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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