Begins with your race. Roll a d100.
1-99: Strain of bacteria. Go to page 11.
100: See Table B.
Table B: Roll a d100.
1-99: Insect. Go to page 492.
100: See Table C.
Table C: Roll a d20.
1-15: Fish. Go to page 895.
16: Amphibian. Go to page 924.
17: Reptile. Go to page 955.
18: Mammal. Go to page 992.
19: Bird. Go to page 1027.
20: Unicorn. Go to page 1059.
Consult the listed page to get the species. May demand further die rolls.
Roll the indicated dice for sex, weight, and height. Varies by species, naturally.
Decides your stats next. Roll 4d6 nineteen times. Fill in the attributes straight down the line. Consists of Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, Contagion, Viciousness, Eating, Ticklishness, Pain Tolerance, Brashness, Putridity, pH (expect to be a basic creature), Crankiness, Mitosis, Softness, Viscosity, and Sharpness. Refers to your species page for any racial adjustments.
Next, roll a d20 for mutations. Gains one mutation on a 1 and rolls again.
Determines circumstances next. Roll a d10000 for planet, then d20 for Parental Situation. Refer to the tables indicated for genetic diseases for your species. May require more die rolls.
Picks flaws after that. Roll 7d10000. Be sure to add any bonuses indicated from the Parental Situation.
Selects the exciting part next: your class! Pick one from your choice of classes, such as Icosahedral, Rainbowdancer, and Whistler. (Note: Restricts certain classes to certain races. Be sure you qualify for a class before picking it. Results in many humans choosing "Whistler", for example.) Determine your subclass and any further class decisions from there.
Assembled everything necessary except one: your location roll. Roll 2d180, then 2d1000. Gives you the latitude and longitude of your new body.
Try not to die too quickly, also. Takes a looooong time to fill out a character sheet. Stinks to live, like, five minutes as a bacteria.
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Paper, plastic, or parchment?