[4.3] How to make useable characters (see [2.2]):
[4.3.1] The 1st step in generating a character is to choose what kind of character you want to make, based on what your options are. Consult the rules or GM (person in charge of playing the game) to find out what races and how much Player Point Value (PPV) you can use to make characters with. For our purposes here we'll assume that we are allowed 100 PPV with which to make a character who's race is "Gnome Rat." His name is Modre.
[4.3.2] The 2nd step is to take into account the effect of your character's race on it's dimensions, ablilities and bonuses. In the case of Modre (see [4.2.1] for any and all Gnome Rat details,) we know that, unless altered, his size will be -2, his claws will have 2/3 sharpness, 2 absorbtion and 4 conceal bonus, and in addition to this he will have at least a detection bonus of 3, an acrobatics bonus of 1 and a climbing bonus of 2. So we make note of all this in the appropriate areas on our character sheet.
[4.3.3] The next step is to designate the rest of your PPV allowance for
enhancing the new character beyond it's racial defaults. We know that
the Gnome Rat's racial PPV is 42, thus leaving only 58 undesignated PPV out of
the 100 PPV allowance to use to enhance Modre beyond his
racial defaults. We'll start with the essentials by lowering our
undesignated PPV to 26 by using 16 PPV on Strength and 16 PPV on Hand to
Hand, getting a +4 bonus on both of those abilities*. Next we'll use
8 PPV, lowering our undesignated PPV to 18, to enhance that detection
bonus to 7**. Next we'll use 4 PPV, lowering our undesignated PPV to
14, to boost that climbing bonus to 4**. Next we'll use
4 PPV, lowering our undesinated PPV to 10, to enhance that acrobatic
bonus to 3**. Next we'll use 2 PPV, lowering our undesignated PPV to 8,
to enhance that regeneration bonus to 2**. Finally, we'll use 8 PPV for Swimming bonus
of 3*, lowering our undesignated PPV to 0.
* see [2.3.3.4]
** see [2.1.2]
[4.3.4] The next step is to determine the character's Stride, Encumberance (Enc), Size, and "naked" bonuses: Toughness (Tgh), Absorbtion (Abs), Cover (Cvr), Reach (Rch), Heft (Hft), Power (Pwr), Sharpness (Shp), and Combat bonus (Cmb).
Modre's only bonus to Tgh is his size, so his Tgh is -2. He has no natural armor, so his Abs and Cvr are n/a. Gnome Rat's size is 2, so his Enc is 2. Gnome Rats have no particular variations to thier reach or stride, and Modre has no particular variation from his race so his reach (and stride) is 0.7 (see [2.1.3] and [2.2.2].) His his natural weapons have no particular variation in thier Hft or Pwr, so Hft and Pwr are both -2. Since his claws have a different toughness than his main body, they need to be listed on a seperate line, so his naked Shp is 1/5 (the generic totally blunt sharpnes level, basically the same thing as n/a in this case.) His combat bonus is his Hand to Hand ability plus his Enc, which comes to 6.
[4.3.5] The next step is to determine the bonuses of any other natural weapons the Character has. In our case, Modre has claws with no specific variation besides 2 Absorbtion and 2/3 Sharpness. So other than those two Bonuses, his natural weapons bonuses are the same as his naked bonuses.
[4.3.6] The final step is to account for the character's equipment. Modre isn't carrying any equipment at this time.