
Making a Character
This section describes how to quickly create a character. If you want to play one of the UD10 settings, you should refer to the character creation rules there.
1 - First, write down the 4 attributes: STR, DEX, CON, and INT. All of those have a rating of zero points. You may now distribute 5 points among those, but no single attribute may be higher than 3.
2 - Now it's time for the health status scores: HP, EP, or MS. They start at 10 each. You may distribute another 5 points among those, but no more than 3 points per status score.
3 - You probably want to decide beforehand what your character is supposed to be like. Decide on a job, or any stereotype you might want to realize here. Keep this in mind when distributing your points. You can refer to the stereotypical dispositions further down on this page.
4 - While it is up to the GM to decide how many points you get to spend in order to create your character, you now normally get 10 points to buy skills. Each point gets you a new skill or raises an existing skill by 1. To ensure new characters are balanced, no skill may exceed a rating of 3 during character creation though.
For writing down a character, you can print out and use this character sheet: [PDF] [ODT] - but a blank piece of paper works equally well.
Dispositions
Here is a list of dispositions that may fit your character, you may choose one from each category:
Wealth
Outlook
Social Prowess
Mental Resourcefulness

Applying Templates
Templates are pre-fabricated archetypes that can be applied to your character, depending on the setting you're playing in.
Choosing a template will cost a number of points that you would otherwise spend on acquiring skills.
A template will contain a set of bonuses to attributes and skills that your character gets to start with.
Bonus points from templates are applied after the freely assignable experience points for character generation are spent.
What templates are available depends on the setting you want to play in (the same applies to the selection of skills). In this part of the rulebook,
we supply a few templates for making characters suitable for a contemporary, non-fantasy setting - in other words: templates for people you can find on any street today.
Contemporary Archetypes (Examples)
Archeologist (Cost: 9)
Banker (Cost: 7)
Driver (Cost: 7)
Hacker (Cost: 9)
Hipster (Cost: 6)
Intelligence Analyst (Cost: 9)
Law Enforcement Officer (Cost: 9)
Mechanic (Cost: 8)
Medical Doctor (Cost: 9)
Nurse (Cost: 8)
Office Drone (Cost: 9)
Pilot (Cost: 9)
PoliSci Student (Cost: 8)
Political Activist (Cost: 6)
Research Scientist (Cost: 9)
Security Guard (Cost: 8)
Social Worker (Cost: 7)
Soldier (Cost: 9)
Sport Student (Cost: 9)
Street Thug (Cost: 8)
Teacher (Cost: 9)
Translator (Cost: 8)
Making Your Own Templates
Templates are a good way to emulate the classical "character classes" found in many roleplaying systems. To encourage players to base their characters on a template while still giving them complete freedom, the point sums provided by templates are a bit cheaper than they would be if you created a similar character from scratch. As a rule of thumb, add the skill points of a template together, then add the double of all attribute bonus points and take 75% of the resulting sum as the cost for that template:
Template cost = [(sum of skill points) + (2 x sum of attribute bonuses)] * 0.75