Better Average - Roll 2d6+6 for all the stats except EDU; roll 3d6+3 for EDU.
Shuffle - Roll the 'generic' values, then reassign them to stats as you wish. STR, CON, SIZ, INT, POW, DEX, and APP cannot exceed 18; EDU cannot exceed 21.
Move Some Points - Move 3 points from one 'generically' rolled characteristic to another; do this up to three times.
Distribute Total - Distribute 80 points as you wish; STR, CON, SIZ, INT, POW, DEX, and APP cannot exceed 18; EDU cannot exceed 21.
Eton - the most aristocratic and eliteThese accomodate boys aged 11 to 18 years. Educationally, classical languages (Latin and Greek) are stressed; modern history and languages are rarely offered. In 1884, Eton employed twenty-eight classical language masters, six mathematics masters, no modern language masters, no science masters, and one historian.
Harrow - nearly as elite as Eton; teaches modern foreign languages
Winchester - fairly elite
Charterhouse
Wellington - many army officers went here
Radley
Rugby - very sports-oriented
Westminster - the most academically effective public school
Actor/Performer/Entertainer/Musician/Demimondaine - Art (choose), Craft (choose), Disguise, Dodge, Fast Talk, Listen, Psychology, any one other skill as a personal interest
Aerial or Ether Flyer Pilot - Astronomy, Climb, Electrical Repair, Flyer Pilot, Mechanical Repair, Navigate, Operate Heavy Machine, Physics, any one other skill as a personal interest
Clergy - Accounting, History, Library Use, Listen, Other Language, Persuade, Psychology, any one other skill as a personal interest
Detective - Bargain, Conceal, Dodge, Fast Talk, Grapple, Law, Listen, Persuade, Psychology, Spot Hidden, any one other skill as a personal interest
Diplomat/Colonial Official/Foreign Office Agent - Bargain, Law, Other Language, Persuade, Psychology, Ride, any one other skill as a personal interest
Engineer - Electrical Repair, Mechanical Repair, Operate Heavy Machines, any one other skill as a personal interest
Explorer/Missionary/Big Game Hunter - Craft (choose), First Aid, Mechanical Repair, Medicine, Natural History, Navigate, Persuade, Ride, Swim, any one other skill as a personal interest
Ladies and Gentlemen, Dilletantes, the Idle Rich - Art (choose), Craft (choose), History, Other Language, Ride, Shotgun, any two other skills as personal interests
Lawyer - Bargain, Fast Talk, Law, Library Use, Persuade, Psychology, any one other skill as a personal interest
Medical Doctor - Biology, First Aid, Other Language (Latin), Medicine, Pharmacy, Psychology, any one other skill as a personal interest
Reporter/Journalist/Writer - Fast Talk, History, Library Use, Occult, Other Language, Own Language, Persuade, Photography, Psychology, any one other skill as a personal interest
Scientist - Bargain, Library Use, Other Language, Persuade, Psychology, and any two of the following as a personal specialty: Anthropology, Archaeology, Astronomy, Biology, Chemistry, Electronics, Engineering, Geology, History, Law, Medicine, Natural History, or Physics.
The skills most useful for inventing are Biology, Chemistry, Electronics, Engineering, Geology, Medicine, and Physics - usually at least 75% to actually invent anything interesting. Mechanical Repair, Electrical Repair, and various Crafts may be needed by the inventor, or by his or her staff, to actually construct examples of inventions.
Seaman - Climb, Craft (Carpentry), Craft (Rope and Canvas Work), Mechanical Repair, Navigate, Operate Heavy Machine, Pilot Boat, any one other skill as a personal interest
Servant/Butler/Maid/Valet/Driver - Conceal, Craft (choose), Drive Carriage, Sneak, Spot Hidden, any one other skill as a personal interest
Thief/Criminal/Revolutionary/Anarchist - Bargain, Conceal, Disguise, Fast Talk, a melee attack, Locksmith, Sneak, Spot Hidden, any one other skill as a personal interest
Artillery Gunner - Cannon, Drive Carriage, Handgun, Machinegun, Mechanical Repair, Ride, Rifle, any one other skill as a personal interest
Cavalry Trooper - Handgun, Lance, Ride, Rifle, Sword, any one other skill as a personal interest
Infantry Soldier - Bayonet or Knife, Dodge, Fist, Rifle, any one other skill as a personal interest
Medical Orderly/Bandsman - Art (Play Instrument), Dodge, First Aid, any one other skill as a personal interest
Sapper - Dodge, Drive Carriage, Hide, Mechanical Repair, Rifle, Sneak, any one other skill as a personal interest
Army Officer - Bargain, Law, Persuade, Psychology, Ride, Sword, any one other skill as a personal interest
Naval Sailor or Officer - Astronomy, Cannon, Electrical Repair, First Aid, Handgun, Mechanical Repair, Navigate, Operate Heavy Machine, Pilot Boat, Sword, any one other skill as a personal interest
The referee can help provide much background on military careers: schools, likely campaigns, regiments, awards, final rank, etc.
Class Consciousness - Persons of all levels are far more aware of, and protective of, their "social class" than anyone we game-players are likely to ever meet. This attitude can get supremely snobbish and annoying in some places and countries (German "gentry" for example, are touchy beyond belief about 'defending their class'); it also manifests as deference, dutifulness and satisfaction with position among the working class. People acting out of accordance with their apparent class will often be seen as somehow 'wrong'.
Achievement and Improvement - Contrasting with the class consciousness of the period is a strong sense of work ethics and self improvement. The middle class, in particular, expect to be able to educate and better themselves, and to rise in circumstances (though not in class). Helping others raise and educate themselves is another common middle class and gentry attitude (the "white man's burden" (to enlighten and uplift the 'native' races) is a feature of this attitude). Americans are especially likely to exhibit this attribute.
Noblesse Oblige - As with the upper classes in any country, the aristocrats (and gentry in their turn) believe they are superior by breeding and upbringing to foriegners and those of lower classes. They will sacrifice many things, including their lives, to protect family honour -- sometimes against the wishes of other family members. Physical sport, card playing, a lack of technical skills, and religious moderation are a mark of these classes in England.
Piety - The middle class produces the most fervent missionaries, reformers, tract-writers, and clergy. However, essentially all Englishmen are practicing Christians; mostly Anglican.
Women's Equality - Women are to be protected from physical and moral danger; to which a corollary is that women are expected to avoid danger. Suffragettes and other women's rights activists are treated with suspicion.
Chauvinism - Foreigners tend to be disrespected, and disregarded as mental, physical, or moral equals.
Hanky Panky - Girls and young women are often chaperoned, and sexual relations are not a polite subject for conversation (especially among the middle class and gentry, who are the most repressed and prudish). Indelicate situations are referred to obliquely, or occur "off stage".
Britishness - Qualities of politeness, formality, fair play,emotional reserve, courage and stubborness are seen as being national traits. The gentry hold most firmly to these attitudes, followed by the middle class and aristocrats, and least by the working class. Note that piety, intellectual activity, creativity, and obedience are not on this list.Characters shouldn't embody all of these traits, or even most of them; but society will react to variations from these ideals. A foriegn, outspoken lower-class woman, believing in "free love" and violent anarchistic revolution, is not going to get on very well!
Height | 5' 1" | 5' 2" | 5' 3" | 5' 4" | 5' 5" | 5' 6" | 5' 7" | 5' 8" | 5' 9" | 5' 10" | 5' 11" | 6' | 6' 1" | 6' 2" | 6' 3" | 6' 4" |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Weight | 128# | 135# | 142# | 149# | 152# | 155# | 158# | 166# | 173# | 181# | 186# | 190# | 200# | 220# | 235# | 250# |
SIZ | 9 | 10 | 11 | 11 | 11 | 11 | 11 | 12 | 12 | 12 | 13 | 13 | 13 | 14 | 15 | 16 |