RULES: ENLISTMENT


This Chapter walks you through the handy dandy steps required to give gross and sloppy birth to a brand spanking new member of Sterling Squadron! It is very important to note that a freshly made character is given the rank of Private, and has yet to undergo their first Training Mission. As such, they do not yet possess the fabled Mark of Sterling Squadron. Your first adventure will be your Training Mission, so come correct!

Step One: Division
There are 4 Divisions of Service within Sterling Squadron. Choose one that fits the type of character you’d like to play. When you select a Division, you gain all the Basic Techniques of that Division. Techniques are special abilities that are only available to members of that Division.  

Infantry: Tough as nails front line soldiers in the war against the dead. The two Sub-Divisions of Infantry are the Officer Core and Demolitions.

Corps of Engineers: Ingenious mechanists who can create all manner of electric doodad! The two Sub-Divisions of the Corps of Engineers are Modification Technician and Bunker Specialist.

Medical Core: Skilled medics and healers seeking to stitch together the world. The two Sub-Divisions of the Medical Core are Bio-Weapons and Paranormal Ops.

Covert Ops: Stealthy and secretive agents who favor cunning and guile over brute force. The two Sub-Divisions of Covert Ops are Rangers and Black Ops.

Optional: Sub-Division
Each Division has 2 Sub-Divisions within it. Think of Sub-Divisions as Elite and highly specialized offshoots of their parent Division. If you choose to join a Sub-Division, make a note of it on your character sheet. You gain your Sub-Division’s Basic Technique, as well as your Sub-Division’s Weakness (you didn’t think there wouldn’t be a catch, did you?). Keep in mind that you don’t HAVE to join a Sub-Division, but you do have to join a Division!

Wait, why WOULDN’T I join a Sub-Division?
Good question! Sub-Divisions offer some more focused, super keen abilities and the like, but also impose a weakness that can put a pretty big crimp in your day. Those who don’t choose to join a Sub-Division begin play with one Advanced Technique of their Division for free at character creation. 

Step Two: Stats
All of your five Stats (Agility, Endurance, Intellect, Presence and Strength) begin at 3. You have 30 Stat Points to distribute among your 5 Stats. Since you are supposed to be a heroic sort, only one of your Stats may be lower than 5. Keep in mind that some Species have minimum Stat ratings in order to play a member of that Species.

Purchasing a Stat at 4 costs 1 Stat Point
Purchasing a Stat at 5 costs 2 Stat Points
Purchasing a Stat at 6 costs 5 Stat Points
Purchasing a Stat at 7 costs 8 Stat Points
Purchasing a Stat at 8 costs 12 Stat Points
Purchasing a Stat at 9 costs 16 Stat Points
Purchasing a Stat at 10 costs 20 Stat Points

Step Three: Skills
You have 20 Skill Points to purchase Skills with.

Purchasing a Skill at 1 costs 1 Skill Point
Purchasing a Skill at 2 costs 2 Skill Points
Purchasing a Skill at 3 costs 4 Skill Points
Purchasing a Skill at 4 costs 6 Skill Points
Purchasing a Skill at 5 costs 8 Skill Points

The 15 Skills: Aim, Athletics, Bookworm, Entertain, Heal, Influence, Navigate, Primal, Scrap, Senses, Stealth, Survival, Technology, Thievery, Willpower.

Division Requirements: Keep in mind that Divisions and Sub-Divisions have minimum requirements for some skills that their members must meet in order to be a member of that Division or Sub-Division!

Step Four: Boons
You may choose 5 Boons at character creation. Many Boons may be purchased twice to increase their effect.

Step Five: Odds and Ends
Energy: You begin play with 10 Energy per level of Endurance that you have.

Defense: Your Defense is equal to 10 + Agility OR Intellect Modifier + Armor Modifier + Shield Modifier + Bonus Modifier.

Luck: You begin play with 3 points of Luck.

Wealth: You begin play with $1,000 to purchase weapons, armor and equipment for your adventures.

Languages: You can speak your native language (if you weren’t born in the US), as well as English. You gain a number of extra languages in addition to this equal to your Intellect Modifier. Therefore, someone with a Smarts score of 8 (+3 Modifier) would know 5 Languages (their native tongue, English, and 3 bonus languages for them being such a smartypants).

Speed: Your Speed is 30 Feet.

Step Six: Failing
You may be a bigshot hero, but nobody’s perfect. Every character in IN HAPPENED IN 1999 chooses one Failing from the list provided. Failings are personality defects that we all suffer from and occasionally succumb to. While Failings are designed to grant a little bit of vulnerability to your character, they are not crippling weaknesses and should only come up sparingly and when dramatically appropriate.

It should be noted that while some Failings have loose game mechanics applied to them, most do not, and are simply roleplaying guides that you should keep in mind throughout play. The GM should give bonus Experience to those who roleplay their character’s Failing when it counts!

Failings are explained in greater detail elsewhere.

Step Seven: Psych Profile (Optional)
Your Character should be so much more than just a basic concept and a set of numbers and statistics. They should have a personality and unique style all their own. By answering the following questions, you can begin to flesh out your character and make it more than just an assemblage of numbers. Completing this step is not vital (as some players prefer to start with a vague concept and fill in the blanks as they get comfortable playing), but completing this step will net you 3 extra Experience Points and an extra $500 to give you a bit of a head start in your adventuring career!

1. Describe your Character’s personality in three words.
Stay away from the obvious, here. If your character has 8 Vigor, we can already deduce that they are strong and sturdy. Don’t just repeat their highest Skills or Stats. Really think about how they act before you answer this.

2. Give your Character a unique trait or interest.
Remember, you’re playing a Hero, here, the main character of a movie or epic tale. They shouldn’t be boring! Pick an interesting trait for your character, whether that be a catch phrase that they say often, a strange hobby that they enjoy, or a physical mannerism that sets them apart from everyone else.

3. Name your Character’s primary weapon.
This seems like a simple step, but can really add to your Character. A Barbarian type who uses a big ass club in battle is all well and good, but a mighty warrior who wields the brutal club ‘Skullknocker 5000’ is truly to be feared!

4. Describe a momentous event in your Character’s life.
Our experiences mold us into the people we are. Stay away from anything too lengthy or involved (you are just starting your adventuring career, after all, and your grandest exploits have yet to be written!)

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