For players looking to step outside the standard Colonial Marine structure—perhaps to play as mercenaries, corporate security, or independent adventurers—the system provides two primary pathways for character creation.
This is the simplest option for players who want a character with formal combat training.
Background: The character completed exactly one "Tour of Duty" before leaving the Corps.
Current Status: These characters often find work as corporate muscle, private mercenaries, or "troubleshooters" for hire.
Creation: Follow the standard Marine generation rules, but stop after the first tour.
If you want to build a character from scratch (like a colonist, scientist, or corporate spy), follow these steps:
Choose a Profession: Define your character's background and general role.
Determine Skill Total: Roll 4d6 (four six-sided dice). This total represents the number of General and Support Skills your character starts with.
Skill Selection: Choose your skills freely to match your profession, subject to Game Master (GM) approval.
For every skill selected, roll 1d10 (a 0–9 result) to determine your level of proficiency:
Roll (0–9) Resulting Rating
0–5 Novice
6–8 Certified
9 Professional
You can choose to be a "specialist" (fewer skills, but higher mastery) by trading quantity for quality.
The Trade: You may give up one of your initial skill slots in exchange for one Learning Chance.
Timing is Everything: * You must decide how many skills you are "trading in" before you roll for your initial ratings.
You apply your Learning Chances after you see your initial ratings. This allows you to boost a skill that rolled poorly or to push a critical skill toward a higher mastery level.
Example: If your 4d6 roll gives you 15 skills, you might choose to take only 12 skills and keep 3 Learning Chances. After rolling the initial ratings for those 12 skills, you can use your 3 chances to try and improve them using the standard advancement rules.
Regardless of whether you are a Marine or a civilian, Primary and Secondary Characteristics (such as Strength, Intelligence, and Willpower) are calculated using the standard generation methods found in the core rules.