Character Creation Rules & Discussion
Posted: Sun Sep 04, 2016 6:22 pm
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%
Experience Package (These are optional and for some background flavor!)
Skill Lists
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.
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%
Experience Package (These are optional and for some background flavor!)
Skill Lists
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.