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Andrew Goenner
United States Superior Wisconsin
Running 5 PbFs
And still sane...mostly
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Hey guys! Go ahead and subscribe to this. I'm using this as a placeholder for the moment until I get a chance to let you know the era/etc and then we can get going on creating characters!
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Andrew Goenner
United States Superior Wisconsin
Running 5 PbFs
And still sane...mostly
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As this is my first time running CoC, I'm going to be doing a published adventure. I think I'll be going with the Edge of Darkness from the Core Book. If any of you with experience have read through or played this adventure, let me know. I'll gladly find a different one to run. I know the Haunting is pretty popular, so I skipped over that one. But I have plenty of choices.
If we do Edge of Darkness, the year is 1928 in Arkham, so start thinking of ideas for characters you might like to play. I've been itching to run this system for years!
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Robert Masson
United States Hingham Massachusetts
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I would love to play a rich Dilettante.. VERY Eccentrically! *grin*
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Andrew Goenner
United States Superior Wisconsin
Running 5 PbFs
And still sane...mostly
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Oh, I should also take a poll. Which of you have experience playing in CoC and how much experience do you have?
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Unknown Ediology
United States
Tennessee
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I have no experience at all. In fact, the closest I've come to CoC is seeing the cover of it's book!
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Bob Menzel
United States Montpelier Vermont
Missed it by that much ...
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I've played once.
I want to play a confused gangster/bootlegger - he thought he knew wverything he needed to survive in this wild world, but something happened that last time he and Joey were paddling across that lake with hooch. Whatever it was, it was too big for that lake ... and were those tentacles? What the heck is going on here?
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Robert Masson
United States Hingham Massachusetts
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I have been a CoC fan for years.. Mostly I have GM'ed custom built adventures.. a couple of those were for tournaments. I have only once prior had the opportunity to be a PC in a CoC campaign so I am excited about getting to experience the system "from the other side!"
MasterGeek wrote: Oh, I should also take a poll. Which of you have experience playing in CoC and how much experience do you have?
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Kris Vanhoyland
Belgium Genk Limburg
@RetakeME3 - We deserve a better ending!
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Subscribed! I have no experience in playing or running CoC but I do have the rulebook. I'll read up on it a bit to get some inspiration for a character.
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Andrew Goenner
United States Superior Wisconsin
Running 5 PbFs
And still sane...mostly
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So....I had all the descriptions of characteristics typed up and somehow I ended up hitting the back button on my browser. Byebye post! I'll try again in a bit to get that up.
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Andrew Goenner
United States Superior Wisconsin
Running 5 PbFs
And still sane...mostly
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STR (Strength)
Strength is a measure of muscle power, used to judge what they can lift, push, hang on to something. This determines hand-to-hand damage. If reduced to Strength 0, the investigator is an invalid unable to leave bed.
CON (Constitution) This is a mixture of health, vigor, and vitality. It is used to determine how well an investigator will resist drowning or suffocating. Things like Poisons would be rolled against by CON. High CON investigators generally have more hit points. If CON reaches 0, the investigator dies.
SIZ (Size) This averages height and weight into one number. Use Size to see over something or squeeze through a small opening, etc. It also helps determine hit points and damage bonus.
INT (Intelligence) This represents an investigators ability to learn, remember and analyze things. INT x5 is the Idea roll. Difficulty of a roll is determined by the multiplier. An easy thing to remember might be INT x5, something extremely difficult might be INT x1. Without INT, the investigator becomes a babbling idiot. This characteristic determines the number of personal interest skill points a new investigator gets and how quickly they can learn a Cthulhu Mythos spell.
POW (Power) Force of will. The higher the POW, the better chances to use magic.It does not quantify leadership. The amount of Power (or magic points, which derive from Power) measure resistance to magical/hypnotic attack. Without POW, an investigator is like a zombie and can't use magic. If POW is lost it is permanent (unless otherwise stated). POW x5 is the Luck roll. It is also a character's SAN characteristic.
DEX (Dexterity) Those with high DEX are quicker, more nimble, more flexible. To grab something to keep from falling or to keep balance, a keeper may require a DEX roll. Without DEX, an investigator is a klutz. It determines who acts first in combat. Dex x2 determines the starting percentage of Dodge skills.
APP (Appearance) Attractiveness and friendliness. Could be used in social encounters where beauty might invluence things or trying to make an initial impression on a member of the opposite sex, perhaps with Fast Talk or Bargain. It's a surface characteristic used for initial impressions only.
EDU (Education) Formal and factual knowledge an investigator has. It also determines the years it took to acquire said knowledge. This measures information known, not the ability to use that information intelligently. It helps determine the skill points a character has. EDU x5 is the Know roll as well as the investigator's starting skill with Own Language. Without EDU, the investigator would be like an amnesiac. EDU of 12 is high school-graduate level, 16+ indicates graduate-level work or degree.
SAN (Sanity) Multiply POW x5 to get Sanity. This characteristic is crucial to investigators and a central idea of the game. This determines Sanity points, maximum Sanity, etc. Maximum Sanity points never goes above 99. 30 Sanity points would indicate a more fragile mind, easily driven to temporary or permanent madness. Most Mythos monsters and some natural events cost Sanity points to encounter and Mythos spells cost Sanity to learn and to cast.
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Andrew Goenner
United States Superior Wisconsin
Running 5 PbFs
And still sane...mostly
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So, first steps in character creation!
Roll 3d6 five times and apply the results (as you wish) to STR, CON, POW, DEX, and App. Roll 2d6+6 once each for SIZ and INT. Roll 3d6+3 for EDU SAN is POW x5.
Once we have that, it's time to choose an Occupation. That determines your character's primary skills. There are sample Occupations I can list if you like (with the applicable Primary skills). Otherwise if you have an idea of the occupation you'd like and I find it isn't in there, we'll figure out which eight skills would make the most sense.
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Unknown Ediology
United States
Tennessee
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Alright, I'm throwing out my rolls right now. I'll come back and distribute them a bit later today.
3d6 = (1 + 5 + 6) = 12 3d6 = (6 + 6 + 5) = 17 3d6 = (2 + 1 + 4) = 7 3d6 = (4 + 1 + 4) = 9 3d6 = (2 + 6 + 5) = 13
2d6+6 2d6+6 = (3 + 4) + 6 = 13 2d6+6 = (1 + 2) + 6 = 9
EDU 3d6+3 = (6 + 6 + 6) + 3 = 21
Income d10 = (10) = 10 = $20,000 Well, I'd dare say those are nice rolls!
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Andrew Goenner
United States Superior Wisconsin
Running 5 PbFs
And still sane...mostly
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Sorry, that should've read, "roll once for EACH." I'll go clarify the OP.
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Unknown Ediology
United States
Tennessee
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Okay, and one final question. Was I suppose to specify which roll was for which trait? Or is it like the first set, where I roll twice and distribute how I wish?
If I had to pick before rolling, then we'll go in the order you mentioned them in the OP. SIZ and then INT.
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Andrew Goenner
United States Superior Wisconsin
Running 5 PbFs
And still sane...mostly
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Unknown Ediology wrote: Okay, and one final question. Was I suppose to specify which roll was for which trait? Or is it like the first set, where I roll twice and distribute how I wish?
If I had to pick before rolling, then we'll go in the order you mentioned them in the OP. SIZ and then INT.
Nope, it's like the first set. Distribute as you wish.
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Eric M. Aldrich I
United States
California
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Ok, I'm on board. Hadn't noticed this thread -- my bad. More soon.
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Andrew Goenner
United States Superior Wisconsin
Running 5 PbFs
And still sane...mostly
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ealdrich wrote: Ok, I'm on board. Hadn't noticed this thread -- my bad. More soon.
No worries, Eric.
I'm going to post sample occupations/skills today. If you want to choose one of those, awesome, if not at least it'll give you an idea.
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Andrew Goenner
United States Superior Wisconsin
Running 5 PbFs
And still sane...mostly
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Here's a list of sample Occuupations an investigator could be and the accompanying primary skills.
Antiquarian - Art, Bargain, Craft, History, Library Use, Other Language, Spot Hidden, any one other skill as a personal or era specialty.
Artist - Art, Craft, Fast Talk, History, Photography, Psychology, Spot Hidden, any one other skill.
Athlete - Climb, Dodge, Jump, Martial Arts, Ride, Swim, Throw, any one other skill.
Author - History, Library Use, Occult, Other Language, Own Language, Persuade, Psychology, any one other skill.
Clergyman - Accounting, History, Library Use, Listen, Other Language, Persuade, Psychology, any one other skill.
Criminal - Bargain, Disguise, Fast Talk, Handgun, Locksmith, Sneak, Spot Hidden, any one other skill.
Dilettante - Art, Craft, Credit Rating, Other Language, Ride, Shotgun, any two other skills.
Doctor of Medicine - Biology, Credit Rating, First Aid, Latin, Medicine, Pharmacy, Psychoanalysis, Psychology, any one other skill.
Drifter - Bargain, Fast Talk, Hide, Listen, Natural History, Psychology, Sneak, any one other skill.
Engineer - Chemistry, Electrical Repair, Geology, Library Use, Mechanical Repair, Operate Heavy Machine, Physics, any one other skill.
Entertainer - Art, Credit Rating, Disguise, Dodge, Fast Talk, Listen, Psychology, any one other skill.
Farmer/Forester - Craft, Electrical Repair, First Aid, Mechanical Repair, Natural History, Operate Heavy Machine, Track, any one other skill.
Journalist - Fast Talk, History, Library Use, Own Language, Persuade, Photography, Psychology, any one other skill.
Lawyer - Bargain, Credit Rating, Fast Talk, Law, Library Use, Persuade, Psychology, any one other skill.
Military Officer - Accounting, Bargain, Credit Rating, Law, Navigate, Persuade, Psychology, any one other skill.
Missionary - Art, Craft, First Aid, Mechanical Repair, Medicine, Natural History, Persuade, any one other skill.
Musician - Art, Bargain, Craft, Fast Talk, Listen, Persuade, Psychology, any one other skill.
Parapsychologist - Anthropology, History, Library Use, Occult, Other Language, Photography, Psychology, any one other skill.
Pilot - Astronomy, Electrical Repair, Mechanical Repair, Navigate, Operate Heavy Machine, Physics, Pilot, any one other skill.
Police Detective - Bargain, Fast Talk, Law, Listen, Persuade, Psychology, Spot Hidden, any one other skill.
Policeman - Dodge, Fast Talk, First Aid, Grapple, Law, Psychology, and any two of the following: Bargain, Drive, Automobile, Martial Arts, Ride or Spot Hidden.
Private Investigator - Bargain, Fast Talk, Law, Library Use, Locksmith, Photography, Psychology, any one other skill.
Professor - Bargain, Credit Rating, Library Use, Other Language, Persuade, Psychology, and any two of the following: Anthropology, Archaeology, Astronomy, Biology, Chemistry, Electronics, Geology, History, Law, Medicine, Natural History or Physics.
Soldier - Dodge, First Aid, Hide, Listen, Mechanical Repair, Rifle, Sneak, any one other skill.
Tribal Member - Bargain, Listen, Natural History, Occult, Spot Hidden, Swim, Throw, any one other skill.
Zealot - Conceal, Hide, Library Use, Persuade, Psychology, any two of the following: Chemistry, Electrical Repair, Law, Pharmacy or Rifle; and any one other skill.
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Kris Vanhoyland
Belgium Genk Limburg
@RetakeME3 - We deserve a better ending!
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Rolling my stats, to see what I can create with it.
Characteristics (STR, CON, POW, DEX, APP): 3d6 = (6 + 3 + 2) = 11 3d6 = (6 + 4 + 2) = 12 3d6 = (1 + 6 + 1) = 8 3d6 = (4 + 3 + 6) = 13 3d6 = (2 + 2 + 5) = 9
SIZ and INT: 2d6+6 = (4 + 4) + 6 = 14 2d6+6 = (6 + 4) + 6 = 16
EDU: 3d6+3 = (6 + 5 + 2) + 3 = 16
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Unknown Ediology
United States
Tennessee
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That's a nice list of professions. I started trying to make my own list of possibilities last night, but this saves me all the trouble! Now I just have to settle on one...
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Andrew Goenner
United States Superior Wisconsin
Running 5 PbFs
And still sane...mostly
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And here are the descriptions of the skills as well as their base percentage:
Accounting (10%) - Grants understanding of accountancy procedures, and reveals the financial functioning of a business or person. Inspecting the books, one might detect cheated employees, siphoned-off funds, paymentn of bribes or blackmail, etc.
Anthropolgoy (01%) - Enables the user to identify and understand an individual's way of life from his behavior. If the skill-user observes another culture from within for a time, or works from accurate records concerning an extinct culture, he or she may make simple predictions about the culture's ways and morals, even though the evidence may be incomplete.
Archaeology (01%) - Allows dating and identification of artifacts from past cultures and the detecting of fakes. Having thoroughly inspected a site, the user might deduce the purposes and way of life of those who left the remains. Anthropology may aid in this. Archaeology also helps identify written froms of extinct human languages.
Art (05%) - Specify song, some musical instrument, jpainting, cooking, etc. With a success, the performance or creation is pleasing and the audience is satisfied. Failure indicates that the artist was off-key or inexpressive.
Astronomy (01%) - The user knows or knows how to find out which stars and planets are overhead at a particular day or hour of day or night, when eclipses and meteor showers occur, and the names of important stars, and something of current perceptions about life on other worlds, the existence or the formation of galaxies, and so on. An academic might be able to calculate orbits, discuss stellar life cycles, etc.
Bargain (05%) - The skill of obtaining something for an agreeable price. The bargainer must state the price at which he or she wishes to purchase the item and, for each 2% difference between that price and the asking price, he or she must subtract 1 percentile from his Bargain skill. The seller will not take a loss, no matter how good the bargaining. By implication, use this skill in any negotiation which features an exhange of value.
Biology (01%) - The science of life, including botany, cytology, ecology, genetics, histology, microbiology, physiology, zoology, and so on. The investigator's understanding reflects the era of play. With this skill one might develop a vaccine against some hideous Mythos bacterium, or isolate the hallucinogenic properties of some jungle plants.
Chemistry (01%) - A study of the composition of substances, the effects of temperature, energy, and pressure upon them, and how they affect one another. With chemistry, one might create or extract complex chemical compounds, including simple explosives, poisons, gases, and acits, requiring at least a day or so with the proper equipment and chemicals. The user could also analyze an unknown substance, given proper equipment and reagents.
Climb (40%) - A Climb roll must be attempted every 10 to 30 vertical feet, depending on the difficulty of the climb as the keeper perceives it. Conditions such as firmness of surface, wind, visibility, rain, etc. may be factors.
Conceal (15%) - Allows the visual covering up, secreting, or masking of an object or objects, perhaps with debris, cloth, or other intervening or illusion-promoting materials, perhaps by making a secret panel or false compartment, or perhaps by repainting or otherwise changing an item's characteristics to escape detection.
Craft (05%) - A craft is aspecialized skill for making and repairing practical things or for creating pleasing effects. It requires manual dexterity or artful application. As an occupation, a craft typically provides more income than laboring, but not as much as a professon. A multitude of crafts exist, from house painter to liontamer to safecracker. Particularize a craft on the investigator sheet, in the same fashion as for Art.
Credit Rating (15%) - Narrowly, how prosperous and confident the investigator seems to be. This is the investigator's chance to panhandle or get a loan from a bank or business, and it is also the chance for the investigator to pass a bad check or to bluff past a demand for credentials.
Cthulhu Mythos (00%) - This skill differs from the others in the game. No starting investigator may take points in Cthulhu Mythos either with occupation points or with personal interest points. Successful use of the skill doesn't offer an increase in the ivnestigator's percentiles in the skill. Instead, points in C.M. are gained by encounters with the Mythos which result in insanity, by optional insane insights into the true nature of the universe, and by reading forbidden books and other Mythos writings. On occasion, witnessing some ceremony or participating in some event might prompt a keeper to award Cthulhu Mythos points as well. A few Mythos points are useful, but investigators don't want many of them, because 99 minus an investigator's Cthulhu Mythos points represents the maximum Sanity points possible to an investigator. As Mythos points proliferate, they crowd out Sanity points and leave the investigator vulnerable. Whenever spoor or other evidence of Mythos monsters is found, a successful D100 roll against this skill allows the investigator to identify the entity, deduce something about its behavior, or guess at some property it may possess. A successful Mythos roll also might allow an investigator to remember some fact concerning the Mythos, identify a speel by seeing it cast, remember that a particular spell or kind of information may be in a particular Mythos tome, or achieve some other task.
Disguise (01%) - The user changes posture, costume, and/or voice in order to seem another person or another sort of person. Theatrical makeup may help. Dim lighting definitely helps. Increase the chance for detection if the disguise involves significant differences in sex, age, size, or language. To look like a specific person, a opposed to a particular kind of person, half the Disguise skill percentage.
Dodge (Dex X 2%) - Allows an investigator instinctively to evade blows, thrown missiles, attacks from ambush, and so forth. A character attempting Dodge in a combat round may also parry, but not attack. Dodge can increase through experience, like other skills. If an attack can be seen, a character can try to dodge it. Against guns, a defender can try to dodge only the first bullet fired at him in a round.
Drive Automobile (20%) - Anyone with this skill can drive a car or light truck, make ordinary maneuvers, and cope with ordinary vehicle problems. If the investigator wants to lose a pursuer or trail someone, both participants might attempt Driving rolls until one fails and the other succeeds.
Electrical Repair (10%) - Enables the investigator to repair or reconfigure electrical equipment such as auto ignitions, electric motors, fuse boxes, and burglar alarms.
Fast Talk (05%) - Causes the target to agree with the user for a short time. Without reflecting, the target signs the paper, allows the trespass, lends the automobile, or whatever else within reason is asked. Given a little more time to think and the benefit of a successful Idea roll, the target comes to his or her senses and the Fast Talk loses effect.
First Aid (30%) - The percentage chance of awakening an unconscious or stunned comrade, setting a broken limb, treating burn damage, resuscitating a drowning victim, etc. First Aid has no effect on diseases or subtle physical ailments, nor on poisonings unless the keeper allows the roll. Treated with First Aid, an investigator's healing rate stays at 1D3 points per week. -A success with this allows the user to immediately heal 1d3 hit points of a single attack or injury. -In the same or the succeeding combat round, an investigator who has just died may be returned to life if the emergency treatment raises hit points to at least +1. -A success with First Aid immediately awakens any victim of a knock-out attack.
Fist/Punch (50%) - A self-explanatory skill, which might be depicted as a closed fist, a karate chop, a roundhouse punch, a violent slap, etc. One can use Fist/Punch to parry Kick and Head Butt, Martial arts can add to the skill's impact, and the knock-out rule applies to it.
Geology (01%) - Enables an investigator to tell the approximate age of rock strata, recognize fossil types, distinguish minerals an dcrystals, locate promising sites for drilling or mining, evaluate soils, and anticipate volcanism, seismic events, avalanches, and other such phenomena. Sherlock Holmes was expert in London-area soils, and could trace a man's movements by studying the dirt on his boots.
Grapple (25%) - A Grapple is a special personal attack, frequently chosen to subdue an opponent without harming him. This attack may be parried by a countering successful Grapple or other attack by the target, but only in the first round of attack. If a Grapple succeeds in the first round and is not neutralized, then the attacker holds the target and my exercise one of several options. -Immobilize the target by overcoming the target's STR with his or her own STR. -Knock down the target. Automatically succeeds. -Knock out the target in the first or a later round. -Disarm the target. With successful Grapples in consecutive rounds, an investigator could Grapple to prevent a hand-to-hand attack in the first round and then seize the weapon or weapon hand in the second. -Physically injure the target. The opponent must already be successfully grappled. Then the grappler must receive a second successful Grapple roll in that round, or a successful Grapple in some later round. Success costs the target 1D6 hit points plus the attacker's damage bonus. Harm in subsequent rounds requires a new Grapple success in those rounds, and the amount of injury done remains the same. -Strangle the target .Beginning in the round in which the intention is stated, the target begins to asphyxiate.
Handgun (20%) - Use for all pistol-like firearms when firing discrete shots.
Head Butt (10%) - The essential barroom brawl skill, Head Butt is applied to the belly of an opponent, or else to his temple, crown, nose, chin, or back of the head. This personal attack can be made in cramped surroundings. It is surprisingly quick and of demoralizing intensity. One cannot parry with Head Butt, but Martial Arts can add to its effect. The knock-out rule can apply to it.
Hide (10%) - As opposed to Conceal, Hide concerns the individual user's ability to escape detection in an unprepared position. Use this skill only in a pursuit situation, or when under surveillance or patrol.
History (20%) - Enables an investigator to remember the significance of a country, city, region, or person, as pertinent. Lessen the chance if the facts ar eobscure. A successful History roll might be used to help identify tools, techniques, or ideas familiar to ancestors, but little known today.
AAAAAAAAAAAAAAAAAAAAAAND, that's A-H. Be back later with J-Z.
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Andrew Goenner
United States Superior Wisconsin
Running 5 PbFs
And still sane...mostly
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Jump (25%) - With a success, the investigator can leap up vertically and grab to his or her own height, safely leap down vertically to his or her own height, jump horizontally from a standing start across a gap for a distance equal to the jumpber's own height, or run and then jump horizontally to a distance of twice the jumpber's own height. If falling from a height, a successful Jump prepares for the fall, subtracting 1D6 hit points from those lost to the injury.
Kick (25%) - Whether a straight forward kick to the groin or the jaw, an elegant karate-style flying kick, or a kick with both legs while lying on a floor, a Kick is powerful enough to do damage wherever it lands. A Kick may parry and Martial Arts may add to its effectiveness, but do not apply the knock-out rule to Kick.
Law (05%) - Represents the chance of knowing pertinent law, jprecedent, ljegal maneuver, or court procedure. The practice of law as a profession can lead to great rewards and political office, but it requires intense application over many years. A high Credit Rating is crucial to it. No other profession is so easily sullied by the bizarre behavior common to investigators. In the United States, one's practice of law must be sanctioned by the State Bar of a particular commonwealth or state.
Library Use (25%) - In many ways this is the most important skill in the game. Library Use enables an investigator to find a given book, newspaper, or reference in a library or collection of documents, assuming that the item is there. Each use of this skill marks four hours of continuous search. An investigator rarely gets more than two tries per day. This can locate a locked case or rare-book special collection, but Fast Talk, Persuade Bargain, Credit Rating, a bribe, or special credentials might be needed to get at the books.
Listen (25%) - Measures the ability of an investigator to interprest and understand sound, including overheard conversations, mutters behind a closed door, and whispered words in a cafe. The keeper may use it to determine the course of an impending encounter: was your investigator awakened by that crackling twig?
Locksmith (01%) - The user may repair locks, make keys, or open locks with the aid of skeleton keys, picks, and other tools. Especially difficult locks may lower the chance for success. A locksmith can open car doors, hot-wire autos, jimmy library windows, figure out Chinese puzzle boxes, and penetrate ordinary commercial alarm systems. Sophisticated safes, vaults, and other serious defensive systems are beyond this skill. Keeper might combine Locksmith with DEX or POW rolls to cover a variety of surreptitious situations.
Machine Gun (15%) - Use this skill whenever firing bursts from a bipod or tripod mounted weapon. If single shots are fired from a bipod, use the Rifle skill if it is higher.
Martial Arts (01%) - Use in combination with an attack with Fist/Punch, Head Butt, Kick, or Grapple. If the attack roll is equal to or less than the attacker's Martial Arts percentage, the attack does double damage: thus Fist/Punch would do 2D3 plus normal damage bonus. Martial Arts doubles the damage done if the attack strikes home, but do not double any damage bonus. -A person with M.A. may choose which attack to parry just before that attack, and does not need to make a parry statement at the beginning of the round. -Even with M.A., bullets an dotehr projectiles cannot be parried.
Mechanical Repair (20%) - This allows the investigator to repair a broken machine, or to create a new one. Basic carpentry and plumbing projects can be performed. Special tools or parts may be required. This skill can open common household locks, but nothing more advanced.
Medicine (05%) - The user diagnoses and treats accidents, injuries, diseases, poisonings, etc., and makes the public health recommendations. If an era has no good treatment for a malady, the effort is limited, uncertain, or inconclusive. Failure in application requires that the user wait some amount of time to to try again, but another practicioner could make his or her attempt in the next round. -In an emergency, the successful user of Medicine can immediately restore 1D3 hit points, once per wound or injury. -In the same or the succeeding combat round, an investigator who has just died may be returned to life if hit points rise to at least +1 -An investigator successfully treated with Medicine heals at 2D3 hit points per game week, including the first week. -Including any emergency treatment, the total recovery for the first week of Medicine's application could be 3D3 hit points. -A success with Medicine immediately awakens any victim of a knock-out attack and anyone unconscious for other reasons. -The keeper may rule that a medical condition is not treatable. See also First Aid.
Natural History (10%) - Originally the study of plant and animal life in its environment. By the nineteenth century this study had long separated into many academic disciplines. As a game skill it represents the traditional knowledge and personal observation of farmers, fishermen, inspired amateurs, and hobbyists. It identifies species, habits, and habitats in a general way and is able to guess at what may be important to t aparticular species. Natural History information may or may not be accurate - this is the region of appreciation, judgment, tradition, and enthusiasm. Use Natural History to judge horseflesh at a county fair, or to decide whether a butterfly collection is excellent or just excellently framed.
Navigate (10%) - Allows the user to find his or her way in storms or clear weather, in day or at night. Those of higher skill are familiar with the astronomical tables, charts, instruments, and satellite location gear as they exist in the era of play. Roll results for such a skill should be kept secret, a matter for the investigators to attempt and then to witness the results. One could also use this skill to measure and map an area, whether an island of many square miles or the interior of a single room.
Occult (05%) - The user recognizes occult paraphernalia, words, and concepts, and identifies grimoires of magic and occult codes when he sees them. The occultist is familiar with the families of secret knowledge passed down from Egypt and Sumer, from the Medieval and Renaissance West, and perhaps from Asia and Africa as well. Comprehending certain books may provide percentiles of Occult. This skill does not apply to spells, boooks, and magic of the Cthulhu Mythos, but occult concepts are often adopted by worshipers of the Great Old Ones.
Operate Heavy Machine (01%) - Required to drive and operate a tank, backhoe, steam shovel, or other large-scale construction machine. Once the skill is known, no skill roll is needed except for difficult or dangerous tasks, or bad or dangerous conditions. For very different sorts of machines, the keeper may decide to lower an investigator's nominal skill if the problems encountered are mostly unfamiliar ones: someone used to running a bulldozer, for instance, will not be quickly competent with the steam turbines in a ship's engine room.
Other Language (01%) - Specify the language. An individual can know any number of languages. The skill represents the user's chance to understand, speak, read, and write in a language other than his or her own. Ancient or unknown languages comparable to Aklo shold not be chosen, but ordinary earthly languages may be. Occasionally the keeper may determine that a number of separate complex points exist in a document or speech, and call for several such language rolls, one for each point. Similarly, the keeper may momentarily reduce a user's skill in a language if archaic speech or writing in that language is encountered. A single successful Other Language roll normally comprehends an entire book. If an investigator has several points in a particular Other Language, he or she grasps the gist of normal conversation. A character needs INT X5 or better points in a second language to pass for a native speaker. Blank spaces exist for other languages on the investigator sheet. To identify an unknown present-day human language, use a Know roll. To identify an extinct human language, use an Archaeology roll. To identify an alien language, use a Cthulhu Mythos or possibly and Occult roll.
Own Language (EDU X5%) - Specify the language. In infancy and early childhood, most humans use a single language. For most people in the United States, that tongue is some dialect of English. The tongue chosen by the player for the investigator's Own Language automatically starts at EDU X5: thereafter the investigator understands, speaks, reads, and writes at that percentage or higher. Normally no skill roll is necessary to use Own Language. If a document is extremely difficult to read, or in an archaic dialect, the keeper may reduce the user's skill chance in that situation. Authors typically have high Own Language skills.
Persuade (15%) - Use Persuade to convince a target aboutu a particular idea, concept, or belief. (Like Fast Talk, Persuade may be employed without reference to truth.) Unlike Fast Talk, Persuade's effect lingers indefinitely and insidiously, for years perhaps, until events or another Persuade turn the target's mind in another direction. The successful application of Persuade might take an hour to several days, depending on what's being attempted.
Pharmacy (01%) - The user recognizes, compounds, and perhaps dispenses a wide variety of drugs and potions, natural and man-made, and understands side effects and contra-indications. He or she has a good practical knowledge of poisons and antidotes, and can use Pharmacy as a first-aid skill in cases of poisoning. The skill grants no ability to diagnose diseases nor the right to prescribe medicines.
Photography (10%) - covers both still and motion photography. This skill allows one to take clear pictures, develop them properly, and perhaps enhance half-hidden detail. Failures are blurred or do not show what was desired.
Physics (01%) - Grants theoretical understanding of pressure, materials, motion, magnetism, electricity, optics, radioactivity, and related phenomena, and some ability to construct experimental devices to test ideas. The degree of knowledge depends on the era of use. Practical devices such as automobiles are not the province of physicists, but experimental devices may be, perhaps in conjunction with Electronics or Mechanical Repair.
Pilot (01%) - The air/water equivalent of Drive Automobile, this is the maneuver ksill for flying or floating craft. An investigator might have several versions of this skill in the spaces on the investigator sheet. Each starts at 01%. -Pilot Aircraft skills change by era. Pilot Boat does not change, and does not distinguish between sail and motor craft. Bad weather, bad visibility, and damage apply to air and water craft. -A skill user of less than 15% knows just enough to get into trouble. He or she can sail or fly on a calm day with good visibility, but needs Luck rolls for take-offs and landings, dockings, changing sails, judging wind and current, et. Keepers must require Pilot rolls for storms, navigation by instrument, low visibility, and other difficult situations. Pilot Aircraft: understands and is increasingly competent with a general class of aircraft named below. Upon any landing, even under the best conditions, a Pilot roll must be made. If conditions are good, double the chance for success. If conditions are bad, the pilot lands at his or her normal chance. A failure may represent damage to the craft, which must be repaired before the next takeoff. Pilot and passengers may walk away or need Luck rolls to avoid serious injury. A result of 100 is a memorable disaster, with at least the death of the pilot. -Each class of aircraft counts as a different skill, and should be listed independently, jor as the keeper sees fit: Pilot Balloon/Dirigible/Civil Prop. Pilot Boat: understands the behavior of small motor and sailing craft in wind, storms, and tides, and can read wave an dwind action to suggest hidden obstacles and approaching storms. In a wind, novice sailors will find docking a rowboat difficult.
Psychoanalysis (01%) - Enables the user to staunch temporary and indefinite insanity for a day or so. If the condition persists beyond that period, the unfortunate person relapses, and only time heals the insanity. This emergency treatment takes up to an hour to perform, and can be applied just once per incident of insanity, no matter how many analysts are available. -Treatment by a psychotherapist can add Sanity points during indefinite insanity. -Psychoanalysis cannot increase a person's Sanity points beyond POW X5, nor above 99 - Cthulhu Mythos. The skill refers to the range of emotional therapies, not just to Freudian procedures. The common term for an analyst or scholar of emotional disorders was alienist.
Psychology (05%) - A skill common to all humans, it allows the user to study an individual and form an idea of his or her motives and character. In general, the keeper should make the rolls for this skill and keep the results secret, announcing only the information, true or false, that the user gained by employing it. Players should not expect that this skill penetrates skillful deceit unless the person's confidence somehow has been shaken.
Ride (05%) - Intended to apply to saddle horses, donkeys, or mules. I camel might be ridden successfully at a lowered percentage chance. The skill grants knowledge of basic care of the riding animal, riding gear, and how to handle the steed at the gallop or on difficult terrain. Should a steed unexpectedly rear or stumble, the rider's chance of remaining mounted equals his or her Ride. If an investigator falls from a mount, either because the animal has collapsed, fallen, or died, or because a Ride roll failed, he or she loses 1D6 hit points in the accident. A successful Jump roll saves 1D6 hit points. Wielding a weapon effectively while riding takes both a weapon skill and a Ride skill in excess of 50%.
Rifle (25%) - The user can fire any type of rifle, whether lever-action, bolt-action, or semi-automatic. When a military assault rifle fires a single shot or burst, use this skilll. When a shotgun fires a rifled slug, use this skill. Shots per round mostly vary because of the weapon's action and recoil, and the subsequent time needed to reacquire the target.
Shotgun (30%) - With this skill any scatter-gun can be fired. Since the load expands in a spreading pattern, the user's chance to hit does not decrease with range, but the damage done does. At ranges from 10-20 yards, 1D3 close-together targets can be hit with one round, and from 20-50 yards, 1D6 such targets can be hit. The keeper decides whether the targets are close enough for this rule. Double-barreled shotguns can be sawed off, for purposes of concealment and portability. In the United States, such weapons are illegal. If firing a rifled slug, use the Rifle skill.
Sneak (10%) - The art of moving quietly, without alerting those who might hear. Used in combination with Hide, the investigator makes a single D100 roll, the result of which is matched against the investigator's percentages in both skills. Use this combination when silent movement is necessary. See also Hide.
Spot Hidden (25%) - This skill allows the user to spot a secret door or compartment, notice a hidden intruder, find an inconspicuous clue, recognize a repainted automobile, become aware of ambushers, notice a bulging pocket, or anything similar. This is an important skill in the game.
Submachine Gun (15%) - When firing any machine pistol or submachine gun, use this skill.
Swim (25%) - The ability to float and to move through water or other liquid. Only roll Swim in times of crisis or danger when the keeper thinks it appropriate. A failing Swim roll starts the drowning procedure. Someone drowning may receive a Swim roll attempt each round - with a success, he or she reaches the surface and breathes. With a second success, he or she can begin to move through the water. If the second roll fails, drowning begins again.
Throw (25%) - To his a target with an object, jor to hit a target with the right part of the object thrown (such as the blade of a knife or hatchet), use Throw. A palm-sized object of reasonable balance can be hurled three yards for each STR point exceeding the object's SIZ. An object designed to be thrown can be hurled up to six yards for each STR point in excess of the object's SIZ, and perhaps bounce on for more. Keepers must choose the multiplier suitable to the baseball, javelin, etc. If the Throw roll fails, then the object lands at some random distance form the target. Compare the closeness of the die roll result to the highest number which would have indicated success, and choose a distance in yards between target and thrown object that feels comparable.
Track (10%) - With Track, an investigator can follow a person, vehicle, or animal over soft earth and leaves. Subtract 10% from the chance for success for each day that has passed sicne the tracks were made. Rain may make tracking impossible. A being cannot be tracked across water, over concrete or at night except in unusual circumstances.
Holy crap, that's all the skills. Phew!
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Andrew Goenner
United States Superior Wisconsin
Running 5 PbFs
And still sane...mostly
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Just edited the previous post to finish off the skills in the book. Hooray!
Mechanics extremely briefly before you guys finish your characters. Basically, you roll a d100. If the roll is lower than the applicable skill, you succeed. If it's higher, you fail. If it's a more difficult task, I might make you roll less than half your skill percentile, or subtract a percentile from your normal skill level for you to roll under.
That (I think) should give you enough info to get a feel for what you might like your character to have.
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Andrew Goenner
United States Superior Wisconsin
Running 5 PbFs
And still sane...mostly
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OK, here's a quick character creation summary I probably should've just posted earlier:
1. Determine Characteristics -Roll 3d6 five times and apply the results as you wish to STR, CON, POW, DEX, and APP -Roll 2d6+6 once each for SIZ and INT -Roll 3d6+3 for EDU -SAN is POW X5
2. Determine Characteristic Rolls -INT X5 is Idea roll -POW X5 is Luck roll -EDU X5 is Know roll -Add STR to SIZ and I will apply that total to a table to give you youru Damage Bonus. 3. Determine Derived Characteristic POints. -HP is the average of CON and SIZ rounded up. -MP is equal to your POW -SP starts at current SAN score.
4. Determine Occupation & Skills -Roll 1d10 for Yearly Income and I will apply that to give you a total. - Choose an occupation and applicable primary skills. -Multiply your investigator's EDU by 20, and split those points to your occupation skills only, however you wish. Skills max out at 99. -Multiply your investigator's INT by 10. These are the personal interest points and can increase any skill except Cthulhu Mythos.
5.Figure out what weapons your character should have.
6. Figure out your character story, colleges, degrees, birthplace, etc. -Marks, scars and mental disorders will occur during play -Minimum age is EDU+6. For every ten years older you make your investigator, add a point of EDU and allot an additional 20 occupation points. For every ten years above 40, subtract your choice of 1 STR, 1 CON, 1 DEX, or 1 APP.
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Kris Vanhoyland
Belgium Genk Limburg
@RetakeME3 - We deserve a better ending!
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Right, here's what I've come up with for my character statistics, I'll update this with equipment and a backstory tomorrow. Are there any premises about the scenario we should know?
Investigator Name: Bryce Clarkston Occupation: Police Detective Colleges, Degrees: Criminology and Psychology degree Birthplace: Boston Mental Disorders: / Sex: M Age: 38
Bryce Clarkston, only child of the succesful lawyer Samuel L. Clarkston, was born in the suburbs of Boston. He had a happy childhood, despite the fact that his father spent more time with his lawfirm than he did with his son. His father’s work however, instilled in Bryce a strong sense of justice, and so it came as no surprise to anyone when Bryce joined the police force after obtaining his psychology degree at Boston University.
His specialization in criminology meant he got promoted to detective quite early in his career, although there are those who claim it has to do with Bryce’s glib tongue. Despite these rumors, the fact remains that Bryce is smart, has a great eye for detail, and I talented in persuading people.
While a good detective, Bryce is somewhat obsessive when it comes to solving a case, and when he’s forced to drop an unsolved case, he often finds himself drowning his depression with a bottle of scotch. Nevertheless, Bryce’s number of unsolved cases is lower than most of his colleague’s, but the one that bothers him the most was the suspicious death of Alex, one of his college buddies, a few years ago. He promised Alex’s father, Rupert, that he would find the truth as to what happened, but eventually he got pulled of the case because he was too emotionally involved.
He’s remained friends with professor Merriweather since then, and often visits the elderly man. Bryce finds himself fascinated with the large collection of occult books that the professor collects, and they have spent numerous evenings discussing their contents.
STR: 12 CON: 11 SIZ: 14 DEX: 9 APP: 13 SAN: 40 INT: 16 POW: 8 EDU: 17 Idea: 80% Luck: 40% Know: 80% Damage bonus: +1d4
Sanity points: 40 Magic points: 8 Hit points: 13
Skills: Bargain 15% Dodge 19% Drive Automobile 50% Fast Talk 60% First Aid 45% Law 55% Listen 60% Occult 40% Latin 25% Own Language (English) 85% Persuade 60% Psychology 85% Spot Hidden 70% Handgun 75% Rifle 40%
Yearly Income: 1d10 = (8) = 8 = $7500
Equipment: Handgun (.32 Automatic, 8 bullets) Pocket knife Pack of cigarettes Matches
EDIT: Updated with a backstory, so my character should be finished now, let me know if I got something wrong or if I forgot something.
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