A good question. I was planning to save the big details, but check out the sample character sheets to see how this shakes out. And I should say since chargen for a new system is always a bit daunting I'll knock together sheets for people if they ask. First, you pick a Species - human, rat, Trollkin, etc. This is of course important for character roleplaying but it also impacts your Attribute base and cap. You'll see 9 Attributes on the sheet. Every character has at least 1 point in each and cap at 4. Humans actually start at Fitness 2 and cap at 5, as an example. You get 60XP to spend on Attributes unless I find the distribution array I wrote, somewhere. Costs go 3, 6, 9, 12. You'll also see a stack of Skills - those start at 0 and go from 1-6. At 3 a Skill branches into specialties. So you might have Melee 3, and then Melee (Swords) 4 and Melee (Axes) 5. Costs go 2, 1, 2, 3, 6, 9 and that is intentional. Then you can pick Advantages, one social, one physical, and one mental. These confer a +1 die bonus on relevant rolls for three specific skills. Social Advantages are the easy example; they're stuff like 'Criminal Underworld, +1 die on Persuade, Mingle, Empathy when dealing with criminals' but you can get creative. Lastly there's a bit of math on Derived Stats for combat. You can read more [url=https://docs.google.com/document/d/1UmWNX2zQlQumqk6s8PBc-ZHPChKcecUE_KZIlR-dnUM/edit?usp=sharing]here[/url] but I might need to update that. I'll have a nice neat set of tables and such if we get as far as an actual creation thread. You can also add complicating templates on top of some Species, like Magi, Inquisitors, Monks, Vampires, mutations, cybernetics, martial arts styles...