- Roll 3D6 each for STR, CON, POW, DEX, and APP.
- Roll 2D6+6 each for SIZ and INT.
- Roll 3D6+3 for EDU.
- Personal wealth is based upon occupation.
Those are the only rolls you need to make for character creation. You are free to distribute the 3d6 rolls amongst the five stats that are rolled on 3D6, as well as to choose which 2D6+6 roll goes to SIZ and which to INT. EDU can be raised by making your character older. If you're still not satisfied with your rolls, let me know and we'll work something out. If your rolls are abnormally low, I may permit a reroll of the entire set.
You'll also need to decide on your character's age. The minimum age allowed is EDU+6, but you can always choose to make your character older. For every 10 full years above the minimum, you get +1 to your EDU (which also gets you an extra 20 occupational skill points). However, for every full 10 years above 40 (i.e., starting at age 50), you must reduce one of the following stats by 1: STR, CON, DEX, or APP.
Your character has the following derived stats:
Idea: INT x 5
Luck: POW x 5
Know: EDU x 5 (maximum of 99)
Damage Bonus: Calculate STR+SIZ and consult the following table
- 12 or less: -1D6
- 13-16: -1D4
- 17-24: +0
- 25-32: +1D4
- 33 or more: +1D6
Maximum Magic Points: POW
Starting Sanity: POW x 5
You get 20 x EDU occupational skill points that can only be used to increase skills for your chosen profession. You also get 10 x INT hobby skill points that can be spent to increase any skills (even the ones for your occupation if you really want). The only skill that cannot be raised is Cthulhu Mythos, which always starts at 0%. The other skills have base levels of 1% or higher, and the points you spend add to those base levels. To see the list of skills and their starting levels, see the list below. It is identical to the standard Dark Ages character sheet (6th edition), but with a few modifications to make it comparable to characters from other eras:
Accounting (10%)
Art (05%)
Bargain (05%)
Climb (40%)
Conceal (15%)
Craft (05%)
Cthulhu Mythos (00%)
Dodge (DEX x 2%)
Drive Horses (20%)
Fast Talk (05%)
First Aid (30%)
Hide (10%)
History (20%)
Insight (05%)
Jump (25%)
Library Use (25%)
Listen (25%)
Medicine (01%)
Natural World (10%)
Navigate (10%)
Occult (05%)
Other Kingdoms (01%)
Other Language (01%)
Own Kingdom (20%)
Own Language (EDU x 5%)
Persuade (15%)
Pilot Boat (01%)
Potions (01%)
Repair/Devise (20%)
Ride Horse (05%)
Science (01%) (subskills include music, astronomy, arithmetic, geometry, theology, canonic law, etc,)
Sneak (10%)
Spot Hidden (25%)
Status (15%)
Swim (25%)
Throw (25%)
Track (10%)
Fist/Punch (50%)
Grapple (25%)
Head Butt (10%)
Kick (25%)
Axe (15%)
Flail (10%)
Knife (25%)
Lance (15%)
Large Club (25%) (includes staff)
Long Sword (20%)
Scimitar (15%)
Short Sword (15%)
Small Club (25%) (includes mace)
Spear (15%)
Ballista (20%)
Bow (10%)
Cannon (15%)
Catapult (10%)
Crossbow (20%)
Hybrid Trebuchet (05%)
Musket (25%)
Pistol (20%)
Sling (01%)
Traction Trebuchet (01%)
- The base skill for Climb is 40%, and the base skill for Library Use is 25%, as with characters from the more traditional eras. The History skill has likewise been added to the sheet with a base level of 20%.
- The Insight skill is the equivalent of the Psychology skill, Natural World corresponds to Natural History, Potions replaces Pharmacy , Repair/Devise is Mechanical Repair, and Status replaces Credit Rating.
- The Own Kingdom skill is for your character's homeland (not necessarily France). Other Kingdom can be taken multiple times, once for each land as a subskill, much like sciences.
- There aren't separate skills for reading and writing languages. You just need one skill for each language.
- The weapon skills only need to be listed on your character sheet if you put points in them, other than Knife. This list includes weapons that are not from Dark Ages, such as Pistol, Musket, and Cannon. Such weapons are rare and generally take too long to reload during combat, so you will probably only get to use them once in a given fight, but they can be deadlier than modern equivalents if they hit due to shot being of higher caliber than modern bullets.
If your native language is not French, it is strongly recommended that you have Other Language: French at least at 25%. This will enable you to communicate with and understand other characters. The TARDIS crew is exempt from this, as the TARDIS's gift allows those who travel in it to understand other languages and to be understood.
Snapper, for your character I'll use the Guard occupational skill list, which is Fist/Punch or Head Butt or Kick or Grapple, Own Kingdom, Sneak, Spot Hidden or Listen, Status, Throw, one weapon skill, and any one other skill as a personal specialty. Your starting money is 1D3 x 100 francs, plus weapons and armor provided by your employer, with an annual income of 1800.
I won't be imposing a cap for starting skills, but you should justify any exceptionally high skills you have in your character background. 75% in a skill means that you're an expert. 90% means that you're one of the best in the world. Spend all your skill points during character creation, as they're of no use once the game is underway.