CHARACTER SHEET TEMPLATE: https://docs.google.com/document/d/1pMTbQBk9Bd5DXNjXQ9Aez-v3_XAdvXk3poSHxMidIdM/edit?usp=sharing
EXAMPLE CHARACTER SHEET: https://docs.google.com/document/d/1ASp42Rzy0-P8Fe0891B-Cy6miNXntaz8ZTTo0TAeUxI/edit?usp=sharing
FEATS: Feats are gained at every odd level. (1,3,5,7,etc. Pathfinder Style)
ABILITY SCORES: 32 point buy (saga edition style (see below for point buy chart)) (Sample Array: 16, 15, 14, 12, 10, 10)
Strength (STR): Strength measures your character’s muscle and physical power. This ability is especially important for soldiers because it helps them prevail in physical combat.
You apply your Strength modifier to:
- Melee attack rolls
- Damage rolls for melee and thrown weapons (except grenades)
- Climb, Jump, and Swim checks
- Strength checks (for breaking down doors and the like)
Dexterity (DEX): Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important ability for scoundrels, but it’s also high on the list for characters who want to be good shots with ranged weapons (such as pistols) or want to handle the controls of a vehicle fairly well.
You apply your Dexterity modifier to:
- Ranged attack rolls
- Reflex Defense, provided the character can react to the attack
- Acrobatics, Pilot, Ride, and Stealth checks
Constitution (CON): Constitution represents your character’s health and stamina. Constitution adds to a character’s hit points, so it’s important for everyone, but most important for soldiers, CEC members, and anyone else who is in the line of fire.
You apply your Constitution modifier to:
- Each die roll for gaining additional hit points (though a penalty can never drop a hit point roll below 1; a character always gains at least 1 hit point each time they go up a level).
- Fortitude Defense, for resisting poison, radiation, and similar threats.
- The Endurance skill
- The number of Nano-Augmentations you receive when taking the Nano-Augmentations feat.
If a character’s Constitution changes, their hit points should also increase or decrease accordingly.
Intelligence (INT): Intelligence determines how well your character learns and reasons. Intelligence is important for scouts, experts, CEC members, and any character who wants to have a wide assortment of skills.
You apply your Intelligence modifier to:
- The number of languages your character knows at the start of the game.
- The number of trained skills you have.
- Knowledge, Mechanics, Nanite Control, and Use Computer checks.
- The number of Nanite Powers you learn when taking the NMS Training feat.
- The number of Nanospells you learn when taking the Technomage Training feat.
When a character’s Intelligence score permanently increases or decreases, its number of trained skills and known languages also changes. Also, the amount of Nanite Powers and Nanospells you know changes as well.
Wisdom (WIS): Every creature has a Wisdom score. Wisdom describes a character’s willpower, common sense, perception, and intuition. Compared to Intelligence, Wisdom is more related to being in tune with and aware of one’s surroundings, while Intelligence represents one’s ability to analyze information. Wisdom is the most important ability for scouts and mages, but it’s also important to characters wishing to be in-tune with their environment or characters who like to gamble. If you want to have keen senses, put a high score in Wisdom.
You apply your Wisdom modifier to:
- Will Defense, for resisting mentally-affecting abilities such as psionic powers and intimidation.
- Magery, Perception, Survival, and Treat Injury skill checks.
- The number of Spells you learn when taking the Magery Training feat.
- The number of Incantations you learn when taking the High Power Magic Training feat.
If a character’s Wisdom changes, the number of Spells and Incantations they know changes as well.
Charisma (CHA): Every creature has a Charisma score. Charisma represents a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. It represents actual strength of personality and force of presence, not merely how others perceive you in a social setting. Charisma is most important for experts and psionically-talented characters.
You apply your Charisma modifier to:
- Deception, Gather Information, Persuasion, and Psionics checks.
- The number of Powers you learn when taking the Psionic training feat.
If a character’s Charisma changes, the number of Powers they know changes as well.
| SCORE | COST |
| 8 | 0 |
| 9 | 1 |
| 10 | 2 |
| 11 | 3 |
| 12 | 4 |
| 13 | 5 |
| 14 | 6 |
| 15 | 8 |
| 16 | 10 |
| 17 | 13 |
| 18 | 16 |
TRAITS: 2 traits (plus a third if you take a drawback)
STORY FEAT: All PCs and important NPCs will have story feats.