- Roll 3d6 each for STR, CON, POW, DEX, and APP.
- Roll 2d6+6 each for SIZ and INT.
- Roll 3d6+3 for EDU.
- Do not roll for personal wealth. This is irrelevant for this adventure, as UNIT will issue you equipment for this assignment.
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 Quick Start rules for Call of Cthulhu: http://www.chaosium.com/article.php?story_id=87 (the modern list is identical, except that it also contains Computer Use and Electronics, both of which have a 1% base)
Check the "Your Career in U.N.I.T." thread for possible character concepts and lists of occupational skills. If you have something else in mind, let me know your character concept and I can give you a suitable list of occupational skills. The occupational skills for many professions are listed in the rulebook. Some of these lists allow you to choose one or two of your occupational skills. Just make sure it's within reason for your chosen occupation.
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. UNIT does employ some of the best of the best, so it's quite possible for your character to be that good at a particular skill. Spend all your skill points during character creation, as they're of no use once the game is underway.