Start with a general idea of what you want to play.
Choose your character’s species and apply any bonuses or special abilities it grants.
Select up to four points of Hindrances (Major Hindrances are worth 2, Minor are worth 1). For 2 Hindrance points you can raise an attribute one die type, or choose an Edge. For 1 Hindrance point you can gain another skill point, or gain additional starting funds equal to twice your starting amount.
Attributes start at d4. You have 5 points to distribute among them. Each die increase costs 1 point. Attributes may not be raised beyond d12 unless your hero’s species bonus states otherwise.
Athletics, Common Knowledge, Notice, Persuasion, and Stealth are core skills and start at d4 for free. You have 15 points to put into these or any other skills. Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.
Standard Pace is 6”, but may be changed by species abilities, Edges, or Hindrances. Parry is 2 plus half of Fighting. Toughness is 2 plus half of Vigor, plus any Armor.
Note the amount of armor in parentheses like this—Toughness: 11 (2). This means 2 points of the total 11 Toughness comes from Armor. An Armor Piercing attack could bypass those 2 points but not the other 9.
Use any leftover Hindrance points to take Edges if you like. Each Edge costs 2 Hindrance points.
Purchase up to 500 credits worth of equipment.