Character Creation and Rules

A Delta Green case file.
No it´s not related to "go green" or environmental politics.
Cloverdale? Possibly. A closer match, at least.

Working for the government you don´t always know what is what, or who is who. If you´re not even sure IF you work for the government you´re bound to have even more questions.

As a newly baked operator you do what you are told. Until now.

This is where we meet DG Cell-S2

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Character Creation and Rules

Post by Dave Syrinx »

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Re: Character Creation and Rules

Post by Dave Syrinx »

RULES OF ENGAGEMENT
Agent's Code
The paranormal, no matter how cute and fuzzy it may seem, can not be allowed to exist. The only permanent secret is the dead kind...
Human beings must not be allowed to know the Truth, not because we don't want them to, but because they can't handle it. You will present yourself as a "Federal Agent," independent journalist, etc... anything but a DG Agent.
Your job is to protect the citizens of the United States from paranormal threats. Minimal loss of innocent life should be forefront in your mind at all times. We're the good guys...

Disposing of Evil
The main concern of Delta Green teams is the disposal of high level evil and the mandatory secrecy they must maintain to keep the unbelieving public from the edge of insanity.
Delta Green Regulations
Rules for the teams are simple and direct . There are no guidelines for methods of operation or books of procedure. Each Delta Green agent knows there are 6 basic rules to be followed at all times.

RULE 1: Deny everything.
RULE 2: Don't get caught.
RULE 3: Don't leave evidence.
RULE 4: Use violence only when necessary.
RULE 5: Cover your tracks.
RULE 6: Make them believe a rational explaination for the bizarre or fantastic.

If You're Caught
Delta Green will not legally aid the agents in any direct way that will jeopardize their secrecy or operations. Information is sent to agents on a limited basis.

Ten tips for successful Ops
1. Always have a safe house
No, staying at your mother's house during an Op is not safe.
2. Always use code names
Your real name leaves traces that some people with bad intentions might
follow.

3. Always use coded communications
DG gave you that pre-pay cellphone, now use it.
4. Come up with a cover
Make sure the cover is verifiable for at least 36 hours under official inquiry.
5. Come up with an alibi
If you're going to say you are door-to-door salesmen, than get some
appropiate identification from DG.

6. Come up with a plan
A bad plan is better than no plan.
7. Stick to that plan for at least 12 hours
It is not good to start improvising 10 minutes into the plan.
8. Check out the local Green Box or create one if there is none
Future agents will be very grateful.
9. The magic word of today is "rentacar"
If you need to be mobile than get a rental car. Do not use your own car (see
rule #1 and #2)

10. Celebrate life
Celebrate life the night before the Op starts officially as it might be the
last time you can do it.



PROCEDURES
The Crime Scene
After you first pick up a case, the logical place to go is to the scene of the crime. Even if you have no idea what happened or whether any case exists at all, the scene of the crime may contain clues to get you thinking in the right direction.
The following is a list of observations you should try when in a jam:
Where is the crime scene? Is it a residence, business front, etc.? Is the location significant? Look for any patterns involving multiple crime scenes. Note any similarities between them. Are they all on a trolley line? Near a bank?
Take note of neighbors for further questioning.
Before you even enter, take note of any signs of forced entry.
Was there a struggle? If so, what weapons were involved?
Is anything (valuable or otherwise) missing? Does it seem that the crime scene was tossed while the perpetrator searched for something? Did he find it? What was left behind that normally would be stolen (a burglar that steals paperwork but doesn't even touch a victim's wallet must have some higher motive...)
Look for trace evidence. Note any attempts to cover up evidence by the perpetrator.
Does the crime seem well-planned, or was it sudden and disorganized?

The corpse (if indeed one exists)
It takes a strong will to examine a body, but it's a necessity to solving key components of a case such as manner of death, modus operandi, time of the crime, etc.
Was the corpse intact, mutilated, or missing?
Was the body moved or concealed in any way?
How did they die? Was the manner similar to that of other victims?
When did they die (this involves a fair degree of medical knowledge)?
Are you sure you can positively identify the victim?
Note the position of the body in a sketch, this will help you reconstruct the crime.

Suspects and Witnesses
These two groups of individuals are often one and the same or inevitably tied together. Consider the following when interviewing suspects and witnesses.
What is the person's relationship to the crime/victim? Are they a neighbor, coworker, or relative? Are they friendly or hostile to you and the victim?
Does this person have a reason to lie? Could they be involved even if they claim to be a witness?
Do they have a credible alibi?
What motives would they have for involvement? The most common motives are greed, vengeance, and to cover up another crime or fact...
What do the official police records tell you about the person?
Is this person emotionally involved with the crime? Sometimes we see things in black and white when we've undergone a traumatic experience, other times things are hazy for a few days. Sometimes we bend the truth to suit our preconceived ideas or suspects...
Re-question any witness/suspect you feel was holding out on you earlier. Sometimes people have bad memories that come back over time. Give them a way to contact you. Often, a suspect will get sloppy when you repeatedly hound them as they begin to think that you're on to them (such was the case with the intrepid Inspector Colombo).
When all else fails: canvass the town. Hangout in seedy areas. Pay a friendly visit to those with prior records (many crimes are by repeat felons). Hang signs, talk to street people, and so on. Sometimes witnesses are too nervous or lazy to come forward and say they saw something. They might talk if prodded along though.

COMMUNICATIONS
Everything you need to know about communications within the Delta Green organization.
Email
Email is the primary means of communications between agents and friendlies in Delta Green. When an agent needs to contact agents outside their cell, they send an email with the code name of that agent in the address of the message. The email is routed through multiple anonymous computer servers and automatically encrypted with PGP, which is currently unbreakable against known human methods (although this may soon change after recent advances in quantum computing). A PGP key is required to be kept on the computer involved, so all email communication is done over DELTA GREEN-enabled notebook computers that are rigged to efficiently destroy both the key and all records of email communication should the computer be compromised. The other danger is that the servers themselves will be physically compromised, so the locations of these servers are a closely- guarded secret of A-Cell and no one agent or friendly knows the locations of all the servers. This means that the system can still operate even if some of the servers are compromised.

Phone
While email is used for most communications between cells, the telephone is still the most common means of intercell communication. Telephone communications are not as secure as Delta Green's email system, as they are more susceptible to surveillance devices. Still, telephone contact is more practical for coordinating operations and is sometimes the only contact possible in remote locations, where internet access is impossible but satellite phones like those used in the Globalstar.
Each Delta Green agent and friendly are issued at least one pre-paid phone card with unlimited calling time. These cards come in a variety of different brands like GetInTouch, WizardPhone, StepItService, and FullCall; but, in fact, all the cards are issued by a single company, Remote Data Incorporated. The cards are sold through non-franchise convenience stores to immigrant populations on the east and west coast of the United States. Remote Data deals with other companies to manufacture and distribute the cards, and they have no contact with these companies except by phone. Based in the Cayman Islands, Remote Data is outside the jurisdiction of American law enforcement, and its financial and ownership information is not available the public. All attempts to access the records of Remote Data are rebuffed with the utmost courtesy, and even if their offices were compromised in some way, the company keeps no records of its telephone transactions. To the outside world, Remote Data is simply another company dealing in the sale of pre-paid phone cards to immigrants, and that does account 99% of their business.
The other 1% are phone communications between Delta Green personnel. Along with their phone card, every agent and friendly are given a phone number for the primary contact in their cell and another number with which to contact A-Cell in an emergency. The primary contacts in each cell also have numbers for the primary contact of the cells above and below them (ie. Agent FRED has phone numbers for Agents ERNIE and GERTRUDE). Every individual has a different set of numbers, and they will only work when used with that individual's card(s).
Agents dial the 1-800 number of their card, type in the card's code number, type in a non-existent area code, and dial either the local number for communicating with friendlies or type the code name of the desired agent into the telephone keypad. The connection is then sent through an automated central telephone router where it is automatically encrypted and swept for most types of listening devices. Any irregularity results in the standard recorded error message that states the call cannot be completed as dialed. Records of the user's call only show the 1-800 number to Remote Data.

Snailmail
While email and phone communications suffice for most situations, there are times physical data and evidence has to be shared between Delta Green cells. It should also be remembered that even satellite phones with global coverage still lack connection in certain regions like sub-Saharan Africa, the Arctic, and Antarctica. The mail is sometimes the only alternative.
The most common use for mail communications is the distribution of Green Box keys. The procedure is to inform the primary contact in a cell of the location of the Green Box through email or phone communications, and either FedEx them the key or leave the key in an airport or railway locker with a combination lock. This way, even if the mail is intercepted, it will still be difficult if not impossible to determine the location of the Green Box.
Files, evidence, and other physical information can also be distributed through the mail between cells, but this is extremely dangerous, as the mail can always be intercepted and the information lost. Whenever possible, such items are either delivered in person by a Delta Green agent acting as courier or left in a Green Box as a form of dead letter drop.

Internet
Delta Green has also set up a system to pass information over the web (here defined as WWW or FTP), but at the moment it is strictly used when other channels will not suffice. The system is mostly used to distribute advisories to all cell members. It is also sometimes used to invite a cell to a Night at the Opera, giving them directions where they can access more information on the case. Very rarely will the system be used to send files to agents and only in those situations where mail interception cannot be risked. Attempts have been made to scan tomes into electronic files and temporarily put them on a Delta Green web server for retrieval by approved agents, with middling results.

Within each cell, the agent assigned as the primary contact is supplied with a DELTA GREEN-enabled notebook computer. These computers are regularly destroyed and replaced with a new model, so the computers remain current with recent technology and have the highest amounts of memory and processor speed available in consumer electronics.
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The soul trembles before emptiness and desires contact at any price. Doctor Glass

"It is invigorating, being asked personal questions." "Makes one feel desired." Luv (BR2049)
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Re: Character Creation and Rules

Post by Dave Syrinx »

Creating the characters

To begin this process you roll the stats.
STR, CON, DEX APP & POW: 3D6
INT & SIZ: 2D6+6
EDU: 3D6+3

We generally use The Invisible Castle for rolls: roller

In this game we will use preassigned skill points. So, the EDU and INT scores won´t influence your skill points.
Some skills have been combined to minimize the skill list.

Combined Skills

Stealth (10%) - Sneak, Conceal and Hide combined
Awareness (25%) - Listen and Spot Hidden combined
Brawling (30%) - Fist/Kick/Headbutt combined (also covers the use of improvised weapons such as a broken bottle etc.)
Handgun (20%) - Handgun/Sub-machine Gun combined
Rifle (25%) - Rifle/Shotgun combined
Influence - replaces the Contacts skill

For the rest of the skills, use regular Call of Cthulhu skills and add anything you´d like to have in it.

A new Delta Green PC starts with:
1 skill at 70%
2 skills at 60%
3 skills at 50%
4 skills at 40%
Base chance is included

Those skills will be your profile skills.
To gain more skill points or perks you may pick 1D3+1 edges or hindrances. See the post below.
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The soul trembles before emptiness and desires contact at any price. Doctor Glass

"It is invigorating, being asked personal questions." "Makes one feel desired." Luv (BR2049)
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Re: Character Creation and Rules

Post by Dave Syrinx »

EDGES & HINDRANCES

Those additions to the character generation process might be fun. Use them if you like to. Or decide not to.

Edges
Combat Edges

Double Shot: 2 shots at once, same target, point blank range only, Shooting –20% per shot. Cost: 20 skill points

Improved Double Shot: Requirements: Double Shot. as Double Shot, but no –20% modifier. Cost: 20 skill points

Quick Draw: Roll under DEX x 2 to draw and shoot pistol in Shooting phase melee round. Cost: 20 skill points

Enclosed Area training: +20% Hide and +10% Parry in enclosed areas (tunnels, houses); foes subtract 10% from ranged attacks. Cost: 20 skill points

Close Fighting: Parry +10% in hand-to-hand combat. Cost: 5 skill points

Improved Close Fighting: Requirements: Close Fighting. Fist/Punch +10%, Parry +10% vs weapons dagger-sized. Cost: 10 skill points

Dirty Fighter: Extra 1D4 damage bonus in melee. Cost: 15 skill points

Eagle Eyes: Double the distance for point blank range. Cost: 20 skill points

Background Edges
Brave: +10 San for Sanity checks. Cost: 15 skill points

Renown: +20% Credit Rating with those who've heard of the character (specify). Cost: 10 skill points

Natural Swimmer: +20% to Swim; +1 yard swimming Pace; holds breath +50% Con tests Resistance Table. Cost: 10 skill points

Contacts: The character knows important people in a specific field of expertise (specify). Cost: 15 skill points

Influence: The Contacts Edge is about who the character knows; Influence is about who knows--and fears and respects--the character. This can represent the character’s high standing in an organization, people who owe the character favors, or any situation that gives the character a little weight to throw around. The character’s Influence is rooted in a specific social sphere or set of circumstances (the character is a police detective, lieutenant governor, district manager for an Oil Company, etc.) and the character have to decide where the character’s influence lies when the character take the Edge. In situations where the player can bring the character’s Influence to bear, the character gain a +10% to +30% Credit Rating bonus. The exact bonus is up to the Keeper and depends on just how much influence the character have in the situation.
So let's say the player’s character, a special agent for the FBI, is digging into a forty year old murder. He gets a +30% Credit Rating bonus when he calls down to records and tries to persuade the hostile, overworked clerk to find and pull the files for him. But when he calls Sheriff Redneck in Lower Podunk to get the old lady's body exhumed, he gets only a +10% or +20% bonus--his influence is still worth something, but law enforcement officers are notoriously territorial. Cost: 15 skill points

Alert: +15% Spot Hidden; +2 Dex vs surprise. Cost: 10 skill points

Brawny: +1 Con and +1 to Damage rolls. Cost: 15 skill points

Fearless: May reroll once per session a Sanity roll. Cost: 15 skill points

Linguist: EDU x 3 chance to communicate and recognize languages similar to those he already speaks. On an Idea roll at –20%, he can understand or be understood when discussing simple subjects after only a few minutes exposure to the language. Cost: 15 skill points F Occultist: Requirements: INT 12 or higher, Occult 35% or higher, History 20% or higher, R/W foreign language 20% or higher. An occultist devotes his life -- or at least his leisure time -- to studying the occult. He is familiar with many of the traditions of occultism and is likely to have heard of or be able to research many different aspects of occultism. He is given +20% to all Occult rolls, and to any Idea or Knowledge rolls with occult implications. Cost: 15 skill points

Hardened: Requirements: Current Sanity lower than 50, one phobia at power 12 or higher (e.g. psychopathic disorder). The character has had too much combat experience and are therefore a few bullets short of a full clip. Anyway you slice it, the character has already been through worse than anything he’s seen in combat. Add +2 to Con rolls and reroll Sanity rolls versus dead bodies, mutilation, stench of death, killing people etc. (not versus the preternatural). Cost: 10 skill points

Inspiring Voice: Characters with this Quality have commanding, attention-grabbing voices that inspire others, and lend them a ring of authority. This Quality grants the character a +20% bonus to any Social Tasks or Tests to command, inspire, or lead others. Cost: 20 skill points

Mental resolve: The character may make a POWx3 roll to roll again on the ‘temporarily insane in a hostile situation’ table. Cost: 20 skill points
Might steer away from suicidal tendencies...

Weird Edges
Weird Edge - Dream: Every other in-game night roll under POW. If successful the character has had a precognition. Roll a D100 and write down the result. The character may switch this result with any dice result rolled in the next 12 hours after the character woke up, but after that time the effect disappears. Cost: 10 Sanity points

Library: If the character has access to his library, the character gets +20% on Investigation and Knowledge related rolls. Depending on the nature of the library, the character might be able to take all or some of it with the character (packing a few books into the trunk of the his car or the back of the character’s van, downloading a database to his laptop). However, if the character divide his library, it provides only a +10% bonus. Likewise, if the character’s library is damaged but not destroyed (by a fire, explosion, shootout, plumbing leak, or some other such disaster to which agents are prone) the character’s Library bonus drops to +10%. The character doesn't have to buy the Edge again to raise the bonus back to +20%, but the character does have to spend a little time and energy (how much is up to the Keeper) rebuilding the character’s collection, files, or whatever. Cost: 15 skill points

Weird Edge (Occult Library): 10 Sanity points As above but for occult books.

Mentor: A mentor is a very special kind of contact. A mentor can provide information, education, and support. He can also provide cryptic plot hooks and be a general source of irritation or outright danger. The character should work with Keeper to design an appropriate mentor. If a DG agent takes this Weird Edge the mentor can either be a high-ranking official in his alphabet soup agency or an experienced (ex)DG agent. Cost: 15 skill points, Weird Edge (Occult Mentor): 10 Sanity points

Hindrances
Ailin' (Major): -2 Con (vs Con tests). Bleeds an additional hit point when reduced to below 0 hit points. Add: 15 skill points

Bad Hearing: -40% Listen (Minor). Add: 15 skill points

Bad Eyesight (correctable with glasses): Without glasses the character has -20% to combat skills and Spot Hidden to see something more than 5 feet away. Add: 10 skill points

Weak-Willed: Roll under INTx2 or give away character secrets and party plans when asked forcefully. Add: 10 skill points

Heavy Sleeper: -40% Idea to wake and roll under CONx2 to stay up late / not fall asleep on watch. Add: 10 skill points

Lying Eyes: Others get +40% to Psychology to see if character is lying. Add: 10 skill points

Nightmares: Every other in-game night roll under Current Sanity or lose 1 San. Add: 15 skill points

Thin Skinned: All wounds to character are increased by 1. Add: 15 skill points

Arrogant: must search out and dominate / humiliate most dangerous opponent in combat. Add: 10 skill points

Squeamish: -10 SAN when making Sanity tests. Add: 15 skill points

Code of Honor: The character keeps his word and acts like a gentleman/lady. Add: 15 skill points Loyal: The character tries to never betray or disappoint his friends (family, colleagues, cell members) Add: 10 skill points

Vow: The character has made a pledge to himself, a group (DG), a deity, or a religion. Add: 10 skill points

Emotional Problems (Compulsive): The character feels compelled to do something on a constant basis, finding it difficult not to do so, even when they do not necessarily need to, or have more pressing matters to attend to. The character must pass a POWx3 Test when trying to resist their compulsion, inflicted at the Keeper's discretion. The cost of the Compulsion depends on how difficult
it can make things for the character. Compulsive cleanliness or gambling may only be worth 10 skill points, compulsive lying or stealing, 20 skill points, and so on.

Emotional Problems (Flashbacks): In situations of great stress, or prompted by appropriate stimuli, the
character has a 20% chance of experiencing flashbacks, reliving a past traumatic event in their heads for D10 Turns. While experiencing these flashbacks, the character is generally incapable of action, but may make a POWx3 test each Turn to snap back to reality. Additionally, strong stimuli, such as violent shaking, pain, loud noises, a friend's yelling, etc. may snap the character out of their flashback with a POWx1 test. Of course, it is often such stimuli that caused the flashback in the beginning. Add 30 skill points

Emotional Problems (Phobia): Characters with this Drawback suffer from an unreasoning fear of something, beyond any normal capacity it might have to cause fear, if indeed it is frightening at all. When faced with the object of their phobia, the character must make a POWx3 test, or suffer a -10% penalty on all their actions for 2 Turns. The phobia should be roleplayed, and its cost depends on how common the subject of the phobia is, and how much it could impede the character's life. A minor phobia, such as fear of the number 13, would only be worth 10 skill points; a common phobia, such as heights, arachnids, etc. is worth 20 skill points; a phobia of blood, enclosed spaces, or fire might be worth 30 skill points; a phobia of darkness, or open spaces, might be worth 40 skill points.

Indebted: This Drawback indicates that the character owes someone something, and will be called upon to repay that debt sometime, bit by bit, or all at once. The value of this Drawback depends on what the character owes, and to whom. For example, owing a local loan shark $5,000 if the character has no income, might be worth 20 skill points, whereas owing a malevolent Demon your life
might be worth 100 skill points. If the character fails to repay her debt, the individual owed attempts to gain recompense by one means or another. Even if the debt is repaid (at least in the mind of the character), the lender may seek to extract more . . .
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"It is invigorating, being asked personal questions." "Makes one feel desired." Luv (BR2049)
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Re: Character Creation and Rules

Post by Dave Syrinx »

Sorry about the erratic layout of those instructions. Hopefully they are good enough to follow.

Now, when the stats and skills should be covered we have to determine who and what the character is.

Profession:
First you have to pick a cover job to your character. This job should be legit but as your character is working for Delta Green, this job is only a facade that will check out if scrutinized. However, by some agreement the character has a lot of leave of absence and OT to carve out.

• The FBI has some of the best forensic labs and DNA databases in the world
• The DEA can pull in most people on trumped up charges for an average of 12
hours at a time and can call in asset forfeiture at the drop of a dime
• The ATF have the CEASEFIRE program, which gives it the ability to trace
firearms quicker than any other agency
• The CDC can demand a quarantine for an area, with sufficient cause (and with
insufficient cause if local authorities are gullible enough)
• CIA agents can lay their hands on both law-enforcement and military materiel
(such as maps, transportation and surveillance equipment)
• NSA agents can get fast-talk their way into illegal wiretaps that can cover entire
cities, or use the astronomical power of the Puzzle Palace’s supercomputers to
crack codes or untangle alien languages
• US Marshals can check up on witness protection records (or make up new
ones) and ride the ConAir express
• Secret Service agents can track down financial information or tamper with
presidential authority (forge orders, warrants, security clearance, etc.).

Those agencies may be used as contacts as well as a place of work.


Name: A name for your character would be nice. Further, you have to have a DG alias. In this case, as being DG cell-S2, the name has to begin with an S. This name will hereafter be in caps. ie: SANDRA whenever referred to in the game.

Background: Sure, you are a Delta Green agent. But how did you become one? To determine this, I´d encourage you to roll on the Green Box Generator. This will be hit or miss but we´ll roll with whatever you end up with!

Green Box Generator

Set the generator for one item of each mundane, strange and supernatural. Those three items will have to be weaved in to your character background. Feel free to tweak the content of the box to fit your needs. Within reason.

When this is done we´re almost ready to start the game.
Cheers!
/Dave
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The soul trembles before emptiness and desires contact at any price. Doctor Glass

"It is invigorating, being asked personal questions." "Makes one feel desired." Luv (BR2049)
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Re: Character Creation and Rules

Post by Mr. Handy »

Here are my initial character creation rolls (you forgot to include DEX in the list of stats to roll, but I added it here): Character creation rolls (STR, CON, POW, DEX, APP, SIZ, INT, EDU, Edges/Hindrances) (3d6=5, 3d6=15, 3d6=10, 3d6=11, 3d6=8, 2d6+6=18, 2d6+6=15, 3d6+3=15, 1d3+1=2)

Am I free to swap around stats that were rolled on the same amount of dice?

I'm thinking of being a U.S. Marshal. My character's name is Laurel Nichols, and her alias is SARA.

Here are my results on the Green Box Generator:
•A 9mm ITM AT-84 pistol with an extra magazine.
•Someone has made a tiny safe house at the back of the green box. It's basically a pair of large shipping crates, connected and left hollow. It sits in the corner with the wall and back of the storage unit providing protection for two corners. In front there are several sofas stacked up to proved camouflage and protection. On the side several sofas lie stacked. However, perceptive agents will notice they are arranged to make a tunnel large enough for someone to crawl down. At the end of this is a false side which can be removed. Inside is room enough for single person to curl up to sleep or sit. The crates have been lined with insulation to help defeat heat sensors. It has a small fan to keep the air clean, in fact looking behind the unit will show there is a small hose connecting outside or into the buildings ac system. There is also a tv hooked up to a small wireless camera outside the box. The camera is hidden in the light fixtures or in an emergency exit sign. Whether or not this works is up to you. However, someone put a lot of effort into their little pillow fort.
•A pair of dog-tags threaded to a silk cord. The particulars imprinted on the metal are unreadable, but anyone holding them feels a sense of reassurance while doing so. While asleep there is a 75% chance of the wearer waking up 30 seconds before anything life-threatening happens to them (be it a fire, an assassin, alien abduction etc.).
Doctor Who/CoC Campaign:
(viewforum.php?f=176)The Terror Out of Time
(viewforum.php?f=191)]The Ninth Planet
The Shadow Over Dunwich
The Brotherhood of Death
The Horror in the Blackout
The Masque of Nyarlathotep
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Re: Character Creation and Rules

Post by Dave Syrinx »

Yes, feel free to swap the result as you see fit.
Hopefully, the objects in the box made some sense to you. The tags can prove useful.


A couple of words from the Player Manual:

Always remember that 10 is the human average, and therefore anything from 10-12 is fairly ordinary as far as people go.
Some players get in a huff if they don't roll up characters with lots of 17's and 18's. This is ridiculous. Some of the best roleplaying I have seen has come from players with characters that are average - with one strong STAT or one weak STAT.

STR & SIZ, look at the difference between these two stats. If STR is the same as SIZ then we can say the character is neither fat or toned. If the STR is more than 2 points higher than SIZ then we could say the character is toned, and with a higher difference, very toned, wirey hard physique, etc. If the SIZ is higher than STR, then it means the character has more body mass than muscle and yup, you guessed it, you're gonna have to call them fatty. I normally associate a person's SIZ to thier weight in British Stone ( multiply by 6 for kg's)

[The author forgot about CON... This value has to do with how easily you - or how rarely you pass out and how much pain you take before you go down.
A character with CON 5 will be squeamish while a CON 18 character will endure almost anything.]

POW, this stat is sometimes overlooked by Call of Cthulhu players who are fixated on magic points - POW does have a much more day-to-day impact in GAME. This is charisma and animal magnetism. Characters with really low POW will have really low social impact and may even be considered cold, arrogant, egocentric, aloof or even hostile. Characters with high POW will come across as potential warm, certainly charming - keep their INT in mind before you start calling them urbane. An character with POW 17 can be very charming but with an INT of 6 this illusion lasts until he opens his mouth and speaks.

DEX, a low DEX would indicate the character was clumsy, or walked awkwardly with heavy feet and wooden movements, a high DEX could give a character those fluid, cat-like movements that stealthy players like to have.

INT, is the difference between your character being of average intelligence, or dropping down to the low's of George Bush or the heights of Einstein.

EDU, can be easy to classify, with (6-9) left school early, (10-11) finished school at 16'ish, (12-13) finished school at 18'ish, (14) low grade degree, (16) average degree, (18) top degree, (19) post-grad qualification, (20) Doctor, (21) Professor.
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Re: Character Creation and Rules

Post by Mr. Handy »

I don't have stats for the ITM AT-84 9mm pistol. While I'm sure I have my service weapon, having a pistol that isn't my service weapon could be useful. The hidey hole in the green box may be important as well, and those dog tags could easily save my life!

Here's my character:
Name: Laurel Nichols
Alias: Agent SARA
Age: 21
Sex: Female
Occupation: U.S. Marshal
Current Residence: Boston, Massachusetts, USA

Image

STR: 8
CON: 16 [includes +1 for Brawny]
SIZ: 18
DEX: 11
APP: 5
INT: 15 (Idea - 75)
POW: 10 (Luck - 50)
EDU: 15 (Know - 75)

Sanity: 50
Phobias/Mental Disorders: None
Maximum Sanity: 99
Hit Points: 17
Magic Points: 10
Damage bonus: +1d4+1 [includes +1 for Brawny]

Edges: Brawny
Hidrances: Code of Honor

Profile skills:
Awareness 70%
Brawling 50%
Dodge 40%
Fast Talk 40%
Handgun 60%
Martial Arts(Tai Chi Chuan) 50%
Law 40%
Psychology 40%
Rifle 50%
Stealth 60%

Laurel Nichols suffers from gigantism, a medical condition that caused excessive production of growth hormone that propelled her to gargantuan proportions. At over seven feet tall, Laurel is freakishly huge, though she might have been attractive had she looked the same with normal proportions. Growing up, she was never bullied - most bullies were too intimidated by her huge frame to pick on her, and the ones that weren't soon regretted it, as she fought back. Laurel has a strong sense of justice which led her to pursue a career in law enforcement, where her incredible size is often an advantage. After graduating from college with a degree in criminal justice, she has recently been accepted to the U.S. Marshals.
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Re: Character Creation and Rules

Post by Dave Syrinx »

Looking good. The sheet looks brief and neat. Just to clarify the Green Box situation. A green box is no box per say. It can be the trunk of a car, a safe house or a stash anywhere else.

I´ll write up a background on how Laurel became SARA and how she and any friendlies or DG agents arrived to the wiped safe house.
Edit: Just put up her file and the meet thread. We roleplay it from there.
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Re: Character Creation and Rules

Post by tormsen »

Here are my rolls, first for stats and then for edges/hindrances:
http://invisiblecastle.com/roller/view/3965454/
http://invisiblecastle.com/roller/view/3965473/

I couldn't find any other cool looking Hispanic DEA agent pics, so I just went with Gomez from Breaking Bad.

Image

Francisco Calderon
Alias: Agent SANTANA
Age: 34
Sex: Male
Occupation: DEA Agent
Current Residence: Dallas, Texas

STR 14
CON 15
DEX 11
APP 7
POW 11
INT 16 (Idea: 80)
SIZ 13 (Luck: 55)
EDU 6 (Know: 30)


Sanity: 55
Phobias/Mental Disorders: None
Hit Points: 14
Magic Points: 11
Damage Bonus: +1d4

Edges: Dirty Fighter (-15), Influence (-15)
Hindrances: Weak-Willed (+10), Indebted (+20)

Profile skills:
Brawling: 70%
Handgun: 60%
Stealth: 60%
Dodge: 50%
Fast Talk: 50%
Influence (DEA): 50%
Rifle: 40%
Pharmacy: 40%
Bargain: 40%
Awareness: 40%

Francisco Calderon (known as "Frank" to the Anglos he works with) is legendary at the DEA office at Dallas, Texas, for his skills at busting petty offenders and bringing down offenders with extreme prejudice. His skills and the respect he has in the local community was what convinced the DEA to qualify him as an agent despite the lack of a formal Bachelors degree (he dropped out of high school, but is working towards getting his degree as an adult student.) His fellow agents mock him for his genuine obliviousness and lack of general knowledge, but no-one mistakes him for an idiot. In the testosterone-fueled world of the DEA, he is loved and respected. He maintains an image as a fun-loving prankster, but when the fighting begins he shows his animal side.

In reality, Frank is corrupt. His taste for narcotics and young prostitutes put him deep in the pockets of the Loz Zetas cartel. They send him information on rivals and petty operators, while he subtly guides DEA investigations away from Los Zetas interests.
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Re: Character Creation and Rules

Post by tormsen »

Here are the contents of the green box. A bit bizaare:

•One Eton FR300 emergency radio, with a hand-crank power generator, built-in flashlight, emergency siren and cell-phone charger.
•Bizarre art-deco monkey statuettes embodying "See No Evil", "Hear No Evil" and "Speak No Evil" - as well as a fourth: "Smell No Evil"
•A 3 foot staff of silvery metal with a softball sized sphere at one end. While it can be used as an effective club, it also emits a droning sound in the presence of Deep Ones that affects their nervous system to make them dull and slow-witted (halves all their normal skills) when within 30 feet of the staff. Unfortunately it needs to be re-charged after 10+d10 rounds use by bathing the sphere in at least 1 liter of human blood or it will cease working.
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Re: Character Creation and Rules

Post by Dave Syrinx »

:D The third item would have to be as is, without the specifications to what it does. Kind of a a tribal club....
Otherwise a stellar character!
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Re: Character Creation and Rules

Post by Mr. Handy »

Francisco Calderon is awesome! I'd forgotten about Dirty Fighter, but it doesn't fit with Laurel's Code of Honor. I'd also rather have the extra point of Con from Brawny, even though it doesn't net me an extra HP. Besides, I do plenty of damage in unarmed combat anyway.

Breaking Bad is great! Until this year, I'd only seen the first season, but I got the first four seasons on sale on Blu-ray recently and started watching them. I was in the middle of watching Season 2, Episode 9 (Four Days Out) when my PS3 died - the fourth one in a little over a year. Luckily I was able to get the disc out of this one, as it's an 80 GB model rather than a 60 GB. It'll be a while before I can get a replacement and continue watching, but I still hope to get caught up by the time the second half of the fifth season airs.
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Re: Character Creation and Rules

Post by tormsen »

The combination of SANTANA's corruption and SARA's sense of justice will probably lead to some interesting times later on :mrgreen: Although we'll likely be both pretty good in a fight, against other humans at least.

You're in for fun with the rest of Breaking Bad: Walter White's character arc is one of the best in television history.
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Re: Character Creation and Rules

Post by Mr. Handy »

Yeah, that'll be fun. ;) It'll be fine as long as she doesn't suspect anything, but if she confronts him, his weak will would probably make him spill the beans.

I'm really looking forward to the rest of Breaking Bad. Walt's a very smart guy, but on occasion he can be a real dumbass - especially in the early episodes when he's new to the business. It's always entertaining when Walt and/or Jesse screws up.
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Re: Character Creation and Rules

Post by ShaneC »

Name: Darrell Crompton
Occupation: Psychiatrist
Affiliation: CDC - Research Division.
Residence: Greenville, ME
Alias: STEPHEN
Age: 33
Image



STR: 8
CON: 8
SIZ: 11
DEX: 15
APP: 8
INT: 14 (Idea - 70)
POW: 18 (Luck - 90)
EDU: 14 (Know - 70)

Sanity: 60
Phobias/Mental Disorders: None
Maximum Sanity: 99
Hit Points: 12
Magic Points: 12
Damage bonus: 0

70% - Psychology
60% - Library Use, Medicine
50% - Influence, Fast Talk, Pharmacy
40% - Biology, Chemistry, Forensics, Stealth

Combined Skills
Stealth (10%) - Sneak, Conceal and Hide combined
Awareness (25%) - Listen and Spot Hidden combined
Brawling (30%) - Fist/Kick/Headbutt
Handgun (20%) - Handgun/Sub-machine Gun combined
Rifle (25%) - Rifle/Shotgun combined
Influence - replaces the Contacts skill


Darrell Crompton is a graduate of the University of Pittsburgh Medical Center. Darrell made his career the easy way. By making sure the right people liked him. Darrell is 'qualified', but he doesn't enjoy competition nor too much responsibility. When luck came his way through some of his associates, he was granted a position with CAD Institute in Maine processing lab results for analysis by the CDC. So long as he can get the results on time and keep his superiors happy, his pay checks come through and he's mostly left to his own devices.
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Re: Character Creation and Rules

Post by Airbornexo »

Name: Special Agent Holston Graves
Age: 36
Sex: Male
Occupation: IRS Criminal Investigation Division
Current Residence: New York, USA

Image

Image

STR: 16
CON: 11
SIZ: 10
DEX: 12
APP: 11
INT: 15 (Idea - 75)
POW: 9 (Luck - 45)
EDU: 15 (Know - 75)

Sanity: 45
Phobias/Mental Disorders: None
Maximum Sanity: 99
Hit Points: 10
Magic Points: 9
Damage bonus: +1d4

Edges: Mental Resolve -20 skill points
Hindrances: Indebted (took loan from Russian mob to pay mother's hospital bills) +20 skill points

Profile skills:
Awareness 60%
Brawling 40%
Handgun 50%
Influence 40%
Accounting 50%
Computer Use 40%
Law 70%
Psychology 50%
Dodge 40%
Persuade 60%

Green box: In the glovebox of his car Holston keeps a prescription bottle, filled with pills, only the label has been removed and replaced with a new one which is covered in alchemical symbols. The pills are sugar pills. Underneath the bottle is a note which reads; "Disposed of the Pills, leaving the bottle as evidence. H." He's not sure why, they were there when he bought the pickup, he is not the H in question.

Holston Graves has been with the IRS for 8 years; moving straight from an internet startup company in the late 90s, to the Internal Revenue Service at a desk investigating Internet fraud. An enthusiastic sportsman, with good times in the triathlon, Holston was convinced by his team to pursue a more physical role. He applied and was successfully recruited into the IRS Criminal Investigation Division as a Special Agent. He is currently assigned to provide support for (officially) and keep tabs on (unofficially), what he has been led to believe, is a FBI Behavioral Analysis Unit, Red Cell: A team of agents drawn for all walks of life to handle serial crime and terrorist threats without direct supervision.

EDIT - Rolls: 3d6=16, 3d6=11, 3d6=12, 3d6=9, 3d6=11 2d6+6=15, 2d6+6=10 3d6+3=15 1d3+1=2
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