Investigators
Posted: Mon Mar 16, 2015 2:24 am
Herein go the investigator sheets.
Use standard rolling formula i.e. 3D6 rolls for STR, CON, POW, DEX and APP; 2D6+6 for SIZ and INT and 3D6+3 for EDU (mix the 5 x 3D6 rolls and 2 x 2d6+6 to suit your investigator concept remembering the lower limit of 12 for CON.
INT x 5 for idea roll and EDU x 5 for know while POW x 5 gives Luck
Add STR and SIZ to work out the Damage Bonus while Hit points are the average of CON and SIZ, rounded up. Magic Points equal to POW.
Skills
Once the investigators occupation has been determined, divide the number of points from EDU x 20 as you wish through the eight or so relevant skills. Personal interest skills are based on INT x 10.
All standard fare really.
Now to the skills needed for the opening scenario;
Anthropologist / Ethnologist / Historian
Skills; Anthropology 50%, History 50%
Duties; Examine in detail the local Inuit (culture, trade, industry folklore language etc.) and life in the Arctic.
Archaeologist / Historian
Skills; Archaeology 50%, History 50%, Navigation 20%
Duties: Investigate the fate of the Franklin Expedition. Gather as much information and evidence as possible and attempt to determine what happened to that ill-fated party.
Artist / Photographer
Skills; Art (Draw) 50%, Photography 50%
Duties; Document the life of the expedition using photos and drawings.
Note – this is the only non-vital position and should be taken up by another team member in addition to his primary duties if possible.
Botanist
Skills; Biology 50%
Duties; Conduct research on the regions flora. Catalogue and obtain as many samples as possible.
Doctor / Physician
Skills; First Aid 60%, Medicine 50%, Pharmacy 30%, Psychology 40%, Psychoanalysis 30%
Duties; Take care of medical problems as they arise. Determine the physical and psychological effects of isolation and a harsh environment on humans for prolonged periods of time by observing the other expedition members.
Geologist
Skills; Chemistry 25%, Geology 50%, Navigation 25%
Duties; Examine the region with an eye to potential for mineral exploitation.
Guide
Skills; Drive Sled 45%, Electrical Repair 45%, Mechanical repair 45%, Navigation 50%, Speak Inuit 55%, Rifle 45%, Inuit Occult 20% (if of inuit origin)
Duties; Maintain the base camp inclining machinery and the building. Escort scientists on field trips. Hunt for fresh meat when the time and opportunity arises.
Note; If there are several guides, the various Maximum skills may be divided between them so that an individual guide need not be saddled with all the above skills and duties.
Zoologist
Skills; Biology 50%, Photography 25% Taxidermy 45%.
Duties; Conduct research on regional fauna. Catalog, photograph and obtain samples of specimens.
You may find this template of use;
Name:
Player:
Age:
Sex:
Occupation:
College, Degrees:
Birthplace:
Image
Characteristics:
STR
CON
SIZ
DEX
APP
INT (Idea - )
POW (Luck - )
EDU (Know - )
Sanity:
Current Sanity:
Phobias/Mental Disorders:
Hit Points:
Current Hit Points:
Magic Points:
Current Magic Points:
Damage Bonus:
Appearance & Personality:
Background:
Skills: (Non-default skills BOLD, Professional Skills ITALICS, Hobbies preceded by a DOT)
Accounting (10%):
Anthropology (01%):
Archaeology (01%):
Art (05%):
Astronomy (01%):
Bargain (05%):
Biology (01%):
Chemistry (01%):
Climb (40%):
Conceal (15%):
Craft (05%):
Credit Rating (15%):
Cthulhu Mythos (00%):
Disguise (01%):
Dodge (DEX×2):
Drive Auto (20%):
Electrical Repair (10%):
Fast Talk (05%):
First Aid (30%):
Geology (01%):
Hide (10%):
History (20%):
Jump (25%):
Law (05%):
Library Use (25%):
Listen (25%):
Locksmith (01%):
Martial Arts (01%):
Mechanical Repair (20%):
Medicine (05%):
Natural History (10%):
Navigate (10%):
Occult (05%):
Operate Heavy Machine (01%):
Other Language: Inuit (01%):
Own Language: English (EDU×5%):
Persuade (15%):
Pharmacy (01%):
Photography (10%):
Physics (01%):
Pilot (01%):
Psychoanalysis (01%):
Psychology (05%):
Ride (05%):
Sneak (10%):
Spot Hidden (25%):
Swim (25%):
Throw (25%):
Track (10%):
Hand-to-Hand:
Fist/Punch (50%):
Head Butt (10%):
Kick (25%):
Grapple (25%):
Firearms:
Handgun (20%):
Machine Gun (15%):
Rifle (25%):
Shotgun (30%):
SMG (15%):
Use standard rolling formula i.e. 3D6 rolls for STR, CON, POW, DEX and APP; 2D6+6 for SIZ and INT and 3D6+3 for EDU (mix the 5 x 3D6 rolls and 2 x 2d6+6 to suit your investigator concept remembering the lower limit of 12 for CON.
INT x 5 for idea roll and EDU x 5 for know while POW x 5 gives Luck
Add STR and SIZ to work out the Damage Bonus while Hit points are the average of CON and SIZ, rounded up. Magic Points equal to POW.
Skills
Once the investigators occupation has been determined, divide the number of points from EDU x 20 as you wish through the eight or so relevant skills. Personal interest skills are based on INT x 10.
All standard fare really.
Now to the skills needed for the opening scenario;
Anthropologist / Ethnologist / Historian
Skills; Anthropology 50%, History 50%
Duties; Examine in detail the local Inuit (culture, trade, industry folklore language etc.) and life in the Arctic.
Archaeologist / Historian
Skills; Archaeology 50%, History 50%, Navigation 20%
Duties: Investigate the fate of the Franklin Expedition. Gather as much information and evidence as possible and attempt to determine what happened to that ill-fated party.
Artist / Photographer
Skills; Art (Draw) 50%, Photography 50%
Duties; Document the life of the expedition using photos and drawings.
Note – this is the only non-vital position and should be taken up by another team member in addition to his primary duties if possible.
Botanist
Skills; Biology 50%
Duties; Conduct research on the regions flora. Catalogue and obtain as many samples as possible.
Doctor / Physician
Skills; First Aid 60%, Medicine 50%, Pharmacy 30%, Psychology 40%, Psychoanalysis 30%
Duties; Take care of medical problems as they arise. Determine the physical and psychological effects of isolation and a harsh environment on humans for prolonged periods of time by observing the other expedition members.
Geologist
Skills; Chemistry 25%, Geology 50%, Navigation 25%
Duties; Examine the region with an eye to potential for mineral exploitation.
Guide
Skills; Drive Sled 45%, Electrical Repair 45%, Mechanical repair 45%, Navigation 50%, Speak Inuit 55%, Rifle 45%, Inuit Occult 20% (if of inuit origin)
Duties; Maintain the base camp inclining machinery and the building. Escort scientists on field trips. Hunt for fresh meat when the time and opportunity arises.
Note; If there are several guides, the various Maximum skills may be divided between them so that an individual guide need not be saddled with all the above skills and duties.
Zoologist
Skills; Biology 50%, Photography 25% Taxidermy 45%.
Duties; Conduct research on regional fauna. Catalog, photograph and obtain samples of specimens.
You may find this template of use;
Name:
Player:
Age:
Sex:
Occupation:
College, Degrees:
Birthplace:
Image
Characteristics:
STR
CON
SIZ
DEX
APP
INT (Idea - )
POW (Luck - )
EDU (Know - )
Sanity:
Current Sanity:
Phobias/Mental Disorders:
Hit Points:
Current Hit Points:
Magic Points:
Current Magic Points:
Damage Bonus:
Appearance & Personality:
Background:
Skills: (Non-default skills BOLD, Professional Skills ITALICS, Hobbies preceded by a DOT)
Accounting (10%):
Anthropology (01%):
Archaeology (01%):
Art (05%):
Astronomy (01%):
Bargain (05%):
Biology (01%):
Chemistry (01%):
Climb (40%):
Conceal (15%):
Craft (05%):
Credit Rating (15%):
Cthulhu Mythos (00%):
Disguise (01%):
Dodge (DEX×2):
Drive Auto (20%):
Electrical Repair (10%):
Fast Talk (05%):
First Aid (30%):
Geology (01%):
Hide (10%):
History (20%):
Jump (25%):
Law (05%):
Library Use (25%):
Listen (25%):
Locksmith (01%):
Martial Arts (01%):
Mechanical Repair (20%):
Medicine (05%):
Natural History (10%):
Navigate (10%):
Occult (05%):
Operate Heavy Machine (01%):
Other Language: Inuit (01%):
Own Language: English (EDU×5%):
Persuade (15%):
Pharmacy (01%):
Photography (10%):
Physics (01%):
Pilot (01%):
Psychoanalysis (01%):
Psychology (05%):
Ride (05%):
Sneak (10%):
Spot Hidden (25%):
Swim (25%):
Throw (25%):
Track (10%):
Hand-to-Hand:
Fist/Punch (50%):
Head Butt (10%):
Kick (25%):
Grapple (25%):
Firearms:
Handgun (20%):
Machine Gun (15%):
Rifle (25%):
Shotgun (30%):
SMG (15%):