UL)
This shows how much physical (and possibly mental) damage a character can sustain before succumbing to unconsciousness. Unconsciousness Level is equal to (WIL + END) x 5. The character’s total UL should be noted, as well as how much ¼, ½ and ¾ of the character’s UL is. Each of these break-points are important in combat as well as in certain other situations (when undergoing torture, etc.).
Maximum Damage (MD)
This shows how much physical damage a character can undergo before being physically crippled, utterly maimed or outright killed. It is equal to (STR x 2) + (END x 6) + Mass (in KG) – 50. As with UL, the ¼, ½ and ¾ fractions of a character’s MD should be noted, as the passage of each will have specific effects in combat, when diseased, etc.
Mental Stability (MS)
Although rarely called for, this characteristic shows how much mental stress, strain and suffering a character can put up with before her or his mind collapses. It measures the PC’s ability to retain a healthy outlook, to keep a balanced perspective and to remain certain of what constitutes reality, among other things. MS is equal to LOG + INT + MEM + (WIL x 2).
Learning Ability
This measures the character’s ability to learn new things, usually skills. It is equal to the five Mental characteristics, averaged (that is, added together and then divided by five).
Summary of Derived Characteristic Formulae
The following table gives the formulae for all the above Derived Characteristics in short form.
| Derived Attribute | Formula |
| Encumbrance Levels | ((STR x 3) + END + AGL) / 10KG |
| Bare Handed Damage | STR / 10 |
| Kick Damage (Kick) | BHD + 1 |
| Mobility (MOB) | SPD + 10 + (Running SI) |
| Unconsciousness Level (UL) | (WIL + END) x 5 |
| Maximum Damage (MD) | (STR x 2) + (END x 6) + Mass (in KG) – 50 |
| Mental Stability (MS) | LOG + INT + MEM + (WIL x 2) |
| Learning Ability | (INT + WIL + ELO + LOG + MEM) / 5 |
Part 9: Skills
At this point, the character's characteristics should have reached their pre-game levels, so the character is ready for skill selection and calculation.
First, choose or simply record all skills learned. These will generally come from the character's background options. OP's are not the only source for skills, though; skills which are described as automatic (see the Skills section of the Spheres rules) are received to the OML level without expending any OP's at all. If the player and GM agree, the PC may also possibly receive other skills as well.
At the beginning of the game, several things need to be calculated for each skill. These are explained below.
Each skill will have a Skill Base (SB) and a Mastery Level (ML). The skill base should be a number from 1 to 20, while the ML should be, to begin with, some multiple of the SB, and thus should be from 0 to 120. The exact mutliple which the ML will begin at depends upon a number of things:
Once the skills the character knows have been recorded, calculate each skill's SB and mastery level ML and record them. OML need not be recorded, as this is used almost entirely only in pre-game.
For more on this, see section 2 of the Spheres rules, Skills.
Part 10: Outfitting
The next and last part of initial character generation is outfitting. The character is now basically complete, but still lacks material possessions of various sorts: clothing, shelter, memberships in organizations, money and other such things.
As generated in part 6, above, the character should now have a certain amount of funds (either credit or cash) available. The total which the character has to spend is equal to the sum of all background savings, multiplied by any modifiers for wealth. Thus, if the character has been involved in Crime for four years (2 OP's), but was Rich, she/he would have saved (2 x $3,000) x 4 = $24,000.00.
All the money the character has saved may be assumed to be immediately liquid. Being player-characters, though, PC's are assumed not to have any large amount of non-liquid savings. If desired, PC's may have such things, but should remember that access to them, as well as the means to sell them, will be difficult at best as they go adventuring. With her or his savings, the character may buy any possessions the player sees fit, though of course subject to GM guidance. It is generally recommended that PC’s not be allowed possession of anything that exceeds their technology level or which is inappropriate for their REP level. Thus, a wanted criminal should not have a huge house sitting in the middle of London, unless she or he has paid a large amount of rather expensive bribes, and characters raised in a low-technology environment should not be in possession of nuclear weapons. Well, come to think of it, player-characters should probably not be in possession of nuclear weapons in any case!
Specifics for many kinds of equipment can be found in section 4 of these rules, Equipment and Possessions.
Beginning adventurers, even bankrupt ones, should probably have, at a minimum:
In addition, players may wish to consider the following:
General ideas for equipment are left up to the player and GM. Eventually, section 4 of these rules, Equipment, will contain specifics.
The character's possessions should be recorded. The statistics for the character's weapons, infosystem, armor (including clothing) and whatever else should be recorded as well. The character is now essentially complete. Only one step remains.
Part 11: Play!
The character should now be used in play. Have fun!