Character Creation
Creating a character in the AAA game is a step-by-step process that defines your character’s physical and mental abilities, their background, and their role in the galaxy.
1. Develop a Character Concept
Before you start crunching numbers, think about what kind of character you want to play. Your character concept should guide your choices—remember that in AAA, characters are rarely “one-trick ponies.” A pilot might also be a skilled gambler, and a soldier might be a field medic.
2. Choose a Species
Several sentient species are available for play. For detailed descriptions and stats, see the Species Section.
- Human: Versatile and culturally diverse as a species, while individuals have a tendency to specialize.
- Fraal: Ancient, psionically gifted starfarers who secretly coexisted with humans for millennia.
- Mechalus: Cybernetically integrated logic-driven humanoids who value logic and efficiency above all else, while suppressing their emotions.
- Sesheyan: Winged hunters with multiple eyes, and alien mindset.
- T’sa: Fast, reptilian tinkers with sharp instincts.
- Weren: Large, furry philosopher-warriors.
3. Choose a Background
Unlike the traditional career labels, a Background in AAA is a foundational element of your character. It represents your life before adventuring and provides tangible mechanical advantages and disadvantages. Some of which are Favored Skills and Perks (Discounted):, automatic Perks and Flaws, and occasionally special abilities to support you in roleplaying your background. Backgrounds also support the last resort mechanics by adding tendencies, that give you the chance to recover spent Last resource points.
For a full list of available options, see the Backgrounds Section.
4. Pick a Profession
Every character chooses a Profession, which represents their current role and primary training. Each Profession has unique requirements, benefits, and a dedicated list of Favored Skills.
For full details on each path, see the Professions Section. Professions also have requirements on the minimum scores of some abilities. These are listed in the table below.
5. Assign Ability Scores
You have 60 points to divide among six Abilities. Scores must meet profession minimums and species limits. At a flat cost of 1 point per ability score point.
| Profession | Minimum Requirements |
|---|---|
| Combat Spec | STR 11, CON 9 |
| Free Agent | DEX 11, WIL 9 |
| Tech Op | DEX 9, INT 11 |
| Mindwalker | CON 9, INT 9, WIL 11 |
Resistance Modifiers
Ability scores provide a “resistance modifier” that modifies the difficulty for opponents trying to act against you. High scores penalize opponents, while exceptionally low scores can grant them a bonus.
| Ability | Modifier |
|---|---|
| 4 or less | -2 |
| 5-6 | -1 |
| 7-10 | 0 |
| 11-12 | +1 |
| 13-14 | +2 |
| 15-16 | +3 |
| 17-18 | +4 |
| 19+ | +5 |
6. Purchase Skills
Each character starts the game with 70 skill points to spend on skills at character creation. You can purchase additional Broad Skills (base abilities) and Specialty Skills (specific training), subject to the following limitations at character creation:
- You may purchase a maximum of 5 Non-Pionic Broad Skills.
- You may purchase a maximum of 3 Pionic Broad Skills if you are playing a Mindwalker. (For other sources of psionic powers refer to the specific rule.)
- You may purchase a maximum of 3 ranks in any single Specialty Skill, at a flat cost listed in the Skills section.
(Note: For skill rank limits and scaling costs beyond character creation, see the Character Advancement section.)
Standard Price vs. Purchase Cost
In AAA, your progression is tracked via Advancement Points (AP), representing the total investment in your training. This ensures that your Character Rank accurately reflects your character’s power, regardless of how efficiently you acquired your training.
- Standard Price: The base value of the skill. This value is always added to your Total AP.
- Purchase Cost: If a skill is Favored (by your Background or Profession), you pay 1 point less than the Standard Price.
- Example: A skill with a Standard Price of 5 that is Favored costs you 4 points per rank. If you buy 3 ranks, you spend 12 points, but add 15 AP to your total.
7. Select Perks & Flaws
(Optional) You may choose up to three perks (advantages) by spending skill points, and up to three flaws (disadvantages) to gain extra skill points. Free perks earned by your species or background do not count towards this limit.
8. Choose Attributes
Define your character’s Motivation, Moral Attitude, and Character Traits. These provide depth for roleplaying and can earn you additional Advancement Points (AP) at the GM’s discretion. Share these with your GM to ensure they fit into the campaign, it will also give your GM ideas for plot hooks to make your experience more personal and engaging.
9. Complete the Character Sheet
Calculate final values:
- Action Check Score: (DEX + INT) / 2 + Profession Bonus + Background Bonus if applicable.
- Actions per Round: Based on CON + WIL.
- Durability: Wounds/Stun = CON and Mortal/Fatigue = CON / 2 (round up). Your character has as many Wounds and Stun levels as your CON score, while your Mortal and Fatigue levels are equal to your CON score divided by 2 (rounded up). These can be modified by background, perks, cybernetics, mutations, and other factors.
- Movement Rates: Based on STR + DEX.
ACTIONS PER ROUND
| CON + WIL | Actions |
|---|---|
| 8 or less | 1 |
| 9-16 | 2 |
| 17-24 | 3 |
| 25-32 | 4 |
| 33+ | 5 |
COMBAT MOVEMENT RATES
| STR + DEX | Sprint | Run | Walk | Swim | Glide |
|---|---|---|---|---|---|
| 6-7 | 6 | 4 | 2 | 1 | 6 |
| 8-9 | 8 | 6 | 3 | 1 | 8 |
| 10-11 | 10 | 8 | 4 | 2 | 10 |
| 12-13 | 12 | 8 | 4 | 2 | 12 |
| 14-15 | 14 | 10 | 5 | 2 | 14 |
| 16-17 | 16 | 10 | 5 | 3 | 16 |
| 18-19 | 18 | 12 | 6 | 3 | 18 |
| 20-21 | 20 | 12 | 6 | 3 | 20 |
| 22-23 | 22 | 14 | 7 | 3 | 22 |
| 24-25 | 24 | 16 | 8 | 4 | 24 |
| 26-27 | 26 | 16 | 8 | 4 | 26 |
| 28-29 | 28 | 18 | 9 | 4 | 28 |
| 30-31 | 30 | 20 | 10 | 5 | 30 |
| 32+ | 32 | 20 | 10 | 5 | 32 |