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Character Creation Rules & Discussion

Posted: Sun Sep 04, 2016 6:22 pm
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.

Re: Character Creation Rules & Discussion

Posted: Sun Sep 04, 2016 9:32 pm
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:

Re: Character Creation Rules & Discussion

Posted: Sun Sep 04, 2016 10:29 pm
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.

Re: Character Creation Rules & Discussion

Posted: Sun Sep 04, 2016 11:13 pm
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]

Re: Character Creation Rules & Discussion

Posted: Mon Sep 05, 2016 12:00 am
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.

Re: Character Creation Rules & Discussion

Posted: Mon Sep 05, 2016 1:01 am
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.

Re: Character Creation Rules & Discussion

Posted: Mon Sep 05, 2016 1:29 am
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.

Re: Character Creation Rules & Discussion

Posted: Mon Sep 05, 2016 2:12 am
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.

Re: Character Creation Rules & Discussion

Posted: Mon Sep 05, 2016 12:08 pm
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

Re: Character Creation Rules & Discussion

Posted: Mon Sep 05, 2016 2:25 pm
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%)

Re: Character Creation Rules & Discussion

Posted: Mon Sep 05, 2016 2:49 pm
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.

Re: Character Creation Rules & Discussion

Posted: Tue Sep 06, 2016 6:44 am
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:

Re: Character Creation Rules & Discussion

Posted: Tue Sep 06, 2016 11:29 am
by DrPeterson
I think I'll play the professor's assistant. Would that be okay?

Re: Character Creation Rules & Discussion

Posted: Tue Sep 06, 2016 12:53 pm
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.

Re: Character Creation Rules & Discussion

Posted: Tue Sep 06, 2016 3:54 pm
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.

Re: Character Creation Rules & Discussion

Posted: Tue Sep 06, 2016 6:56 pm
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.

Re: Character Creation Rules & Discussion

Posted: Tue Sep 06, 2016 7:39 pm
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)

Re: Character Creation Rules & Discussion

Posted: Tue Sep 06, 2016 8:31 pm
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.

Re: Character Creation Rules & Discussion

Posted: Tue Sep 06, 2016 8:53 pm
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?)

Re: Character Creation Rules & Discussion

Posted: Tue Sep 06, 2016 10:41 pm
by CrackheadC.
Correct. Your mythos experience will be recent, so you don't need to be concerned with it for backstory etc.

Re: Character Creation Rules & Discussion

Posted: Wed Sep 07, 2016 12:30 am
by CrackheadC.
Mr. Handy: I checked your skills etc. You are good save one thing - You are 40 occupation points shy. You have 260 available total and used 220. I'm assuming you saw me say "40 credit rating minimum (260-40=220 occupation points) and forgot that those are actually included in your total.

Tabs: Things look good here. You can make a connection to Rupert through a guest lecture in the university - most likely it would be a literature lecture, perhaps a "meet the author" of a recent book you wrote. Between that and the world travel it would explain how you and your husband would know Professor Smith.

Maelstrom: The dice are always cursed, if after coming up with a concept you like the rolls really don't fit, we can figure something out.

Victoria: So far so good, your Magic points would be 5 though, not 1 as it is 1/5th your Total POW, not your POW roll.

Re: Character Creation Rules & Discussion

Posted: Wed Sep 07, 2016 2:09 am
by Mr. Handy
Thanks, that's exactly what I'd done. I'd thought my skills were a bit low. I edited my sheet to add those 40 points, putting 20 into Persuade and 10 each into Navigate and Ride. I also renamed my Art from Creative Writing to Literature, which apparently encompasses the ability to write. Rupert could easily know Sylvia through attending a guest lecture of hers.

And I thought I rolled poorly! Some of those rolls... :shock:

Victoria's character should have a Move of 8, as her DEX is greater than or equal to her SIZ.

Re: Character Creation Rules & Discussion

Posted: Wed Sep 07, 2016 2:15 am
by CrackheadC.
Thanks for the check on her Move rate, that was the next thing I needed to double check (if it was just greater than or greater than/equal to). I'll start shifting characters to the dramatis personae thread as they're completed.

Re: Character Creation Rules & Discussion

Posted: Wed Sep 07, 2016 7:02 am
by maelstrom
Had a few ideas based around an explorer/ archaeologist maybe with a mythos encounter in his background. And something to account for some of his weaknesses.

Re: Character Creation Rules & Discussion

Posted: Wed Sep 07, 2016 12:37 pm
by CrackheadC.
Maelstrom:

Archaeologist : The study and exploration of the past. Primarily the identification, examination, and analysis of recovered materials relating to human history. The work involves painstaking research and meticulous study, not to mention a willing attitude to getting one's hands dirty.
Occupation Skill Points: EDUx4
Credit Rating: 10-40
Skills: Appraise, Archaeology, History, Other Language (any), Library Use, Spot Hidden, Mechanical Repair, Navigate or Science (any)

or

Explorer: In the late 19th and early 20th century there are still unknown areas of the world that some people can make a career of exploring. Scientific grants, private donations, and museum contracts, combined with newspaper, magazine, book, and film rights often generate enough money to support the adventurer and this exciting lifestyle. Much of the darkest Africa is still unexplored, as are great portions of the Matto Grosso in South America, the great Australian desert, the Sahara and Arabian deserts, and much of the Asian interior. Although expeditions have reached both the North and South Poles, much of the surrounding territory is still unknown.
Occupation skill points: EDUx2 + (APPx2 or DEXx2 or STRx2)
Credit Rating: 55-80
Skills: Climb or Swim, Firearms, History, Jump, Natural World, Navigate, Other Language, Survival

Re: Character Creation Rules & Discussion

Posted: Wed Sep 07, 2016 10:45 pm
by Victoria Silverwolf
Image

ELIZABETH WALKER aka "Long Liz" aka "Lucky Lizzie" aka "Black Bessie"

30 year old female streetwalker

STR: 50/25/10
CON: 70/35/14
POW: 25/12/5
DEX: 70/35/14
APP: 45/22/9
SIZ: 70/35/14
INT: 50/25/10
EDU: 58/29/11

Hit Points: 14
Magic Points: 5
Sanity: 25
Luck: 80
Move Rate: 8
Build: 0
Damage Bonus: 0

Skills: (base level)[Increases due to occupation]{increases due to personal interest}

Accounting (05%)
Animal Handling {25%}
Anthropology (01%)
Appraise {25%}
Archaeology (01%)
Art / Craft (Literature) (05%)
Art / Craft (sing) [30%]
Charm [40%]
Climb (20%)
Credit Rating [26%]
Cthulhu Mythos -- to be determined by Keeper
Disguise (05%)
Dodge [60%]
Drive Carriage (20%)
Etiquette (05%)
Fast Talk [30%]
Fighting (Brawl) (25%)
Fighting (Boxing) (05%)
Firearms (Handgun) (20%)
Firearms (Rifle/Shotgun) (25%)
First Aid {50%}
History (05%)
Intimidate (15%)
Jump (20%)
Language (Other) (01%)
Language (English) (58%)
Law (05%)
Library Use (20%)
Listen {40%}
Locksmith (01%)
Mechanical Repair (10%)
Medicine {21%}
Natural World (10%)
Navigate (10%)
Occult (05%)
Operate Heavy Machinery (01%)
Persuade (10%)
Pilot (01%)
Psychology [35%]
Ride (05%)
Science (01%)
Sleight of Hand [35%]
Spot Hidden (25%)
Stealth [50%]
Survival (10%)
Swim (20%)
Throw (20%)
Track (10%)

From an early age Elizabeth Walker was a big and healthy young woman, if otherwise undistinguished. Born into the working class, she might have had an unremarkable career as a house servant, possibly reaching the exalted level of Cook. Fate would have it otherwise.

The story is a familiar one. Seduced and abandoned by a handsome rascal, the unfortunate girl was soon with child. It may have been a blessing in disguise that the child was miscarried. However, there was no hiding Elizabeth's shame. She became one of London's countless soiled doves, taking to the streets to survive. She quickly learned the tricks of the trade, managing to keep herself safe from disease, violent clients, and the Peelers, even winning herself a reputation for good luck in dangerous situations.

Personal Description: A very tall, rather plain woman with black hair and dark brown eyes. Wears simple clothing and carries a large handbag. While working, she wears colored petticoats and more face powder and rogue than is normally considered tasteful.

Ideology/Beliefs: Elizabeth's experiences have made her cynical and pessimistic. She generally sees men as fools who can be manipulated with flattery into spending their money. Deep inside, however, she still has a romantic dream of meeting a gentleman who can rescue her from a life of sin. She has a very vague sense that a disapproving but merciful God sees everything she does, but does not pray or attend church services.

Significant People: Her parents and siblings, whom she hopes will someday be able to forgive her. The man who seduced her; if she ever meets him again, she is not sure if she will throw herself at his feet, or kill him. Her fellow ladies of the night, to whom she often acts as a protector, sometimes as nurse or midwife.

Meaningful Locations: The small country cottage where she was born and raised, for which she still feels homesick. The section of London where she plies her trade, where she has a few true friends (all women of her profession.)

Treasured Possessions: A cheap necklace given to her by her seducer, which she still wears. A small music box which plays a romantic melody, kept in her handbag.

Traits: Loyal to her friends and grateful to those clients who treat her decently. Willing to cheat those who do not. Suspicious of everyone until they have proven themselves trustworthy. Kind to animals. Likes to sing, in a pleasant but untrained voice. Avoids spirits, having seen too many of her kind destroyed by gin.

Key Connection: Her pride in herself as a survivor, and the fact that she works independently and not for a man.

Assets: Ordinary clothes and working clothes. Cheap jewelry, cosmetics, and perfumes. A supply of cash kept hidden from prying eyes. A few patent medicines for herself and the other women she helps. Basic first aid supplies for the same purpose. The handbag with the music box, spending money, and a small knife for discouraging aggressive clients.

Re: Character Creation Rules & Discussion

Posted: Thu Sep 08, 2016 2:07 am
by CrackheadC.
Victoria, I'll check your numbers tomorrow when I get a chance. As for Smith as a client, no. I have something else in mind for your character's entrance into the game.

Re: Character Creation Rules & Discussion

Posted: Thu Sep 08, 2016 2:12 am
by Victoria Silverwolf
Thanks! I'll edit that out.

Re: Character Creation Rules & Discussion

Posted: Thu Sep 08, 2016 11:08 pm
by DrPeterson
CrackheadC. wrote: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.

That's good, I could have been working on my PhD since before that since I'll be attached to the department. He could be my new supervisor/promotor, which could lead to interesting tensions.

Michael Connolly

Posted: Thu Sep 08, 2016 11:37 pm
by DrPeterson
Attributes:,[dice]0[/dice] [dice]1[/dice] [dice]2[/dice] [dice]3[/dice] [dice]4[/dice] [dice]8[/dice] [dice]5[/dice] [dice]6[/dice] I am well pleased with these rolls. Damn.
Luck:,[dice]7[/dice]

Player: DrPeterson
Name: Mícheál Ó Conghaile (Michael Connolly)
Sex: Male
Age: 24
Occupation: PhD. Researcher/Academic Assistant
Birthplace: Dublin, United Kingdom of Great Britain and Ireland
Current Residence: London, England
Colleges, Degrees: Trinity College, Ma in Anthropology
OOC:   How do I downsize this picture?  
Image


Characteristics:
STR: 35 (17/7)
CON: 40 (20/8)
SIZ: 55 (27/11)
DEX: 60 (30/12)
APP: 70 (35/14)
INT: 65 (32/13)
POW: 90 (45/18)
EDU: 75 (37/15)

Hit Points: 9/9
Magic Points: 18/18
Sanity: 90
Luck: 75
Move Rate: 8
Build: -1
Damage Bonus: -1
Improvement Check EDU:,[dice]9[/dice]
Skills:,Accounting (05%) Animal Handling (05%) [b].Anthropology (01%) 55%[/b] Appraise (05%) Archaeology (01%) [b]Art / Craft (Singing) (05%) 49%[/b] [b].Charm (15%) 55%[/b] Climb (20%) [b]Credit Rating (00%) 30%[/b] Cthulhu Mythos (00%) Disguise (05%) Dodge (Half DEX%) Drive Carriage (20%) Etiquette (05%) Fast Talk (05%) Fighting (Brawl) (25%) Fighting (Boxing) (05%) [b]Firearms (Handgun) (20%) 40%[/b] Firearms (Rifle/Shotgun) (25%) First Aid (30%) [b].History (05%) 45%[/b] Intimidate (15%) Jump (20%) [b].Language (Irish) (40%)[/b] [b].Language (Turkish) (30%)[/b] [b].Language (Arabic) (15%)[/b] Language (English) (75%) Law (05%) [b].Library Use (20%) 55%[/b] Listen (20%) Locksmith (01%) Mechanical Repair (10%) Medicine (01%) Natural World (10%) Navigate (10%) [b].Occult (05%) 50%[/b] Operate Heavy Machinery (01%) [b]Persuade (10%) 40%[/b] Pilot (choose specialty) (01%) [b]Psychology (10%) 40%[/b] 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%)



Backstory:
Personal Description:
Michael is a handsome man of average size, though he is somewhat on the slim side. He has a pale complexion and raven black hair, which give his steel blue eyes an almost eerie appeal.

He usually dresses in grey or green tweeds and wears a cap when outside.

He is the second son of Dublin-based industrialist William Connolly and Claire Oswald. Michael read Anthropology at Trinity College and moved to London to complete his PhD on the transference of prehistoric religious traditions into modernity.


Ideology/Beliefs:
Michael Connolly is a socialist and atheist, being a staunch supporter of the positivistic belief that science will lead humanity to greatness. Despite his father's misgivings, he participated in the Second International in Paris, which led William Connolly to cutting his son's stipend.

Michael is also a moderate Irish nationalist, believing Ireland would be better off with more autonomy, but still functioning as a member of the Commonwealth.


Significant People:
Claire Oswald: Michael's mother who supports her son despite his leftist leanings. She is a brave and clever woman, who acts as the ideal counter to her somewhat boorish husband. Despite not having a degree, she is well-read and tries to put the ladies of Dublin to more reading and independent thought.
Michael is her second child, the eldest being Patrick, who takes most after their father, and the youngest being Aoife, his sister.

Aoife Oswald: Michael's younger sister studies medicine in Dublin and wishes to become a doctor. In her free time she tutors youngsters in the Irish language and writes poetry. She is bold and daring, but despite her rebelliousness also the apple of her father's eye.



Meaningful Locations:
Trinity College: The buildings of the University are a place of peace of mind for Michael. The echoing of footsteps in its hallowed halls and the sound of rustling pages in the Library offer all the tranquilly the young Irishman could wish for.

King's Cross Station: Michael loves the thought of mobility and the associating with freedom. He enjoys sitting on a bench to watch the bustle of traffic in and around the station.


Treasured Possessions:
A hand-written transcript of the Lake Isle of Innisfree: Aoife copied the lines of Yeats's poem onto an old piece of vellum and framed it as a going-away gift.


Traits:
Michael is a strong-willed and intuitive man. Although he is quite gentle and sociable, he sometimes comes across as brash and arrogant.
He cares deeply about the downtrodden of society and will more often than not side with the underdog.



Key Connection:
Aoife has always been a beacon of stability for Michael.



Assets:
Small, but well-stocked apartment in Bethnal Green
Small library focussing on Eastern and Near-Eastern studies, socio-economic theories and Irish literature.

Re: Character Creation Rules & Discussion

Posted: Fri Sep 09, 2016 12:50 am
by CrackheadC.
DrPeterson, those are damn good rolls, however you need to switch something with size. 45 is the minimum size. If you switch siz and con youll be fine and keep the same hit points. I'm out at the moment but ill post the Student skills etc for you later

Re: Character Creation Rules & Discussion

Posted: Fri Sep 09, 2016 9:27 am
by Tabs
Dr. P., dunno. In the past I've saved the image to photobucket and adjusted it there. However I would search for a smaller photo of Cillian Murphy.

Re: Character Creation Rules & Discussion

Posted: Fri Sep 09, 2016 12:46 pm
by CrackheadC.
Victoria - I checked your skill points, it seems you've used 5 too many. The easiest thing to do would be to take 5 out of your credit rating to even things out.

DrPeterson - I pulled out the Researcher Occupation as well as the Student occupation since it sounds like you might be doing a little bit of both. You can pick whatever fits better.

Researcher: The academic world sponsors a good deal of research, particularly in the fields of astronomy, physics, and other theoretical sciences. The private sector employs thousands of researchers, especially chemists pharmacists and engineers. Researchers spend most of their time indoors, working and writing, but some go on to become field researchers. Field researchers are usually highly experienced, independent, and resourceful, possibly employed by private interests or undertaking academic research for a university.

Occupation skill points: EDU x 4
Credit rating: 9-30
Skills: History, library use, one interpersonal skill (charm fast talk, intimidate, or persuade), other language (any), spot hidden, any three fields of study.

Student: May be a student enrolled at a college or university.
Occupation skill points: EDU x4
Credit rating 5-10
Skills: Language (own or other), library use, listen, three fields of study, and any two other skills as personal or era specialties.

Re: Character Creation Rules & Discussion

Posted: Fri Sep 09, 2016 3:41 pm
by maelstrom
Getting a little bit further along, sorry been a very busy week and trying to do this through my phone as my laptop is ill.

Character: David LLewelyn
Sex: male
Age:33
Occupation: Archaeologist
Birthplace: Liverpool



STR: 50 (25/10)
CON: 25 (12/5)
POW: 50 (25/10)
DEX: 55 (27/11)
APP: 20 (10/4)
SIZ: 45 (22/9)
INT: 80 (40/16)
EDU: 65 (32/13)

Luck: 50
Magic: 10
Damage Bonus:0
Hit points:7
Sanity:50
Move: 9

Skills.
Accounting (05%)
Animal Handling (05%)
Anthropology (01%)11
Appraise (05%)50
Archaeology (01%)51
Art / Craft (choose speciality) (05%)
Charm (15%)
Climb (20%)
Credit Rating (00%)15
Cthulhu Mythos (00%)
Disguise (05%)
Dodge (Half DEX%)
Drive Carriage (20%)
Etiquette (05%)
Fast Talk (05%)
Fighting (Brawl) (25%)40
Fighting (Boxing) (05%)
Firearms (Handgun) (20%)
Firearms (Rifle/Shotgun) (25%)45
First Aid (30%)
History (05%)35
Intimidate (15%)
Jump (20%)
Language (Other) (01%)26
Language (Own) (EDU%)
Law (05%)
Library Use (20%)45
Listen (20%)
Locksmith (01%)21
Mechanical Repair (10%)25
Medicine (01%)
Natural World (10%)
Navigate (10%)40
Occult (05%)30
Operate Heavy Machinery (01%)
Persuade (10%)40
Pilot (choose speciality) (01%)
Psychology (10%)
Ride (05%)25
Science (chose speciality) (01%)
Sleight of Hand (10%)
Spot Hidden (25%)50
Stealth (20%)
Survival (choose speciality) (10%)
Swim (20%)30
Throw (20%)
Track (10%)20





Born in Liverpool in 1860.
To a Welsh Father Thomas Llewelyn and Norwegian Mother Inga Hansdatter.
Caught Smallpox as a child (badly scarred as result low App)
Father was a member of the Clergy and in 1870 joined a mission in Nigeria, taking family with him.
1878 moved to a new mission in South Africa. Mission attacked by zulus and taken as sacrifices to Deity. Mother and father killed david escaped, damage to lungs (low con) and scarring (low app).
Encounter destroyed faith and left him seeking the source of the evil that befell his family.
No formal training in archaeology, just reading and researching where ever he could.
Fairly poor, making money from selling whatever artifact he has managed to find, or trading them for access to libraries he may not have been able to get into elsewhere. (possible connection to the Prof.)
Travelled widely through Africa, Europe and Asia in intervening years.


EDU roll [dice]0[/dice]

Im doomed i tell you. :lol:
I will sort my skills out ASAP.

Re: Character Creation Rules & Discussion

Posted: Fri Sep 09, 2016 3:49 pm
by CrackheadC.
Maelstrom, take your time. I'll go over your numbers later.

Tab:s You need to shift 5 personal interest skill points from Stealth to another skill. 60 points in stealth would put you at 80%, and I'd like to cap starting skills at 75%

Re: Character Creation Rules & Discussion

Posted: Fri Sep 09, 2016 6:26 pm
by Victoria Silverwolf
CrackheadC. wrote:Victoria - I checked your skill points, it seems you've used 5 too many. The easiest thing to do would be to take 5 out of your credit rating to even things out.
Thanks for catching that! I will edit it to 26.

Re: Character Creation Rules & Discussion

Posted: Fri Sep 09, 2016 6:29 pm
by Tabs
Taken 5 out of Stealth and added it to Fast Talk.

Keeper, I'm guessing Appraise skill is to intuit a situation/likely outcome?

Re: Character Creation Rules & Discussion

Posted: Fri Sep 09, 2016 6:48 pm
by Victoria Silverwolf
Tabs wrote:Taken 5 out of Stealth and added it to Fast Talk.

Keeper, I'm guessing Appraise skill is to intuit a situation/likely outcome?
That's an excellent question. I was taking it to mean figuring out the value of an object.

Re: Character Creation Rules & Discussion

Posted: Fri Sep 09, 2016 7:38 pm
by CrackheadC.
Tabs wrote:Taken 5 out of Stealth and added it to Fast Talk.

Keeper, I'm guessing Appraise skill is to intuit a situation/likely outcome?
Appraise is to determine value, age and other info about objects.

Psychology is used sort of like a sense motive, like if you want to determine if someone is lying or seems off. As for straight appraising a situation or determining outcomes I think that'd be handled on a case by case scenario - but likely in general with an idea roll or knowledge roll.

With that in mind, let me know if you want to swap those appraise points somewhere else

Re: Character Creation Rules & Discussion

Posted: Fri Sep 09, 2016 10:53 pm
by Tabs
No, I'll leave my Appraise skill as is--may be a useful tool.

Re: Character Creation Rules & Discussion

Posted: Sat Sep 10, 2016 10:31 am
by radionausea
Rolling for characteristics

[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
[dice]3[/dice]
[dice]4[/dice]

[dice]5[/dice]
[dice]6[/dice]
[dice]7[/dice]

[diceLuck]3d6[/dice]

Can we assign the rolls to any attribute so long as it's the correct type of roll? I'm fine with taking them in order too...here goes...come on dice...

Re: Character Creation Rules & Discussion

Posted: Sat Sep 10, 2016 11:29 am
by radionausea
Okay, I'll be going with Bernard Mottram, a spiritualist and fledgling parapsychologist, aged 33

Born and raised in the Bloomsbury area, he saw and heard things that couldn't be there. Thinking he was suffering from a weakness of mind his parents home schooled him and didn't allow contact with other children his age. This isolation only increased the sightings and voices but he learned quickly not to tell his parents of them.

Ever weak of constitution this was worsened when he contracted poliomyelitis. While he survived he was left with a paralysed left leg and systemic muscle weakness that left his co-ordination damaged.

Now a man grown Bernard has been investigating his own odd abilities, looking into ghost sightings, hauntings and attempting (and sometimes succeeding!) at making contact with the other side. Bernard occasionally takes payment to try and speak to loved ones who have passed, but should he not succeed charge only a minimal rate for his time - he's no confidence man.

A slight, non descript man with a mop of unruly black hair Bernard walks with a cane. He is well turned out in a modest suit and bowler hat.

Bernard is a rationalist and an empiricist, believing what his senses tell him, all 6 of them. He is an agnostic about religion having seen no evidence of a god but evidence that the dead don't always leave for somewhere else.
He is very close to his mother, who has now retired as a nurse at University College Hospital and has an amicable, if distant, relationship with his father, who still practices as a well respected barrister on Fleet St. His family allow him a healthy stipend for living.

Meaningful locations: The British Library where he has spend countless hours in the reading room looking into the occult. He also has a fondness for the halls of UCLH where he would wander while his mother worked, though some of the apparitions he saw there, and the wounds they bore, he would sooner forget.

Treasured possession: if possible I'd like to own a book that has some real, though shallow, mythos lore?

Str: 45
Dex: 30
Pow: 85
Con: 50
App: 65
Edu: 60 Improvement roll [dice]1[/dice] if successful increase by [dice]0[/dice]
Size 45
Int 50
Luck [dice]2[/dice]

Experience with Mythos if allowed.

Re: Character Creation Rules & Discussion

Posted: Sat Sep 10, 2016 11:42 am
by CrackheadC.
Alright Radio. Rolls look good.
Here's the info for the Spiritualist occupation:
Occupational skills: Accounting, Charm, Library Use, Occult, Persuade, Psychology, Science (Psychical Phenomenon).
Credit rating: 9-50
Science (Psychical Phenomenon): This skill must be no less than 60%
Occupational skill points: EDUx2 + POWx2 (or APPx2)

As for your seances and the spirit you've met:
[dice]0[/dice] [dice]1[/dice]
When you summon your spirit guide and conduct a seance to speak with the underworld the spirit that appears and speaks to you is a very kind, eight year old girl named Anabelle. I'll let you determine what she is dead as a bit of background if you wish.


I'll look up an appropriate mythos book for you.

As for the Cthulhu Mythos package, I'll leave the experience up to you. Describe what happened etc, and afterwards I'll determine how much mythos skill you'll gain.

Re: Character Creation Rules & DiscussionAid

Posted: Sat Sep 10, 2016 12:22 pm
by radionausea
Grand :)

Annabelle was crushed by the wheel of a carriage while she was playing in the streets. They didn't even stop to check she was okay. The idea makes Bernard furious, he wants children himself one day and the idea that there are people that casually callous out there enrages him.

Mythos experience: at the age of eleven Bernard was in the hospital, a place he knew well, having spent a large part of his time there. He decided to explore, broaden his horizons some. His wanderings took him to the morgue. Excitement and fear coursing through him he egged himself to walk in expecting to encounter an apparition. On entering he saw someone bent over a table examining a body... a doctor? no they weren't wearing the right clothing. An orderly? Why were they there alone? Then a smell hit him, one of rot out of place in a clinical environment and the thing over the body raised it's head, blood smeared across it's maw and gore still hanging from savage teeth. It looked at Bernard for a moment before returning to it's feast. Bernard can't remember fleeing nor what happened next but he awoke cradled in his mothers arms babbling, adding yet more fuel to the belief his wits were addled [encounter with mythos creature - ghoul?]
Plus reading whatever grimoire I got my hands on

I think the skills below are right (edu 68x2=136 + power 85 x2=170 = 306 occupation and 100 hobby points from intelligence x2)
Brawl: hobby 14 = 39
Charm: occupation 40 = 55
Credit rating = 30
First Aid: Hobby 14 = 44
Latin language: hobby 43 = 44
Law: Hobby 15=20
Library Use: occ 40 hobby 5 = 65
Occult: occ 50 hobby 5 = 60
Persuade : occ 31 = 41
Psychology: occ 50 = 60
Science (Psychical Phenomena) occ 65 hobby 4 = 70

Lookimg forward to playing

Re: Character Creation Rules & Discussion

Posted: Sat Sep 10, 2016 1:43 pm
by radionausea
Player: radionausea
Name: Bernard Mottram
Sex: Male
Age: 33
Occupation: Spiritualist, part-time legal researcher
Birthplace: London, England
Current Residence: London, England
Education: Home schooled by mother, father and tutors
Image

Characteristics:
STR: 45 (22/9)
CON: 50 (25/10)
SIZ: 45 (22/9)
DEX: 30 (15/6)
APP: 65 (32/13)
INT: 50 (50/10)
POW: 85 (42/17)
EDU: 68 (34/13)

Hit Points: 9 / 9
Magic Points: 13 / 13
Sanity: 80
Luck: 55
Move Rate: 8
Build: 0
Damage Bonus: +0

Accounting (05%)
Animal Handling (05%)
Anthropology (01%)
Appraise (05%)
Archaeology (01%)
Art / Craft (choose specialty) (05%)
Charm (15%) 55%
Climb (20%)
Credit Rating (00%) 30%
Cthulhu Mythos (00%) 5%
Disguise (05%)
Dodge (Half DEX%) 15%
Drive Carriage (20%)
Etiquette (05%)
Fast Talk (05%)
. Fighting (Brawl) (25%) 39%
Fighting (Boxing) (05%)
Firearms (Handgun) (20%)
Firearms (Rifle/Shotgun) (25%)
.First Aid (30%) 44%
History (05%)
Intimidate (15%)
Jump (20%)
.Language (Latin) (01%) 44%
Language (Own: English) (68%)
.Law (05%) 20%
Library Use (20%) 65%Listen (20%)
Locksmith (01%)
Mechanical Repair (10%)
Medicine (01%)
Natural World (10%)
Navigate (10%)
Occult (05%) 60%
Operate Heavy Machinery (01%)
Persuade (10%) 41%
Pilot (choose specialty) (01%)
Psychology (10%) 60%
Ride (05%)
Science (Psychical Phenomena) (01%) 70%
Sleight of Hand (10%)
Spot Hidden (25%)
Stealth (20%)
Survival (choose specialty) (10%)
Swim (20%)
Throw (20%)
Track (10%)

Phobia: (rolled a 93 on some actual dice so:) Tomopophobia, the fear of surgical intervention. Bernard's young exposure to polio and the subsequent, fruitless efforts to ameliorate it left him with a fear of surgery and invasive surgery. The sight of a ghoul feasting on a cadaver has only deepened this.
or [dice]0[/dice] for: Limnophobia, the fear of lakes. Whatever you feel works best!

Bernard also has a paralysed left leg but I think his low dexterity reflects this well enough.

Personal Description:
Slight of build with an unruly mop of black hair that he hides under his hat, Bernard is a fair looking man but not one you'd call handsome. Generally he seems to be looking past people but it can be unnerving when he pulls his attention to you, as though he's laying bare secrets. Bernard works as a legal researcher for his father, though in truth he doesn't work all that often spending his time in own his own research.


Born and raised in the Bloomsbury area, he saw and heard things that couldn't be there. Thinking he was suffering from a weakness of mind his parents home schooled him and didn't allow contact with other children his age. This isolation only increased the sightings and voices but he learned quickly not to tell his parents of them.

Ever weak of constitution this was worsened when he contracted poliomyelitis. While he survived he was left with a paralysed left leg and systemic muscle weakness that left his co-ordination damaged.

Now a man grown Bernard has been investigating his own odd abilities, looking into ghost sightings, hauntings and attempting (and sometimes succeeding!) at making contact with the other side. Bernard occasionally takes payment to try and speak to loved ones who have passed, but should he not succeed charge only a minimal rate for his time - he's no confidence man.

Ideology and beliefs:
Bernard is a rationalist and an empiricist, believing what his senses tell him, all 6 of them. He is an agnostic about religion having seen no evidence of a god but evidence that the dead don't always leave for somewhere else. He believes in the inherent decency of man and has become enamored with the ideas of Bentham and Mill believing that it's a gentleman's duty to maximise the well-being of all.

Significant People:
His mother, Ruth, has always done her best for Bernard and he loves her dearly. Bernard has good relations with his father but they are strained as his father, Cornelius, still worries that Bernard is mentally unsound and is disappointed his son didn't show the wherewithal to follow him into the legal profession. The other person he is close to is his spiritual guide, Annabelle, who died 6 years past. Bernard has spent no small effort trying to find out who owned the carriage that crushed her but to no avail. Bernard has recently begun careful flirtation with a librarian at the British Library, Mabel, though this relationship is in its infancy.

Meaningful Locations:
The British Library where he has spend countless hours in the reading room looking into the occult. He also has a fondness for the halls of UCLH where he would wander while his mother worked, though some of the apparitions he saw there, and the wounds they bore, he would sooner forget.

Treasured Possessions:
A battered copy of the (Insert book of Keeper's choice), the first book he has read that showed some deeper understanding of the world behind this world.

Traits:
Tries to hide the palsy in his hand by putting it in his pocket all times. Although his father might consider him feckless and witless he is actually very driven to understand psychical activity and hopes one day to publish his findings. He is friendly though initially awkward, this a result of his cloistered childhood.

Key Connection:
Mother, Ruth aged 56, retired nurse and now gives alms and what medical support she can to the sex-workers of Kings Cross.

Assets:
A small one bedroom flat in Bloomsbury,
Receives a modest stipend from his family in addition to a wage and whatever he asks from conducting seances.
He has a small blade concealed in his walking cane (sword-cane) to fend off ruffians as his frail appearance attracts them.
True Magick, an occult tome
He carries a small amount of cash on his person.

Re: Character Creation Rules & Discussion

Posted: Sat Sep 10, 2016 1:52 pm
by CrackheadC.
Skill points look right, I'll take a deeper look later once your background and the rest of the sheet is complete. Your starting Cthulhu mythos, between the ghoul encounter (a good one), and the tome I'll pass to you will be 5%. The tome is called True Magick. I'll setup the info involved with it later. You will be 5 sanity down at the start of the game. Also remember to 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. So one of those will be the encounter with strange entity (ghoul), and you will need one more: an injury/scar or a phobia/mania.

Re: Character Creation Rules & Discussion

Posted: Sat Sep 10, 2016 2:24 pm
by radionausea
Ooops I forgot about the phobia/mania. Added now.

Tomopophobia, the fear of surgical intervention. Bernard also has a paralysed left leg (30 dexterity) from polio. If he loses his cane his speed will probably drop.

Can I leave how I know the Prof. for you to decide please?

Re: Character Creation Rules & Discussion

Posted: Sat Sep 10, 2016 3:30 pm
by CrackheadC.
Sure, sounds good.

Re: Character Creation Rules & Discussion

Posted: Sun Sep 11, 2016 1:49 pm
by Cearlan
Right here we go - do we just let the dice fall where they may or can we move them to suit? I noticed that the party doesn't have a "tank" so I decided to make either an Agency Detective or Military Officer (Rtd)

[dice]0[/dice]

[dice]1[/dice]

[dice]2[/dice]

[dice]3[/dice]

[dice]4[/dice]

[dice]5[/dice]

[dice]6[/dice]

[dice]7[/dice]

[dice]8[/dice]

Edit:- Hmm not the best

Edit of Edit - Just noticed I did 2d6+3 instead of 2d6+6. Shall I keep the rolls and add 3 or re-roll?

Re: Character Creation Rules & Discussion

Posted: Sun Sep 11, 2016 1:54 pm
by CrackheadC.
You can sort the rolls where you'd like keeping in mind the minimums for SIZ, INT, and EDU are 45.

If you are very unsatisfied with your rolls we can work something out (like a possible full roll scrap etc.)

EDIT: Cearlon - on your SIZ, INT, and EDU Roll you only added 3. You should add 6, so you can either add 3 more to each roll. (Giving you 12, 15, and 11) or Try your luck again if you'd like. Your choice.

Re: Character Creation Rules & Discussion

Posted: Sun Sep 11, 2016 2:02 pm
by Cearlan
Only have three 3d6 rolls above 45 so I think I'd better do a re-roll if that's alright

Here goes then (once more unto the breach!)

[dice]0[/dice]

[dice]1[/dice]

[dice]2[/dice]

[dice]3[/dice]

[dice]4[/dice]

[dice]5[/dice]

[dice]6[/dice]

[dice]7[/dice]

[dice]8[/dice]

See what this brings :oops:

Edit:- Damn - if anything these are too good

Re: Character Creation Rules & Discussion

Posted: Sun Sep 11, 2016 2:38 pm
by CrackheadC.
Nice rolls. I'm going to type out the Agency detective and military officer occupations here. Let me know if you'd rather something else.

Agency Detective:
Numerous well-known detective agencies exist around the world, with probably the most famous being the Pinkerton and Burns agencies (merged into one in modern times). Large agencies employ two types of agents: security guards and operatives.
Guards are uniformed patrolmen, hired by the companies and individuals to protect property and people against, burglars, assassins, and kidnappers. (If you'd like this version, let me know as it operates more like a uniformed police officer).
Company operatives are plainclothes detectives, sent out on cases requiring them to solve mysteries, prevent murders, locate missing people, and so on.

Occupation skill points: EDUx2 + (STRx2 or DEXx2)
Credit Rating: 20-45
Skills: One interpersonal skill (charm, fast talk, intimidate, or persuade), Fighting (brawl), Firearms, Law, Library Use, Psychology, Stealth, Track

Military Officer:
Officers are command rank and most commissions demand some form of higher education. All armed services have established officer training programs that may include university education - in the U.S., most major universities provide cadet training programs, allowing simultaneous training for the military while attending school. Upon graduation the cadet is promoted to the rank of Army or Marine Second - Lieutenant or Naval Ensign, and assigned to a station.
Usually such recruits owe the Government four years' active service, after which time they may return to civilian life. Many of the officers trained this way hold professional commissions and serve as doctors, lawyers, or engineers.
Those looking for a career in the military may try to get themselves appointed to one of the military academies: the U.S. Army's West Point or the Navy's Annapolis, for example. Graduating from one of these schools earns the officer respect. Once out of school, some officers opt for special training, such as air pilot.
Occasionally, an experienced and exceptionally worth enlisted person is promoted to Warrant Officer. Although technically at the bottom of the officers' list of ranks, the time and experience required to achieve this promotion carries a respect and reverence far exceeding that of any junior or middle-grade officer. Most commissions are for life. Even a long-retired officer has the right to call himself Captain or General.

Occupation Skill points: EDUx2 + (STRx2 or DEXx2)
Credit Rating: 20-70
Skills: Accounting, firearms, navigate, first aid, two interpersonal skills (persuade, fast talk, intimidate, charm), psychology, and one other skill as personal or era specialty.

Re: Character Creation Rules & Discussion

Posted: Sun Sep 11, 2016 2:51 pm
by radionausea
Wowsers. They're pretty incredible rolls, you can build a very staunch person with that!

Re: Character Creation Rules & Discussion

Posted: Sun Sep 11, 2016 7:58 pm
by Mr. Handy
Yeah, those rolls are amazing!

Perhaps Elizabeth could know Bernard through his mother, Ruth.

Re: Character Creation Rules & Discussion

Posted: Sun Sep 11, 2016 8:10 pm
by Victoria Silverwolf
Mr. Handy wrote:Perhaps Elizabeth could know Bernard through his mother, Ruth.
That occurred to me, too. Up to the Keeper, I suppose.

Re: Character Creation Rules & Discussion

Posted: Sun Sep 11, 2016 8:44 pm
by CrackheadC.
I'll call that up to you. If you want to know each other or be at least familiar that's fine with me.

Re: Character Creation Rules & Discussion

Posted: Sun Sep 11, 2016 8:47 pm
by Cearlan
Bare bones of the investigator - I'll finish him off tomorrow

Player: Cearlan
Name: Clarence “House” Leatham
Sex: Male
Age: 44
Occupation: Retired Naval Captain
Birthplace: Ilfracombe, Devon, England
Current Residence: Richmond upon Thames, London, England
Education: Dartmouth Academy

https://encrypted-tbn0.gstatic.com/imag ... Fdcx43HGiw

Characteristics:
STR: 82 (42/17)(-3 age)
CON: 53 (26/10)(-2 age)
SIZ: 70 (35/14)
DEX: 80 (40/16)
APP: 35 (17/7) (-5 age)
INT: 60 (30/12)
POW: 65 (32/13)
EDU: 70 (35/14)

Hit Points: 12 / 12
Magic Points: 13 / 13
Sanity: 65
Luck: 35
Move Rate: 8(-1 age)
Build: 1
Damage Bonus: +1d4

. Accounting (05%) 45%
Animal Handling (05%) 15%
Anthropology (01%)
Appraise (05%)
Archaeology (01%)
Art / Craft (sing (mainly shantys)) (05%) 15%
Charm (15%)
Climb (20%)
Credit Rating (00%) 55%
Cthulhu Mythos (00%)
Disguise (05%)
Dodge (Half DEX%) 15%
Drive Carriage (20%)
Etiquette (05%)
Fast Talk (05%)
Fighting (Brawl) (25%)
Fighting (Boxing) (05%) 15%
. Firearms (Handgun) (20%) 70%
. Firearms (Rifle/Shotgun) (25%) 49%
. First Aid (30%) 60%
History (05%)
Intimidate (15%)
Jump (20%)
Language (Latin) (01%)
Language (Own: English) (68%)
Law (05%)
Library Use (20%)
Listen (20%)
Locksmith (01%)
Mechanical Repair (10%)
Medicine (01%)
Natural World (10%) 15%
. Navigate (10%) 50%
Occult (05%)
Operate Heavy Machinery (01%)
. Persuade (10%) 45%
. Pilot (ship) (01%) 66%
. Psychology (10%) 30%
Ride (05%)
Science (Psychical Phenomena) (01%)
Sleight of Hand (10%)
Spot Hidden (25%) 30%
Stealth (20%) 25%
Survival (Sea) (10%) 20%
Swim (20%) 30%
Throw (20%)
Track (10%)

Re: Character Creation Rules & Discussion

Posted: Mon Sep 12, 2016 12:18 am
by radionausea
Victoria Silverwolf wrote:
Mr. Handy wrote:Perhaps Elizabeth could know Bernard through his mother, Ruth.
That occurred to me, too. Up to the Keeper, I suppose.
Ruth was always a nurse, but I only added her retired work with sex workers once I'd read your background. Hoped there would be a connection but wasn't going to force it.

Re: Character Creation Rules & Discussion

Posted: Mon Sep 12, 2016 12:43 am
by Victoria Silverwolf
radionausea wrote:
Victoria Silverwolf wrote:
Mr. Handy wrote:Perhaps Elizabeth could know Bernard through his mother, Ruth.
That occurred to me, too. Up to the Keeper, I suppose.
Ruth was always a nurse, but I only added her retired work with sex workers once I'd read your background. Hoped there would be a connection but wasn't going to force it.
Sounds good to me. Elizabeth might have helped her to some degree, given the skills of First Aid and Medicine I increased. She would have a nodding acquaintance with Bernard.

Re: Character Creation Rules & Discussion

Posted: Mon Sep 12, 2016 7:41 pm
by maelstrom
Got thru a bit more, hopefully i will get it wound up over the next few days. Still need to fill out my background and write out the mythos encounter, for your approval Mr Keeper.
Image
Character: David LLewelyn
Sex: male
Age:33
Occupation: Archaeologist
Birthplace: Liverpool



STR: 50 (25/10)
CON: 25 (12/5)
POW: 50 (25/10)
DEX: 55 (27/11)
APP: 20 (10/4)
SIZ: 45 (22/9)
INT: 80 (40/16)
EDU: 65 (32/13)

Luck: 50
Magic: 10
Damage Bonus:0
Hit points:7
Sanity:50
Move: 9

Non-Default are bolded. Occupational Skills in Italics. Personal Interests preceded by a DOT.
Skills.
Accounting (05%)
Animal Handling (05%)
Anthropology(01%)
Appraise (05%)50
Archaeology (01%)51
Art / Craft (choose speciality) (05%)
Charm (15%)
Climb (20%)
Credit Rating (00%)15
Cthulhu Mythos (00%)
Disguise (05%)
Dodge (27%)
Drive Carriage (20%)
Etiquette (05%)
Fast Talk (05%)
.Fighting (Brawl) (25%)40
Fighting (Boxing) (05%)
Firearms (Handgun) (20%)
.Firearms (Rifle/Shotgun) (25%)45
First Aid (30%)
History (05%)35
Intimidate (15%)
Jump (20%)
Language (Yourba) (01%)26
.Language (Arabic) (01%)21
Language (Own) (65%)
Law (05%)
Library Use (20%)45
Listen (20%)
.Locksmith (01%)21
Mechanical Repair (10%)25
Medicine (01%)
Natural World (10%)
Navigate (10%)40
.Occult (05%)30
Operate Heavy Machinery (01%)
.Persuade (10%)40
Pilot (choose speciality) (01%)
Psychology (10%)
.Ride (05%)25
Science (chose speciality) (01%)
Sleight of Hand (10%)
Spot Hidden (25%)50
Stealth (20%)
Survival (choose speciality) (10%)
.Swim (20%)30
Throw (20%)
Track (10%)


Born in Liverpool in 1860.
To a Welsh Father Thomas Llewelyn and Norwegian Mother Inga Hansdatter.
Caught Smallpox as a child (badly scarred as result low App)
His week lungs disike the english climate and he finds life on the african continent much more agreable.
No formal training in archaeology, just reading and researching where ever he could.
Fairly poor, making money from selling whatever artifact he has managed to find, or trading them for access to libraries he may not have been able to get into elsewhere. (possible connection to the Prof.)
Travelled widely through Africa, Europe and Asia in intervening years.

Ideology/ beliefs
Raised as a Baptist, His father, a huge man with a faith to match became a Deacon to his congregation. David saw him shattered by events and it tore what faith he had from him. He has never returned to the church since.

Significant People
Cecil Hammond an archaeologist, who was the first person to be able to give David even the slightest inkling of what happened to his parents and taught him to dig for the truth.

Meaningful locations
Liverpool where David grew up and a certain hook in the river ngxobongo, Qwabe, South Africa where his world got turned on its head.

Treasured possessions
Talisman found clutched in his Father's hand after the encounter.
His notebook containing any information hinting towards mythos.

Traits
Likes to complete a task, persevering to the point of stubbornness.
Loyal to his friends, which he would say he has few. Slow to trust new people.

Key connections
Knows Curators at large museums throughout Europe,but has an exceptional relationship with Abdallah Malouf at the Cairo Museam, Gifting artifacts found on his digs has allowed him access to areas usually out of bounds to the public.
Also has less reputable associations with deals in London, Paris and Morocco.

Assets.
His life tends towards the nomadic, so he has no fixed abode and will rent a flat or appartment when needed. His clothing is genrally of a functional type.

Re: Character Creation Rules & Discussion

Posted: Tue Sep 13, 2016 7:14 pm
by CrackheadC.
Maelstrom: Can I get you to pick a more specific key connection, perhaps name a specific curator who has been particularly helpful or generous when you donate or need help?

DrPeterson: I need to you pick a Key Connection as well.

Maelstrom, DrPeterson, Cealran: I'll check your skill points later tonight after class and let you know if adjustments are needed.

Re: Character Creation Rules & Discussion

Posted: Wed Sep 14, 2016 4:29 pm
by DrPeterson
Player: DrPeterson
Name: Mícheál Ó Conghaile (Michael Connolly)
Sex: Male
Age: 24
Occupation: PhD. Researcher/Academic Assistant
Birthplace: Dublin, United Kingdom of Great Britain and Ireland
Current Residence: London, England
Colleges, Degrees: Trinity College, Ma in Anthropology

Image

Characteristics:
STR: 35 (17/7)
CON: 40 (20/8)
SIZ: 55 (27/11)
DEX: 60 (30/12)
APP: 70 (35/14)
INT: 65 (32/13)
POW: 90 (45/18)
EDU: 75 (37/15)

Hit Points: 9/9
Magic Points: 18/18
Sanity: 90
Luck: 75
Move Rate: 8
Build: -1
Damage Bonus: -1



Skills:
Accounting (05%)
Animal Handling (05%)
.Anthropology (01%) 54%
Appraise (05%)
Archaeology (01%)
Art / Craft (Singing) (05%) 49%
.Charm (15%) 55%
Climb (20%)
Credit Rating (00%) 30%
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%) 40%
Firearms (Rifle/Shotgun) (25%)
First Aid (30%)
.History (05%) 45%
Intimidate (15%)
Jump (20%)
.Language (Irish) (40%)
.Language (Turkish) (30%)
Language (English) (75%)
Law (05%)
.Library Use (20%) 50%
Listen (20%)
Locksmith (01%)
Mechanical Repair (10%)
Medicine (01%)
Natural World (10%)
Navigate (10%)
.Occult (05%) 50%
Operate Heavy Machinery (01%)
Persuade (10%) 40%
Pilot (choose specialty) (01%)
Psychology (10%) 40%
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%)




Backstory:
Personal Description:
Michael is a handsome man of average size, though he is somewhat on the slim side. He has a pale complexion and raven black hair, which give his steel blue eyes an almost eerie appeal.

He usually dresses in grey or green tweeds and wears a cap when outside.

He is the second son of Dublin-based industrialist William Connolly and Claire Oswald. Michael read Anthropology at Trinity College and moved to London to complete his PhD on the transference of prehistoric religious traditions into modernity.


Ideology/Beliefs:
Michael Connolly is a socialist and atheist, being a staunch supporter of the positivistic belief that science will lead humanity to greatness. Despite his father's misgivings, he participated in the Second International in Paris, which led William Connolly to cutting his son's stipend.

Michael is also a moderate Irish nationalist, believing Ireland would be better off with more autonomy, but still functioning as a member of the Commonwealth.


Significant People:
Claire Oswald: Michael's mother who supports her son despite his leftist leanings. She is a brave and clever woman, who acts as the ideal counter to her somewhat boorish husband. Despite not having a degree, she is well-read and tries to put the ladies of Dublin to more reading and independent thought.
Michael is her second child, the eldest being Patrick, who takes most after their father, and the youngest being Aoife, his sister.

Aoife Oswald: Michael's younger sister studies medicine in Dublin and wishes to become a doctor. In her free time she tutors youngsters in the Irish language and writes poetry. She is bold and daring, but despite her rebelliousness also the apple of her father's eye.



Meaningful Locations:
Trinity College: The buildings of the University are a place of peace of mind for Michael. The echoing of footsteps in its hallowed halls and the sound of rustling pages in the Library offer all the tranquilly the young Irishman could wish for.

King's Cross Station: Michael loves the thought of mobility and the associating with freedom. He enjoys sitting on a bench to watch the bustle of traffic in and around the station.


Treasured Possessions:
A hand-written transcript of the Lake Isle of Innisfree: Aoife copied the lines of Yeats's poem onto an old piece of vellum and framed it as a going-away gift.


Traits:
Michael is a strong-willed and intuitive man. Although he is quite gentle and sociable, he sometimes comes across as brash and arrogant.
He cares deeply about the downtrodden of society and will more often than not side with the underdog.



Key Connection:
Aoife has always been a beacon of stability for Michael.



Assets:
Small, but well-stocked apartment in Bethnal Green
Small library focusing on Eastern and Near-Eastern studies, socio-economic theories and Irish literature.
Revolver

Re: Character Creation Rules & Discussion

Posted: Wed Sep 14, 2016 6:55 pm
by CrackheadC.
Alright I checked through things, couple formatting hiccups that confused me here are the notes:

Cearlon: You are clear and done. You did use your hobby points for your credit rating, but I figure you would have just filled out the occupation skills with hobby points either way and as far as I know there isn't a rule against using hobby points on occupation skills. (I could be wrong, but in this case it doesn't matter)

Maelstrom: Your skill point numbers check out. However you need to define a language for your "Language (other)" skill. I believe you wanted to have a mythos package background - in this case I'll need a small write-up of what you have in mind, like radionausea did, if you are still interested in it. And if that is what you want, you will also need 2 of the following: Mania / phobia, scar related to incident, strange encounter.

Dr. Peterson: I had the most trouble with yours. Somehow I came up with 325/300 occupation points and 124/130 hobby points. Some of which could be explained by not including the starting value, but not the over shoots. If it isn't too much of a pain in the ass, could you do something like what Tabs did here: viewtopic.php?f=389&t=5800#p184433 because the researcher does have 3 occupation slots that could be filled by anything. A revolver can be arranged as well, I'll find something suitable.


Seems like characters are just about done.

Re: Character Creation Rules & Discussion

Posted: Wed Sep 14, 2016 10:58 pm
by DrPeterson
Fascinating discrepancies.

This is what my notes look like, so I understand any miscalculations on my part :)

I'll redo the maths and see if it works out.

Re: Character Creation Rules & Discussion

Posted: Wed Sep 14, 2016 11:22 pm
by DrPeterson
I choose Anthropology and Occult as special skills, foregoing the third slot.

I'm going to drop my notions of Arabic for 14 points and lower my Anthropology by 5 as well, that shall clear out the imbalance.
I'll colour code tomorrow if you so desire.

Re: Character Creation Rules & Discussion

Posted: Thu Sep 15, 2016 12:34 am
by CrackheadC.
That should be fine. I'll double check when i get home. Maybe I'm a dope and miswrote as i copied. Or maybe when you copied someone's template you missed a change of theirs.

Re: Character Creation Rules & Discussion

Posted: Thu Sep 15, 2016 2:19 am
by CrackheadC.
I must be stupid, somehow I have even more.

Here we go:
Occupation Skills and Points spent
Anthropology: 54
Charm: 40
Credit: 30
History: 40
Irish: 39
Turkish: 29
Arabic: 14
Library: 35
Occult: 45

This is a total of 326 points out of 300. All that lines up with what you have on the occupation side of your notes, so that is overshot.

Hobby Skill and points spent
Art (Singing): 44
Handgun: 20
Psychology: 30
Persuade: 30

This is 124 out of 130. Which looks similar to what your notes say, with the exception of the Art, I can't make that out. If you pretend you shifted the remaining 6 points ambiguously over to your occupation skills that leaves the current occupation skills only overshot by 20 points total that need to be reduced.

Obviously I don't think any of this is you being sneaky, but the looks of your notes you were doing some addition and subtraction all over the place and some numbers probably just got lost.

Sorry this was a whole big pain, but I guess this is why I study linguistics instead of math.

Re: Character Creation Rules & Discussion

Posted: Thu Sep 15, 2016 11:20 am
by DrPeterson
No, I think you're right. I recalculated in a more awake state of mind and it is indeed 20 and not 19 points that I'm over.
So I'm going to remove 14 from Arabic, 5 from Library Use and 1 from Anthropology. That adds up to the 20 that I'm over.

Re: Character Creation Rules & Discussion

Posted: Thu Sep 15, 2016 1:21 pm
by CrackheadC.
Great. Looks like everyone is pretty much clear. I'll add characters to the thread an hopefully we can get started soon.

Re: Character Creation Rules & Discussion

Posted: Thu Sep 15, 2016 10:23 pm
by DrPeterson
Glad we got that out of the way :)

Re: Character Creation Rules & Discussion

Posted: Sat Sep 24, 2016 1:03 am
by Cearlan
Player: Cearlan
Name: Clarence “House” Leatham
Sex: Male
Born: 1850
Occupation: Naval Captain
Birthplace: Ilfracombe, Devon, England
Current Residence: Richmond upon Thames, London, England
Education: Dartmouth Academy

Characteristics:
STR: 82 (42/17)(-3 age)
CON: 53 (26/10)(-2 age)
SIZ: 70 (35/14)
DEX: 80 (40/16)
APP: 35 (17/7) (-5 age)
INT: 60 (30/12)
POW: 65 (32/13)
EDU: 70 (35/14)

Hit Points: 12 / 12
Magic Points: 13 / 13
Sanity: 65
Luck: 35
Move Rate: 8(-1 age)
Build: 1
Damage Bonus: +1d4

. Accounting (05%) 45%
Animal Handling (05%) 15%
Anthropology (01%)
Appraise (05%)
Archaeology (01%)
Art / Craft (sing) (05%) 15%
Charm (15%)
Climb (20%)
Credit Rating (00%) 55%
Cthulhu Mythos (00%)
Disguise (05%)
Dodge (Half DEX%) 40%
Drive Carriage (20%)
Etiquette (05%)
Fast Talk (05%)
Fighting (Brawl) (25%)
Fighting (Boxing) (05%) 15%
. Firearms (Handgun) (20%) 70%
. Firearms (Rifle/Shotgun) (25%) 49%
. First Aid (30%) 60%
History (05%)
Intimidate (15%)
Jump (20%)
Language (Latin) (01%)
Language (Own: English) (70%)
Law (05%)
Library Use (20%)
Listen (20%)
Locksmith (01%)
Mechanical Repair (10%)
Medicine (01%)
Natural World (10%) 15%
. Navigate (10%) 50%
Occult (05%)
Operate Heavy Machinery (01%)
. Persuade (10%) 45%
. Pilot (ship) (01%) 66%
. Psychology (10%) 30%
Ride (05%)
Science (Psychical Phenomena) (01%)
Sleight of Hand (10%)
Spot Hidden (25%) 30%
Stealth (20%) 25%
Survival (Sea) (10%) 20%
Swim (20%) 30%
Throw (20%)
Track (10%)

Background
Born in Ilfracombe in 1868 to a landowning family. Being the third son, there was little chance of getting much of an inheritance of note. Geriant, his father, died in his sleep some twelve years ago and his eldest brother, who held little love for his younger sibling, being more concerned with his own personal wealth.
He joined the Navy as an officer cadet at Dartmouth and he has risen through the ranks to attain the proud level of Captain having served with distinction. He attained the moniker “house” in part due to his name (after Clarence House; home of Alfred, Duke of Edinburgh, Duke of Sax-Coburg; Queen Victoria’s second son). The fact that he is built like a proverbial brick outhouse and is very strong also adds credence to this nickname.

Ideology/ beliefs
Raised as a catholic, his father, a slight man with of strong morals and fascination with the power of faith. Clarence saw him lose a lot of his faith following the death of his wife. Clarence has by and large lapsed in his faith, though he does retain the core beliefs of the church.

Significant People
Jonas Leatham, his elder brother. A mutual dislike exists between the two, though Clarence does respect Jonas’ drive, if not the ruthless streak he exhibits. Feels that Jonas’ business acumen led him to stab Mathias, Clarence and Alethea in the back in the name of personal advancement.
Mathias, Clarence’s second brother is a successful lawyer and another matter altogether. Here the light of brotherly love shines bright and true Clarence was Mathias’ best man three years gone by.
Alethea, Clarences younger sister is the apple of his eye. Extremely protective of his little sister, he is still struggling to come to terms with the fact that she got married five months ago. This void has been filled, at least in part by the fact that she asked him to give her away to her husband at the wedding – what a proud day!

Meaningful locations
Ilfracombe where the family grew up.
Dartmouth where Clarence grew and learned to stand upon his own two feet in the world.
Richmond upon Thames his current residence, and one he most likely to settle in due to it being a riverside property.

Treasured possessions
His diaries – an inveterate diarist, Clarence is seldom without pen and paper.
Photograph of Geriant, Martha (mum), Jonas, Mathias, Clarence and Alethea
Photograph of Clarence, Alethea and Mathias at Alethea’s wedding (somehow Jonas could not be found – what a shame).

Traits
Excellent at organizing things and occasionally being able to spot potential problems before they arise.
Businesslike in his approach, he knows that those under him will follow his suggestions. So that he rarely has to give orders as such.
Disciplined and Sporting, Clarence’s boxing training has led to his being very self-controlled.

Key connections
Commodore Reginald Ingham who he served at Dartmouth with has taken a keen interest in the young Clarence and has guided his career ever since. This worthy followed his career all through hisrise through the ranks and pushed for his admittance to the Oriental Club, which given his service record in the Mediterranean through to the far East was a foregone conclusion.
Mathias Leatham his older brother is a close friend and advisor on legalities. Works at the prestigious firm of Foot and Bowden who are often seen to represent the Royal Navy in Court.

Assets.
With his life being mainly away from these shores, Clarence never really had roots since his time at Dartmouth. Nowadays he is starting to think more and more along the lines of maybe it is time to settle down a little. Clarence tends to wear his uniform when in public, and collar and tie when stood down.
He has managed to save up enough money to afford to live a comfortable lifestyle.

Re: Character Creation Rules & Discussion

Posted: Tue Sep 27, 2016 5:33 pm
by CrackheadC.
Cearlan: 3 quick notes,
1. Your dodge should be 40
2. Own language should be 70
3. You current birth year puts you at 25 years old, I think this is a mistake since you created the character somewhere between the 40-49 year old range for the game. Perhaps you meant to put 1848 as the birth year? That would make your character 45 at game start.

Also, if you wouldn't mind a little direction to help me get you set up in the game, during his service could House have done a tour in Asia/Middle East area, I'd like to make him a member of the Oriental Club in London to get an easy in for knowing the young Professor Smith.


Otherwise everything checks out, I'll try to have an intro thread out for you ASAP.

Re: Character Creation Rules & Discussion

Posted: Wed Sep 28, 2016 1:35 am
by Cearlan
Dodge language and DoB all changed.

Due to the lack of naval battles of note that Great Britain was involved in at the time then several tours in the Mediterranean / Indian Ocean / Far East would be seen as more than reasonable - especially for someone of his rank. This being the case, membership of the Oriental Club would surely be little more than a formality.