Base Stats: First, pick your character's base stats. There are six stats, as follows:
Strength: Physical brawn and might. Most attacks, including unarmed ones, deal strength damage.
Defense: Toughness of the body. Defense can cancel out damage as well as make blocks. Many magic opposition rolls use this stat.
Agility: Speed of the body. Fast attacks use agility, and certain weapons do agility damage. Lots of physical activities rely on this stat.
Accuracy: Senses and aim, related to speed of the mind. Higher accuracy means memories are more crisply recalled and most ranged weapons use this as an attack stat, as well as disarming attacks.
Intelligence: Your character's wits and ability to make logical connections. Many spellcasting abilities use this as their primary stat. Used to defend against distraction attacks.
Personality: The character's force of personality and willpower, allows you to use distraction-based abilities, defend against mind-influencing spells and is the primary stat for some forms of spellcasting.
To create your base stats, start at six points for each stat, then distribute 12 points as you see fit between those stats, so long as no stat is over 10 by the time you're done allocating these points. Since this must be done before picking a race or disposition, this means no more than 4 points may be assigned to any one stat.
Race: Next, pick a race from the "Races" list. There are 12 racial groups, but if you want a specific race out of them, just ask me and I'll write up the subrace. Copy that race's level 1 stats into the line provided, and copy the stat modifiers into the "race" stat boxes. These modifiers are usually +s and -s that even out to 0. If the first level of your chosen race gives a stat point, make sure to assign that point by adding it to your base stats.
Disposition: Now, choose a disposition from the list of dispositions. When the disposition lists a pair of stats with a slash between them, you are to choose one of those stat modifiers. For example, if it says "Str/Per-2", you choose either strength or personality to drop by 2 points. Record the positives and negatives in the given line.
Skills: Your first racial level will grant you one or more skill points. Your first level in a skill costs a single skill point, the second costs two(for a total of three), the third costs three(for a total of six), and so on. Spend your skill points on skills as you desire and put any remaining into your skill point reservoir box.
Advantages and Disadvantages: A character starts the game with 500 XP. You can spend this XP on a facet level, the first of which costs 500, but you may also spend it on advantages, or gain extra XP to spend by buying disadvantages. Look at the list for costs, and remember that taking advantages later costs more XP than during character creation.
Money: Each student starts with 500 dollars, or its equivalent value in equipment. Spend it as you wish.
Background: Your character's background is critical to your character. Decide what sort of planet they came from, be it part of the galaxy at large or a Watcher Protected Planet, off-limits to the rest of the galaxy while it develops. Figure out what your character used to be, whether they arrived at MSF High by finding an entry form and filling it out(rare) or by nearly dying and being transported there at the last second. Determine what they're afraid of, what dealt them the most emotional damage during their time before the school, and how they've chosen to deal with it. Decide what race they were, and whether they were changed into another race or not due to their arrival at the school.
Height/Weight/Sex: Physical characteristics of your character. Most characters are medium sized, meaning between 4 and 8 feet tall, and have weights ranging from 80 to 300 pounds, but the odd-sized advantage can give you a different height(and mechanical changes to go along with it), while some subraces may specify a different average weight or height. So long as they are within reason for your character concept, they don't confer any advantages or incur any penalties. In the case of this game, the sex attribute refers to their biological gender rather than an internal one, and affects what characters may become attracted to the character. Characters may be either Male or Female, but the Androgynous advantage can allow your character to have an appearance with a hard-to-distinguish mix of masculine and feminine traits.
Preference: This describes your character's sexual preference, and determines what sorts of characters your character is attracted to. This comes into play when your character attempts to infatuate another character, or is the target of an infatuation attempt. For the purposes of this game, there are six options, as follows:
Androsexual: Your character is attracted to males. This is regardless of their own sex. They gain no bonuses or penalties to their infatuate attempts.
Gynosexual: Your character is attracted to females. This is regardless of their own sex. They gain no bonuses or penalties to their infatuate attempts.
Heterosexual: Your character is attracted to members of the opposite sex. If the character is male, they are attracted to females, and if they are female, they are attracted to males. They gain no bonuses or penalties to their infatuate attempts.
Homosexual: Your character is attracted to members of the same sex. If the character is male, they are attracted to males, and if they are female, they are attracted to females. They gain no bonuses or penalties to their infatuate attempts.
Bisexual: Your character is attracted to characters of any sex. This leaves your character vulnerable to infatuate attempts by any character who can make them, but it also gives your character a +2 bonus to any infatuate attempts they make.
Asexual: Your character is not sexually attracted to either gender. This renders your character immune to infatuation attempts, but imposes a -6 penalty to any Infatuation attempts made, and a -4 penalty to any Infuriate or Intimidate attempts.