Player Characters
===
# Character Creation
This summary outlines what you need to organise in order to make a 'player character'.
[TOC]
## Step 1: Concept
The first step is to develop a concept about the character you're interested in playing. It's a good idea to read through this summary and the character creation chapter before you do so.
Talk with the GM and players in your group about your character concept. It's important that the 'crew' all have an ability to be thematically similar. For example, a hard-bitten ex-mercenary won't fit in with a campaign about Martian Naval Officers.
## Step 2: Abilities
Your characters are defined by nine abilities, scored on a numeric scale from -2 (quite poor) to 4 (truly outstanding). A score of 1 is considered average.
1. **Accuracy** (aim, precision, ability to hit targets with ranged/thrown)
2. **Constitution** (health, fortitude and resistance to harm, illness or fatigue)
3. **Fighting** (close combat, brawls, melee)
4. **Communication** (social skills)
5. **Dexterity** (deftness, agility, reaction time)
6. **Intelligence** (reasoning, memory, problem-solving and overall knowledge)
7. **Perception** (noticing/picking up details, sense)
8. **Strength** (sheer muscle power, lifting, athletics)
9. **Willpower** (self-control, self-discipline, mental fortitude and confidence)
You can refer to this chart as to what "focus" (skill) that ability has an effect over:

### Determining Abilities
Roll 3d6 and record the number. Do so 9 times. Then refer to the chart below. You then assign the abilities in order.

Alternatively you can: arrange your abilities with the score as you see fit or;
You can buy your abilities; all of your abilities start at 0 and you get 12 advancements to spend. You cannot increase an ability past 3.
## Step 3: Origin
As humanity spread out across the system, where you are from has increasingly had an effect on who you are. Your origins have a direct effect on your character's "native gravity". There are three origins:
### Belter
You were born and raised in the Black, on a station or ship, and have lived most, if not all, of your life out in the Belt or beyond. Separated from death by nothing more than basic support systems your whole life, you have learned to be cautious and aware of your environment. As a Belter, your character has the following traits:
- Native gravity is micro-gravity (<0.1g). You automatically have the Dexterity (Free-fall) focus. However, Earth's 1g is crushingly heavy for you.
- You speak Belter Creole, a combination of loan-words and phrases from various languages, combined with gestures used to communicate while wearing a vac-suit.
- Belters tend to be tall and willowy as a result of being raised in micro-gravity. Regimens of bone-density drugs and genetic treatments are needed to keep Belters healthy.
- Belters have a diverse ethnic heritage, given the "melting pot" of the Belt, with ancestors of many different cultures.
### Earther
With a population of some 30 billion, many Earthers are unemployed and live on government-provided Basic Assistance (generally known as just “Basic”) which provides for their essential food, housing, and medical needs, but little else. You are likely one of the few to leave Earth to find a new life elsewhere. As an Earther, your character has the following traits:
- You have a native gravity of 1g. Earthers can and do learn to operate in lower gravity, but lack the instincts of people raised in it.
- Earthers have greater muscle and bone density, making them shorter and broadly built compared to Martians and Belters. But Earthers need regular exercise and treatments to avoid muscle atrophy and bone density loss in space.
### Martians
Born in the Martian Congressional Republic, your life has been influenced by the Martian dream: to terraform the Red Planet into a lush and life-sustaining garden. Like the generations before you, you know that you will likely never see the completion of this work in your lifetime. As a Martian, your character has the following traits:
- Your native gravity is low (0.1-0.8g). Martians are a middle ground between Earthers and Belters.
## Step 4: Background
Characters don't spring from nowhere, fully formed. Their stories start somewhere, and they had a life and experiences prior to the start of the story being told around the table.
Backgrounds are broad by design. They offer you room to decide exactly what a given background means in the context of your character's story.
Your character background provides:
- +1 to an ability score.
- A choice of one of two ability focuses (listed in your background).
- A choice of one of two talents (listed in your background).
- A roll on a benefits table for the background, giving the character one additional benefit.
To determine your background there are two rolls.
1. First roll on the **Social Class** table to determine your origin.
2. Then based on your Social Class, roll a 1d6 in the relevant table.

### Outsider
More of a non-social class, outsiders tend to be outcasts, criminals, or non-conformists who can’t or won’t live according to society’s customs. They often lack access to things other people take for granted and learn to get by on their own, sometimes forming their own support networks and structures outside of those of mainstream society. Some outsiders reject the mainstream by choice, but in many cases, outsiders are pushed out by society’s biases.
### Lower Class
Hard, usually physical, labour and precarious employment tend to rule the lives of lower class characters. Still, that work is often all that separates them from becoming outsiders, so they cling to it. Lower class characters often depend on family and friends to help keep them out of utter poverty. They might live in failing industrial areas, inner city slums, or hardscrabble farms. In all cases, they make do with what is available and find ways to stretch out resources until the next payday or job comes along.
### Middle Class
A measure of comfort and security comes with the middle class. A steady job, often skilled labor or “white collar,” supplies the means to afford a few luxuries or non-essentials. Middle class characters might start off as a bit insular. They often separate themselves from the struggles of the lower social classes, focusing on the climb towards upper class status. Sometimes that climb leads to a slip. They tumble down to the lower class or even become outsiders. Some settle for stability instead, and prefer not to rock the boat.
### Upper Class
Upper class characters sit at a society’s summit where they rarely need to worry about resources, except, of course, when they want more. Their concerns are often focused on the responsibilities and privileges associated with their status. Some are born into upper class privilege, inheriting wealth and opportunity, while others worked their way up to join the elite. In some societies, it’s almost impossible to work your way to upper class status, and even if you do, you might get less respect compared to hereditary “old money” peers.
For further information see pages 31-34.
## Step 5: Profession
Your character's profession describes what they do, their vocation, training, and often how they earn a living. Roll on the profession table corresponding to your **Social Class**, or just choose one.

Your profession provides:
- A choice of one of two or more ability focuses.
- A choice of one or two or more talents.
For more information see pages 35-38.
## Step 6: Drive
Your character's drive describes what motivates them to act, to say "yes" to an opportunity. Choose a drive for your character or roll on the Drive table for one. Your character's drive provides the following benefits:
- One of the following improvements:
- Fortune (+5); or
- Membership (rank 1); or
- Income (+2 increase); or
- Relationship (rank 1); or
- Reputation (rank 1)
- A quality and a downfall.
- A choice of one of two specific talents.

For more information see pages 38-40.
## Step 7: Income and Equipment
To prepare your character for adventure, determine the character's income based on profession with modifiers from background, talents, and drive, and then use that income to determine what equipment you have access to.
The **Income Test** determines what you can afford and what goods and services you can access. It represents your buying power. Every item has a Target Number to purchase, called a Cost. To purchase an item, you complete an **Income Test**. If it is equal to or higher than the cost of an item, you successfully purchase that item.

**Income Test** = 3D6 + Income Score vs. Cost (Purchase Target Number)
If you fail, you must spend an additional number of hours to the cost of the item to attempt to purchase it again (it is considered 'shopping around').
You can materially support a friend by giving them a +2 bonus to their Income Test, but you also deplete your income (see Depleting Income below) if that is the case.
### Depleting Income
Any time you purchase an item with a **cost greater than your Income Score + 10** you deplete your Income Score by 1.
### Gaining Income
The GM may grant an Income award at the end of an adventure which represents wealth. This is generally a +1 increase, but it may be a +2 increase as well.
### Pooling Income
The crew may wish to pool their Income, especially when going into business together. This is a more permanent arrangement then material support.
Take the highest Income Score amongst the crew and minus it by 1, this is the combined Income. This becomes the new Income Score for all characters. If the crew then later splits up, everyone has a new personal Income Score minus 1.
## Step 8: Secondary Abilities and Fortune
### Defense
This is how hard it is to hit your character in combat. Their attack must meet or beat it.
Defense = 10 + Dexterity Score
### Speed
How fast your character can move, measured in metres.
Speed = 10 + Dexterity Score
### Toughness
Your toughness is your damage 'soak', it negates damage when you're hit.
Toughness = Constitution Score
### Fortune
Every character starts with 15 Fortune. It is increased throughout the game as you level up.
## Step 9: Goals and Ties
Your character should have goals and aims with their lives. They should also have things that tie them to the world.
### Goals
Expanse characters can have any number of goals, but think of up to three to start with. They should be connected to your drive and ideally help to define what is important to you as a character.
If you can't come up with any that's fine, work with your GM after the first few session to figure them out. As you play your character, ideas will spring to mind.
### Ties
The group is always stronger with some existing ties. It doesn't mean characters know each other, but two characters may have served in the same war together, or the same employer. They might be distant family members, have a shared enemy, or a mutual encounter with something strange.
Try and come up with at least one tie to each Player Character.
## Step 10: Name and Description
What's your name? What do you look like? Don't make this an afterthought, as your name is something you'll hear constantly. Paint a picture with your appearance, it helps immerse you.
# Advancement
As your character adventures and overcomes challenges, they advance in level, representing the sum total of their experiences. It gives you an opportunity to improve abilities, talents and possibly other things.
The GM decides when you've achieved enough to level up. This usually happens after a major achievement in the game, such as the end of an adventure or plot arc, but it can happen during a game session with lots of down time.
## Levelling Improvements
When you gain a level, you gain various improvements:
- +3 Fortune Points (Level 2-10)
- +2 Fortune Points (after Level 10)
- +1 Defense or +1 Toughness (Every 4 levels), cannot increase same trait twice in a row (must alternate)
- +1 Ability Advancement
- Cannot advance same ability twice in a row
- Scores up to 5 requires +1
- Scores up to 8 requires +2
- Scores up to 12 requires +3
- +1 Ability Focus
- You cannot choose a new focus for the same ability two levels in a row.
- Starting at Level 11, you can choose a focus you already have and improve it's bonus from +2 to +3.
- +1 Talent (Novice or Degree)
- At Level 4 and 12, you can take a specialization as your character's talent choice.
- +1 Regained Depleted Income