Character generation

To create a character, do the following:
 * Choose a Racial Derivation

Option 1.) Roll 5d4 x5 and drop lowest result
 * Roll attributes:

Option 2.) Roll 5d4 and player may opt to re-roll any one die, x4; place where you want (may change due to Aspects or Talents)
 * Roll Aspects: 3D4
 * Roll Talents: 1D3
 * Record attribute stats
 * Record base DR of 5
 * Choose your Careers, Hobbies and Interests
 * Choose physical appearance, name, etc.
 * Starting money, 3D12 BitYen, NUCredits, or UMarks

Racial Derivation
Human: See Above

Android: 6D4 Body, 2D4 Intuition, 6D4 Aptitude, 4D4 Conduct

Synthetic: 6D4 Body, 3D4 Intuition, 5D4 Aptitude, 3D4 Conduct

Genomic: 6D4 Body, 4D4 Intuition, 7D4 Aptitude, 2D4 Conduct

Descendant: 7D4 Body, 7D4 Intuition, 4D4 Aptitude, 3D4 Conduct

Attributes
Body - Hit points, health, speed

Intuition - Awareness, reflexes

Aptitude - Careers, intelligence

Conduct - Social ability, trade, negotiation

Aspects

 * 1) Accustomed to Cold: -1 die to body checks in the cold
 * 2) Accustomed to Heat: -1 die to body checks in the heat
 * 3) Aggressive: +1D4 damage, ranged included
 * 4) Alert: +15% awareness roll
 * 5) Anger Issues: +1 Attack
 * 6) Athletic: +10% fitness
 * 7) Bad Liar: -10% sociability when lying
 * 8) Balance: +1 speed and reflexes
 * 9) Bilingual: Two native languages
 * 10) Chronic Insomnia: 10% fitness relating to fatigue
 * 11) Cliff Clavin: +1 Interest
 * 12) Contrarian: -10% socialibity, but -1 die for conduct checks involving arguments
 * 13) Corner of Your Eye: Awareness retest
 * 14) Corporate Membership: 1D12 additional starting money, corp ID and privileges
 * 15) Dirt Poor: -1D12 starting cash, +1 underworld contact
 * 16) Disease Immunity: Pick one general disease immunity
 * 17) Distinctive: +5% sociability due to familiar face, and +1 trade bonus
 * 18) Dodge Well: +1 Avoid/Cover
 * 19) Eye for Art: +1 to appraisal
 * 20) Fine Motor Skill: +2 speed and reflexes when using hands
 * 21) Forgettable: -10% sociability, but can hide from the law easier
 * 22) Friends in High Places: One favor owed to you by from someone in the upper echelons
 * 23) Genius Potential: +1D3 aptitude
 * 24) Good Coordination: -1 die for body checks involving multiple physical tasks
 * 25) Good Learner: +1 Aptitude
 * 26) Good Memory: Can recall details on a 50% roll
 * 27) Hard to Kill: +1D6 hit points
 * 28) Head for Numbers: Can do calculations in your head 2-3 times faster than average
 * 29) Heads Down: +1 Cover
 * 30) Healthy: +15% fitness, or -1 die, for sickness related checks
 * 31) Heavy-Worlder: Retest to body checks in high-g environs
 * 32) Heightened Hearing: Hearing retest and +5% sound-related awareness
 * 33) Heightened Sight: Sight retest and +5% vision-related awareness
 * 34) Heightened Smell: Smell retest and +5% odor-related awareness
 * 35) Heightened Taste: Taste retest and +5% flavor-related awareness
 * 36) Heightened Touch: Touch retest and +5% sensation-related awareness
 * 37) High pain tolerance: +5 effective hit points in dangerous situations, -2 shock
 * 38) Ice: Hard to intimidate. -1 die for conduct checks in related situations
 * 39) Jack of All Trades: +1 to 1D6 skill checks, one point each
 * 40) Jury-rig: +1 to fix broken machinery, regardless of skill in that machine. Software, 50% chance.
 * 41) Lean: -1 hit point, but +2 speed and reflexes
 * 42) Less Sleep: -1 die conduct check during the effects of fatigue
 * 43) Linguist: 1D3 additional languages may be learned, but the ability to spot dialects
 * 44) Low body odor/Low pheromones: Not unpleasant to be around. -1 die for others to smell you coming.
 * 45) Luck Shielding: +1 Avoid
 * 46) Mechanical Aptitude: +1 to use mechanical devices
 * 47) Middle Class: +1D12 starting cash
 * 48) Military Experience: +1 military-related skill
 * 49) Minutiae: 75% chance to remember small detail
 * 50) Money: +5D12 starting money
 * 51) Mulligan: Initiative retest
 * 52) My Bad: Ability check retest
 * 53) Natural Warrior: +1 attack per round, -1 DR
 * 54) Naturalist: +1 bonus to bio-science skill rolls, -1 die for checks involving alien plants or animal effects
 * 55) Observant: +1 ACA in the first action round
 * 56) Paranoid Conspiracy Theorist: -20% sociability, but +20% awareness. Also a nutter
 * 57) Pent Up Rage: 1 pooled crit per day
 * 58) Persistence: Avoid/Cover retest
 * 59) Persuade: Trade/bartering retest
 * 60) Poor vision: -10% awareness, can be easily corrected
 * 61) Powerful: -3 shock per attack
 * 62) Prodigy: +1 to 1D4 career skills
 * 63) Quiet: +2 to stealth and hide checks.
 * 64) Radiation Scarred: -10% to sociability, +20% resistance to elemental radiation
 * 65) Rapid Start: First Action retest
 * 66) Remorseless: -1 Conduct, but +1 Body
 * 67) Resilience: Shock retest
 * 68) Robust: Health retest
 * 69) Slow to trust: -20% sociability, but -1 die for conduct checks
 * 70) Spacer: -1 die to checks involving gravity and bad air effects
 * 71) Stealthy: Hide/sneak retest
 * 72) Stressful Childhood: -10% sociability, +2 hit points
 * 73) Stubborn: Reduce shock effect by half
 * 74) Survival Instinct: Finding food and water 25% more likely in dire situations
 * 75) Sympathetic: +15% sociability in non-monetary situations
 * 76) Tactician: +1 on all tactical-related rolls
 * 77) Tech savvy: +1 to tech machinery-related skills, +1 to use intefaces
 * 78) Time On Your Hands: +1 Hobby
 * 79) Tolerance to Alcohol: Retest and -1 die for body checks when drinking
 * 80) Tough: +2 DR
 * 81) Vegetarian: +15% to fitness
 * 82) Witty: +10% sociability

Talents

 * 1) AR Affinity: Can intuitively navigate AR.
 * 2) Autonomic Control: Resist cold, pain, outside conditions through meditation.
 * 3) Dead Eye: +1 to ranged, fireable weapons attack and damage
 * 4) Detect Lies: A yes, no, or maybe answer to whether or not someone is being untruthful.
 * 5) Echolocation: Using sound to navigate.
 * 6) Eidetic Memory: -2 die on aptitude checks for memory.
 * 7) Experiential Time: Seemingly slow down time to react.
 * 8) Gearhead: +1 to fix mechanical devices
 * 9) Genius: IQ is upped to 160, and if it already is that or higher, add 20% to score. All aptitude checks require one less die.
 * 10) High-G Specialist: -1 die on body checks in high-g environments.
 * 11) Hyper-Endurance: Long-distance running, lower fatigue, damage resistant muscles.
 * 12) Hyper-Perception: (In combat) Initiative bonus, avoid bonus, small chance to deflect bullets with a sword.
 * 13) Mental Calculator: 6-7 times rate of mental calculations.
 * 14) Mild Tetrachromacy: Can partially see into the UV or infrared spectrums.
 * 15) Pain Block: reduce shock and damage
 * 16) Pattern Recognition: See a face in the crowd, solve puzzles
 * 17) Planetary Adaptation: -1 die to all checks related to alien environments.
 * 18) Regeneration: Hit points heal twice as fast.
 * 19) Sense Motive: +10% to sociability when negotiating.
 * 20) Social Graces: Social retest
 * 21) Sub and Supersonic Hearing: Hear past human ranges. Not always a great idea.
 * 22) Supertaste: Bonus for detecting good and/or nutritious food.
 * 23) Thermoregulation: Internal Temperature Control. -1 die, or a retest, for body checks involving hot and cold conditions.
 * 24) Tireless: Only 5 hours per week sleep needed.
 * 25) Viral or Bacterial Immunity: All viruses or bacterial infections, no catchy.
 * 26) Zero-G Specialist: -1 die on body checks in low or null-g environments.