Characters for The Lost Regiment are members of the 35th Maine regiment, the 44th New York Light Artillery, sailors from the
"Ogunquit" or nurses from the Christian Sanitation Commission. Their birthplace, language and background should reflect this.
There are no Native American or African American members of any of these units however there may be a small number of immigrants from Europe.
Over the course of the campaign, players will have the opportunity to generate additional characters from the new civilizations their Yankee characters discover. Rus, Roum and Chin characters allow players to explore multiple cultures and character options.
Character Development Checklist
1) Choose a name to set up account/character sheet/description (it can always be changed later).
2) Read through the Character Generation thread.
3) Roll dice for character attributes.
4) Once you have determined your base scores add +5 to one of your 8 basic scores and decide if you want to shift any points between each of your 4 pairs of attributes.
5) Decide if you want to be a private of the 35th Maine (Infantry), 44th New York (Artillery), a sailor from the Ogunquit crew (Transport Ship) or a nurse from the Christian Sanitation Commission.
7) Choose your PSS. I have set each character to Military by default however if you want to choose another PSS feel free. Choose two skills, the first one MUST be from your PSS, the second skill can be from any PSS.
6) Choose your Vocational skill and also 2 skills from Hobbies or Languages (one of each or 2 of one and none of the other). These skills reflect what your character did before the start of war.
8) Determine starting money and age (dice rolls).
9) Choose your place of origin, and native language.
Character Generation
Characters for The Lost Regiment begin the game as members of the 35th Maine regiment, the 44th New York Light Artillery, sailors from the "Ogunquit" or nurses from the Christian Sanitation Commission. Their birthplace, language and background should reflect this.
There are no Native American or African American members of any of these units however there may be a small number of immigrants from Europe.
Character Stats
Roll 1d100 once for each Ability pair.
STR/STA DEX/RS INT/LOG PER/LDR
Keep rolling sets of 4d100 until you have 2 dice rolls of 56 or better. Use these dice rolls to determine your base score.
Find the ability base score on the table below.
ABILITY SCORE TABLE |
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Dice Roll | 01-10 | 11-20 | 21-35 | 36-55 | 56-70 | 71-80 | 81-90 | 91-95 | 96-00 |
Base Score | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 |
Strength Strength determines a character's chance to break open doors, bend metal, shift heavy objects or anything else requiring brute force.
Stamina A character's Stamina score is the number of points of damage the character can take before being killed. It is also the character's percent chance to resist the effects of poison, gas, drugs, disease, extreme heat or cold, starvation and fatigue.
Dexterity A character's Dexterity score determines his base chance to hit in combat. It also is his percent chance to sense things by touch, throw or catch an object, keep his balance, jump into a moving vehicle or perform delicate actions like cutting a wire without touching any surrounding wires.
Reaction Speed A character's Reaction Speed score is his percent chance to react quickly, to avoid falling rocks, to catch something he knocked over before it hits the floor, to jump away from a vehicle that is racing toward him, to grab an animal or to dive through a door before it slams shut.
Intuition A character's Intuition score is his percent chance to notice small details or hidden objects, to sense an ambush or trap and, at the referee's discretion, to make sense out of seemingly unrelated or illogical facts. When a character passes an Intuition check, the referee should tell the player that they notice something unusual, and describe what the character sees (or hears, smells, feels or tastes). The player must decide what to do with this information. Referees should urge players to figure out puzzles on their own; Intuition checks should not be allowed until after the players have tried (and failed) to solve the puzzle themselves.
Logic A character's Logic score is his percent chance to follow complicated instructions, to figure out the best way to do something he has never done before or use something he is not familiar with, and to make accurate predictions from facts. The referee should roll Logic checks secretly. If the character fails the check, the referee can tell him either that he does not understand whatever he was studying, or can give him false information. A character's Logic score can be modified by the complexity of the situation and the amount of time the character spends studying it. The referee should encourage players to draw their own conclusions from information; like Intuition, Logic checks should be a last resort.
Personality Personality affects how likely a character is to get a friendly response from a stranger and how long he can hold someone's attention. The referee should encourage players to role-play their attempts to use Personality and talk to NPCs.
EXAMPLE: Paddy the Irishman has just insulted a Scandanavian thug by accidentally spilling a drink on him. The Scandanavian is very mad. Paddy decides to try talking his way out of the situation. "Oops, pardon me, my good fellow, how absolutely clumsy of me," the player says. "Here, let me buy you a drink and let's forget about it. Paddys' Personality score is 40. The referee notes that the Scandanavian is mad and wet and itching tor a fight. He tells Paddy to subtract 20 from his score. Paddy rolls 91, which is greater than his modified score of 20. The Scandanavian punches Paddy.
Leadership. A character's Leadership score reflects his ability to command with authority and have NPCs obey his/her orders. Leadership checks are needed only if a character orders an NPC to do something dangerous, or has mistreated the NPC. Under normal conditions NPCs who work for a character will always obey that character. If characters try to give orders to strangers, the referee must decide how likely the stranger is to obey.
Leadership also is used to bargain with NPCs. The referee should not let characters with high Leadership scores trade junk for valuable merchandise, but a successful Leadership check will get a better deal for the character, or convince reluctant NPCs to deal with the character. Characters can bargain for information as well as merchandise.
Players can increase their characters' ability scores by trading 1 XP to raise an ability score 1 point. No ability score can ever be raised above 100.
Example:
00:47, Sun 01 Dec 2019: Lieutenant John McLean rolled 42 using 1d100. Character Stats.
00:47, Sun 01 Dec 2019: Lieutenant John McLean rolled 63 using 1d100. Character Stats.
00:47, Sun 01 Dec 2019: Lieutenant John McLean rolled 97 using 1d100. Character Stats.
00:46, Sun 01 Dec 2019: Lieutenant John McLean rolled 51 using 1d100. Character Stats.
The 4 rolls = 42, 63, 97, 51 are applied to the table below giving us:
45/45 50/50 70/70 45/45 a pair of these values are applied to each attribute.
ABILITY SCORE TABLE |
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Dice Roll | 01-10 | 11-20 | 21-35 | 36-55 | 56-70 | 71-80 | 81-90 | 91-95 | 96-00 |
Base Score | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 |
You can assign these values to your Attributes in any order you like. You do not have to use them in the order you roll them.
Humans add +5 to one of these 8 ability scores (not both scores in the pair).
Example: Lieutenant John McLean adds +5 to his LDR
Players now can modify their ability scores by subtracting points from one ability and adding them to the other ability in that pair. No more than 10 points can be shifted this way.
Example: Lieutenant John McLean has a Personality/Leadership base score of 50/50. The player decides he wants his character to be a leader. He can increase the character's LDR score to 60 if he reduces the PER score to 40
IM: Initiative Modifier is equal to your Reaction Speed score divided by 10, rounded up.
PS: Punching Score is found on this table, using the character's Strength score:
STR | 01-20 | 21-40 | 41-60 | 61-80 | 81-00 |
PS | +1 | +2 | +3 | +4 | +5 |
RW: Ranged Weapons is equal to half your character's Dexterity score, rounded up.
MW: Melee Weapons is equal to half your character's Strength or Dexterity scores, whichever is better, rounded up.
Starting money = 2d10 dollars, 1d100 cents
Starting Age: 16 + 1d10
Young | Mature | Middle Aged | Old | Venerable |
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up to 18 | 19-35 | 36-50 | 51-65 | 65+ |
no modifiers | +5=STR/STA & INT/LOG | -5=STR/STA, +5 INT/LOG | -10=STR/STA & DEX/RS, +5 INT/LOG | -5=STR/STA & DEX/RS, +5 INT/LOG |
So a character aged 17 0r 18 will have no modifiers. A character aged 19-35 will add +5=STR/STA & INT/LOG
Choose a name, gender, birth place, native language and handedness.
Now that you know your character's attributes and skills you can write a brief description so that other players know what you look like and what you are wearing etc. You will also need to write a brief background that includes where you are from and you used to do before the war and then joining the army.
This message was last edited by the GM at 02:29, Mon 12 Feb.