Character Creation Rules & Discussion

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Character Creation Rules & Discussion

Post by CrackheadC. »

Character Creation 7th Edition

Part One: Characteristics

The Characteristics:

To begin, a Call of Cthulhu character has eight characteristics:
1. Strength (STR) measures the raw physical power your investigator can bring to bear.
2. Constitution (CON) is a measure of the health and hardiness of your investigator.
3. Power (POW) is a combination of force of will, spirit, and mental stability.
4. Dexterity (DEX) is a measure of your investigator’s physical agility and speed.
5. Appearance (APP) measures the charm and physical appeal of your character.
6. Size (SIZ) reflects your investigator’s combined height and weight.
7. Intelligence (INT) is a rough measure of your investigator’s cunning and ability to make leaps of logic and intuition.
8. Education (EDU) is a measure of the knowledge that your investigator has accumulated through formal education, or the venerated “School of Hard Knocks.”

Roll 3d6 each for STR, CON, POW, DEX, and APP. Multiply results by 5 and assign them.
Roll 2d6+6 each for SIZ, INT and for EDU. Multiply results by 5 and assign them.

USE ANY ONLINE DICE ROLLER (Orokos, invisible castle, dholeshouse, or the board dice roller)

Age:
This has modifiers. If you are:
15-19: you will subtract 5 points from you EDU. You will also subtract 5 points from STR and SIZ (how you subtract it is up to you). However, you get to roll twice for your luck score and take the highest of the two.
20-39: All stats stay the same. Make an improvement check for your EDU (just as you would if you have a check for a skill)
40-49: Lose 5 APP. Lose 5 points between STR, CON, or DEX. Make 2 Improvement checks for EDU.
50-59: Lose 10 APP. Lose 10 Points between STR, CON, or DEX. Make 3 Improvement checks for EDU

If you want an older character than that, let me know, it continues on in much the same fashion.


Half and Fifth Values:
Take the value for each of your characteristics and halve it, rounding that value down to the nearest whole number if necessary. Then take the value for each characteristic and divide by 5 to give the “fifth” value, again rounding down as required.
Record the full/half/fifth values (e.g. An investigator’s STR 60 would be written on the investigator sheet as 60 (30/12)).

These values are used to determine "hard" and "extreme" successes on skill rolls.


Secondary Attributes

There are a number of attributes that are determined after you have worked out the characteristics above. These are Luck, Damage Bonus and Build, Hit Points, Sanity, and Movement

Luck begins at 3D6 multiplied by 5. A Luck roll is often used to determine whether external circumstances are in your favor or against you. Luck can also be burned to adjust a roll to make it a success (with few exceptions).

Example: Brian is fleeing a hoard of zombies and jumps into a nearby car. The Keeper asks for a Luck roll to determine whether the keys are in the ignition. Brian makes a percentage roll, rolling 28, which is lower than his Luck score; he turns the keys and the engine roars in to action! Brian has to make a Drive roll as he weaves in and out of traffic to escape, his skill is 20%, but he rolls a 24% which is a failure. Brian decides to burn 4 of his 60 Luck to pass the roll. He adjust his luck to its new number, 56 and he passes his drive roll.


Magic Points (MP) are equal to one-fifth POW, and are used when casting spells, powering arcane devices, and magical effects. Magic points that are spent regenerate naturally at a rate of 1 point per hour. Once an individual is out of magic points, any further expenditure is deducted directly from hit points—any such loss manifesting as physical damage in a form chosen by the Keeper.

Damage Bonus and Build: Damage Bonus is how much extra damage your investigator does with a successful close-combat (melee) attack. Build is a scale of combined size and strength. Add your STR and SIZ together and consult the following table.

Damage Bonus and Build Table

STR + SIZ Damage Bonus Build
2–64 –2 –2
65–84 –1 –1
85–124 None 0
125–164 +1D4 +1
165–204 +1D6 +2

Example: Brian set his STR to 60 and his SIZ to 70, totaling 130. When he makes a successful physical attack, he will deal an extra 1D4 points of damage (Damage Bonus). His Build is +1.

Hit Points (HP) are figured by adding SIZ and CON together, then dividing the total by ten and rounding down to the nearest whole number. As your investigator takes damage from combat or other events, your HPs will drop.

Sanity (SAN) begins at a level equal to your POW score. Circle the value that corresponds to this number on the investigator sheet. This score is used as a percentile roll that presents your investigator’s ability to remain stoic in the face of horrors. As you encounter the monstrosities of the Cthulhu Mythos, your SAN score fluctuates.

Move Rate (This is new and important for the new chase rules)
If both DEX and STR are lower than your SIZ (not put together): MOV = 7
If either DEX or STR is greater than or equal to SIZ: MOV = 8
If both DEX and STR are greater than SIZ: MOV = 9
(if you are older than 40, subtract 1 point from MOV)

Part Two: Occupations & Skills

You probably have a good idea of what your character's occupation will be. Below I will have lists of occupations from several source books that you can choose from (Eliminating overlap). If you don't see something you like, you can mention it and we can create something that suits your desires. Each occupation comes with a list of skills related to it and will determine your starting Occupational skill points based on one or two of your characteristics.

I will also have a list of bonus experience packages that your characters can take if they wish. These generally have a few extra skills and skill points involved, but also come with some drawbacks. These are typically to help flesh out your character via background.

Below that I will have a list of the skill sheet and starting skill levels based on what scenario we are doing.

After you choose an occupation, tell me in this thread and I will tell you the skills that are associated to it and how you determine your starting skill points (this is simply to save me from having to type out hundreds of skills). Starting Skills are capped at 75%

Investigator Handbook,Accountant Acrobat Actor Agency Detective Alienist Animal Trainer Antiquarian Antique Dealer Archaeologist Architect Artist Asylum Attendant Assassin Athlete Author Aviator Bank Robber Bartender Big Game Hunter Book Dealer Bootlegger Bounty Hunter Boxer/Wrestler Burglar Butler/Valet/Maid Chauffeur Clergy Member Conman Cowboy/girl Craftsperson Criminal Cult Leader Designer Dilettante Diver Doctor of Medicine Drifter Driver Editor Elected Official Engineer Entertainer Explorer Farmer Federal Agent Fence Firefighter Foreign Correspondent Forensic Surgeon Forger/Counterfeiter Gambler Gangster Gun Moll Gentleman/Lady Hobo Hospital Orderly Journalist Judge Laboratory Assistant Laborer Lawyer Librarian Lumberjack Mechanic (and Skilled Tradesman) Military Officer Minder Missionary Mountain Climber Museum Curator Musician Nurse Occultist Outdoorsman Parapsychologist Pharmacist Photographer Photojournalist Pilot Police Detective/Officer Private Investigator Professor Prospector Prostitute Psychiatrist Psychologist/Psychoanalyst Reporter Researcher Sailor Salesperson Scientist Secretary Shopkeeper Smuggler Soldier/Marine Spy Street Punk Student/Intern Stuntman Taxi Driver Thug Tribe Member Undertaker Union Activist Waiter/Waitress White-collar Worker Zealot Zookeeper
Cthulhu Britannica London,Academic Amateur Cracksman Archivist Aristocrat Bright Young Thing British Bulldog Religious Official (any religion) Sleuth Spiritualist
Gaslight,Adventuress Consulting Detective

Experience Package (These are optional and for some background flavor!)
War Experience,- The investigator has served in one of the Armed Forces during a war - probably the Great War of 1914-1918 (for the 20s). While benefitting from their experience, it also bears its scars. -Adjust age according to war period and scenario start -Deduct 1d10+5 from Sanity -Add one of the following to the investigator's background: Injury/Scar or a Phobia/Mania associated with the war -Add 70 Bonus skill points divided among skills based on military position (ask me) -Immunity to sanity losses resulting from viewing a corpse or gross injury
Police Experience,- The investigator has served for a number of years on a police force or has retired from this profession. -Choose starting age over 25 -Deduct 1d10 from Sanity - Add one of the following to the investigator's background: Injury/Scar or a Phobia/Mania associated with experiences as a police officer -Add 60 bonus skill points to skills related (ask me for the list) -Immunity to sanity losses resulting from viewing a corpse
Organized Crime Experience,-Choose starting age over 20 -Deduct 1d10 Sanity - Add one of the following to the investigator's background: Injury/Scar or a Phobia/Mania associated with criminal experience -Add 60 points amongst skills (ask me for which skills) -Immunity to sanity losses resulting from viewing a corpse, witnessing or performing a murder, or seeing violence perpetrated against a human being. (This one is up for debate, if you were a pickpocket, this is not going to be the case)
Medical Experience,- The investigator is a long-serving physician, nurse, or forensic examiner. -Starting age over 30 -Deduct 1d10 Sanity -Add Phobia/Mania associated with medical experience to background -Add 60 skill points to list (ask and I'll provide) -Immunity to sanity losses from viewing a corpse or gross injury
Mythos Experience,- The investigator has knowledge of the Cthulhu Mythos, either in an academic sense or through tangible experience. Discuss with me how aware they are and write it into your background. If this knowledge is from books, decide whether or not your character is a "believer". -Increase Cthulhu Mythos skill to a level agreed upon with me -Reduce Maximum Sanity in line with Cthulhu Mythos Skill -If a believer, deduct Sanity equal to mythos gained -Add TWO of the following to the investigator's background: Injury/Scar or a Phobia/Mania or Encounter with Strange Entity associated with Mythos Experience. -Spells (only if believer) and only with my permission

Skill Lists
Gaslight,Accounting (05%) Animal Handling (05%) Anthropology (01%) Appraise (05%) Archaeology (01%) Art / Craft (choose specialty) (05%) Charm (15%) Climb (20%) Credit Rating (00%) Cthulhu Mythos (00%) Disguise (05%) Dodge (Half DEX%) Drive Carriage (20%) Etiquette (05%) Fast Talk (05%) Fighting (Brawl) (25%) Fighting (Boxing) (05%) Firearms (Handgun) (20%) Firearms (Rifle/Shotgun) (25%) First Aid (30%) History (05%) Intimidate (15%) Jump (20%) Language (Other) (01%) Language (Own) (EDU%) Law (05%) Library Use (20%) Listen (20%) Locksmith (01%) Mechanical Repair (10%) Medicine (01%) Natural World (10%) Navigate (10%) Occult (05%) Operate Heavy Machinery (01%) Persuade (10%) Pilot (choose specialty) (01%) Psychology (10%) Ride (05%) Science (chose specialty) (01%) Sleight of Hand (10%) Spot Hidden (25%) Stealth (20%) Survival (choose specialty) (10%) Swim (20%) Throw (20%) Track (10%)
Credit Rating
A character’s Credit Rating is an indicator of his or her wealth and class. Each Occupation has an associated Credit Range as a guide. Depending on how many of your Occupation Skill points you allocated to this skill, your investigator is...
Credit Rating 0...Penniless, living on the streets.
Credit Rating 1-9...Poor, possessing the bare minimum.
Credit Rating 10-49...Average, a reasonable level of comfort.
Credit Rating 50-89...Wealthy, some degree of luxury.
Credit Rating 90-98...Rich, great wealth and luxury.
Credit Rating 99...Super rich, money is no object.

Part Three Backstory:
Try to have an entry (doesn't have to be long) for each of the following:
Personal Description, Ideology/Beliefs, Significant People, Meaningful Locations, Treasured Possessions, and Traits.

Key Connection: The most important part of his backstory, what gives an investigator meaning in life. This connection can aid him in regaining sanity. As a Keeper, I cannot easily destroy, kill, or take away this connection without allowing the character an opportunity to save it. Losing this connection has sanity consequences.

The back story has 3 functions:
1st, easy statements as a guide to Role playing and helping to define your character in the world
2nd, it can be called upon during the development (between investigations) phase for sanity recovery
3rd, corruption of your background. As your investigator loses sanity and learns of the Mythos more deeply, things that you once held dear may become meaningless or darker than you once thought.

The more you put into a backstory the more (I feel) you get out of your character investment.

Part Four Assets:

These are linked to your credit rating and income. We can discuss this last. Typically you will only need to point out the most important things. This will become more important when we are on the Orient Express and you have limited availability to items.

For The Blood Red Fez:

Each investigator will be "Touched by Fate". As this is an adventure taking place in the past related to the 1920s Campaign, and a particularly deadly one at that, I have taken the suggestion of another Keeper and will give each investigator One (1) opportunity to change a single roll in the game, or avoid certain death. The caveat is that the player needs to reasonably explain how the investigator will evade their fate. (This idea came to the keeper after having lost 8 investigators during the adventure. Only 2 deaths stuck after using their chit to avoid death).

Investigators in The Blood Red Fez will need to know Professor Julius Smith. Be it they are friends, associates at university, acquaintances through family, or colleagues in the Oriental Club in London. They will all need to reside currently in London as well.
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Re: Character Creation Rules & Discussion

Post by Mr. Handy »

Characteristic rolls:
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
[dice]3[/dice]
[dice]4[/dice]
[dice]5[/dice]
[dice]6[/dice]
[dice]7[/dice]

Luck rolls:
[dice]8[/dice]
[dice]9[/dice]

Those aren't so great, but they could have been worse. Here's the start of my character. I reduced his SIZ and EDU by 5 for being younger than twenty. He's going to be a Dilettante, so I'll wait for the occupational skill list before assigning skill points:
Player: Mr. Handy
Name: Rupert Chesterfield
Sez: Male
Age: 19
Occupation: Dilettante
Birthplace: London, England
Current Residence: London, England
Colleges, Degrees: High School Diploma, currently enrolled in University

Characteristics:
STR: 35 (17/7)
CON: 50 (25/10)
SIZ: 55 (27/11)
DEX: 55 (27/11)
APP: 40 (20/8)
INT: 70 (35/14)
POW: 50 (25/10)
EDU: 65 (32/13)

Hit Points: 10 / 10
Magic Points: 10 / 10
Sanity: 50
Luck: 50
Move Rate: 8
Build: 0
Damage Bonus: +0

Skills:
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 Rules & Discussion

Post by CrackheadC. »

Mr. Handy, as both of your luck rolls ended up exactly the same, I'll let you re-roll that at least once more, if it is lower than 50 you can keep 50 and if it is above you can take that one. Otherwise you took all of the risk for none of the reward.

Dilettante - Dilettantes are self-supporting, living off an inheritance, trust fund, or some other source of income that does not require them to work. Usually the dilettante has enough money that specialist financial advisers are needed to take care of it. Probably well educated, though not necessarily accomplished in anything. Money frees the dilettante to be eccentric and outspoken. The dilettante has had plenty of time to learn how to be charming and sophisticated; what else has been done with that free time is likely to betray the dilettante's true character and interests.

Occupation skill points: EDU x2 + APPx2 (130+80 = 210)
Personal Interest skill points: INT x2 (140)
Credit Rating: 50 - 99 (Though lower in your case is fine depending on reasoning)

Skills: Art / Craft (any), Firearms, Other Language, Ride, One interpersonal skill (charm, fast talk, intimidate, or persuade) and any 3 other skills as personal or era specialties.
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Re: Character Creation Rules & Discussion

Post by Mr. Handy »

That doesn't give me a whole lot of points to spend. Do I get the minimum value of Credit Rating for my profession for free as in Trail of Cthulhu, or do I actually have to spend 50 points to get up that high? Maybe I should go with a different profession, such as Student/Intern. By the way, the spoiler button with the Investigator's Handbook professions doesn't work because there's an apostrophe in the button text, but I was able to see the contents by using the Quote button.

Here's my extra Luck roll:
[dice]0[/dice]
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 Rules & Discussion

Post by CrackheadC. »

Fixed the spoiler button.

Credit rating must be spent up to the listed minimum for the occupation using occupational skill points

True that isn't a whole lot to work with skill-wise. How about we do this, we can combine the investigator & london book's "Gentleman" occupation to suit your needs. I believe gentleman would work out as a sort of, upper class / good breeding / time to spare type you might be looking for.
Skill wise: EDUx4 out of the Investigator book (that'd be 260 for you)
Credit Rating: 40-90 (This means a minimum of 40 out of your 260, leaving you 220 occupational skill points)

Choose one skill list:
Investigator's handbook: Art / Craft (any), 2 interpersonal skills (charm, fast talk, intimidate, persuade), Firearms (rifle/shotgun), History, Other Language (any), Navigate, Ride
London book: Accounting, Appraise, Charm, Drive Carriage, Etiquette, Firearms (handgun), Firearms (rifle/shotgun), Persuade

Does this suit you better? If you are very unhappy with your rolls here, I'd be happy to allow one (1) complete re-roll of all characteristics if you feel it would affect your concept/enjoyment. A balance between player fun / game mechanics is necessary.

EDIT: I forgot to note that obviously you'd still have the 140 addition personal interest skill points. So if you want you have your character take some classes at the university in his free time you can still kick the idea of him being a part-time student around.
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Re: Character Creation Rules & Discussion

Post by Mr. Handy »

Yes, that works well. I'll use the Investigator's Handbook skill list, as that's closer to what I had in mind. Rupert's younger sister Agatha is Felicity Hayward's future mother, who will later marry her father, oil magnate Sir Cedric Hayward. Here's my completed character sheet:

Player: Mr. Handy
Name: Rupert Chesterfield
Sez: Male
Age: 19
Occupation: Gentleman
Birthplace: London, England
Current Residence: London, England
Colleges, Degrees: High School Diploma, currently enrolled in University

Image

Characteristics:
STR: 35 (17/7)
CON: 50 (25/10)
SIZ: 55 (27/11)
DEX: 55 (27/11)
APP: 40 (20/8)
INT: 70 (35/14)
POW: 50 (25/10)
EDU: 65 (32/13)

Hit Points: 10 / 10
Magic Points: 10 / 10
Sanity: 50
Luck: 50
Move Rate: 8
Build: 0
Damage Bonus: +0

Skills:
Non-Default are bolded. Occupational Skills in Italics. Personal Interests preceded by a DOT.
Accounting (05%):
Animal Handling (05%):
Anthropology (01%):
Appraise (05%):
Archaeology (01%):
Art / Craft (Literature) (05%): 20%
Art / Craft (choose specialty) (05%):
Charm (15%): 55%
Climb (20%):
Credit Rating (00%): 40%
Cthulhu Mythos (00%):
Disguise (05%):
Dodge (Half DEX%): 27%
Drive Carriage (20%):
.Etiquette (05%): 25%
Fast Talk (05%):
Fighting (Brawl) (25%):
Fighting (Boxing) (05%):
Firearms (Handgun) (20%):
Firearms (Rifle/Shotgun) (25%): 55%
First Aid (30%):
History (05%): 30%
Intimidate (15%):
Jump (20%):
Language (Other: French) (01%): 21%
Language (Other) (01%):
Language (Own: English) (EDU%): 65%
Law (05%):
.Library Use (20%): 40%
.Listen (20%): 45%
Locksmith (01%):
Mechanical Repair (10%):
Medicine (01%):
Natural World (10%):
Navigate (10%): 30%
Occult (05%):
Operate Heavy Machinery (01%):
Persuade (10%): 50%
Pilot (choose specialty) (01%):
.Psychology (10%): 55%
Ride (05%): 35%
Science (chose specialty) (01%):
Sleight of Hand (10%):
.Spot Hidden (25%): 55%
Stealth (20%):
Survival (choose specialty) (10%):
Swim (20%):
Throw (20%):
Track (10%):

Background:
Personal Description:
Rupert Chesterfield comes from a well-to-do London family. While not much to look at physically, he makes up for it with his natural charming nature. Behind his small frame lies a keen intellect.

Ideology/Beliefs:
Rupert was raised a staunch Protestant and attends church regularly. He believes firmly in God, and he believes that God has blessed the British Empire with abundant wealth and authority over other nations. He looks down his nose at Catholicism, which he is certain will one day help usher in worship of the Antichrist.

Significant People:
Rupert's parents, Reverend Miles Chesterfield and his wife Prudence, have raised Rupert and are very supportive and approving of him. He adores them and wishes to please them however he can. His younger sister Agatha, aged fifteen, looks up to him, and he has done his best to help his parents guide her as she has grown. Agatha tries her best to live up to the ideal of a young Victoria lady. She means everything to him, and he truly wants her to be happy. He attended Harrow, where he befriended a chubby redheaded boy with a speech impediment known as Spencer Churchill (though his real first name was Winston) when many of the other students made fun of him. The two of them became fast chums. Now that Rupert is attending University, he is being mentored by Professor Julius Smith, who is teaching one of his classes.

Meaningful Locations:
Rupert's family home will always be meaningful to him, as will Harrow, where he was educated and spent much of his time. Unlike Spencer, who hated the place, Rupert enjoyed his time there.

Treasured Possessions:
Rupert's most treasured possession is the gilt-edged leather-bound copy of the Bible (King James Version, of course) that his father gave him. He also loves his horse, Trotter, and rides him often.

Traits:
Rupert is very curious, always seeking out new things to learn and new places to explore. He has a kind and friendly manner, which enables him to win over people he meets. He doesn't have much of a head for business, having always been better at spending money than at making it.

Key Connection:
Rupert's key connection is his little sister Agatha.

Assets:
Rupert has a trust fund established by his father. While it does not mature until he is 21, he still has access to an allowance from it. He has his horse, Trotter, as well as a shotgun and a rifle he uses to go hunting on occasion.
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 Rules & Discussion

Post by CrackheadC. »

Mr. Handy, Rupert looks good, I'll double check the numbers later to be sure.

Professor Julius Smith is an archaeology and anthropology professor though he occasionally teaches a history course. He is a new professor at 29 years of age. He's a bit of a world traveler and a member in good standing of the Oriental Club.

Can you give me a reason why Professor Smith and Rupert might be close? Why he might trust Rupert in a dangerous situation or believe in his ability to be discreet?
If you can't think of anything we can bounce ideas off of each other or I can simply come up with something. Like perhaps Rupert is on the University's Rifle team and the professor would know that Rupert has access to a weapon.
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Re: Character Creation Rules & Discussion

Post by Mr. Handy »

That could work. Also, perhaps Professor Smith might be a friend of Rupert's father, who had also attended the same university.
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 Rules & Discussion

Post by CrackheadC. »

Just to get a jump on Tabs who decided on an author.

Author - As distinct from the journalist, the author uses words to define and explore the human condition, especially the range of human emotions. Their labors are solitary and the rewards solipsistic: only a relative handful make much money in the present day, though in previous eras the trade once provided a regular living wage. The work habits of authors vary widely. Typically an author might spend months or years researching in preparation for a book, then withdrawing for periods of intense creation.

Occupational skill points: EDU x4
Personal Interest skill points: INT x2
Credit rating: 9-40
Skills: Art (Literature), History, Library Use, Natural World or Occult, Other Language, Own Language, Psychology, any one other skill as a personal or era speciality
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Re: Character Creation Rules & Discussion

Post by Tabs »

Image I'll finish Sylvia's skills tomorrow.

STR [dice]0[/dice] 60 30/12 DEX
CON [dice]1[/dice] 55 27/11
POW [dice]2[/dice] 65 32/13
DEX [dice]3[/dice] 30 15/6 STR
APP [dice]4[/dice] 45 22/9
SIZ [dice]5[/dice] 90 45/18 INT
INT[dice]6[/dice] 45 22/9 SIZ
EDU [dice]7[/dice] 60 30/12

**CrackheadC, can I switch STR and DEX, and SIZ and INT?**

Age 30, improvement check for EDU [dice]8[/dice]

LUCK [dice]9[/dice] 50
MAGIC POINTS 13
DAMAGE BONUS and BUILD 30 + 45 = -1 -1
HP 45 + 55 /10 = 10
SANITY 65
MOVE RATE 8


Accounting (05%)
Animal Handling (05%)
Anthropology (01%)
Appraise (05%)
Archaeology (01%)
Art / Craft (choose specialty) (05%)
Charm (15%)
Climb (20%)
Credit Rating (00%)
Cthulhu Mythos (00%)
Disguise (05%)
Dodge (Half DEX%)
Drive Carriage (20%)
Etiquette (05%)
Fast Talk (05%)
Fighting (Brawl) (25%)
Fighting (Boxing) (05%)
Firearms (Handgun) (20%)
Firearms (Rifle/Shotgun) (25%)
First Aid (30%)
History (05%)
Intimidate (15%)
Jump (20%)
Language (Other) (01%)
Language (Own) (EDU%)
Law (05%)
Library Use (20%)
Listen (20%)
Locksmith (01%)
Mechanical Repair (10%)
Medicine (01%)
Natural World (10%)
Navigate (10%)
Occult (05%)
Operate Heavy Machinery (01%)
Persuade (10%)
Pilot (choose specialty) (01%)
Psychology (10%)
Ride (05%)
Science (chose specialty) (01%)
Sleight of Hand (10%)
Spot Hidden (25%)
Stealth (20%)
Survival (choose specialty) (10%)
Swim (20%)
Throw (20%)
Track (10%)
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Re: Character Creation Rules & Discussion

Post by CrackheadC. »

Yes, switching those would be fine. Just had to double check that SIZ would still be above the minimum for it (40).

EDIT: You still need to make a Luck roll though.
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Re: Character Creation Rules & Discussion

Post by maelstrom »

Right let's make a very quick start before I go to work. I should have some time later to carry on. I have 7th edition rules and the London book, so hopefully I can cut down a little on your work.
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
[dice]3[/dice]
[dice]4[/dice]
[dice]5[/dice]
[dice]6[/dice]
[dice]7[/dice]
Luck[dice]8[/dice]

Fingers crossed.

I think these dice were loaded by cthulhu himself :mrgreen:
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Re: Character Creation Rules & Discussion

Post by DrPeterson »

I think I'll play the professor's assistant. Would that be okay?
"He said we were all cooked but we were all right as long as we did not know it. We were all cooked. The thing was not to recognize it."
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Re: Character Creation Rules & Discussion

Post by CrackheadC. »

His academic assistant? That should be fine, just remember that the Professor is only 29 in this first scenario and has only been a professor for about a year or so.
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Re: Character Creation Rules & Discussion

Post by carnage_lee »

7th Ed. Characters can be created at The Dhole's House (beta) site - it may still be a bit buggy, back-story elements will be added in a day or two and there's only about 30 occupations right now.

You can update sanity, hit pts, magic pts, luck - add weapons (limited list to choose from, so far) and add equipment, downloadable PDF character sheet (with some 'form fields').

This is pretty close to being released; Mike Mason's asked for a few tweaks... but you're welcome to use the beta.
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Tabs
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Re: Character Creation Rules & Discussion

Post by Tabs »

Mrs. Sylvia Warner

Author - As distinct from the journalist, the author uses words to define and explore the human condition, especially the range of human emotions. Their labors are solitary and the rewards solipsistic: only a relative handful make much money in the present day, though in previous eras the trade once provided a regular living wage. The work habits of authors vary widely. Typically an author might spend months or years researching in preparation for a book, then withdrawing for periods of intense creation.

Occupational skill points: EDU x4 240
Personal Interest skill points: INT x2 180
Credit rating: 9-40 30
Skills: Art (Literature) 50, History, Library Use 50, Natural World or Occult 50, Other Language French 30, Own Language, Psychology 30, any one other skill as a personal or era speciality
Personal Interest: Appraise 60, Fast Talk 65, Stealth 55.

RE. Medical Experience--Sylvia's husband is a doctor. Keeper said: If she has regularly assisted with some of his work, say like home-visits etc in a nurse capacity. That'd be fine. I don't know about her being immune to sanity loss for seeing dead bodies, but gross injuries could be fine - simply because with more serious (will die) patients her husband might not have her assist since she doesn't have formal training.

That's 60 points divided among any of the following: First aid 30, law, listen, medicine 30, psychology, spot hidden, science (any 2).
Don't forget a phobia/mania related to her medical experiences. Frightened of deep water.

Personal Description,
Prettyish, a little dowdy (usually, but has a nice evening gown) Image

Ideology/Beliefs,

Attends her local Church of England church.

Significant People,

Husband Dr. H. Warner and brother Meredith Strachey.

Meaningful Locations,

Avebury (megalithic circle).

Treasured Possessions,

Carved, South Seas, totem Image

and Traits.

Pushing her glasses back up on to the bridge of her nose.

Key Connection: The most important part of his backstory, what gives an investigator meaning in life. This connection can aid him in regaining sanity. As a Keeper, I cannot easily destroy, kill, or take away this connection without allowing the character an opportunity to save it. Losing this connection has sanity consequences.

Books, learning, the importance of education

**Keeper, I thought that a connection with Rupert could be she was a guest speaker/lecturer at his college? And she has permission from her husband to travel on the Express to research European cities for her writing...**

Part Four Assets:

These are linked to your credit rating and income. We can discuss this last. Typically you will only need to point out the most important things. This will become more important when we are on the Orient Express and you have limited availability to items.

Pearl necklace and earrings
Image


Mrs. Sylvia Warner was very independent, everybody said so and everybody pitied her husband--in fact, if she survives long enough, she'll probably be a suffragette in 20 years time (although disfiguring portraits are definitely not her thing). Dr. Warner is a very busy man who performed his calling to all comers, he could be classed as a doctor-philanthropist; he welcomed the help of his wife, Sylvia, on his rounds to the sick.
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Victoria Silverwolf
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Re: Character Creation Rules & Discussion

Post by Victoria Silverwolf »

I will also just get started and edit this later when I have time to complete it. I like to let the dice determine things when I'm building a character, so I'll just roll for the eight characteristics in the order they are listed.

STR: [dice]0[/dice]

CON: [dice]1[/dice]

POW: [dice]2[/dice]

DEX: [dice]3[/dice]

APP: [dice]4[/dice]

SIZ: [dice]5[/dice]

INT: [dice]6[/dice]

EDU: [dice]7[/dice]

Let's see what I get:

STR: 50/25/10 (average)
CON: 70/35/14 (high)
POW: 25/12/5 (very low)
DEX: 70/35/14 (high)
APP: 45/22/9 (average)
SIZ: 70/35/14 (high)
INT: 50/25/10 (average)
EDU: 58/29/11 (average) (adjusted from 55 to 58 per EDU bonus roll)

Hmm. Mostly notable for extremely low POW, so very low will, spirit, and mental stability. A rather neurotic character. Average in most ways, but big, healthy, and agile, if only moderately strong.

Looking at the list of occupations, I'm tempted to make her a prostitute, unless you think that would be inappropriate or in bad taste. That would explain the very low POW, due to her unpleasant experiences. She would certainly not be a high-class courtesan, but a streetwalker, needing her SIZ and CON to keep her out of serious trouble, and using her DEX to escape from the police and dangerous customers, as well as possibly attempting to rob those who make use of her services.

If that's acceptable, let me know and I'll keep going. If not, I'll come up with something else.

I'll assume this character is about 30 years old for now.

EDU improvement roll: [dice]9[/dice]

Higher than EDU, so bonus roll:

[dice]10[/dice]

LUCK: [dice]8[/dice]

LUCK = 80 (10 points added per Keeper's benevolence.)

MAGIC POINTS = 5

(I'll definitely be spending a lot of luck, and not working spells very much!)

STR + SIZ = 120; no Damage Bonus; BuIld = 0 (average)

SIZ +CON = 140; Hp = 14 (above average)

SAN = 25 (very low)

MOV = 8 (average)
Last edited by Victoria Silverwolf on Wed Sep 07, 2016 8:44 pm, edited 5 times in total.
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Re: Character Creation Rules & Discussion

Post by CrackheadC. »

Victoria, a prostitute will be fine - we'll deal with your introduction when it comes time to start the campaign. I'd like you to do two things to add a tinge more viability to your character: When you rolls for luck, add 10 points to your total, and I'd like you to take either the Organized Crime package or the Mythos package (we can discuss the Mythos one, I have an idea or two) either one sans the Sanity loss.



Prostitute: Depending on circumstance, breeding, and background, a prostitute may be a high-rolling expensive call girl, male gigolo, or a streetwalker. Often driven by circumstance, many dream of a way out. A few work completely independently; however, for most, they are lured and kept in the business by ruthless pimps whose only concern is cash.

Occupational skill points: EDUx2 (110) + APPx2 (90) = 200
Personal interest points: INTx2 (100)
Credit Rating: 5-50
Skills: Art / craft (any), two interpersonal skills (charm, fast talk, persuade, intimidate), Dodge, Psychology, sleight of hand, stealth, any one other skill as a person or era speciality

EDIT: EDU improvement check is done like so:
You roll against your EDU (55). If you get 55 or less, you pass and don't get any bonus. If you get 56 or more, you fail and get a bonus. You then roll a 1d10 and add that to your EDU. So do this first before you start picking out occupational skills, because you may end up with up to 20 more skill points.
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Victoria Silverwolf
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Re: Character Creation Rules & Discussion

Post by Victoria Silverwolf »

If I understand you correctly, I have edited my post above to reflect an EDU bonus of 3. It is now 58, so I presume my Occupational Skill points are now 206.

I'll go back and spend some skill points (total of 206 now, I believe) on the suggested skills when I have time.

I'll let you suggest how to come up with my character's Mythos Experience package. (Perhaps she was hired to serve as a naked human altar in some unnatural rite?)
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Re: Character Creation Rules & Discussion

Post by CrackheadC. »

Correct. Your mythos experience will be recent, so you don't need to be concerned with it for backstory etc.
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