Here is the process for Recruitment. I’ll eventually put all this stuff into a pdf, but for anyone interested, this should be enough to get you started and, along with the other modifications and rules posted earlier in this thread, you should be able to have a pretty decent Lost campaign going. Any thoughts or suggestions are much appreciated.
–Profession and ability
*Choose one of the listed professions, then go to the professions list in an earlier post and choose one trait and one skill from those provided under your chosen profession.
Tier 1: 2 will 6 health Military, Law Enforcement, Working Stiff
Tier 2: 3 will 5 health Crime, Food Services, Art
Tier 3: 4 will 4 health Education, Business, Law
Tier 4: 5 will 3 health Science, Medicine, Religion
–Lost Nature
Tier 1 and 2: Base nature of 4
Tier 3 and 4: Base nature of 3
*The minimum starting nature is 2 and the max is 6.
Do you put the needs of others above your own?
If so, decrease Nature by 1.
Do you believe that the end justifies the means?
If so, increase Nature by 1, can’t choose Compassionate trait.
Do you prefer the hustle and bustle of the city to the cold and wild of the outdoors? Do you find comfort in coming home to your evening television shows and modern conveniences?
If yes to either, decrease Nature by 1, can’t choose Natural Bearings trait.
Are you an active member of an organized religion?
If yes, increase Nature by 1, can’t choose Independent or Man of Science traits.
Have you ever killed a man?
If yes, increase Nature by 1, can’t choose Innocent trait.
–Life Experience
Age: Anything from 16 - 60
Where do you come from?
*The following locations will more likely intercept with characters from the show in your flashbacks. However, you may choose to come from anywhere in the world!
USA - West coast(Washington, Oregon, California), Midwest (Iowa, Minnesota, Indiana, Michigan), South (Tennessee, Georgia, Florida), North East (New York, Pennsylvania, Massachusetts, Vermont)
Europe - UK (Scotland, England), France, Germany, Italy
Asia and Africa- Iraq, Egypt, Nigeria, Thailand, South Korea
Australia - Melbourne, Sydney
In what area are you naturally talented?
Administrator, Animal Handler, Archivist, Armorer, Artist, Boatcrafter, Brewer, Carpenter, Cartographer, Cook, Deceiver, Doctor, Engineer, Fighter, Gardener, Gatherer, Haggler, Hunter, Instructor, Mason, Militarist, Miller, Orator, Persuader, Scientist, Scout, Survivalist, Tracker, Trivia Master, Weather Watcher, Weaver
What areas did your parents specialize in?
*Place 2 checks, one for each of your parents or parental figures.
Archivist, Animal Handler, Armorer, Artist, Boatcrafter, Brewer, Carpenter, Cartographer, Cook, Doctor, Engineer, Gardener, Gatherer, Mason, Miller, Smith, Weaver
How do you convince people that you’re right or to do what you need?
Deceiver, Orator, Persuader
What was an early job you took in your youth?
Animal Handler, Archivist, Armorer, Artist, Brewer, Carpenter, Cartographer, Cook, Gardener, Gatherer, Miller, Mason, Weaver
Who was your mentor and what did you learn from them?
*Your mentor is someone other than your parents that highly affected the way in which you view life.
Doctor, Fighter, Hunter, Instructor, Scout, Survivalist, Tracker, Weather Watcher
What kind of experience do you have in life up to this point?
*You have a total of 7 checks that you may spread amongst the following skills.
Doctor, Fighter, Hunter, Instructor, Scout, Survivalist, Tracker, Weather Watcher
*Tier 1 professions may consider Armorer and Engineer part of the above list.
*Tier 2 professions may consider Haggler and Gatherer part of the above list.
*Tier 3 professions may consider Trivia Master and Instructor part of the above list.
*Tier 4 professions may consider Archivist and Gardener part of the above list.
What is your specialty?
*Each player may add one check to a skill from the list below. Each player must choose a unique specialty—no two players can choose the same skill as their specialty.
Doctor, Fighter, Hunter, Instructor, Scout, Survivalist, Tracker, Weather Watcher
What are you particularly knowledgeable about?
*Receive 3 checks and choose from the Mouse Guard list or make something up yourself. It should fit into the Lost setting, be sure to okay it with the GM.
–Lost Resources
*Resources represent how resourceful and clever you are with possessions and material goods. Think of it more as a potential for resources on the island, rather than money. However, in the real world before the crash, it will aslo represent your monetary value, which will be used in flashbacks.
*Tier 1 and 2: Base resources 2
*Tier 3 and 4: Base resources 3
In your freetime, when you’re not at work, do you still hone the skills you use in your profession? Are you a workaholic? Do you end up working a lot of overtime?
If yes to any of those, increase Resources by 1. You may not take the Leader trait to start.
Are your parents in the Medicine and Psychology, Law, Business, or Science professions?
If so, increase Resources by 1. Your parents must be of the noted profession.
Do you like to buy gifts for yourself and your friends?
If so, decrease your Resources by 1.
Are you thrifty?
If so, increase your resources by 1. You may not take the Generous trait to start.
Have you ever been in debt? Or are you generally bad with money?
If so, decrease your Resources by 1.
Do you always pack carefully for a trip, ensuring you have everything you need?
If so, increase your resources by 1, you may not take the Bold or Fiery traits to start.
Lost Circles
*represents how well-connected your character is, both on and off the island.
*Tier 1 and 2: Base Circles 2
*Tier 3 and 4: Base Circles 3
Is your castaway gregarious? Does he have lots of friends? Does he make friends easily?
If yes to 1 or more, increase Circles by 1. You may not take the Bitter or Jaded traits.
Do you have strong family ties? Do you have a lot of business contacts?
If yes to either, increase Circles by 1.
Is your character’s name widely known? Perhaps a famous artist or famous businessman?
If so, increase circles by 1.
Do you have powerful enemies back in the real world?
If so, reduce Circles by 1.
Has your character been convicted of a crime?
If so, reduce Circles by 1.
Is your character a loner?
If so, reduce circles by 1. You may not take the Extrovert trait.
–Lost Traits
Choose a quality you were born with:
Bitter, Bodyguard, Bold, Brave, Calm, Clever, Compassionate, Charismatic, Cunning, Curious, Determined, Driven, Early Riser, Extrovert, Fat, Fearful, Fearless, Fiery, Generous, Graceful, Grunt, Innocent, Jaded, Leader, Lost, Natural Bearings, Nimble, Grizzled, Perceptive, Quick-Witted, Quiet, Scarred, Sharp-Eyed, Short, Skeptical, Skinny, Steady Hands, Stoic, Stubborn, Suspicious, Tall, Thoughtful, Tough, Weather Sense, Wise, Young
Choose something you learned or inherited from your parents, parental figures, or mentor:
Addicted, Brave, Calm, Clever, Compassionate, Curious, Defender, Determined, Early Riser, Extrovert, Fearful, Fearless, Fiery, Generous, Graceful, Grunt, Lost, Man of Faith, Man of Science, Social-minded, Natural Bearings, Nimble, Packrat, Perceptive, Quick-Witted, Quiet, Scarred, Short, Skeptical, Skinny, Stubborn, Suspicious, Tall, Tough
Life in Your Chosen Profession:
*put a check next to one trait that you obtained through work in your chosen profession.
Bitter, Bodyguard, Brave, Calm, Clever, Compassionate, Cunning, Curious, Driven, Early Riser, Fearful, Fearless, Grizzled, Jaded, Leader, Natural Bearings, Quiet, Scarred, Sharp-Eyed, Skeptical, Skinny, Stoic, Thoughtful, Tough, Weather Sense, Wise
–Name
*Pick a first and last name
–Parents
*find two names for your parents or parental figures. You may initiate flashbacks with your parents.
–Mentors
*Who was particularly influential in your development? Perhaps it was a teacher, an uncle, a neighbor, or the comic shop owner. You may choose to add a second mentor of someone on the island, even another PC, after the first or second session. In the case of your original mentor, you may use them in your flashbacks.
–Friends
Invent a character who is a friend to your character someone who would help your character without hesitation. Choose a name for him, pick his profession or specialty and give him a home off the island. You may use this person in your flashbacks. After your first or second session, you may create an on-island friend. Be sure to roleplay how they became a friend of yours. Perhaps they find your character attractive or maybe you saved their life after the crash.
–Enemies
Invent someone who is an enemy to your character. Choose a name for him, pick his profession or specialty and give him a home off-island. This could be a professional rival or someone you double-crossed. After your first or second session, you may create an on-island enemy. Be sure to roleplay how they became your enemy. Perhaps you stole their luggage or let someone they loved die in the crash.
–Secrets
Secrets are a big part of the Lost series. Your character should have plenty of secrets and reveal them bit by bit during the session. A good time to reveal a secret is with your free flashback check during the player’s turn. To come up with some good secrets for your character, consider how he came to be in Autralia, how he learned the skills outside of his profession, how he came in possession of his Gear; if your character ever killed another or comitted a crime, try to think of events that led up to that climax. You will be rewarded for revealing one of your many secrets in an entertaining way with a fate point reward at the end of a session.
–First Mission
Discuss what will happen in your first mission. I recommend starting directly after the crash on the island. The GM can put a series of obstacles in your way that will give you the choice to save people, put out fires, find your bearings, or any number of things that NPCs might need help with in the direct aftermath of the crash. This is a good place to start developing how your character behaves under intense pressure. Once you’ve discussed your first mission, go ahead and come up with your character’s Belief, Goal, and Instinct.
–Gear and Starting Rewards
Select some starting gear that would likely be included in your or someone else’s luggage. All characters begin with 1 fate point and 1 persona point.