Prepare To Wear Out Your Dice
OK, let’s begin!
When last we left our intrepid hero, we had finished writing the introduction, but we hadn’t actually gotten around to creating a character. As noted in that section, you don’t pick a race, per se… you roll for your race. I’m surprised no game in the Cambrian Age didn’t have you roll to see if you were even in the game at all… oh, wait, that would be Traveller. (Infamous, and wonderful, for the fact your character could die before the game even began.)
We begin with Prime Requisites, which is what most other games just call “attributes”. I’m going to give C&S a pass on this one. The vocabulary of RPGs was still in a state of serious flux; this wasn’t some nineties attempt to be different using all the same concepts but giving them goofy names (“Align the chakras of competence in opposition to the hazards of regret.” “What?” “Roll for initiative.” “Oh.”). The rules note, in very small type, that if your life horoscope is well aspected, you can reroll one crappy state.