Things to keep in mind: It is October 2nd, 1918 and your character will be in the American military (that means a man) in the 308th regiment, 77th infantry division. You are currently stationed in the Argonne forest.
As I detail the character creation process I will be doing it myself for your Sergeant, so you can follow along for any changes. Bold is what you need to do, the rest is example.
Characteristics:Roll these on Invisible Castle, Orokos, or here if you wish.
Roll 3d6 each for STR, CON, POW, DEX, and APP. Multiply results by 5 and assign them.
Roll 2d6+6 each for SIZ, INT and for EDU. Multiply results by 5 and assign them.
After you can assign "Half" and "Fifth" values as seen in the example.
Roll 3d6 each for STR, CON, POW, DEX, and APP. Multiply results by 5 and assign them.: 5#3d6 6 12 11 6 11
Roll 2d6+6 each for SIZ, INT and for EDU. Multiply results by 5 and assign them: 3#2d6+6 12 10 15
So let's assign so far:
Next,
AGE:
This has modifiers. If you are:
15-19: you will subtract 5 points from you EDU. You will also subtract 5 points from STR and SIZ (how you subtract it is up to you). However, you get to roll twice for your luck score and take the highest of the two.
20-39: All stats stay the same. Make an improvement check for your EDU (just as you would if you have a check for a skill)
40-49: Lose 5 APP. Lose 5 points between STR, CON, or DEX. Make 2 Improvement checks for EDU.
50-59: You are probably not a soldier....
When you make age adjustments, make sure to adjust your half and fifth values.
I want Robert to be a little older, so I will make him 37. I don't adjust his stats but I will make an imprement check on his EDU, just like a skill.
EDU improvement check (75): 1d100 75
Very very close, but since it equals his current EDU there is no improvement. If there was, I would roll a d10 and add the points.
Derived Attributes:
Sanity = POW
Magic Points = 1/5 POW (ex. 50 POW? 10 MP.)
Luck = 3d6 multiplied by 5. (Roll twice and take the higher if you are under 20)
Hit points = SIZ + Con divided by 10. Round Down.
Move Rate (This is new and important for the new chase rules)
If both DEX and STR are lower than your SIZ (not put together): MOV = 7
If either DEX or STR is greater than or equal to SIZ: MOV = 8
If both DEX and STR are greater than SIZ: MOV = 9
(if you are older than 40, subtract 1 point from MOV)
Damage Bonus and Build: (Used in fighting maneuvers and Hand to hand)
STR+SIZ compared to chart
2-64 -2 -2
65-84 -1 -1
85-124 none 0
125-164 +1d4 1
165-204 +1d6 2
So Robert has
55 sanity
11 Magic Points
3d6 x 5 to determine Luck: 3d6 10 50 Luck
60+55= 115/10 = 11.5 round down = 11 Hit Points
Move Rate : Dex = 30, Str = 60. Siz = 60. Dex is lower than Siz, but STR = SIZ, so Move Rate is 8.
Damage Bonus and Build: Richard is 60+60=120 So he has no dmg bonus and build of 0
Occupations:
You DO NOT need to play a professional soldier. This was a time of conscription, you may have another occupation beforehand. You will not miss out on the "soldiery" skills either, there is a background bonus I will be giving. Ask me about any occupation you might want to play.
Occupations have different skills and DO NOT HAVE OCCUPATION SKILLS LIMITED BY EDU.
Richard is a former police officer that enlisted. So I will be using the Police officer occupation
THESE CHANGED! Skill points are not based entirely on your EDU anymore. After all, a hobo might not be education - but he could be strong and quick making him skilled.
I will tell you what your Occupational skill points are when you pick an occupation.
Personal Interest (hobby) skill points are INTx2 points distributed however you want.
In addition: You will all be getting part of the "Military Background" package to exemplify your training before you were deployed. You will receive 70 Points to distritbute among the following skills.
Rank and File: Climb, Fighting (brawl), Firearms (Rifle/shotgun) (that is a combined skill now), First Aid, Intimidate, Listen, Stealth, Throw, Sleight of Hand, Spot Hidden, and Survival (pick an environmental specialty).
Officer: Climb, Firearms (Handgun), First Aid, Listen, Navigate, One interpersonal skill (charm, persuade, or intimidate), stealth, spot hidden, and throw.
Am I an officer? That depends. if you have an EDU of 70+ I will allow 1 player to be an officer.
His Credit Rating is between: 9-30
His Occupational skill points are: EDU x 2 + (DEX x 2 or STR x 2) since STR is higher I'll take that (So that is 150 +120 = 270)
Personal Interest skill points : INT x 2 (100)
Officer Training: 70 points in the officer skills.
Try to have an entry (doesn't have to be long) for each of the following:
Personal Description, Ideology/Beliefs, Significant People, Meaningful Locations, Treasured Possessions, and Traits.
The backstory has 3 functions:
1st, easy statements as a guide to Role playing and helping to define your character in the world
2nd, it can be called upon during the development (between investigations) phase for sanity recovery
3rd, corruption of your background. As your investigator loses sanity and learns of the Mythos more deeply, things that you once held dear may become meaningless or darker than you once thought.
Robert's Background (I'm lazy and going to use some pregen stuff from the books):
Personal Description:
Robert is a scruffy and mildly grotesque looking man. He has an unkempt and patchy beard that someone must have told him looked good. The asymmetrical features of his face make him unpleasant to look at.
Ideology/Beliefs:
Robert is a firm believer in the justice system and karma. Everyone gets what's coming to them in the end.
*Significant People:*
Robert's teenage daughter, Clarissa, is back in the states that he can't wait to get back to see as her well-being is his motivation in life.
Meaningful Locations:
The police station at which he works has always been a stable part of his adult life.
Treasured Possession:
Robert carries a copy of the arrest report for his first collar.
Traits:
Robert is loyal to his brothers (in blue or in arms), but is a bit of a bully.
I've marked Robert's daughter as his Key Connection: The most important part of his backstory, what gives him meaning in life. This connection can aid him in regaining sanity. As a Keeper, I cannot easily destroy, kill, or take away this connection without allowing the character an opportunity to save it. Losing this connection has sanity consequences.
Equipment/assets:
Don't worry about assets for this adventure, but know that it is linked to Credit Rating. If you don't put anything into credit rating, you are pretty much penniless. Equipment will be given to you by the good ol' US of A. Special requests, treasure objects and personal items within limits are allowed.
So now we have Robert's finished sheet: