Abilities are the basis for Steamcraft. The different abilities are Strength, Agility, Endurance, Intelligence, Intuition, and Cunning.
Roll 1d6-1 for each of these abilities, but assign the results in any way you want. These are the modifiers for the abilities.
You can learn up to your dice modifier in a specific ability for that ability. For example, if you had Agility +3, you could learn up to three agility-based skills.
Athletics, Melee (Blade), Melee (Bludgeon), Melee (Natural), Melee (Brawl)
Balance, Gymnastics, Pickpocket, Ranged (Guns), Ranged (Heavy), Ride, Stealth
Resist Cold, Resist Diseases, Resist Fire, Resist Poisons, Stamina
Explosives, History, Language, Science (Alchemy), Science (Artificier), Science (Automaton), Science (Biology), Science (Vehicles), Science (Veterinary)
Drive (Ground), Drive (Space), Drive (Subground), Drive (Water), Magic (Cold), Magic (Electrical), Magic (Heal), Magic (Heat), Seafaring, Search, Starfaring, Subcraft, Survival, Wayfaring
Deception, Diplomat, Haggle, Leadership, Streetwise
You could get a Science, Resist, and Language skill multiple times. If you take Language once, you learn two languages. If you take Language twice you learn three languages. If you take a Science or Resist skill two times, you get a level of knowledge on top of the original training.
Your character gets 3d6 Silver.
Dwarf - You gain a +1 permanent modifier to Endurance and darksight. You run at four meters per round. In addition, you get training or a level in Stamina and Drive (Subground).
Elf - You gain darksight and a +1 permanent modifier to Survival,
Gnome - You gain a +1 permanent modifier to all Science skills. You run at five meters per round. In addition, you get training or a level in Science (Artificier) and Science (Automaton).
Human - You gain training or a level in an additional skill and another feat. You run at six meters per round. In addition, you get training or a level in Athletics and Leadership.
Cold Resistance- You gain 5 cold resistance.
Corrosion Resistance - You gain 5 corrosion resistance.
Dextrous - You gain a +1 permanent modifier to Agility.
Electrical Resistance - You gain 5 electrical resistance.
Heat Resistance - You gain 5 fire resistance.
High Gravity Adaptation - High gravity is reduced by one category.
Innate Knowledge - You gain a +1 permanent modifier to Intuition.
Low Gravity Adaptation - Low gravity is increased by one category.
Resilient - You gain 5 hit points for one turn. After that turn, you lose the additional hit points if you have any left.
Silvertongue - You gain a +1 permanent modifier to Cunning.
Smart - You gain a +1 permenent modifier to Intelligence.
Stoic - You gain a +1 permanent modifier to Endurance.
Strong - You gain a +1 permanent modifier to Strength.