Character Creation

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Dave Syrinx
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Character Creation

Post by Dave Syrinx »

We'll be using a Call of Cthulhu rules sheet for this game. We'll implement perks from the Fallout games as additional flavour the setting.
The Cthulhu Mythos score is changed to Vault Tec Knowledge score.

The site used for creating the characters is Lee's Dholes House: https://www.dholeshouse.org/

Besides the roll-up, I need a character picture and four words describing your character.
That plus your character's residence location and occupation.

A list of helpful details will be added shortly.

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atomic-age-1950s-sheet-2sided-letter.pdf
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Re: Character Creation

Post by carnage_lee »

Please note - beta works right now but I've had to take www offline as I needed to make database schema changes that would have caused errors.

I hope to grab a few minutes with Mike Mason this coming YSDC Games Day, I'd like to 'go live' with what I've done.
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Re: Character Creation

Post by Dave Syrinx »

Did you hack the password?

On the Dholeshouse, the ordinary version doesn't work, right?
I'll set up setp by step creation here as well, so we don't have to sue thedholeshouse for creation.

Thanks for dropping by, Lee!
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Re: Character Creation

Post by carnage_lee »

Dave wrote:Did you hack the password?

On the Dholeshouse, the ordinary version doesn't work, right?
I'll set up setp by step creation here as well, so we don't have to sue thedholeshouse for creation.

Thanks for dropping by, Lee!
Yes, www.dholeshouse.org is just blank for now but beta.dholeshouse.org is up and running and includes all the latest goodness; improved character/npc library, ability to add 'backstory' elements on Coc 7th ed characters, the 7th ed character sheet has editable 'form fields' in the PDF (back story), dicve rolls now allow up to 10 rolls (of the same type (ie 10 1d100)).

I didn't need to hack the password... this forum isn't password protected, the one above it (in the heirachry is). I mist admist to having a peek in the database - but the password is hashed so it's not readable. I gave up after trying various things, the password is 3 characters though?
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Re: Character Creation

Post by Dave Syrinx »

Aha! A lopphole.
The password is TGM.
I'll open it all properly up when I've added enough stuff to start playing.
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Re: Character Creation

Post by Garathil »

Dave,

I assume we are not going to use special?
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Re: Character Creation

Post by Dave Syrinx »

No, but the traits from special is quite transferrable to CoC str-dex etc.
We should see how well they compare.

As I said, not quite finished up the concept. You can use Lee's thedholeshouse generator to create a character, then we can tweak it to be Falloutesque.

Till later. (Now, red wine and dinner!)
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Re: Character Creation

Post by Dave Syrinx »

Outdated!
Stats - SPECIAL

(The Fallout SPECIAL stats)
STRENGTH
PERCEPTION
ENDURANCE
CHARISMA
INTELLIGENCE
AGILITY
LUCK

Hit Points and Skill Points

Perks

Image

(Call of Cthulhu Stats)

STRENGTH
CONSTITUTION (ENDURANCE)
DEXTERITY (AGILITY)
INTELLIGENCE
POWER aka Magic or Luck // Charisma
LUCK calculated based off of other stats...

*********

SIZE (Along with CONSTITUTION for HP)
APPEARANCE (Almost interchangeable with charisma...)


EDUCATION (for skill-points)
IDEA (Your actual smarts, how well you put things together in the grand plan of things.)
KNOWLEDGE (How well schooled you are.)
SANITY (How well put together your nerves are, basically.) As with LUCK base off of the other stats.



***********

We could use this HTML character creator to generate the SPECIAL stats. (And add the missing CoC ones by hand.
The HTML generator hands you 3 points per SPECIAL. The chosen stats then open up a new tab of PERKS you can pick.
Choose three PERKS from the provide tree-list.

http://vault111.com/character/ (Vault 111 Character Generator Online)


************


Have a stab at it and post the result here. I'll then convert the SPECIAL for the CoC sheet. (Basically multiplying the SPECIAL score by 2 to suit the % based system of CoC.)
ie. A Str of 10 would equal 20 in CoC. But I'll handle that. Just tell me how high your SIZE and APPEARANCE are. The PERCEPTION & CHARISMA I'll work in to the Skills and PERKS.

Does this sound alright to you?

The fast and simple way. You pick your SPECIAL via Vault 111 and I'll edit the sheet the best I can.
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Re: Character Creation

Post by Dave Syrinx »

Disregard as example. Plain CoC for 2017.
Example of Concept:

For a Sniper character joining the Yangtze Campaign, I'll present Roger:

Image

The PERKS for this build would be: Sniper (higher to hit with sniper rifles), Commando (20% higher damage with automatic weapons), Toughness (10% damage resistance).

With this, Roger would be quite an able soldier.
For a conversion to the CoC sheet, I'd have:

STR: 8
CON: 8
DEX:16
INT:6

SIZ: 8
APP:2
EDU: 6
POW:6

(The non-SPECIAL stats gets 3x2 at start but are adjustable with a minimum of 2 for each stat.

Hit Points: 8 (Making CoC more realistic than the lead-sponges we have in Fallout.

LUCK: 30%
IDEA: 30%
KNOW:30%
SANITY: 30%

Skill points to add to the CoC sheet, pdf file in one of the above posts.

EDU x 15= 90 points as % to the skills you pick. For Roger most likely weapons.
INTx10= 60 points as % for skills not related to your profession.

The PERKS you picked will boost some of your skills according to the description in the PERK-tree.
toyz(1).jpg
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Re: Character Creation

Post by Garathil »

Presenting a mechanic/scientist Garathil Dellandron

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Didn't get to pick any perks, they just popped up as soon as i created the character.
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Re: Character Creation

Post by Dave Syrinx »

I like to think the pop up perks are the ones you can pick from. The ones that are shaded are not available to your character.
Look again and decide which three you want. You can't have them all.

I guess about 15 or so are highlighted for you. Fair?
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Re: Character Creation

Post by Dave Syrinx »

Perks for Fallout PnP

Afraid: The character is afraid of something (choose an object of fear approved by your Overseer),
staying constantly aware of his surroundings. This trait grants the character a +2 Spot bonus. Due to the
character’s paranoia, however, his initiative suffers a –1 penalty from hesitation. When left alone to face
the object of his fear the character suffers a –2 Defense until the source of the fear is removed.

Beautiful: The character is stunningly gorgeous and receives a +1 Charisma bonus and a +3% fame
bonus to a single reputation category. There is envy, however, causing jealousy from other NPCs that
may lead into non-violent or violent confrontations. Then again there are also slavers that will attempt to
capture you for your beauty at any given chance to put you on the slaver market.

Big and Dumb: The character was born dim-witted and clumsy and suffers a –1 penalty to
Dexterity, Intelligence, and Charisma. He also suffers from slow reaction, and receives a –5
penalty to speed. Nature, however, granted him with increased Strength. The character gains a
+3 bonus to Strength.

Bloody Mess: By some strange twist of fate people around this character die violently. He sees
the worst ways in which people die. NPCs and creatures that die by being reduced to -10 or
fewer hit points near the character explode into a gory mass of blood and body parts. It is up to the
Overseer to give the characters the graphic description.

Book Smart: The character is naturally intelligent and gains a +1 bonus to Intelligence. All
Knowledge skills become class skills for the character. This superior intellect, however, means the
character spent more time in the library instead of defending himself and suffers a –1 penalty to
Attack Rolls.

Bruiser: The character is a little slower, but a little bigger. His initiative suffers a –2 penalty,
but he deals an additional +1 point of damage with his melee attacks.

Chemical Reliance: The character thrives on chemical addictions. He gains a +10%
penalty to chemical substances addiction, but if he becomes addicted, the addiction Fortitude
DC is reduced by –10.

Chemical Resistance: The character is resistant to chemical addictions. He gains a –10% bonus to
chemical substances addiction, but if he becomes addicted, the addiction Fortitude DC is increased by +10.

Clumsy: The character is extremely clumsy but his lack of grace often results in dumb luck. He gains a –1
penalty to Dexterity, but gains +1 Karma Point.

Extreme Personality: The character possesses a memorable personality and people react more strongly to
his presence. The character gains a +1 Charisma bonus but when he gains infamy, he earns double the points
to that Reputation Category.

Fast Metabolism: The character has a metabolic rate twice what a normal character would have. He heals
at twice the normal rate per day of rest but his Fortitude saves against radiation and poison suffers a –2
penalty.

Fear the Reaper (Ghūl only): This Ghūl has cheated death! He gains acquired Feats at the normal
rate of 3rd level and every multiple of 3 thereafter as detailed in Chapter 3. Unfortunately he is now on
deaths short list! When reaching 0 or negative hit points you’re dead Jim, there is no saving you.
Normal: Ghūls gain an acquired Feat at 4th level and every multiple of 4 thereafter.

Flexible: The character is extremely flexible and can contort his body easily. He gains a +1 Dexterity
and can enter areas that are one category size smaller than him without terrain impediments. The
character has difficulty, however, developing muscle mass and suffers a –1 penalty to Strength.

Gifted: The character has honed his body and mind beyond the average person and gains a +1 bonus to
each Ability Score. He has neglected training practical skills, though, and receives only half of the base
skill points for his class per level, before adding skill points earned from a high Intelligence modifier. This
penalty to skill points applies to the character starting skill as well, which the x4 multiplier is also cut in
half to x2. (Aggressive would start with 4 skill points and Defensive 6 skill points).

Good Natured: The character has a good soul and helps when and where he can. He receives a +1
bonus to Charisma-based skill checks, but receives a –1 penalty to attack rolls (you know that pacifist
nature).

Ham Fisted (Trans-Genetic Mutants only): Genetic engineering has endowed this mutant with
huge hands. His unarmed attacks deal lethal damage (1d6 + STR). He suffers, however, a –2 penalty
to all Dexterity-based skills that require the use of his hands and has difficulty with pulling the
trigger on firearms. When a Ham Fisted character attempts to shoot a firearm not in the Heavy
Weapon category he takes a –4 penalty to his attack rolls (this stacks with the Trans-Genetic
Mutant racial penalty for a total of –8).

Heavy Handed: The character knows how to throw a punch that'll hurt into next week
instead of just tomorrow morning. His unarmed attacks deals double his Strength modifier in
lethal damage but he has forgotten how to pull his punches and cannot deal non-lethal damage
with them.

Idiot Savant: The character has a small brain limiting his Intelligence to a maximum of 6. His
brain, however, focuses on a single area of expertise. The character gains a +5 competence bonus
to one of the following skills: Craft (any), Demolition, Disable Device, Knowledge (any), or
Repair.

Jinxed: The character has a large dose of bad mojo and refreshes his Karma Point pool only on
odd level advancements instead of each level as a normal character would. Additionally, when a
critical failure (a natural 1 on a d20) is rolled on an attack by anyone (including the character)
within 60 feet of the jinxed character an effect is determined from the table in Appendix C
unless they spend a Karma Point to negate the effect, though their attack still misses.

Kamikaze: The character does not think or worry about threats, allowing him to act faster but exposing him
to more danger in combat. He gains the Improved Initiative feat as a bonus feat, but cannot benefit from any
Dexterity or dodge bonuses to Defense.

Large Body: The character is larger than the normal
person. He gains a +1 bonus to both Strength and
Constitution but suffers a –2 penalty to Dexterity.

Lucky: The character is lucky and gains +1 Karma
Point. If the character expends all of his Karma Points,
he gains the Jinxed trait until he regains at least one.

Night Person: The character is a night person. When the sun goes down, or in dimly lit areas, the
character gains low-light vision and a +1 bonus to Spot skill checks. During the day or in brightly lit
areas he suffers from light sensitivity and gains a –1 penalty on attack rolls.

One Hander: One of the character’s hands is very dominant. He excels with single-handed weapons and
gains a +1 bonus to attack rolls with them, but weapons wielded in two hands cause problems resulting in
a -4 penalty to attack rolls.

Physically Fit: Years of toning and training has built up the character’s stamina. He gains a +1 bonus
to Strength and Constitution but in his years of training he has neglected the learning arts and suffers a
–1 penalty to Intelligence and Wisdom.

Sex Appeal: The character has a way with members of the opposite sex, but this tends to annoy those
that share their gender with him. He gains a +2 bonus to Charisma-based skill checks with the opposite
sex and a –2 penalty on the same with members of the same sex.

Sickly: The character was born with a weak immune system and suffers a –1 penalty to Constitution.
His will to survive is great, though, and he receives a +2 bonus to Will saving throws.

Skilled: The character has spent more time improving her skills than a normal person. She gains a +1
to all Skills but only acquires Feats every fourth level instead of every third level (fifth level instead of
forth for Ghūls).

Small Frame: The character is smaller
than other people. He gains a +1 bonus
to Dexterity, but suffers a –1 STR
penalty to Carrying Capacity and

Encumbrance. The character’s size is
medium, but on the short end of the
ruler and suffers a –5 to speed.

Super Genius: The character is smarter than the average bear. He gains a +3 bonus to
Intelligence, but suffers a –1 penalty to all WIS and CHR based skill checks as he comes off smug and
over analyzes reasonable situations.

Tech Wizard: The character is good at improvising and improving technological devices. The
character receives a +1 bonus to Computer Use, Craft (electronic), Knowledge (technology), and
Repair skills to fix technological devices. Due to spending so much time among machines the
character has become sheltered and receives a –1 penalty to all Wisdom-based skill checks.
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Re: Character Creation

Post by Garathil »

Book smart, skilled and tech wizard

Image

do you need a backstory?
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Re: Character Creation

Post by Dave Syrinx »

Garathil, we'll create the backstory in-game through interrogation. Your character will go through a vetting to be part of the Yangtze campaign. The vetting will be held at Nellis Air Forcee Base. A good mechanic is sought after as the Power Armors need upkeep.

Great start!
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Re: Character Creation

Post by Mr. Handy »

Joe Sullivan.jpg
I'll take Bloody Mess, Extreme Personality, and Gifted

Joe is a heavy weapons and explosives specialist.

For some reason, the character creator only gives you 28 stat points, which works out to an average of 4 for each stat. I remember from previous Fallout games that you had an average of 5 per stat with a total of 5 extra stat points (which can be increased by reducing some stats below 5). This would give a total of 40 stat points. Taking Gifted will help make up for some of the difference, at least.
Doctor Who/CoC Campaign:
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(viewforum.php?f=191)]The Ninth Planet
The Shadow Over Dunwich
The Brotherhood of Death
The Horror in the Blackout
The Masque of Nyarlathotep
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Re: Character Creation

Post by Dave Syrinx »

Yes, I guess there's a change in that. They also removed skills from the system. In F4 you only have perks. But we stick to skills.
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Re: Character Creation

Post by RonaHattingh »

Image

I chose: Sex Appeal, Flexible and Fast Metabolism

Working as a medic.
"With friends like this, who needs dynamite?"
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Re: Character Creation

Post by Dave Syrinx »

Say NO MOAR! :shock:
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Re: Character Creation

Post by Dave Syrinx »

2017 reanimation of the game:

We stick to the Dholes House and create CoC characters as the F4 creator is offline. Just pick three perks from the list and add to your skills list.
To the old players who come back, roll up your alter egos once more and share. I'll post them in the placrholder for Player Characters when they are done.

Ta!
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Re: Character Creation

Post by Mr. Handy »

You can still get to the F4 character generator via the Wayback Machine: https://web.archive.org/web/20170318125 ... character/
Doctor Who/CoC Campaign:
(viewforum.php?f=176)The Terror Out of Time
(viewforum.php?f=191)]The Ninth Planet
The Shadow Over Dunwich
The Brotherhood of Death
The Horror in the Blackout
The Masque of Nyarlathotep
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