OK, stats.
Under your handle, I'll list 20 numbers separated by a slash: on the left is the temporary stat, on the right the potential (in parentheses is the actual roll for the potential stat in case you want to replace your prime requisites with 90s).
I'll also roll a d100 to determine your PC's social standing (from RMC III, 7.2). I want to establish a rough mean for social standing for the group, so I might increase or decrease your social standing if it's too far out of whack with the rest of the group (unless I can get a really good reason not to).
You are to assign those stat pairs to specific attributes; once you've done this, you pick your profession based on where you wanted your stats to go ie the profession's prime requisites (typically).
Bullseyepsa
55/82 (76)
17/70 (75)
51/51 (22)
61/61 (3)
81/99 (99)
29/29 (9)
29/47 (42)
24/48 (53)
45/74 (60)
54/64 (42)
social class: lower middle class eg. artisans, craftsmen, petty merchants, junior officers, bankers, landless knights, rangers/animists (initial roll of 27 - middle lower class eg herdsmen, labourers, actors, jugglers, men-at-arms, high-level assassins, mid-level thieves, low-level bards)
kwll
96/97 (92)
87/87 (41)
69/90 (89)
40/40 (11)
8/95 (97)
56/56 (23)
10/56 (60)
24/38 (33)
1/30 (17)
62/79 (66)
social class: upper middle class (initial roll of 76 - upper middle class eg guild masters, great merchants, military officials, officials, landless nobles, lesser clerics, high-level fighters, mid-level magicians/illusionists)
Qralloq
30/30 (20)
33/47 (41)
19/25 (6)
35/45 (37)
11/68 (73)
12/35 (22)
32/47 (41)
78/89 (71)
3/25 (10)
75/92 (83)
social class: lower middle class (initial roll of 48 - lower middle class eg. artisans, craftsmen, petty merchants, junior officers, bankers, landless knights, rangers/animists)