I'm settling into the Character Generation system.
There will be four stats, initially. I may expand, but for right now, there will be Toughness, Agility, Intelligence and Will. To start, you pick your genotype (Baseline Human, Mutant, Mutated Animal, Mutated Plant). Each genotype will have associated Starting Stats, which represent the minimum stat levels for that group.
Next, you pick your Path - Sturdy, Quick, Smart or Charismatic. These represent the way you have lived your life until now, and each modifies your attributes - Smart means you have focused on intellectual pursuits, and gives you a bonus to Intelligence, but a fine to Toughness, for instance.
Then you pick your skills. Each skill is associated with a certain attribute, and you'll have a number of points with which to buy skill. You can distribute them as you like, the ranks will be between 1 and 5, and ranks will become more expensive as they progress. 1 rank is 1 point, 2 ranks are 3 points, 3 ranks are 5 points, 4 ranks are 7 points and 5 ranks are 10 points. Once your skills are distributed, the average of your skills (rounded down), including skills you put no points into, determines the final modifier to your associated attribute. So if there are 10 skills associated with Toughness, and you have 10 points left, you can put 1 rank into each skill and get a 1 point modifier to your Toughness (10 ranks divided by 10 skills = 1), or you can 5 ranks into one skill, and get no modifier to your attribute (5 ranks divided by 10 skills = .5, rounded down = 0).
Next will be mutations. Each genotype will have its own set of mutations, and for each there will be two charts - Passive and Active Mutations. Passive mutations are mutations that just exist - a third arm, for instance. Active Mutations are those that require you to make a decision to use, and have a chance to succeed. The number of mutations you have will be determined by a fifth, separate attribute, Abnormality, which is rolled randomly, and determines the number of mutations you have. For each mutation, you roll percentile dice to see whether it is passive or active, and then roll on the table to determine what it is. The strength of any Active Mutations is determined by the Mutation Attribute.
Finally, pick equipment and you're done! There are a few other things that I need to work out, Damage Points, Armor, etc. These will be derived stats, and based on an Attribute, plus any modifiers granted by skills taken.
The way I'm envisioning it, character creation should not take very long. I should have a formal writeup within the next week or so, and I'm hoping to test out the system with my guinea pi... er, gaming group in two weeks or so.