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Investigator Creation

Posted: Wed Sep 28, 2016 2:17 pm
by Cearlan
Part one;- (If you already know this then please ignore - nothing new here!)

Str, Con, Dex, App and Pow - roll 3D6 x 5

Siz, Int, Edu and Luck - roll 2D6 + 6 x 5

Damage Bonus and Build
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

Hit Points = Con + Siz divided by 10

Movement
If both DEX and STR are each less than SIZ: MOV 7
If either STR or DEX is equal to or greater than SIZ, or if all three are equal: MOV 8
If both STR and DEX are each greater than SIZ: MOV 9
If age is in the 40s: deduct 1 from MOV
If age is in the 50s: deduct 2 from MOV
If age is in the 60s: deduct 3 from MOV
If age is in the 70s: deduct 4 from MOV
If age is in the 80s: deduct 5 from MOV

Age modifiers
15 to 19: Deduct 5 points among STR and SIZ. Deduct 5 points from EDU. Roll twice to generate a Luck score and use the higher value.
20s or 30s (20-39 years of age): Make an improvement check for EDU.
40s: Make 2 improvement checks for EDU and deduct 5 points among STR, CON or DEX, and reduce APP by 5.
50s: Make 3 improvement checks for EDU and deduct 10 points among STR, CON or DEX, and reduce APP by 10.
60s: Make 4 improvement checks for EDU and deduct 20 points among STR, CON or DEX, and reduce APP by 15.
70s: Make 4 improvement checks for EDU and deduct 40 points among STR, CON or DEX, and reduce APP by 20.
80s: Make 4 improvement checks for EDU and deduct 80 points among STR, CON or DEX, and reduce APP by 25.

Once the rolls are completed determine the occupation of your investigator - choose from the list below;

Occupations
Accountant
Acrobat
Actor
Agency Detective
Alienist [Classic]
Animal Trainer
Antiquarian [Lovecraftian]
Antique Dealer
Archaeologist [Lovecraftian]
Architect
Artist
Asylum Attendant
Assassin – see Criminal
Athlete
Author [Lovecraftian]
Aviator [Classic] – see Pilot
Bank Robber – see Criminal
Bartender
Big Game Hunter
Book Dealer
Bootlegger – see Criminal
Bounty Hunter
Boxer/Wrestler
Burglar – see Criminal
Butler/Valet/Maid
Chauffeur – see Driver
Clergy, Member of the
Computer Programmer/Technician/Hacker [Modern]
Conman – see Criminal
Cowboy/girl
Craftsperson
Criminal – also Gangster
Cult Leader
Deprogrammer [Modern]
Designer
Dilettante [Lovecraftian]
Diver
Doctor of Medicine [Lovecraftian] – also see Psychiatrist
Drifter
Driver
Editor
Elected Official
Engineer
Entertainer
Explorer [Classic]
Farmer
Federal Agent
Fence – see Criminal
Firefighter
Foreign Correspondent
Forensic Surgeon
Forger/Counterfeiter – see Criminal
Gambler
Gangster
Gun Moll [Classic] – see Criminal
Gentleman/Lady
Hacker – see Computer Programmer
Hobo
Hospital Orderly
Journalist [Lovecraftian]
Judge
Laboratory Assistant
Laborer
Lawyer
Librarian [Lovecraftian]
Lumberjack – see Laborer
Maid – see Butler
Mechanic (and Skilled Trades)
Military Officer
Miner – see Laborer
Missionary
Mountain Climber
Museum Curator
Musician
Nurse
Occultist [Lovecraftian]
Outdoorsman/Outdoorswoman
Parapsychologist
Pharmacist
Photographer
Photojournalist – see Photographer
Pilot – also see Aviator
Police Detective/Officer [Lovecraftian]
Private Investigator
Professor [Lovecraftian]
Prospector
Prostitute
Psychiatrist
Psychologist/Psychoanalyst
Reporter – see Journalist
Researcher
Sailor
Salesperson
Scientist
Secretary
Shopkeeper
Smuggler – see Criminal
Soldier/Marine
Spy
Street Punk – see Criminal
Student/Intern
Stuntman
Taxi Driver – see Driver
Thug – see Criminal
Tribe Member
Undertaker
Union Activist
Valet – see Butler
Waitress/Waiter
White-collar Worker
Zealot
Zookeeper

Once this decision has been made I will post the "package" for the chosen occupation and you can then decide the skills you want. Two types of skills - Occupation skills which must be drawn from the package I post / is in the investigators handbook. Secondly your personal interest skills.

Occupation Skill points vary according to the occupation, but Edu x 4 can be taken as a rough guide. Some occupations also take into account Str, App or some other skill as appropriate.

Personal Interest skill points are derived from Int x 2 and can be allocated to any skill you choose.

Weapons and Firearm Skills
Fighting and Firearms skills, and their various specializations, allow an investigator to use weapons. Personal interest or occupation skill points (if applicable) may be spent to raise any of these skills. When an occupation includes the skill of Fighting or Firearms, and no specialization is specified, it is up to the player to choose one or more specializations of that skill

Credit Rating
An investigator’s starting Credit Rating (CR) is determinedduring character creation, based upon the investigator’schosen profession (see Chapter 4: Occupations). In play,Credit Rating determines the amount of money a characterhas available. Credit Rating also indicates the general livingstandards a person can afford, as well indicating the character’srelative status in society (see Credit Rating in Chapter5: Skills).
Your investigator’s Credit Rating skill begins at zero. The range of starting levels for each profession can be broad, and the level chosen should reflect the investigator’s rank in that profession. For example, criminal could be used as a profession for a poor lone pickpocket (Credit Rating 09) or for a wealthy gang boss (Credit Rating 90). Any number of skill points can be invested in Credit Rating within the recommended limits for that profession.
There are six living standards: penniless, poor, average, wealthy, rich, and super rich. Each one determines the lifestyle, type of accommodation, travel, and expenses that a person can comfortably afford on a day-to-day basis. See the box nearby for more information about the different living standard based upon Credit Rating.

Credit Rating 0 - Penniless
Credit Rating 1-9 - poor
Credit Rating 10-49 - Average
Credit Rating 50-89 - Wealthy
Credit Rating 90+ - Rich
Credit Rating 99 - Super Rich

Skills
Accounting (05%)
Acting (05%)—see Art/Craft
Animal Handling (05%) [Uncommon]
Anthropology (01%)
Appraise (05%)
Archaeology (01%)
Art and Craft (05%) [Specializations]
Artillery (01%) [Uncommon]
Astronomy (01%)—see Science
Axe (15%)—see Fighting
Biology (01%)—see Science
Botany (01%)—see Science
Bow (15%)—see Firearms
Brawl (25%)—see Fighting
Chainsaw (10%)—see Fighting
Charm (15%)
Chemistry (01%)—see Science
Climb (20%)
Credit Rating (00%)
Cryptography (01%)—see Science
Cthulhu Mythos (00%)
Demolitions (01%) [Uncommon]
Disguise (05%)
Diving (01%)
Dodge (half DEX)
Drive Auto (20%)
Electrical Repair (10%)
Fast Talk (05%)
Fighting (varies) [Specializations]
Fine Art (05%)—see Art and Craft
Firearms (varies) [Specializations]
First Aid (30%)
Flail (10%)—see Fighting
Flamethrower (10%)—see Firearms
Forensics (05%)—see Science
Forgery (01%)—see Art and Craft
Garrote (15%)—see Fighting
Geology (01%)—see Science
Handgun (20%)—see Firearms
Heavy Weapons (10%)—see Firearms
History (05%)
Hypnosis (01%) [Uncommon]
Intimidate (15%)
Jump (20%)
Language (Other) (01%) [Specializations]
Language (Own) (EDU)
Law (05%)
Library Use (20%)
Listen (20%)
Locksmith (01%)
Machine Gun (10%)—see Firearms
Mathematics (01%)—see Science
Mechanical Repair (10%)
Medicine (01%)
Meteorology (01%)—see Science
Natural World (10%)
Navigate (10%)
Occult (05%)
Operate Heavy Machinery (01%)
Persuade (10%)
Pharmacy (01%)—see Science
Photography (05%)—see Art and Craft
Physics (01%)—see Science
Pilot (01%) [Specializations]
Psychoanalysis (01%)
Psychology (10%)
Read Lips (01%) [Uncommon]
Ride (05%)
Rifle (25%)—see Firearms
Science (01%) [Specializations]
Shotgun (25%)—see Firearms (Rifle/Shotgun)
Sleight of Hand (10%)
Spear (20%)—see Firearms (or Throw)
Spot Hidden (25%)
Stealth (20%)
Submachine Gun (15%)—see Firearms
Survival (10%) [Specializations]
Sword (20%)—see Fighting
Swim (20%)
Throw (20%)
Track (10%)
Whip (05%)—see Fighting
Zoology (01%)—see Science

Create a Backstory for your Investigator

There are ten categories listed on the back of an investigator sheet; try to write down at least one entry for the first six:
  • Personal Description,
    Ideology/Beliefs,
    Significant People,
    Meaningful Locations,
    Treasured Possessions, and
    Traits.
It’s not essential to have an entry for each category, but the more you are able to define, the more your investigator comes to life. Further entries may be added, or existing ones altered, during play.

The categories of Injuries & Scars, Phobias & Manias, Arcane Tomes, Spells & Artifacts, and Encounters with Strange Entities may be written in during play. Of course, some investigators might start the game with a significant injury or scar if implied by your investigator’s history—if so, write it in.

An investigator’s background serves three functions in the game:

First, as a set of pithy statements that serve as a guide to roleplaying, helping to define your investigator and remind you how he or she relates to the world.

Second, it can be called upon during the investigator development phase for the recovery of Sanity points.

Third, and perhaps most importantly of all, the corruption of the investigator’s background mirrors their loss of sanity and growing knowledge of the Mythos, as all that was once held dear becomes meaningless. During episodes of insanity, or as a result of major wounds, the Keeper may add or amend a background entry. Ultimately the investigator’s only connections to the world are madness and pain.

When Crafting Background Entries,
be Specific, Emotional, and Emphatic
Try to phrase each entry to emphasize its personal nature.

For example, "my wife" identifies the subject, but tells us
nothing about the nature of the relationship.
  • Specify a name. Name the person or place, identify the item or concept.
    Attach a feeling. Start with positive or negative and build from there.
    Make it intense, use love instead of like, use despise instead of dislike.
    Be emphatic; use must in place of would prefer.
    Try phrasing it in a way that makes it personal and meaningful.
Think about historic events and whether your investigator was a part of them. Perhaps he or she was one of the few who escaped with their lives from the sinking Titanic, served as a police officer in New York City on September 11 2001, or stood on the front lines of the Boer War? Weaving in an historic event can greatly define your character’s outlook and beliefs, helping you to build a specific and rich backstory.

Personal Description
Think of a distinct look that sums up your investigator’s appearance (APP). Whether your appearance and your personality match is another question; a person may look stuffy but actually be personable and open. Here are some possibilities (choose rather than roll):
  • Rugged
    Pretty
    Smart
    Dirty
    Youthful
    Stout
    Elegant
    Pale
    Rosy
    Stuffy
    Brawny
    Strapping
    Untidy
    Dazzler
    Weary
    Hairy
    Scruffy
    Sullen
    Tanned
    Mousy
    Dainty
    Gawky
    Ungainly
    Baby-faced
    Dull
    Bookish
    Plump
    Slim
    Stocky
    Ordinary
    Wrinkled
    Sharp
    Muscular
    Frail
Ideology/Beliefs
Roll 1D10 or pick one of the following. Take the result and make it specific and personal to your investigator.
  • 1. There is a higher power that you worship and pray to (e.g. Vishnu, Jesus Christ, Haile Selassie I).
    2. Mankind can do fine without religions (e.g. staunch atheist, humanist, secularist).
    3. Science has all the answers. Pick a particular aspect of interest (e.g. evolution, cryogenics, space exploration).
    4. A belief in fate (e.g. karma, the class system, superstitious).
    5. Member of a society or secret society (e.g. Freemason, Women’s Institute, Anonymous).
    6. There is evil in society that should be rooted out. What is this evil? (e.g. drugs, violence, racism).
    7. The occult (e.g. astrology, spiritualism, tarot).
    8. Politics (e.g. conservative, socialist, liberal).
    9. “Money is power, and I’m going to get all I can” (e.g. greedy, enterprising, ruthless).
    10. Campaigner/Activist (e.g. feminism, gay rights, union power).
Significant People
Roll 1D10 or pick one from each of the two lists below. Take the result and make it specific and personal to your investigator. Think of a name for these people. First, who?
  • 1. Parent (e.g. mother, father, stepmother).
    2. Grandparent (e.g. maternal grandmother, paternal grandfather).
    3. Sibling (e.g. brother, half-brother, stepsister).
    4. Child (e.g. son or daughter).
    5. Partner (e.g. spouse, fiancé, lover).
    6. Person who taught you your highest occupational skill. Identify the skill and consider who taught you (e.g. a schoolteacher, the person you apprenticed with, your father).
    7. Childhood Friend (e.g. classmate, neighbour, imaginary friend).
    8. A famous person. Your idol or hero. You may never have even met (e.g. film star, politician, musician).
    9. A fellow investigator in your game. Pick one or choose randomly.
    10. A non-player character (NPC) in the game. Ask the Keeper to pick one for you.
Next, roll to determine why that person is so significant to you. Not all of these options will mesh with every person, so you may have to roll more than once or simply pick something that feels appropriate.
  • 1. You are indebted to them. How did they help you? (e.g. financially, they protected you through hard times, got you your first job).
    2. They taught you something. What? (e.g. a skill, to love, to be a man).
    3. They give your life meaning. How? (e.g. you aspire to be like them, you seek to be with them, you seek to make them happy).
    4. You wronged them and seek reconciliation. What did you do? (e.g. stole money from them, informed the police about them, refused to help when they were desperate).
    5. Shared experience. What? (e.g. you lived through hard times together, you grew up together, you served in the war together).
    6. You seek to prove yourself to them. How? (e.g. by getting a good job, by finding a good spouse, by getting an education).
    7. You idolize them (e.g. for their fame, their beauty, their work).
    8. A feeling of regret (e.g. you should have died in their place, you fell out over something you said, you didn’t step up and help them when you had the chance).
    9. You wish to prove yourself better than them. What was their flaw? (e.g. lazy, drunk, unloving).
    10. They have crossed you and you seek revenge. For what do you blame them? (e.g. death of a loved one, your financial ruin, marital breakup).
Meaningful Locations
Roll 1D10 or pick one of the following. Take the result and make it specific and personal to your investigator. Think of a name for these places.
  • 1. Your seat of learning (e.g. school, university, apprenticeship).
    2. Your hometown (e.g. rural village, market town, busy city).
    3. The place you met your first love (e.g. a music concert, on holiday, a bomb shelter).
    4. A place for quiet contemplation (e.g. the library, country walks on your estate, fishing).
    5. A place for socializing (e.g. gentlemen’s club, local bar, uncle’s house).
    6. A place connected with your ideology/belief (e.g. parish church, Mecca, Stonehenge).
    7. The grave of a significant person. Who? (e.g. a parent, a child, a lover).
    8. Your family home (e.g. a country estate, a rented flat, the orphanage in which you were raised).
    9. The place you were happiest in your life (e.g. the park bench where you first kissed, your university, your grandmother’s home).
    10. Your workplace (e.g. the office, library, bank).
Treasured Possessions
Roll 1D10 or pick one of the following. Take the result and
make it specific and personal to your investigator.
  • 1. An item connected with your highest skill (e.g. expensive suit, false ID, brass knuckles).
    2. An essential item for your occupation (e.g. doctor’s bag, car, lock picks).
    3. A memento from your childhood (e.g. comics, pocketknife, lucky coin).
    4. A memento of a departed person (e.g. jewelry, a photograph in your wallet, a letter).
    5. Something given to you by your Significant Person (e.g. a ring, a diary, a map).
    6. Your collection. What is it? (e.g. bus tickets, stuffed animals, records).
    7. Something you found but you don’t know what it is – you seek answers (e.g. a letter you found in a cupboard written in an unknown language, a curious pipe of unknown origin found among your late father’s effects, a strange silver ball you dug up in your garden).
    8. A sporting item (e.g. cricket bat, a signed baseball, a fishing rod).
    9. A weapon (e.g. service revolver, your old hunting
    rifle, the hidden knife in your boot).
    10. A pet (e.g. a dog, a cat, a tortoise).
Traits
Roll 1D10 or pick one of the following. Take the result and make it specific and personal to your investigator.
  • 1. Generous (e.g. generous tipper, always helps out a person in need, philanthropist).
    2. Good with Animals (e.g. loves cats, grew up on a farm, good with horses).
    3. Dreamer (e.g. given to flights of fancy, visionary, highly creative).
    4. Hedonist (e.g. life and soul of the party, entertaining drunk, "live fast and die young").
    5. Gambler and a risk-taker (e.g. poker-faced, try anything once, lives on the edge).
    6. Good Cook (e.g. bakes wonderful cakes, can make a meal from almost nothing, refined palate).
    7. Ladies’ man/seductress (e.g. suave, charming voice, enchanting eyes).
    8. Loyal (e.g. stands by his or her friends, never breaks a promise, would die for his or her beliefs).
    9. A good reputation (e.g. the best after-dinner speaker in the country, the most pious of men, fearless in the face of danger).
    10. Ambitious (e.g. to achieve a goal, to become the boss, to have it all).
Key Backstory Connection
Consider your investigator’s backstory and pick the one entry that you feel is most important to them. This is their key connection: the one thing above all else that gives meaning to their life. Mark it with star or underline it on the investigator sheet. This connection can aid your investigator in regaining Sanity points.

Everything in the story is open to the Keeper to do with as he or she desires, except for the investigator’s key connection. The key connection cannot be destroyed, killed or taken away by the Keeper without first allowing you the opportunity to roll dice to, in some way, save that key connection.

This immunity is quite limited: the key connection can be killed, removed or destroyed by the Keeper, but the investigator to whom they are connected must be involved, or given the option to become involved. In game play this means that the player must be presented with the opportunity to make at least one dice roll to save the connection.

Losing one’s key connection during play requires a Sanity roll (1/1D6 Sanity point loss).

Additional Details
Fill in the following details on the investigator sheet.

Birthplace
Most of Lovecraft’s stories take place in New England. You can choose to start there if you wish; however your investigator could originate from anywhere in the world. No game penalty or advantage exists for one country or culture over another. The choice can lead to other deductions: for instance, while an investigator born in the United States of America or Canada has a good chance of English as his or her own language, an investigator born in Quebec might learn French at infancy, while one born in Arizona might have Spanish or Navajo, and one born in San Francisco might speak Cantonese.
(NB This is a British based campaign so as Keeper I would prefer that investigators hail rom this 'sceptred isle'.)

Gender of the Investigator
The investigator can be male or female. No game rule distinguishes between male and female; neither sex has an advantage over the other. Players are encouraged to play either sex based upon their preference rather than tactial considerations. Some published scenarios may consider the effect of gender in specific societies and historical periods.

Name
The name of the investigator is whatever the player finds entertaining or evocative. Fashions in names change overthe decades, and certain names may fit one historical period and setting better than others. Deciding on an investigator name isn’t always easy, so for inspiration see Period Names (pages 54-55). The names shown were all popular in America in the early part of the twentieth century.

Photograph

A picture is worth a thousand words. Put a picture of your investigator, it will help cement him / her in your own mind and the other players as well. The internet has many such photos. If you get stuck - give me a shout and I'll put some links up but google-ing it yourself is quicker.

Cash and assets

1920s:
Credit Rating Cash Assets Spending Level
Penniless $0.50 None $0.50
(CR 0 or less)

Poor
(CR 1-9) CR x 1 CR x 10 $2
($1 - $9) ($10 - $90)
Average
(CR 10-49) CR x 2 CR x 50 $10
($20 - $98) ($500 - $2450)

Wealthy CR x 5 CR x 500 $50
(CR 50-89) ($250 - $445)($25,000 - $44,500)

Rich CR x 20 CR x 2000
(CR 90-98) ($1800 - $1960)($180,000 - $196,000)

$250 $50,000 $5M+ $5000
Super Rich
(CR 99)

Notes:
Cash: Not necessarily carried on the person. The Keeper may ask where it is being kept. For example, if the investigator is travelling abroad, are they keeping it in a money belt or is there someone back home who can wire money to them when requested? This will have an impact if the investigator is robbed or loses their gear.
Spending Level: This is an arbitrary amount below which, for ease of play, no record keeping is required. A character can spend up to his or her spending level with no expenditure of cash. In theory an investigator could spend an amount just below their spending level every day, but in practice it should be used only occasionally—if the Keeper feels a player is exploiting this financial abstraction, a use of assets may be called for. The spending levels exist purely to ease the flow of the game; no one wants to track every penny.
Assets: Assets are the things that your investigator owns at the start of play and the dollar amount on the chart is the total value of those things. The player should note down the dollar amount and decide form it takes, usually property or investments, or perhaps shares in a business. The standard list of possessions is included within the various brackets of living standards. If your living standard includes a house and car, those things constitute a part of your asset value.

Equip the Investigator

Your investigator’s day-to-day living standards are dictated by the Credit Rating score. The likelihood of owning major possessions such as a house and a car are also indicated by the Credit Rating score. The Keeper will advise on what other equipment an investigator may start out with. A player may buy additional items, if available for purchase.

Cash and Assets

Look at Table II: Cash and Assets (above) to determine your investigator's cash and assets. Cash is readily available to the investigator, whereas wealth that is tied up in assets can only be spent if time is taken to realize the capital.

Cross-reference the investigator’s Credit Rating with the period to determine the investigator’s available cash, assets, and spending level.

Equipment

The final step is to write down any important items, weapons or equipment your investigator possesses. There’s no need to write a detailed list of everything your character owns—just list the notable items. In many cases, starting investigators don’t really have anything exceptional or worth writing down in the way of equipment—that’s fine as you’ll soon be uncovering all manner of strange and remarkable items during the game. Items that fit the profile of your investigator’s living standard do not need to be paid for—you simply own those.

Even if your investigator takes no weapons, he or she may still use them. Perhaps your investigator served in a war, or gained some familiarity with knives or guns while growing up on a farm. Few people in any era are expert with weapons, though often they have passing acquaintance with them. Except for a few occupations like Soldier, additional skill points for Fighting and Firearms normally come out of personal interest skill points.

Refer to the Equipment and Weapons Tables (see pages 238—247 and 250-255).

1920s
Men’s Clothing
Worsted Wool Dress Suit . . . . . . . . . . . . . . . $17.95
Cashmere Dress Suit . . . . . . . . . . . . . . . . . . $18.50
Suit, mohair . . . . . . . . . . . . . . . . . . . . . . . . . $13.85
Corduroy Norfolk Suit. . . . . . . . . . . . . . . . . $9.95
Union suit, Forest Mills. . . . . . . . . . . . . . . . . 69 ¢
Outdoor Coat . . . . . . . . . . . . . . . . . . . . . . . . $9.95-35.00
Dog Fur Overcoat. . . . . . . . . . . . . . . . . . . . . $37.50
Chesterfield Overcoat. . . . . . . . . . . . . . . . . . $19.95
Oxford Dress Shoes . . . . . . . . . . . . . . . . . . . $6.95
Leather Work Shoes. . . . . . . . . . . . . . . . . . . $4.95
Slacks, white flannel . . . . . . . . . . . . . . . . . . . $8.00
Lace-bottom Breeches . . . . . . . . . . . . . . . . . $4.95
Shirt, percale . . . . . . . . . . . . . . . . . . . . . . . . . 79¢ -$1.25
Broadcloth Dress Shirt . . . . . . . . . . . . . . . . . $1.95
Shaker Sweater . . . . . . . . . . . . . . . . . . . . . . . $7.69
Felt Fedora . . . . . . . . . . . . . . . . . . . . . . . . . . $4.95
Wool Golf Cap. . . . . . . . . . . . . . . . . . . . . . . 79¢
Straw Hat. . . . . . . . . . . . . . . . . . . . . . . . . . . . $1.95
Padded Leather Football Helmet . . . . . . . . $3.65
Sweatshirt . . . . . . . . . . . . . . . . . . . . . . . . . . . 98¢
Sealskin Fur Cap. . . . . . . . . . . . . . . . . . . . . . $16.95
Silk Four-in-hand Tie . . . . . . . . . . . . . . . . . 96¢
Necktie, silk . . . . . . . . . . . . . . . . . . . . . . . . . 50¢
Batwing Bow Tie . . . . . . . . . . . . . . . . . . . . . 55¢
Sock Garters . . . . . . . . . . . . . . . . . . . . . . . . . 39¢
Cotton Union Suit . . . . . . . . . . . . . . . . . . . . $1.48
Cufflinks . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40¢
Leather Belt . . . . . . . . . . . . . . . . . . . . . . . . . . $1.35
Suspenders . . . . . . . . . . . . . . . . . . . . . . . . . . 79¢
Hiking Boots. . . . . . . . . . . . . . . . . . . . . . . . . $7.25
Shoes with cleats. . . . . . . . . . . . . . . . . . . . . . $5.25
Bathing Suit. . . . . . . . . . . . . . . . . . . . . . . . . . $3.45
Canvas Bathing Shoes . . . . . . . . . . . . . . . . . 75¢
Women’s Clothing
Chic Designer Dress . . . . . . . . . . . . . . . . . . . $90.00+
Silk Crepe Dress. . . . . . . . . . . . . . . . . . . . . . $13.95
Silk Taffeta Dress . . . . . . . . . . . . . . . . . . . . . $10.95
Satin Charmeuse. . . . . . . . . . . . . . . . . . . . . . $10.95
Gingham Dress . . . . . . . . . . . . . . . . . . . . . . . $2.59
French Repp Dress. . . . . . . . . . . . . . . . . . . . . $10.95
Pleated Skirt, silk . . . . . . . . . . . . . . . . . . . . . $7.95
Blouse, cotton . . . . . . . . . . . . . . . . . . . . . . . . $1.98
Worsted Wool Sweater . . . . . . . . . . . . . . . . . $9.48
Cotton Crepe Negligee . . . . . . . . . . . . . . . . . 88¢
Spike-heeled Parisian Shoes. . . . . . . . . . . . . $4.45
Leather One-strap Slippers. . . . . . . . . . . . . 98¢
Snug Velour Hat . . . . . . . . . . . . . . . . . . . . . . $4.44
Satin Turban-style Hat. . . . . . . . . . . . . . . . . $3.69
Rayon Elastic Corset . . . . . . . . . . . . . . . . . . $2.59
Embroidered Costume Slip . . . . . . . . . . . . . $1.59
Silk Hose (3 pairs) . . . . . . . . . . . . . . . . . . . . $2.25
Bloomers, silk. . . . . . . . . . . . . . . . . . . . . . . . . $3.98-$4.98
Tweed Jacket, fully lined. . . . . . . . . . . . . . . . $3.95
Velour Coat with Fur Trim . . . . . . . . . . . . . $39.75
Brown Fox Fur Coat . . . . . . . . . . . . . . . . . . $198.00
Belted Rain Coat, cotton. . . . . . . . . . . . . . . $3.98
Belted Rain Coat, Schappe silk . . . . . . . . . . $8.98
Silk Handbag . . . . . . . . . . . . . . . . . . . . . . . . . $4.98
Dress Hair Comb . . . . . . . . . . . . . . . . . . . . . 98¢
Outdoor Shirt:
Khaki Jean Material. . . . . . . . . . . . . . . . . . . $1.79
All Wool Tweed or Linen . . . . . . . . . . . . . . . $2.98
Outdoor Knee-Length Knickers:
Khaki Jean Material. . . . . . . . . . . . . . . . . . . $1.79
Grey Wool Tweed. . . . . . . . . . . . . . . . . . . . . $2.98
White Linen . . . . . . . . . . . . . . . . . . . . . . . . . $2.98
Khaki Leggings (Ankle to knee) . . . . . . . . . 98¢
Outdoor Boots. . . . . . . . . . . . . . . . . . . . . . . $2.59
Bathing Suit. . . . . . . . . . . . . . . . . . . . . . . . . . $4.95
Bathing Cap . . . . . . . . . . . . . . . . . . . . . . . . . 40¢
Canvas Bathing Shoes . . . . . . . . . . . . . . . . . 54¢
Shoes, Pumps. . . . . . . . . . . . . . . . . . . . . . . . . $1.29
Personal Care
Make-up Kit. . . . . . . . . . . . . . . . . . . . . . . . . $4.98
Men’s Toilet Set (10 pieces). . . . . . . . . . . . . $9.98
Women’s Toilet Set (15 pieces) . . . . . . . . . . $22.95
Hair Colorator . . . . . . . . . . . . . . . . . . . . . . . 79¢
Curling Iron, Wavette. . . . . . . . . . . . . . . . . . $2.19
Hair Brush. . . . . . . . . . . . . . . . . . . . . . . . . . . 89¢
Hair net, Zephyr (4) . . . . . . . . . . . . . . . . . . . 25¢
Mouthwash, Listerine. . . . . . . . . . . . . . . . . . 79¢
Shampoo, Coconut Oil. . . . . . . . . . . . . . . . . 50¢
Soap (12 Cakes) . . . . . . . . . . . . . . . . . . . . . . $1.39
Talcum powder . . . . . . . . . . . . . . . . . . . . . . . 19¢
Toothpaste, Pepsodent . . . . . . . . . . . . . . . . . 39¢
Food & Beverages
Bacon, sugar cured . . . . . . . . . . . . . . . . . . . . 25¢/lb.
Beef, Pot Roast . . . . . . . . . . . . . . . . . . . . . . . 10¢/lb.
Bologna & Frankfurters . . . . . . . . . . . . . . . . 19¢/lb.
Butter, Brookfield Creamery. . . . . . . . . . . . . 43¢/lb.
Carrots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10¢/bunch
Cookies, Fig Bars . . . . . . . . . . . . . . . . . . . . . 25¢/lb.
Corn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10¢
Eggs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13¢/dozen
Ham, smoked calf. . . . . . . . . . . . . . . . . . . . . 13¢/lb.
Lamb, Leg. . . . . . . . . . . . . . . . . . . . . . . . . . . 40¢/lb.
Lard, Swift's Pure. . . . . . . . . . . . . . . . . . . . . 17¢/lb.
Lettuce . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10¢
Oil, Olive, Imported . . . . . . . . . . . . . . . . . . $2.25/half
gallon
Oranges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50¢/dozen
Peaches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15¢/basket
Peas . . . . . . . . . . . . . . . . . . . . . . . . 25¢/2 quarts
Potatoes. . . . . . . . . . . . . . . . . . . . . 45¢/4 quart
Prunes, California. . . . . . . . . . . . . 24¢/2 lbs.
Rice. . . . . . . . . . . . . . . . . . . . . . . . . 20¢/3 lbs.
Tomatoes . . . . . . . . . . . . . . . . . . . . 10¢/no 2 can
Meals Out
Chicken, Dinner. . . . . . . . . . . . . . . $2.50/person
Breakfast . . . . . . . . . . . . . . . . . . . . . 45¢
Lunch . . . . . . . . . . . . . . . . . . . . . . . 65¢
Dinner . . . . . . . . . . . . . . . . . . . . . . . $1.25
Speakeasy Prices
Rotgut Gin (Shot) . . . . . . . . . . . . . . 10¢
Cocktail. . . . . . . . . . . . . . . . . . . . . . . 25¢
Wine (Glass) . . . . . . . . . . . . . . . . . . . 75¢
Beer (Glass. . . . . . . . . . . . . . . . . . . . . 20¢
Whiskey (Glass) . . . . . . . . . . . . . . . . 25¢
Coca-Cola (12 oz.) . . . . . . . . . . . . . . 5¢
Lodging
Hotels (Per Night):
Average Hotel. . . . . . . . . . . . . . . . . . . $4.50
(With Service, Per Week) . . . . . . . . . . $10.00
Fleabag Hotel . . . . . . . . . . . . . . . . . . . 75¢
Good Hotel . . . . . . . . . . . . . . . . . . . . . . . . . . $9.00
(With Service, Per Week) . . . . . . . . . . . . . . . $24.00
Luxury Hotel. . . . . . . . . . . . . . . . . . . . . . . . . $30.00+
YMCA, Furnished Room. . . . . . . . . . . . . . . $5.00
House, Large (Rent per Year). . . . . . . . . . . . $1,000.00
House. Medium (Rent per Month). . . . . . . $55.00
Summer House (Rent for Season) . . . . . . . $350.00
Flat (Rent per Week) . . . . . . . . . . . . . . . . . . $12.50
Apartment, Average (Rent per Week) . . . . . $10.00
Apartment, Good (Rent per Week). . . . . . . $40.00
Real Estate
Country House
(13 Rooms, 2 Barns) . . . . . . . . . . . . . . . $20,000.00+
Large House (10 Rooms). . . . . . . . . . . . . . . $7,000.00+
Town House (6 Rooms). . . . . . . . . . . . $4,000.00-$8000.00
Average House (8 Rooms) . . . . . . . . . . . . . . $2,900.00+
Bungalow (4 Rooms) . . . . . . . . . . . . . . . . . . $3,100.00
Pre-Fabricated Houses:
The Clyde (6 Rooms) . . . . . . . . . . . . . . . $1,175.00
The Columbine (8 Rooms). . . . . . . . . . $2,135.00
The Honor (9 Rooms). . . . . . . . . . . . . . $3,278.00
The Atlanta
(24 Apartment Rooms). . . . . . . . . . . . . $4,492.00
Furniture
Bedroom Set, walnut finish . . . . . . . . . . . . . $199.00
Arm Chair, French split cane . . . . . . . . . . . $25.00
Rocking Chair. . . . . . . . . . . . . . . .. . . . . . . . $25.00
Desk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . $80.00
Dining Room Set, walnut finish. . . . . . . . . $295.00
Living Room Set,
upholstered mohair. . . . . . . . . . . . . . . . . $395.00
Rug, oriental. . . . . . . . . . . . . . . . . . . . . . . . . $20.00-$50.00
Household Goods
Fan, "G-E Whiz" . . . . . . . . . . . . . . . . . . . . . . $10.00
Dinnerware, 52 Pieces. . . . . . . . . . . . . . . . . $19.95
Lamp, Glass Shade. . . . . . . . . . . . . . . . . . . . . $5.00
Gas Range. . . . . . . . . . . . . . . . . . . . . . . . . . . $ 77.00
Refrigerator . . . . . . . . . . . . . . . . . . . . . . . . . . $49.50
Vacuum cleaner . . . . . . . . . . . . . . . . . . . . . . $48.00
Washing machine . . . . . . . . . . . . . . . . . . . . . $125.00
Medical Equipment
Aspirin (12 pills) . . . . . . . . . . . . . . . . . . . . . 10¢
Epsom Salts. . . . . . . . . . . . . . . . . . . . . . . . . . 09¢/lb.
Indigestion Medicine . . . . . . . . . . . . . . . . . . 25¢
Laxative, Nature's Remedy. . . . . . . . . . . . . . 25¢
Medical Case . . . . . . . . . . . . . . . . . . . . . . . . . $10.45
Forceps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . $3.59
Scalpel Set. . . . . . . . . . . . . . . . . . . . . . . . . . . $1.39
Hypodermic Syringes . . . . . . . . . . . . . . . . . $12.50
Atomizer . . . . . . . . . . . . . . . . . . . . . . . . . . . . $1.39
Gauze Bandages (Five Yards) . . . . . . . . . . . 69¢
Clinical Thermometer . . . . . . . . . . . . . . . . . 69¢
Alcohol (Half-gallon). . . . . . . . . . . . . . . . . . 20¢
Hard Rubber Syringe. . . . . . . . . . . . . . . . . . 69¢
Bed Pan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . $1.79
Wheel Chair . . . . . . . . . . . . . . . . . . . . . . . . . $39.95
Maple Crutches. . . . . . . . . . . . . . . . . . . . . . . $1.59
Adhesive Plaster. . . . . . . . . . . . . . . . . . . . . . 29¢
Metal Arch Supports . . . . . . . . . . . . . . . . . . $1.98
Leather Ankle Supports (Pair). . . . . . . . . . . 98¢
Outdoor & Travel Gear
Cooking Kit. . . . . . . . . . . . . . . . . . . . . . . . . . $8.98
Camp Stove . . . . . . . . . . . . . . . . . . . . . . . . . $6.10
Vacuum Bottle . . . . . . . . . . . . . . . . . . . . . . . 89¢
Folding Bathtub. . . . . . . . . . . . . . . . . . . . . . $6.79
Waterproof Blanket (58 x 96 Inches). . . . . $5.06
Folding Camp Bed . . . . . . . . . . . . . . . . . . . . $3.65
Carbide Lamp (300’ Beam) . . . . . . . . . . . . . $2.59
Can of Carbide (Two Pounds) . . . . . . . . . . 25¢
Searchlight . . . . . . . . . . . . . . . . . . . . . . . . . . $5.95
Gasoline Lantern (Built-in Pump). . . . . . . $6.59
Kerosene Lantern. . . . . . . . . . . . . . . . . . . . . $1.39
Dark Lantern. . . . . . . . . . . . . . . . . . . . . . . . . $1.68
Electric Torch. . . . . . . . . . . . . . . . . . . . . . . . . $1.35-$2.25
Batteries. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60¢
Pen Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . $1.00
Flare (Disposable). . . . . . . . . . . . . . . . . . . . . 27¢
Telescope . . . . . . . . . . . . . . . . . . . . . . . . . . . . $3.45
Field Glasses (3x to 6x). . . . . . . . . . . . . . . . . $6.00-$23.00
Binoculars . . . . . . . . . . . . . . . . . . . . . . . . . . . $28.50
Jeweled Compass . . . . . . . . . . . . . . . . . . . . . $3.25
Compass with Lid. . . . . . . . . . . . . . . . . . . . . $2.85
Hunting Knife . . . . . . . . . . . . . . . . . . . . . . . $2.35
Heavy 2-Blade Pocket Knife. . . . . . . . . . . . . $1.20
Hand Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . 98¢
Small Live Animal Trap. . . . . . . . . . . . . . . . . $2.48
Coil Spring Animal Trap. . . . . . . . . . . . . . . $5.98
Bear Trap . . . . . . . . . . . . . . . . . . . . . . . . . . . $11.43
Collapsible Fishing Rod and Tackle Set. $9.35
Hemp Twine. . . . . . . . . . . . . . . . . . . . . . . . . 27¢
Pedometer . . . . . . . . . . . . . . . . . . . . . . . . . . . $1.70
Heavy Canvas Shoulder Bag. . . . . . . . . . . . . $3.45
Fifteen Hour Candles (Dozen). . . . . . . . . . 62¢
Waterproof Match Case . . . . . . . . . . . . . . . . 48¢
Steel Row Boat (Seats 4) . . . . . . . . . . . . . . . $35.20
2 HP Motor for Row Boats . . . . . . . . . . . . . $79.95
Canvas and Wood Canoe. . . . . . . . . . . . . . . $75.00
Luggage
Handle Bag (8 Lbs.) . . . . . . . . . . . . . . . . . . . $7.45
Suitcase (15 Lbs.) . . . . . . . . . . . . . . . . . . . . . $9.95
Steamer Trunk (55 Lbs.) . . . . . . . . . . . . . . . $12.00
Wardrobe Trunk (95 Lbs.) . . . . . . . . . . . . . . $54.95
Wardrobe Trunk (115 Lbs.). . . . . . . . . . . . . $79.95
Luggage, black patent leather . . . . . . . . . . . $12.50
Tents
7 x 7 foot Tent . . . . . . . . . . . . . . . . . . . . . . . $11.48
12 x 16 foot Tent . . . . . . . . . . . . . . . . . . . . . $28.15
16 x 24 foot Tent . . . . . . . . . . . . . . . . . . . . . $53.48
24 x 36 foot Tarpaulin. . . . . . . . . . . . . . . . . $39.35
7 x 7 foot Car Tent. . . . . . . . . . . . . . . . . . . . . $12.80
13.5 inch Iron Tent Stakes (Dozen) . . . . . . $1.15
Auto Bed. . . . . . . . . . . . . . . . . . . . . . . . . . . . . $8.95
Canteen (1 Quart) . . . . . . . . . . . . . . . . . . . . $1.69
Insulated Tank (5 Gallons) . . . . . . . . . . . . . $3.98
Water Bag (1 Gallon) . . . . . . . . . . . . . . . . . . 80¢
Water Bag (2 Gallon) . . . . . . . . . . . . . . . . . . $1.04
Water Bag (5 Gallon) . . . . . . . . . . . . . . . . . . $2.06
Tools
Tool Outfit (20 Tools) . . . . . . . . . . . . . . . . . $14.90
Hand Drill (Plus 8 Bits) . . . . . . . . . . . . . . . $6.15
Large Steel Pulley. . . . . . . . . . . . . . . . . . . . . $1.75
Padlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95¢
Rope (50 Feet) . . . . . . . . . . . . . . . . . . . . . . . $8.60
Light Chain (per Foot) . . . . . . . . . . . . . . . . . 10¢
Watchmaker’s Tool Kit . . . . . . . . . . . . . . . . . $7.74
Crowbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . $2.25
Handsaw. . . . . . . . . . . . . . . . . . . . . . . . . . . . . $1.65
Gasoline Blowtorch. . . . . . . . . . . . . . . . . . . $4.45
Electricians Gloves . . . . . . . . . . . . . . . . . . . . $1.98
Lineman's Tool Belt & Safety Strap. . . . . . . $3.33
Lineman's Climbers . . . . . . . . . . . . . . . . . . . $2.52
Jewelers 48-Piece Tool Set. . . . . . . . . . . . . . $15.98
Rotary Tool Grinder. . . . . . . . . . . . . . . . . . . $6.90
Shovel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95¢
Home Tool Set in Box . . . . . . . . . . . . . . . . . $14.90
Investigator Tools
Handcuffs . . . . . . . . . . . . . . . . . . . . . . . . . . . $3.35
Extra Handcuff Key. . . . . . . . . . . . . . . . . . . 28¢
Police Whistle. . . . . . . . . . . . . . . . . . . . . . . . . 30¢
Dictaphone. . . . . . . . . . . . . . . . . . . . . . . . . . $39.95
Wire Recorder. . . . . . . . . . . . . . . . . . . . . . . . $129.95
Wristwatch . . . . . . . . . . . . . . . . . . . . . . . . . . $5.95
Gold Pocket Watch . . . . . . . . . . . . . . . . . . . . $35.10
Self-filling Fountain Pen. . . . . . . . . . . . . . . $1.80
Mechanical Pencil. . . . . . . . . . . . . . . . . . . . . 85¢
Writing Tablet . . . . . . . . . . . . . . . . . . . . . . . 20¢
Straightjacket. . . . . . . . . . . . . . . . . . . . . . . . . $9.50
Sketch Pad . . . . . . . . . . . . . . . . . . . . . . . . . . . 25¢
Complete Diving Suit. . . . . . . . . . . . . . . . . . $1,200.00
Remington Typewriter . . . . . . . . . . . . . . . . . $40.00
Harris Typewriter . . . . . . . . . . . . . . . . . . . . . $66.75
Pocket Microscope . . . . . . . . . . . . . . . . . . . 58¢
110x Desk Microscope . . . . . . . . . . . . . . . . . $17.50
Floor Safe (3-Foot high, 950 Lbs.) . . . . . . . $62.50
Umbrella . . . . . . . . . . . . . . . . . . . . . . . . . . . . $1.79
Turkish Water Pipe . . . . . . . . . . . . . . . . . . . 99¢
Cigarettes (per Pack) . . . . . . . . . . . . . . . . . . 10¢
Box of Cigars. . . . . . . . . . . . . . . . . . . . . . . . . $2.29
Unabridged Dictionary. . . . . . . . . . . . . . . . . $6.75
10-volume Encyclopedia . . . . . . . . . . . . . . . $49.00
Wet Sponge Respirator . . . . . . . . . . . . . . . . . $1.95
3-Lens Pocket Magnifying Glass (7x to 30x).$1.68
Bible. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . $3.98
Briefcase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . $1.48
Globe on Stand . . . . . . . . . . . . . . . . . . . . . . . $9.95
Folding Writing Desk. . . . . . . . . . . . . . . . . . $16.65
Glass-Door Oak Bookcase (200 Book). . . .. $24.65
Baby Buggy. . . . . . . . . . . . . . . . . . . . . . . . . . $34.45
Chemical Fire Extinguisher . . . . . . . . . . . . . $13.85
Watchmaker's Eye Glass. . . . . . . . . . . . . . . . 45¢
Education
College Tuition (Semester) . . . . . . . . . . . . . $275.00-$480.00
Student Room & Board (Year) . . . . . . . . . . $350.00-$520.00
Text Books (Semester). . . . . . . . . . . . . . . . . $30.00
Transport
Motor Vehicles (costs for average model):
Norton Motorcycle. . . . . . . . . . . . . . . . . . . . $95.00
Buick Model D-45 . . . . . . . . . . . . . . . . . . . . $1,020.00
Cadillac Type 55 . . . . . . . . . . . . . . . . . . . . . $2,240.00
Chevrolet Capitol . . . . . . . . . . . . . . . . . . . . . $695.00
Chrysler Model F-58 . . . . . . . . . . . . . . . . . . $1,045.00
Dodge Model S/1 . . . . . . . . . . . . . . . . . . . . . $985.00
Duesenberg J . . . . . . . . . . . . . . . . . . . . . . . . . $20,000
Ford Model T. . . . . . . . . . . . . . . . . . . . . . . . . $360.00
Ford Model A. . . . . . . . . . . . . . . . . . . . . . . . . $450.00
Hudson Super Six Series J . . . . . . . . . . . . . . $1,750.00
Oldsmobile 43-AT . . . . . . . . . . . . . . . . . . . . $1,345.00
Packard Twin Six Touring . . . . . . . . . . . . . . $2,950.00
Pierce-Arrow . . . . . . . . . . . . . . . . . . . . . . . . . $6,000.00
Pontiac 6-28 Sedan . . . . . . . . . . . . . . . . . . . $745.00
Studebaker Stnd./Dictator . . . . . . . . . . . . . $995.00
Chevrolet, Roadster. . . . . . . . . . . . . . . . . . . $570.00
Hudson, Coach, (7 Passenger). . . . . . . . . . . $1,450.00
Studebaker, Touring (5 Passenger). . . . . . . $995.00
1920 Chevrolet, F.B. Coupe (Used). . . . . . . $300.00
1917 Buick (Used). . . . . . . . . . . . . . . . . . . . . $75.00
Chevrolet Pickup Truck . . . . . . . . . . . . . . . $545.00
Dodge 1/2 Ton Truck . . . . . . . . . . . . . . . . . $1,085
Ford Model TT Truck . . . . . . . . . . . . . . . . . $490
Non-U.S. Vehicles
Bentley 3-Litre, England . . . . . . . . . . . . . . . $9,000.00
BMW Dixi, Germany . . . . . . . . . . . . . . . . . $1,225.00
Citroen C3, France . . . . . . . . . . . . . . . . . . . $800.00
Hispano-Suiza Alfonso, Spain . . . . . . . . . . $4,000.00
Lancia Lambda 214, Italy . . . . . . . . . . . . . . $4,050.00
Mercedes-Benz SS, Germany . . . . . . . . . . . $7,750.00
Renault AX, France . . . . . . . . . . . . . . . . . . . $500.00
Rolls-Royce, England:
Silver Ghost . . . . . . . . . . . . . . . . . . . . . . $6,750.00
Phantom I . . . . . . . . . . . . . . . . . . . . . . . . $10,800.00
Vehicle Accessories
Tire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . $10.95
Tire Repair Kit . . . . . . . . . . . . . . . . . . . . . . . 32¢
Tire Snow Chains . . . . . . . . . . . . . . . . . . . . . $4.95
Jack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . $1.00
Auto Battery. . . . . . . . . . . . . . . . . . . . . . . . . $14.15
Radiator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . $8.69
Replacement Headlamp. . . . . . . . . . . . . . . . 30¢
Portable Air Pump. . . . . . . . . . . . . . . . . . . . . $3.25
Auto Spot Light. . . . . . . . . . . . . . . . . . . . . . . $2.95
Auto Luggage Carrier. . . . . . . . . . . . . . . . . . $1.35
Travel
Air Travel
Av. Ticket Price (per 10 Miles) . . . . . . . . . . $2.00
International (per 100 Miles) . . . . . . . . . . . $18.00
Surplus Trainer Biplane . . . . . . . . . . . . . . . $300.00
Travel Air 2000 Biplane . . . . . . . . . . . . . . . . $3,000.00
Train Fares
50 Miles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . $2.00
100 Miles . . . . . . . . . . . . . . . . . . . . . . . . . . . . $3.00
500 Miles . . . . . . . . . . . . . . . . . . . . . . . . . . . . $6.00
Sea Voyage (U.S. / England)
First Class (One–way) . . . . . . . . . . . . . . . . . $120.00
First Class (Round-trip) . . . . . . . . . . . . . . . $200.00
Steerage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . $35.00
4-Man Hot Air Balloon . . . . . . . . . . . . . . . . $1,800.00+
Streetcar Fare. . . . . . . . . . . . . . . . . . . . . . . . . 10¢
Bus Fare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5¢
Communications
Telegrams:
For 12 Words. . . . . . . . . . . . . . . . . . . . . . 25¢
Per Additional Word. . . . . . . . . . . . . . . . 2¢
International, per Word . . . . . . . . . . . . . $1.25
Postage, per Ounce . . . . . . . . . . . . . . . . . . . 2¢
Postcard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5¢-20¢
Console Radio Receiver . . . . . . . . . . . . . . . . $49.95
Desk Phone (Bridging Type) . . . . . . . . . . . $15.75
Telegraph Outfit . . . . . . . . . . . . . . . . . . . . . . $4.25
Newspaper . . . . . . . . . . . . . . . . . . . . . . . . . . 5¢
Entertainment
Movie Ticket, Seated . . . . . . . . . . . . . . . . . . 15¢
Movie Ticket, Nickelodeon. . . . . . . . . . . . . 5¢
Professional Baseball Ticket . . . . . . . . . . . . . $1.00
Concert Hall, Public Seating . . . . . . . . . . . . $4.00
Concert Hall, Box . . . . . . . . . . . . . . . . . . . . . $10.00
4-string Jazz Banjo . . . . . . . . . . . . . . . . . . . . $7.45
Brass Saxophone. . . . . . . . . . . . . . . . . . . . . . $69.75
Cabinet Phonograph. . . . . . . . . . . . . . . . . . $98.00
Phonograph Records . . . . . . . . . . . . . . . . . . 75¢
Box Brownie Camera . . . . . . . . . . . . . . . . . . $2.29-$4.49
Film, 24 Exposures . . . . . . . . . . . . . . . . . . . . 38¢
Film Developing Kit . . . . . . . . . . . . . . . . . . $4.95
Kodak Folding No.1 Camera . . . . . . . . . . . . $4.25-$28.00
Eastman Commercial Camera . . . . . . . . . . $140.00
16mm Movie Camera & Projector. . . . . . . $335.00
Portable Radio Receiver . . . . . . . . . . . . . . . $65.00
Accordion. . . . . . . . . . . . . . . . . . . . . . . . . . . $8.95
Ukulele (Kit) . . . . . . . . . . . . . . . . . . . . . . . . . $2.75
Guitar (Kit) . . . . . . . . . . . . . . . . . . . . . . . . . . $9.95
Violin (Kit). . . . . . . . . . . . . . . . . . . . . . . . . . $14.95
Army Bugle . . . . . . . . . . . . . . . . . . . . . . . . . . $3.45
Parlor Organ . . . . . . . . . . . . . . . . . . . . . . . . . $127.00
Player Piano . . . . . . . . . . . . . . . . . . . . . . . . . $447.00
Sports & Games
150 Clay Marbles . . . . . . . . . . . . . . . . . . . . . 15¢
25 Glass Marbles. . . . . . . . . . . . . . . . . . . . . . 33¢
Baseball Mitt . . . . . . . . . . . . . . . . . . . . . . . . . $5.45
Baseball Bat. . . . . . . . . . . . . . . . . . . . . . . . . . $1.30
Baseball Catcher's Pads & Mask Set . . . . . . $14.10
Baseball. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55¢
Basketball . . . . . . . . . . . . . . . . . . . . . . . . . . . $6.75
Rugby Football. . . . . . . . . . . . . . . . . . . . . . . $4.15
Roller Skates. . . . . . . . . . . . . . . . . . . . . . . . . $1.65
Tennis Racket & Balls (3-pack) . . . . . . . . . . $4.82
Beginner Golf Set w/ Bag. . . . . . . . . . . . . . . $9.25
Pro Steel Golf Club. . . . . . . . . . . . . . . . . . . . $6.15
Golf Bag. . . . . . . . . . . . . . . . . . . . . . . . . . . . . $5.95
Boxing Gloves . . . . . . . . . . . . . . . . . . . . . . . . $3.75
Dumbbells five pound (Pair). . . . . . . . . . . . $1.68
Bamboo Vaulting Pole, 12 foot. . . . . . . . . . $7.40
Playing Cards. . . . . . . . . . . . . . . . . . . . . . . . . 59¢
Ouija Board. . . . . . . . . . . . . . . . . . . . . . . . . . 98¢
Dominoes. . . . . . . . . . . . . . . . . . . . . . . . . . . 59¢
Chess Set. . . . . . . . . . . . . . . . . . . . . . . . . . . . . $1.39
Bicycle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . $23.95
Croquet Set . . . . . . . . . . . . . . . . . . . . . . . . . . $2.30
Billiard Cue . . . . . . . . . . . . . . . . . . . . . . . . . . $1.99
Mahjong Set . . . . . . . . . . . . . . . . . . . . . . . . . $1.80
Ammunition & Weapons
Firearm Ammunition
.22 Long Rifle (Box of 100). . . . . . . . . . . . . 54¢
.22 Hollow Point (Box of 100) . . . . . . . . . . 53¢
.25 Rim Fire (Box of 100) . . . . . . . . . . . . . . $1.34
.30-06 Gov’t (Box of 100) . . . . . . . . . . . . . . $7.63
.32 Special (Box of 100) . . . . . . . . . . . . . . . $5.95
.32-20 Repeater (Box of 100). . . . . . . . . . . . $2.97
.38 Short Round (Box of 100) . . . . . . . . . . . $1.75
.38-55 Repeater (Box of 100). . . . . . . . . . . . $6.60
.44 Hi-Power (Box of 100) . . . . . . . . . . . . . $4.49
.45Automatic (Box of 100) . . . . . . . . . . . . . $4.43
10-Gauge Shell (Box of 25) . . . . . . . . . . . . . $1.00
10-Gauge Shell (Box of 100) . . . . . . . . . . . . $3.91
12-Gauge Shell (Box of 25) . . . . . . . . . . . . . 93¢
12-Gauge Shell (Box of 100) . . . . . . . . . . . . $3.63
16-Gauge Shell (Box of 25) . . . . . . . . . . . . . 86¢
16-Gauge Shell (Box of 100) . . . . . . . . . . . . $3.34
20-Gauge Shell (Box of 25) . . . . . . . . . . . . . 85¢
20-Gauge Shell (Box of 100) . . . . . . . . . . . . $3.30
12-Gauge Single-barrel Shotgun Kit (30”). $9.20
12-gauge Double-barrel Shotgun Kit (30”).$21.35
Extra Magazine for 32 Cal Colt Auto. . . . . 95¢
Extra Magazine for Colt 22 Pistol . . . . . . . . $1.90
For firearm prices, see the Weapons Table, page 250-255.
Melee Weapons
Rapier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . $12.50
Bayonet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . $3.75
Dagger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . $2.50
Straight Razor . . . . . . . . . . . . . . . . . . . . . . . . 65¢ to $5.25
Brass Knuckles . . . . . . . . . . . . . . . . . . . . . . . $1.00
Billy Club (12–inch). . . . . . . . . . . . . . . . . . . $1.98
Horsewhip. . . . . . . . . . . . . . . . . . . . . . . . . . . 60¢
4-pound Wood Axe . . . . . . . . . . . . . . . . . . . $1.95
16-foot Bullwhip. . . . . . . . . . . . . . . . . . . . . . $1.75

War Experience Package

The investigator has served in one of the Armed Forces during a war—probably the Great War of 1914 to 1918 for 1920s investigators. While benefitting from their experience, they also bear its scars. Adjust the following for the investigator:
  • Adjust age according to period of war and starting year of the scenario.
    Deduct 1D10+5 from SAN.
    Add one of the following to the investigator’s backstory: Injury/Scar or a Phobia/Mania associated with the war.
    Add 70 bonus skill points divided among any of the following skills:
    Rank and file soldiers choose from: Climb, Fighting (Brawl), Firearms (Rifle/Shotgun), First Aid, Intimidate, Listen, Stealth, Throw, Sleight of Hand, Spot Hidden, Survival.
    Officers choose from: Climb, Firearms (Handgun), First Aid, Listen, Navigate, one interpersonal skill (Charm, Persuade, or Intimidate), Stealth, Spot Hidden, Throw.
    Note on the investigator sheet: Immune to sanity losses resulting from viewing a corpse or gross injury.
Mythos Experience Package

The investigator has knowledge of the Cthulhu Mythos, either in an academic sense or through tangible experience.

Discuss with the Keeper how the investigator is aware of the Cthulhu Mythos—through reading books or experience — and write this into the investigator’s backstory. If the knowledge has been gained through reading books, decide whether the investigator is a "believer" or not (see Becoming a Believer, page 103). Adjust the following for the investigator:
  • Increase Cthulhu Mythos skill to level agreed with Keeper (suggested 1D10+5).
    Reduce maximum Sanity in line with Cthulhu Mythos skill.
    If a believer, deduct SAN equal to amount of Cthulhu Mythos skill gained.
    Add two of the following to the investigator’s backstory: Injury/Scar, Phobia/Mania or Encounter with Strange Entity associated with Mythos experience.
    Spells (only if a believer) with the Keeper’s permission—the Keeper will determine what spell(s) the investigator has access to.

@All

Other packages exist if anyone is interested.

Medical Experience Package

The investigator is a long-serving physician, nurse, or forensic examiner. Adjust the following for the investigator:
  • Choose a starting age of 30 or over.
    Deduct 1D10 from SAN.
    Add a Phobia/Mania associated with medical experience to the investigator’s backstory.
    Add 60 bonus skill points divided among any of the following skills: First Aid, Law, Listen, Medicine, Psychology, Spot Hidden, Science (any two).
    Note on the investigator sheet: Immune to sanity losses resulting from viewing a corpse or gross injury.

Police Experience Package

The investigator has served for a number of years on a police force or has retired from this profession. Adjust the following for the investigator:
  • Choose a starting age of 25 or over.
    Deduct 1D10 from SAN.
    Add one of the following to the investigator’s backstory: Injury/Scar or a Phobia/Mania associated with their experiences as a police officer.
    Add 60 bonus skill points divided among any of the following skills: Climb, Drive Auto, Fighting (Brawl), Firearms (Handgun or Rifle/Shotgun), First Aid, Intimidate, Law, Listen, Other Language, any two interpersonal skills (Charm, Fast Talk, Persuade, or Intimidate), Track.
    Note on the investigator sheet: Immune to sanity losses resulting from viewing a corpse.

Organized Crime Experience Package

The investigator has spent most, if not all, of their life involved in organized crime. Adjust the following for the investigator:
  • Choose a starting age of 20 or over.
    Deduct 1D10 from SAN.
    Add one of the following to the investigator’s backstory: Injury/Scar or a Phobia/Mania associated with criminal experience.
    Add 60 bonus skill points divided among any of the following skills: Climb, Drive Auto, Fighting (any), Firearms (any), any one interpersonal skill (Charm, Fast Talk, Persuade, or Intimidate), Law, Listen, Locksmith, Psychology, Sleight of Hand, Stealth, Spot Hidden.
    Note on the investigator sheet: Immune to sanity losses resulting from viewing a corpse, witnessing or performing a murder, or seeing violence perpetrated against a human being.

Re: Investigator Creation

Posted: Wed Sep 28, 2016 7:46 pm
by Mr. Handy
Character creation rolls for Str, Con, Dex, App, and Pow:
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
[dice]3[/dice]
[dice]4[/dice]

Character creation rolls for Siz, Int, and Edu:
[dice]5[/dice]
[dice]6[/dice]
[dice]7[/dice]

Character creation roll for Luck (I think this is supposed to be 3d6 x 5, but if you change it to (2d6 + 6) x 5, I can just replace the third die with a six):
[dice]8[/dice]

EDU improvement roll (current stat 75):
[dice]9[/dice]
EDU increase:
[dice]10[/dice]

Player: Mr. Handy
Name: Cynthia Knight
Sex: Female
Age: 22
Occupation: Librarian
Birthplace: London, England
Current Residence: London, England
Colleges, Degrees: Bachelor's Degree, University of London

Image

Characteristics:
STR: 20 (10/4)
CON: 50 (25/10)
SIZ: 60 (30/12)
DEX: 60 (30/12)
APP: 45 (22/9)
INT: 70 (35/14)
POW: 80 (40/16)
EDU: 77 (38/15)

Hit Points: 11 / 11
Magic Points: 16 / 16
Sanity: 80
Luck: 75
Move Rate: 8
Build: -1
Damage Bonus: -1d4

Re: Investigator Creation

Posted: Wed Sep 28, 2016 10:29 pm
by Cearlan
@ Mr H. Just rechecked - at the bottom of page 45 in my book it definitely says Luck: Roll 2D6+6 and multiply by 5. Also:-

Occupation Package for Librarian

Librarian [Lovecraftian]
Librarians are most often employed by public institutions or universities, responsible for cataloguing and maintaining stock, as well as dealing with lender enquiries. In moderntimes, the librarian is also a keeper of electronic media and databases.
Some large businesses might employ a librarian to manage a large collection, and occasionally opportunities appear to take over custodial care of a private library for a wealthy collector.
Occupation Skill Points: EDU × 4
Credit Rating: 9–35
Suggested Contacts: Booksellers, community groups, specialist researchers.
Skills: Accounting, Library use, Other Language, Own Language, any four other skills as personal specialties or specialist reading topics.

Re: Investigator Creation

Posted: Thu Sep 29, 2016 1:18 am
by Mr. Handy
Thanks! I'll just bump my Luck up to 80, then. In the other 7th edition games here it was always 3d6 x 5, but maybe that was changed from an early draft or something. I don't have the 7th edition rules myself. I chose Stealth as one of my personal specialties, as it's always useful for a librarian to move silently so as not to disturb readers. Here's my completed character sheet:

Player: Mr. Handy
Name: Cynthia Knight
Sex: Female
Age: 22
Occupation: Librarian
Birthplace: London, England
Current Residence: London, England
Colleges, Degrees: Bachelor's Degree, University of London

Image

Characteristics:
STR: 20 (10/4)
CON: 50 (25/10)
SIZ: 60 (30/12)
DEX: 60 (30/12)
APP: 45 (22/9)
INT: 70 (35/14)
POW: 80 (40/16)
EDU: 77 (38/15)

Hit Points: 11 / 11
Magic Points: 16 / 16
Maximum Sanity (99 - Cthulhu Mythos): 90
Sanity: 80 -9 = 71
Luck: 80
Move Rate: 8
Build: -1
Damage Bonus: -1d4

Skills:
Non-Default are bolded. Occupational Skills in Italics. Personal Interests preceded by a DOT.
Accounting (05%): 25%
Animal Handling (05%):
Anthropology (01%): 44%
Appraise (05%):
Archaeology (01%):
Art: / Craft: (05%):
.Charm (15%): 55%
Climb (20%):
Credit Rating (00%): 15%
Cthulhu Mythos (00%): 9%
Demolitions (01%):
Disguise (05%):
Diving (01%):
Dodge (1/2 DEX): 30%
Drive Auto (20%):
Electric Repair (10%):
Fast Talk (05%):
Fighting (Brawl) (25%):
Firearms (Handgun) (20%):
Firearms (Rifle/Shotgun) (25%):
First Aid (30%):
History (05%): 60%
Hypnosis (01%):
Intimidate (15%):
Jump (20%):
Language (Arabic) (01%): 31%
Language (English) (EDU): 77%
Law (05%):
Library Use (20%): 75%
.Listen (20%): 55%
Locksmith (01%):
Mechanical Repair (10%):
Medicine (01%):
Natural World (10%):
Navigate (10%):
Occult (10%):
Operate Heavy Machine (01%):
Persuade (10%):
Pilot (01%):
Psychoanalysis (01%):
Psychology (10%): 60%
Read Lips (01%):
Ride (05%):
Science (01%):
Sleight of Hand (10%):
.Spot Hidden (25%): 55%
Stealth (20%): 60%
Survival (10%):
.Swim (20%): 55%
Throw (20%):
Track (10%):

Background:
Personal Description:
Cynthia Knight is tall and with red hair. Cynthia has always been an avid reader, and to her every book is a gateway to another time, another place, another world. While her everyday life is humdrum, through reading she is able to escape into a world of adventure and romance. She has also tried her hand at writing, though she hasn't published anything yet. Her love of reading and her keen mind have led her to pursue a career as a librarian, and she works in the British Library's Reading Room inside the British Museum as a junior librarian.

Ideology/Beliefs:
Cynthia is a firm believer in true love. While she knows that many librarians end up as spinsters, she has no intention of ending up that way. She longs for a handsome stranger to come and sweep her off her feet. None has been forthcoming yet, however. Cynthia attends church regularly and believes in God. Politically, she is a supporter of the Labour Party, and she is pleased that Ramsay MacDonald was elected Prime Minister last year. She supports women's suffrage, but the 1918 compromise still denies her the right to vote, as she is not yet thirty and does not meet the property ownership requirements. She feels that she is smarter than most men and should have every right to vote, just as they do. Still, she holds out hope that the Labour government will enact full suffrage for all women. After all, it would make sense politically. If they gave women the right to vote, it would encourage women to vote for them.

Significant People:
Though Cynthia no longer lives with her parents, she is still close to them and visits them often. Her father, Lucas Knight, is a professor of history. Her mother, Matilda Knight, is a secretary for the London Metropolitan Police. She had actually worked as a police constable during the Great War when most men were off fighting, but after the war she was not allowed to continue to do so, though she was at least able to continue working for the police in some capacity. Cynthia's supervisor at the library, Miss Patience Crawford, has been working there for nearly fifty years and is also important to Cynthia. She respects Cynthia's competence but wishes she wouldn't have her head in the clouds so much.

Meaningful Locations:
The library where Cynthia works is very important to her, and she spends much of her time there. Her job allows her access to the British Library's vast collection, so she never lacks for reading material. She also enjoys looking at the exhibits in the British Museum. Cynthia's parents' house is significant to her as well, as is the Bloomsbury flat where she lives, which is in easy walking distance to the British Museum.

Treasured Possessions:
Cynthia's most treasured possession is her personal library, a small and modest set of shelves in her flat that contain the books she owns. They include her favorites, as well as some books she bought because she couldn't find them in a library. Some of the books she reads are rather steamy, a guilty pleasure of hers. Her favorite book is the Thousand Nights and a Night, of which she owns both a copy in the original Arabic and a copy of the Richard Burton English translation. She also has a copy of the banned James Joyce book Ulysses, which she was able to obtain on the sly thanks to her connections with book dealers.

Traits:
Cynthia is often somewhat shy and reserved. However, beneath her plain looks beats the heart of a passionate woman. She has a very strong imagination, and she is capable of envisioning anything she reads in a book, as well as things about which she fantasizes. Even when she doesn't have a book in front of her, she sometimes daydreams, but she doesn't let it interfere with her work. She wishes she could travel the world, but she has never been able to afford it, except through reading about the places she longs to visit. Cynthia has a real thirst for adventure that she has never been able to fully satisfy, which is often masked by her rather bland exterior.

Key Connection:
Cynthia's key connection is her mother, Matilda Knight, who has inspired her and encouraged her to believe that women can do anything men can do.

Assets:
Cynthia has a flat in Bloomsbury, not far from the British Museum. She owns a bicycle, as well as her own personal library of books she owns.

Spells:
Covenant of the Deep, Contact the mother of the seas

Re: Investigator Creation

Posted: Thu Sep 29, 2016 2:10 am
by CrackheadC.
Just gonna drop these rolls here and work on this later:

STR, CON, DEX, APP, POW:
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
[dice]3[/dice]
[dice]4[/dice]

SIZ, INT, EDU, LUCK:
[dice]5[/dice]
[dice]6[/dice]
[dice]7[/dice]
[dice]8[/dice]

Lowest as a seven, everything else at average or a little above. I'll get to work this weekend.

Re: Investigator Creation

Posted: Thu Sep 29, 2016 2:22 am
by Cearlan
bzr101 = Here is the drifter package for your delectation;-

Drifter
As opposed to someone who is poverty-stricken, the drifter’s wandering life is chosen, perhaps compensating for a social, philosophical, or economic lack, or perhaps taken due to a desire to break free of societal constraints.
The drifter takes jobs, sometimes for days or months, however he or she is disposed to solve problems with the answer of mobility and isolation, not comfort and intimacy.
The life of the road might seem especially American, but the same sort of life is chosen wherever travel itself is not systematically dangerous.
Occupation Skill Points: EDU × 2 + (APP× 2 or DEX × 2 or STR × 2)
Credit Rating: 0–5
Suggested Contacts: Other hobos, a few Friendly railroad guards, soft touches in numerous towns.
Skills: Climb, Jump, Listen, Navigate, one interpersonal skill(Charm, Fast Talk, Intimidate, or Persuade), Stealth, any two other skills as personal or era specialties.

Another thing to consider here is the drifter tends - even in the description to be more American-centric, but this ain't especially a problem as there would have been people who followed the work in Britain just the same as anywhere else. With regard to his contacts with academics, he could be a disgraced academic himself due to any number of reasons. If you go down this route then we may need to address your available skills once more.

Re: Investigator Creation

Posted: Thu Sep 29, 2016 7:10 am
by Cotton
Character creation rolls for Str, Con, Dex, App, and Pow (3d6x5):
Cotton rolled 3d6:
1, 2, 1
Cotton rolled 3d6:
5, 2, 4
Cotton rolled 3d6:
2, 4, 6
Cotton rolled 3d6:
5, 1, 2
Cotton rolled 3d6:
6, 3, 3

Siz, Int, Edu and Luck - roll 2D6 + 6 x 5
[dice=total]0[/dice]
[dice=total]1[/dice]
[dice=total]2[/dice]
[dice=total]3[/dice]

Re: Investigator Creation

Posted: Thu Sep 29, 2016 7:42 am
by Cotton
Character creation rolls for Str, Con, Dex, App, and Pow (3d6x5):
Cotton rolled 3d6:
1, 2, 1
1+2+1= 4x5= 20
Cotton rolled 3d6:
5, 2, 4
5+2+4= 11x5= 55
Cotton rolled 3d6:
2, 4, 6
2+4+6= 12x5= 60
Cotton rolled 3d6:
5, 1, 2
5+1+2= 8x5= 40
Cotton rolled 3d6:
6, 3, 3
6+3+3= 12x5= 60
Siz, Int, Edu and Luck - roll 2D6 + 6 x 5
Cotton rolled 2d6+6 and got a total of 13.

Cotton rolled 2d6+6 and got a total of 15.

Cotton rolled 2d6+6 and got a total of 10.

Cotton rolled 2d6+6 and got a total of 14.
Cotton rolled 1d100:
70
So EDU does not improve

Player: Cotton
Name: Henry Boles
Sex: Male
Age: 34
Occupation:
Birthplace: London, England
Current Residence: London, England
Colleges, Degrees:

Characteristics:
STR: 40
CON: 55
SIZ: 65
DEX: 60
APP: 60
INT: 70
POW: 20
EDU: 75

Hit Points: 12 / 12
Magic Points: 4 / 4
Sanity: 20
Luck: 70
Move Rate: 7
Build: 0
Damage Bonus: None

This is my first time with 7th edition so let me know if I messed up anywhere. I was also wondering if I could play a doctor of medicine?

Re: Investigator Creation

Posted: Thu Sep 29, 2016 7:50 pm
by bzr101
This is my first time using the ingame dice:

Five Character creation rolls for Str, Con, Dex, App, and Pow (3d6):
[dice=string]0[/dice]
[dice=string]1[/dice]
[dice=string]2[/dice]
[dice=string]3[/dice]
[dice=string]4[/dice]

Four Character creation rolls for Siz, Int, Edu and Luck (2d6+6):
[dice=string]5[/dice]
[dice=string]6[/dice]
[dice=string]7[/dice]
[dice=string]8[/dice]

Re: Investigator Creation

Posted: Thu Sep 29, 2016 8:31 pm
by maelstrom
Lets gets some stats done for starters.
[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]


Player: maelstrom
Name: Hugo Bart
Sex: Male
Age: 45
Occupation: Antiquarian
Birthplace: Sailsbury
Current Residence: London, England
Colleges, Degrees:


Characteristics:
STR: 54 (27/11)
CON: 49 (24/10)
SIZ: 65 (32/13)
DEX: 44 (22/9)
APP: 53 (26/11)
INT: 75 (37/15)
POW: 55 (27/11)
EDU: 75 (37/15)

Hit Points: 11
Magic Points: 11
Sanity: 55
Luck: 50
Move Rate: 6
Build: 0
Damage Bonus: 0

2 edu rolls for age
[dice]9[/dice]
[dice]10[/dice]



Skills
Accounting (05%)
Acting (05%)—see Art/Craft
Animal Handling (05%) [Uncommon]
Anthropology (01%)
Appraise (05%)
Archaeology (01%)
Art and Craft (05%) [Specializations]
Artillery (01%) [Uncommon]
Astronomy (01%)—see Science
Axe (15%)—see Fighting
Biology (01%)—see Science
Botany (01%)—see Science
Bow (15%)—see Firearms
Brawl (25%)—see Fighting
Chainsaw (10%)—see Fighting
Charm (15%)
Chemistry (01%)—see Science
Climb (20%)
Credit Rating (00%)
Cryptography (01%)—see Science
Cthulhu Mythos (00%)
Demolitions (01%) [Uncommon]
Disguise (05%)
Diving (01%)
Dodge (half DEX)
Drive Auto (20%)
Electrical Repair (10%)
Fast Talk (05%)
Fighting (varies) [Specializations]
Fine Art (05%)—see Art and Craft
Firearms (varies) [Specializations]
First Aid (30%)
Flail (10%)—see Fighting
Flamethrower (10%)—see Firearms
Forensics (05%)—see Science
Forgery (01%)—see Art and Craft
Garrote (15%)—see Fighting
Geology (01%)—see Science
Handgun (20%)—see Firearms
Heavy Weapons (10%)—see Firearms
History (05%)
Hypnosis (01%) [Uncommon]
Intimidate (15%)
Jump (20%)
Language (Other) (01%) [Specializations]
Language (Own) (EDU)
Law (05%)
Library Use (20%)
Listen (20%)
Locksmith (01%)
Machine Gun (10%)—see Firearms
Mathematics (01%)—see Science
Mechanical Repair (10%)
Medicine (01%)
Meteorology (01%)—see Science
Natural World (10%)
Navigate (10%)
Occult (05%)
Operate Heavy Machinery (01%)
Persuade (10%)
Pharmacy (01%)—see Science
Photography (05%)—see Art and Craft
Physics (01%)—see Science
Pilot (01%) [Specializations]
Psychoanalysis (01%)
Psychology (10%)
Read Lips (01%) [Uncommon]
Ride (05%)
Rifle (25%)—see Firearms
Science (01%) [Specializations]
Shotgun (25%)—see Firearms (Rifle/Shotgun)
Sleight of Hand (10%)
Spear (20%)—see Firearms (or Throw)
Spot Hidden (25%)
Stealth (20%)
Submachine Gun (15%)—see Firearms
Survival (10%) [Specializations]
Sword (20%)—see Fighting
Swim (20%)
Throw (20%)
Track (10%)
Whip (05%)—see Fighting
Zoology (01%)—see Science



Background:
Personal Description:


Ideology/Beliefs:


Significant People:


Meaningful Locations:


Treasured Possessions:


Traits:


Key Connection:


Assets:
.

Re: Investigator Creation

Posted: Thu Sep 29, 2016 8:35 pm
by Cearlan
@Cotton

Doctor of Medicine [Lovecraftian]

Most likely a general practitioner, surgeon or other specialist, such as a psychiatrist or an independent medical researcher. Apart from personal goals, three aims—helping patients, gaining money and prestige, and promoting a more rational and wiser society—are common to the profession.
If a general practitioner, the doctor will be based in a rural or neighborhood practice in or near a small town or city. Many physicians are employed by large urban hospitals, allowing them to specialize in areas like pathology, toxicology, orthopedics, and brain surgery.
Doctors may also serve as part- or full-time medical examiners, conducting autopsies and signing death certificates for the city, county, or state.
In the U.S., physicians are licensed by individual states, most requiring a minimum of two years’ attendance at an accredited medical school. These requirements, however, are but a relatively recent development.
During the 1920s, many older physicians first obtained their licenses long before such strict regulations were in effect, despite failing to have ever attended medical school.

Occupation Skill Points: EDU x 4
Credit Rating: 30–80
Suggested Contacts: Other physicians, medical workers, patients and ex-patients.
Skills: First Aid, Medicine, Other Language (Latin), Psychology, Science (Biology and Pharmacy), any two other skills as academic or personal specialties.

Re: Investigator Creation

Posted: Fri Sep 30, 2016 9:22 pm
by Victoria Silverwolf
I have no idea what I want to be, so let's just go with the dice rolls.

STR: [dice]0[/dice] - 65

CON: [dice]1[/dice] - 50

DEX: [dice]2[/dice] - 65

APP: [dice]3[/dice] - 60

POW: [dice]4[/dice] - 50

SIZ: [dice]5[/dice] - 70

INT: [dice]6[/dice] - 55

EDU: [dice]7[/dice] - 65

LUCK: [dice]8[/dice] - 70

DAMAGE BONUS: 1D4

BUILD: +1

HIT POINTS: 12

MOVE: 7

Hmm. Fairly average. Notable mostly for size, strength, and dexterity.

I'll make him a boxer. I'll make him twenty-one years old.

Improvement roll for EDU:

[dice]9[/dice]

No improvement.

Tommy Jackson

Image

Re: Investigator Creation

Posted: Sat Oct 01, 2016 1:43 am
by Cotton
Image

Player: Cotton
Name: Henry Boles
Sex: Male
Age: 34
Occupation: Doctor of Medicine (general practitioner, part-time medical examiner)
Birthplace: London, England
Current Residence: London, England
Colleges, Degrees: University of London, Bachelor's Degree; School of Clinical Medicine, University of Cambridge, 2 year degree

Characteristics:
STR: 40
CON: 55
SIZ: 65
DEX: 60
APP: 60
INT: 70
POW: 20
EDU: 75

Hit Points: 12 / 12
Magic Points: 4 / 4
Sanity: 19/19
Luck: 70
Move Rate: 7
Build: 0
Damage Bonus: None
Mental Disorder: Thanatology: obsession with death (in terms of studying and curing it)
Immune from sanity loss from viewing dead bodies and gross injury.

Skills:
(Professional skills have a dot before them.)
.First Aid: 50%
.Medicine: 70%
.Other Language (Latin): 41%
.Psychology:40%
.Science (Biology): 51%
.Science (Pharmacy): 41%
.Science (Chemistry): 21%
.Forensics: 35%
Credit Rating: 30%
Art (Painting): 45%
Natural World: 30%
Drive Auto: 40%
History: 35%
Spot Hidden: 55%
Law: 36%
All other skills at base

Background
Personal Description
Henry Boles is a tall and lanky man in his thirties. Born and raised in London, it only made sense that he would return there to start his practice after receiving medical training at the University of Cambridge. Currently, Henry runs a small clinic in a middle class suburb on the outskirts of London. He runs it along with his good friend, Dr. Simon Bolt. In addition to this, Henry also moonlights as a medical examiner in one of London’s more metropolitan hospitals. While this can be grim work, Henry views it as necessary to earn extra money and make useful contacts in the medical community.

Core Beliefs
Henry firmly believes that science can answer all of life’s questions, and to that end studies multiple scientific fields, and the natural world. He also enjoys painting landscapes. In addition, Henry considers himself a student of history, and has the utmost confidence in the idea that those who do not learn from history are doomed to repeat it.

Contacts
Dr. Simon Bolt- friend and fellow physician (key connection)
Clifford Armstrong- his immediate superior at the hospital he works at

Meaningful Location:
The city of London itself. Henry firmly believes that this city is the epicenter of the world's intellectual and artistic pursuits.

Asset
Boles and Bolt run their clinic out of a house they own in the suburbs, they also live in this house. Henry considers this to be a good starting point, but has big plans for the future. His prized possession is a 1921 Austin Twelve motor car.

(let me know if I need to fix or change anything to better fit this campaign)

Re: Investigator Creation

Posted: Sat Oct 01, 2016 3:10 pm
by Overlord87
STR: 45 (-10)
CON: 40
DEX: 55 (-10)
APP: 55 (-15)
POW: 60
SIZ: 60
INT: 45
EDU: 65 (+16)
LUCK: 60


Brilliant, I'm practically Mr. Average. Or better yet, Mr. Slightly-worse-than-average. I think I'm going for a Member of the Clergy, in his early sixties, not much of a believer anymore.


Education improvement: 79 (+7),74 (+9), 19, 32 (in this order).

Hope I got everything right so far.

Re: Investigator Creation

Posted: Sat Oct 01, 2016 6:11 pm
by Cearlan
@Victoria

Boxer/Wrestler

Professional boxers and wrestlers are managed by individuals (promoters) possibly backed by outside interests, and usually locked into contracts. Professional boxers and wrestlers work and train full-time.

Amateur boxing competitions abound, a training ground for those aspiring to professional status. In addition, amateur and post-professional boxers and wrestlers can sometimes be found making a living from illegal bare-knuckle fights, usually arranged by organized crime gangs or entrepreneurial locals.

Occupation Skill Points: EDU × 2 + STR × 2
Credit Rating: 9–60
Suggested Contacts: Sports promoters, journalists, organized crime, professional trainers.
Skills: Dodge, Fighting (Brawl), Intimidate, Jump, Psychology, Spot Hidden, any two other skills as personal or era specialties.


@Overlord

Clergy, Member of the

The hierarchy of the Church usually assigns clergy to their respective parishes or sends them on evangelical missions, most often to a foreign country (see Missionary). Different churches have different priorities and hierarchies: for example, in the Catholic Church a priest may rise through the ranks of bishop, archbishop, and cardinal, while a Methodist pastor may in turn rise to district superintendent and bishop.

Many clergy (not just Catholic priests) bear witness to confessions and, though they are not at liberty to divulge such secrets, they are free to act upon them.

Some who work in the church are trained in professional skills, acting as doctors, lawyers, and scholars—as appropriate, use the occupation template which best describes the nature of the investigator’s work.

Occupation Skill Points: EDU × 4
Credit Rating: 9–60
Suggested Contacts: Church hierarchy, local congregations, community leaders.
Skills: Accounting, History, Library Use, Listen, Other Language, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Psychology, any one other skill.


@bzr101

I've put the scientist package up for you as well as researcher in case this is where you want to head towards, though it may mean that your dream of a drifter may have to be put on the back burner. Maybe the events of this scenario mean that he winds up in an asylum - thereby tarnishing the good name of (insert name of academic institution here) so he is cast adrift. That is always an option I guess.

Scientist

Natural philosophers who delve reality in the pursuit of knowledge. Where science is applied to creating useful items, one might employ an engineer, but if one wishes to expand the bounds of what is possible, one will require scientists. Scientists are employed by businesses and universities to carry out research.

Although specializing in one field of science, any scientist worth his or her salt will be well-versed in several branches of science. A scientist will also have a good command of their own language, having done higher degrees and probably a Ph.D.

Occupation Skill Points: EDU × 4
Credit Rating: 9–50
Suggested Contacts: Other scientists and academics, universities, their employers and former employers.
Skills: Any three science specialisms, Computer Use or Library Use, Other Language, Own Language, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Spot Hidden.



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.

Oil companies hire many trained geologists. Researchers spend most of their time indoors, working and writing, but some go onto become field researchers.

Field researchers are usually highly experienced, independent, and resourceful, possibly employed by private interests or undertaking academic research for a university. Oil companies send geologists into the field to explore potential petroleum fields, anthropologists study primitive tribes in forgotten corners of the globe, and archaeologists spend years of their lives unearthing treasures in deserts and jungles, bargaining with native workers and local governments.

Occupation Skill Points: EDU × 4
Credit Rating: 9–30
Suggested Contacts: Scholars and academics, large businesses and corporations, foreign governments and individuals.
Skills: History, Library Use, one interpersonal skill (Charm, Fast Talk Intimidate, or Persuade), Other Language, Spot Hidden, any three fields of study.

Re: Investigator Creation

Posted: Sat Oct 01, 2016 9:29 pm
by bzr101
bzr101:
Albert Spenser age 20-39 EDU check, EDU: 75 (37/15):
[dice=string]0[/dice]

Re: Investigator Creation

Posted: Sat Oct 01, 2016 10:52 pm
by bzr101
1. Education question, a 75 EDU is a BS with some work related experience?
From the Investigators Manual, Education levels are
listed as:
Education
...
70 College graduate (Bachelor degree).
80 Degree level graduate (Master's degree).
90 Doctorate, professor.
96 World-class authority in their field of study.
99 Human maximum

2. I've given up on the drifter, now trying ot build a scientist. For the three science specialisms,
Chemistry, Engineering and Physics. Are those OK?

3. Should Credit Rating points be used from Occupation Skill Points?
I've set it up that way, if I was wrong, I can redo the points.

--------------------------------------------------------------------------

Albert Spenser - Scientist

Characteristics:
STR: 50 (25/10)
CON: 55 (27/11)
DEX: 35 (17/7)
APP: 30 (15/6)
POW: 70 (35/14)

SIZ: 60 (30/12)
INT: 75 (37/15)
EDU: 75 (37/15)


Hit Points: 11 / 11
Magic Points: 14 / 14
Sanity: 70
Luck: 60 (30/12)
Move Rate: 8
Build: 0
Damage Bonus: None

Scientist Occupation Skill Points: EDU × 4 == 300
Start Add Total
.Chemistry..........1.......55.........56
.Engineering........1.......55.........56
.Physics..............1.......26.........27
.Library Use.......20.......40.........60
.OL German.........1.......19.........20
.Own Languag ....75..................75
.Persuade..........10.......45.........55
.Spot Hidden.......25.......30.........55
Credit Rating......0.......30.........30
-----------------------------------------


Personal Interests, INT x 2 = 75 x 2 = 150
Throw.............20.......40.........60
Firearms
Rifle/Shotgun....25.......35.........60
Drive Auto.........20.......20.........40
Track...............10.......35.........45
Listen..............20.......20.........40
-----------------------------------------

Re: Investigator Creation

Posted: Sun Oct 02, 2016 2:53 am
by Mr. Handy
I had already written up my character's backstory, but I hadn't been aware of the tables at the time (we hadn't used them for Horror on the Orient Express). Is there anything I need to fix? I think my backstory still happens to fit them, and in fact for some categories I've picked more than one. Cynthia would definitely be a Dreamer, for instance.


It doens't really matter - if you are happy Mr H., then I am

Re: Investigator Creation

Posted: Sun Oct 02, 2016 4:48 am
by Victoria Silverwolf
Player: Victoria Silverwolf
Name: Tommy Jackson, "The Dancing Yorkshireman"
Sex: Male
Age: 21
Occupation: Boxer
Birthplace: York
Current Residence: London
Education: The streets

Characteristics:
STR: 65 (32/13)
CON: 50 (25/10)
DEX: 65 (32/13)
APP: 60 (30/12)
POW: 50 (25/10)
SIZE: 70 (35/14)
INT: 55 (27/11)
EDU: 65 (32/13)

Hit Points: 12/12
Magic Points: 10/10
Sanity: 50
Luck: 70
Move: 7
Build: +1
Damage Bonus: 1d4

Skills:
Accounting (05%)
Acting (05%)
Animal Handling (05%)
Anthropology (01%)
Appraise (05%)
Archaeology (01%)
Art and Craft (05%)
Artillery (01%)
Astronomy (01%)
Axe (15%)
Biology (01%)
Botany (01%)
Bow (15%)
Brawl(55%)
Chainsaw (10%)
Charm (15%)
Chemistry (01%)
Climb (50%)
Credit Rating (20%)
Cryptography (01%)
Cthulhu Mythos (00%)
Demolitions (01%)
Disguise (05%)
Diving (01%)
Dodge (62%)
.Drive Auto (30%)
.Electrical Repair (30%)
Fast Talk (05%)
Fine Art (05%)
First Aid (30%)
Flail (10%)
Flamethrower (10%)
Forensics (05%)
Forgery (01%)
Garrote (15%)
Geology (01%)
.Handgun (40%)
Heavy Weapons (10%)
History (05%)
Hypnosis (01%)
Intimidate (45%)
Jump (50%)
Language (Other) (01%)
Language (Own) (55%)
Law (05%)
Library Use (20%)
Listen (20%)
Locksmith (01%)
Machine Gun (10%)
Mathematics (01%)
.Mechanical Repair (30%)
Medicine (01%)
Meteorology (01%)
Natural World (10%)
Navigate (10%)
Occult (05%)
Operate Heavy Machinery (01%)
Persuade (10%)
Pharmacy (01%)
Photography (05%)
Physics (01%)
Pilot (01%)
Psychoanalysis (01%)
Psychology (40%)
Read Lips (01%)
Ride (05%)
.Rifle (45%)
Science (01%)
.Shotgun (45%)
Sleight of Hand (10%)
Spear (20%)
Spot Hidden (55%)
Stealth (20%)
Submachine Gun (15%)
Survival (10%)
Sword (20%)
Swim (50%)
Throw (20%)
Track (10%)
Whip (05%)
Zoology (01%)

Personal Description

Tommy Jackson is a tall, broad, strapping young lad, rugged and brawny, with solid muscles. He is tanned and has brown hair, worn very short, and brown eyes. Barely into his twenties, he already bears the physical marks of his profession, with flattened ears and a nose which has been broken more than once. He dresses a bit more conservatively than one might think, favoring suits and shoes that are inexpensive but neat and clean.

Ideology/Beliefs
Spoiler:
[dice]0[/dice]
Tommy doesn't think about religion very much. If pressed, he'd claim to be C of E, but would hardly ever be found in a church. When emotion or drink loosens his tongue, he proves to be a passionate advocate of the working man, and has even suggested (to much amusement) that professional athletes be unionized.

Significant People -- KEY CONNECTION
Spoiler:
[dice]1[/dice]
Spoiler:
[dice]2[/dice]
Tommy feels a great sense of indebtedness to an ex-boxer named Jim McGee, who taught him everything he knows about the manly art of fisticuffs. He also introduced him to trainers and promoters who took him away from amateur fights in York to professional bouts in London. McGee is elderly and in poor health now, and Tommy tries to go back to York as often as possible to visit him and slip him a bit of money. He loves the old man like a father.

Meaningful Locations
Spoiler:
[dice]3[/dice]
You might not think it to look at him, but Tommy has a secret crush on a young lady named Cynthia Knight, although he knows he's not good enough for her. He also suspects that she would find his line of work disgusting. He first caught a glimpse of her at the library where she works, into which he wandered one day in search of a thriller to pass the time. (Some of the less literate boxers mock him for looking at books.) He's only spoken a few words to her now and then, but he spends more time at the library than before, and has come to admire it as a place where he can think in peace and quiet.

Treasured Possessions
Spoiler:
[dice]4[/dice]
One of Tommy's enthusiasms is personal firearms. He owns a pistol and a rifle, more for target shooting than protection or hunting. He keeps them in perfect condition and carefully locked away when not in use. He carries the pistol on her person when he can, and takes the rifle with him whenever he heads out to the countryside.

Traits
Spoiler:
[dice]5[/dice]
Although he has never tried his skills on Cynthia, thinking her too refined for them, Tommy has a way with a certain class of women who admire his body and skill in the ring. He knows when to show off his muscles, and when to put on a decent set of clothes and escort a lady to the Gaiety or a tea shop.

Equipment

A few decent suits. Boxing trunks, shoes, gloves, and so on. Pistol and rifle. Carries a few pounds in cash. A set of brass knuckles, for dealing with ruffians.

Injuries and Scars

The usual bruises and batterings of a fighting man. Nothing very distinctive.

Other Information

Grew up in York expecting to find work as a semi-skilled mechanic, and still has an interest in that sort of thing. Admires automobiles and has driven them a few times. Orphaned in his early teens and was raised to manhood by his mentor Jim McGee. Enjoys other sports besides his profession, and tries to keep in shape. Is well aware that his line of work is tough on his health, and hopes to advance into training and/or promotion.

[I hope this is all OK. I also hope that Cynthia doesn't mind my crush on her; Tommy will always treat her with great respect. I decided to let the dice determine my background details, so let me know if anything doesn't fit.]

Re: Investigator Creation

Posted: Sun Oct 02, 2016 11:12 am
by Overlord87
Father Edward Mason
Member of the Clergy
Age 61

STR: 45 (-10)
CON: 40
DEX: 55 (-10)
APP: 55 (-15)
POW: 60
SIZ: 60
INT: 45
EDU: 65 (+16)
LUCK: 60


Got 324 Occupational skill points. This is how I'll spend them.

Skills
Accounting (05%) +24
Acting (05%)—see Art/Craft
Animal Handling (05%) [Uncommon]
Anthropology (01%)
Appraise (05%)
Archaeology (01%)
Art and Craft (05%) [Specializations]
Artillery (01%) [Uncommon]
Astronomy (01%)—see Science
Axe (15%)—see Fighting
Biology (01%)—see Science
Botany (01%)—see Science
Bow (15%)—see Firearms
Brawl (25%)—see Fighting
Chainsaw (10%)—see Fighting
Charm (15%)
Chemistry (01%)—see Science
Climb (20%)
Credit Rating (00%) +35
Cryptography (01%)—see Science
Cthulhu Mythos (00%)
Demolitions (01%) [Uncommon]
Disguise (05%)
Diving (01%)
Dodge (half DEX)
Drive Auto (20%)
Electrical Repair (10%)
Fast Talk (05%)
Fighting (varies) [Specializations]
Fine Art (05%)—see Art and Craft
Firearms (varies) [Specializations]
First Aid (30%)
Flail (10%)—see Fighting
Flamethrower (10%)—see Firearms
Forensics (05%)—see Science
Forgery (01%)—see Art and Craft
Garrote (15%)—see Fighting
Geology (01%)—see Science
Handgun (20%)—see Firearms
Heavy Weapons (10%)—see Firearms
History (05%) +55
Hypnosis (01%) [Uncommon]
Intimidate (15%)
Jump (20%)
Language (Other) (01%) [Specializations] Latin +55
Language (Own) (EDU)
Law (05%)
Library Use (20%)
Listen (20%) +30
Locksmith (01%)
Machine Gun (10%)—see Firearms
Mathematics (01%)—see Science
Mechanical Repair (10%)
Medicine (01%)
Meteorology (01%)—see Science
Natural World (10%) +40
Navigate (10%)
Occult (05%)
Operate Heavy Machinery (01%)
Persuade (10%) +50
Pharmacy (01%)—see Science
Photography (05%)—see Art and Craft
Physics (01%)—see Science
Pilot (01%) [Specializations]
Psychoanalysis (01%)
Psychology (10%) +35
Read Lips (01%) [Uncommon]
Ride (05%)
Rifle (25%)—see Firearms
Science (01%) [Specializations]
Shotgun (25%)—see Firearms (Rifle/Shotgun)
Sleight of Hand (10%)
Spear (20%)—see Firearms (or Throw)
Spot Hidden (25%)
Stealth (20%)
Submachine Gun (15%)—see Firearms
Survival (10%) [Specializations]
Sword (20%)—see Fighting
Swim (20%)
Throw (20%)
Track (10%)
Whip (05%)—see Fighting
Zoology (01%)—see Science

Re: Investigator Creation

Posted: Sun Oct 02, 2016 9:54 pm
by bzr101
Name: Albert Spenser
Gender of the Investigator: Male
Age: 35
Occupation: Scientist, Chemist/Engineer, Munitions Development
Employer: London Small Arms Co. Ltd.
Residence: London
Birthplace: London
Image

Characteristics:
STR: 50 (25/10)
CON: 55 (27/11)
DEX: 35 (17/7)
APP: 30 (15/6)
POW: 70 (35/14)

SIZ: 60 (30/12)
INT: 75 (37/15)
EDU: 75 (37/15)

Hit Points: 11 / 11
Magic Points: 14 / 14
Sanity: 70
Luck: 60 (30/12)
Move Rate: 8
Build: 0
Damage Bonus: None

Scientist Occupation Skills preceded with '.'
Personal Interests Skills preceded with '!'

Skills
[ ]Accounting (05%)
[ ]Acting (05%)—see Art/Craft
[ ]Animal Handling (05%) [Uncommon]
[ ]Anthropology (01%)
[ ]Appraise (05%)
[ ]Archaeology (01%)
Art and Craft (05%) [Specializations]
[ ]Artillery (01%) [Uncommon]
[ ]Astronomy (01%)—see Science
[ ]Axe (15%)—see Fighting
[ ]Biology (01%)—see Science
[ ]Botany (01%)—see Science
[ ]Bow (15%)—see Firearms
[ ]Brawl (25%)—see Fighting
[ ]Chainsaw (10%)—see Fighting
[ ]Charm (15%)
[ ]Chemistry (01%)—see Science
[ ]Climb (20%)
[ ]Credit Rating (30%) (15/6)
[ ]Cryptography (01%)—see Science
[ ]Cthulhu Mythos (00%)
[ ]Demolitions (01%) [Uncommon]
[ ]Disguise (05%)
[ ]Diving (01%)
[ ]Dodge (17%) (8/3)
![ ]Drive Auto (40%) (20/8)
[ ]Electrical Repair (10%)
[ ]Fast Talk (05%)
Fighting (varies) [Specializations]
[ ]Fine Art (05%)—see Art and Craft
Firearms (varies) [Specializations]
[ ]First Aid (30%)
[ ]Flail (10%)—see Fighting
[ ]Flamethrower (10%)—see Firearms
[ ]Forensics (05%)—see Science
[ ]Forgery (01%)—see Art and Craft
[ ]Garrote (15%)—see Fighting
[ ]Geology (01%)—see Science
[ ]Handgun (20%)—see Firearms
[ ]Heavy Weapons (10%)—see Firearms
[ ]History (05%)
[ ]Hypnosis (01%) [Uncommon]
[ ]Intimidate (15%)
[ ]Jump (20%)
Language (Other) (01%) [Specializations]
.[ ]German Language (20%) (10/4)
.[ ]Language (English) (75%) (37/15)
[ ]Law (05%)
.[ ]Library Use (60%) (30/12)
![ ]Listen (40%) (20/8)
[ ]Locksmith (01%)
[ ]Machine Gun (10%)—see Firearms
[ ]Mathematics (01%)—see Science
[ ]Mechanical Repair (10%)
[ ]Medicine (01%)
[ ]Meteorology (01%)—see Science
[ ]Natural World (10%)
[ ]Navigate (10%)
[ ]Occult (05%)
[ ]Operate Heavy Machinery (01%)
.[ ]Persuade (55%) (27/11)
[ ]Pharmacy (01%)—see Science
[ ]Photography (05%)—see Art and Craft
[ ]Physics (01%)—see Science
Pilot (01%) [Specializations]
[ ]Psychoanalysis (01%)
[ ]Psychology (10%)
[ ]Read Lips (01%) [Uncommon]
[ ]Ride (05%)
[ ]Rifle (25%)—see Firearms
Science (01%) [Specializations]
.[ ]Chemistry (56%) (28/11)
.[ ]Engineering (56%) (28/11)
.[ ]Physics (27%) (13/5)
![ ]Shotgun (60%) (30/12) —see Firearms (Rifle/Shotgun)
[ ]Sleight of Hand (10%)
[ ]Spear (60%) (30/12) —see Firearms (or Throw)
.[ ]Spot Hidden (55%) (27/11)
[ ]Stealth (20%)
[ ]Submachine Gun (15%)—see Firearms
Survival (10%) [Specializations]
[ ]Sword (20%)—see Fighting
[ ]Swim (20%)
![ ]Throw (60%) (30/12)
![ ]Track (45%) (22/9)
[ ]Whip (05%)—see Fighting
[ ]Zoology (01%)—see Science

Personal Description
Albert Spenser is middle aged, average size and weight man, with brown hair and brown eyes. He is gawky and his looks are unappealing, but he dresses well, is always clean and well groomed. Albert's skin tone is somewhat pale, but not ghostly by any means.

Ideology/Beliefs
Albert Spenser believes that science has the answers to solve all questions and human conditions. He considers the quest for limitless electrical power to be the linchpin towards the mastery of solving humanities questions and problems.

Significant People
To Albert Spenser, the person who has helped him the most is Dr. John Thaxston of Cambridge University, Fellow librarian in the Department of Chemistry Library. Dr. Thaxston helped Albert during his first Cambridge year, as Albert almost gave up and Thaxston focused him and helped him succeed.

Meaningful Locations
Albert Spenser favorite location and memories are from Cambridge University, Department of Chemistry. After his first trying year, he thrived at Cambridge and considered it his second home.

Treasured Possessions
Albert Spenser's prized possession is the London Small Arms Co. Ltd. Lee-Henry Pump action shotgun that his father gave him on graduation from Cambridge. Albert is an excellent hunter and skeet shooter.

Traits
While being somewhat of a loner, Albert will stand by his friends when the occasions arise. He will attempt to persuade his friends from actions when he considers the actions foolish or dangerous.

Key Backstory Connection
Dr. John Thaxston of Cambridge University, Fellow librarian in the Department of Chemistry Library is Albert's key Connection. Dr. Thaxston helped Albert during his first Cambridge year, as Albert almost gave up and Thaxston focused him and helped him succeed. He and Albert are now very good friends, Dr. Thaxston is Albert's mentor.

Background
Albert Spenser was born on January 1, 1890 in the Chelsea Hospital for Women in London. His father is Herbert Spenser and his mother is Lilly Spenser. Herbert Spenser is a watchmaker who runs his own small shop, the family lives upstairs of the shop. Lilly Spenser assisted in the shop and raised Albert and his three siblings. Herbert Spenser Jr, now a watchmaker working in the family shop is the oldest. Albert is then next oldest child. Rebbecca and Daisy are the remaining children and are both married and living elsewhere. Albert has never married and lives in a flat, with attached garage, within walking distance of his parents shop. He shares the flat with two Russian Blue cats, 'Blue' and 'Kisa'.

Albert was a very good student and was accepted into Cambridge University where he studied chemistry and engineering. Dr. John Thaxston is the Fellow librarian in the Department of Chemistry Library and helped Albert when Albert was having problems in his first year at Cambridge. Albert graduated with honors from Cambridge.

After graduation Albert began working at the London Small Arms Co. Ltd. (LSA) as an assistant chemist. When The Great War started, Albert was considered essential for the war effort as a munitions chemist. During the war Albert learned enough to be considered a munitions expert and was moved into research and development. During the war, LSA developed and build many types of small arms and munitions. 'Field' testing for 'products' are done several miles away from the main plant. The field test area is known as 'The Pit', as it is an abandoned rock quarry.

After The Great War, Albert continued as a munitions expert for the London Small Arms Co. Ltd. He is one of the very few left in the company as munitions experts are no longer needed in large quantities. Many production lines have been shut down and production at LSA is mainly civilian small arms and ammunition. Albert will make at least one trip a week to 'The Pit' for 'product' testing and verification.

Albert has been called upon on several occasions to travel and meet with foreign customers which may provide military contracts. The LSA travel 'team' includes a salesman, a weapon smith and Albert. Custom weaponry and ammunition command good prices, which LSA needs.

Albert has several hobbies. He loves skeet shooting and dart throwing. Albert is also an excellent hunter, although his only hunting is done rarely. He has traveled to Canada for hunting on several occasions.


Cash and assets
Credit Rating: 30
Cash: 60
Assets: 1500
Spending Level 10

Equipment
Lee-Henry Pump action shotgun
A box of ammunition for the shotgun
Several sets of darts
Several sets of Winter cloths
Several sets of Summer cloths
Backpacks
Toiletry kit
Lab coats, gloves, eye protection
.32 Revolver
A box of ammunition for the .32 Revolver
Cigars and matches
Pipe & Pipe Tobacco
Flashlight with extra batteries
Automobile - Morris 1802

Re: Investigator Creation

Posted: Mon Oct 03, 2016 12:41 am
by Mr. Handy
Cynthia doesn't mind Tommy having a crush on her. She'd probably be flattered if she knew.

Re: Investigator Creation

Posted: Mon Oct 03, 2016 1:51 pm
by CrackheadC.
Player: CrackheadC.
Name: Melissa May Higgins
Sex: Female
Age: 22
Occupation: Dilettante
Birthplace: London, England
Current Residence: London, England
Colleges, Degrees: Bachelor's Degree, University of London

Image

Characteristics:
STR: 35 (17/7)
CON: 55 (27/11)
SIZ: 65 (32/13)
DEX: 50 (25/10)
APP: 70 (35/14)
INT: 70 (35/14)
POW: 60 (30/12)
EDU: 75 (37/15)

Hit Points: 12 / 12
Magic Points: 12 / 12
Sanity: 60
Luck: 65
Move Rate: 7
Build: 0
Damage Bonus: 0

Skills:
Spent,APPx2+EDUx2 = 290 Occupation points: Appraise 45, Art 35, Charm 40, Credit Rating 90, Arabic 30, Astronomy 25, Archaeology 25 Intx2 = 140 Personal interest points: Accounting 20, Anthropology 10, Fast Talk 30, History 20, Library Use 35, Occult 25
Non-Default are bolded. Occupational Skills in Italics. Personal Interests preceded by a DOT.

.Accounting (05%): 25%
Animal Handling (05%):
.Anthropology (01%): 11%
Appraise (05%): 50%
Archaeology (01%): 26%
Art: Dancing (05%): 40%
Charm (15%): 55%
Climb (20%):
Credit Rating (00%): 90%
Cthulhu Mythos (00%):
Demolitions (01%):
Disguise (05%):
Diving (01%):
Dodge (1/2 DEX): 25%
Drive Auto (20%):
Electric Repair (10%):
.Fast Talk (05%): 35%
Fighting (Brawl) (25%):
Firearms (Handgun) (20%):
Firearms (Rifle/Shotgun) (25%):
First Aid (30%):
.History (05%): 25%
Hypnosis (01%):
Intimidate (15%):
Jump (20%):
Language (Arabic) (01%): 31%
Language (English) (EDU): 75%
Law (05%):
.Library Use (20%): 55%
Listen (20%):
Locksmith (01%):
Mechanical Repair (10%):
Medicine (01%):
Natural World (10%):
Navigate (10%):
.Occult (10%): 35%
Operate Heavy Machine (01%):
Persuade (10%):
Pilot (01%):
Psychoanalysis (01%):
Psychology (10%):
Read Lips (01%):
Ride (05%):
Science: Astronomy (01%): 26%
Sleight of Hand (10%):
Spot Hidden (25%):
Stealth (20%):
Survival (10%):
Swim (20%):
Throw (20%):
Track (10%):

Background:

Personal Description:
Melissa is tall and gorgeous. With raven-black hair and an eye for fitness and the finest clothes, she makes a striking figure. Melissa has never had to work. After her parents were taken by the Spanish Flu she inherited their sizable fortune. She lead a bit of a part girl lifestyle after the deaths, just barely graduating from high school, mostly it was to distract herself from the pain. Eventually an old friend, Cynthia Knight, convinced her to attend university and do something with herself. Beyond her part-girl, affluent lifestyle, Melissa hides an intelligence which has recently started to focus on the ancient, the far away, and the esoteric.

Ideology/Beliefs:
Melissa is a believer in the class system: a place for every person and every person in their place. It's halways worked out for her, why should it change? She thinks that money is power and can ghet her whatever she wants. Since she got back in touch with Cynthia, those views have been tempered. She still believes that money makes the world go round, but she now also believes that the rich have an obligation to the less fortunate, and while the classes are right, they are unequal in part as long as women are kept out of much of society.

Significant People:
Cynthia Knight: A childhood friend. The two had attended school together since they were kids, but lost touch for a while when Melissa's parents died and Melissa began partying and spiraling out of control. Eventually Cynthia managed to reconnect with Melissa by change and convinced her to go to university and get herself together and not squander her opportunity. The two have settled back into their friendship like it was a well-worn glove and Cynthia has become something of a moral compass for Melissa. The two seem almost inseparable.

Patrick O'Leary: The Higgins' head butler. The old irishman has served the family for decades and after Melissa's parents died, stayed on to take care of the estate and the two remaining children.

Margret Higgins: Melissa's younger sister by five years. She is currently finishing high school and is under the care of Patrick.

Meaningful Locations:
The Higgins Manor: Located just outside of London, the rather large estate has been a fixture of the family for generations.

The Domino Club: Melissa's favorite hangout when she was partying, the trendy club always helped her forget her problems.

Treasured Possessions:

A silver locket with a photo of her family on one side and Melissa and Cynthia as kids on the other side.

Traits:

Melissa is first and foremost a loyal person. She is also ambitious in regards to things she wants to do. Lastly, she is a bit of a hedonist when she spirals into depression.

Key Connection:
Cynthia Knight

Assets:
Assets: $180,000
Cash: $1,800
Spending Level: $250

Melissa travels with an outfit for every occasion, a full complement of toiletries, a few interesting books, some notepads, tools for diggings (when applicable) and a collapsible telescope for star gazing. Most things she simply buys while she is out.

Re: Investigator Creation

Posted: Mon Oct 03, 2016 1:51 pm
by CrackheadC.
Rolling for 1 EDU improvement against 75 [dice]0[/dice]

Pass, so no improvement

Handy - If you'd be interested, I'm thinking that our two characters could be long-time friends and classmates. I'm thinking of a more greedy (money is power) and a person who believes in the class system. Something of a party girl, but she is tempered by her friend, perhaps giving her ideas of noblesse oblige, and while the class system works (for my character who is wealthy), many women are left out in the cold. This would make Cynthia a perticularly important person to Melissa, a friend who knows her beyond the upper class party girl, knows her to be generous, intelligent, and loyal, and is someone who pushes her to be better.

Perhaps she would fulfill the Significant person background slot - for better or worse since if sometihng bad happens to Cynthia, Melissa might lose it.

Just a thought, let me know and I'll adjust my background ideas accordingly.

Re: Investigator Creation

Posted: Mon Oct 03, 2016 5:47 pm
by Mr. Handy
Yes, that works for me. Both of them are the same age and could easily be classmates. Cynthia is a Labour supporter, but she bears no ill will to those who are rich, and both of them would support women's rights.

Re: Investigator Creation

Posted: Wed Oct 05, 2016 3:50 am
by Mr. Handy
I'm interested in the Mythos Experience package. It's certainly possible that Cynthia might have come across some odd books, and with her high POW, she's well suited to be able to handle it. I'll understand if it's not available, though.

Re: Investigator Creation

Posted: Thu Oct 06, 2016 5:18 am
by Mr. Handy
I'd like the Mythos Experience Package. Is 1d10+5 okay for the Mythos gain? Are spells available, and if so, which ones?

Re: Investigator Creation

Posted: Thu Oct 06, 2016 6:30 pm
by CrackheadC.
How I handled the Mythos Package for HoTOE was to have the player write out their Mythos Experience and then gauge Mythos skill and spells from there. Technically one of the players has a spell or two, but I haven't told him what it is - since he's MIA it might not even matter.

Re: Investigator Creation

Posted: Fri Oct 07, 2016 3:02 am
by Mr. Handy
That would work for me. I was already thinking of writing it up and have a great idea for it. I should have time to do it this weekend.

Re: Investigator Creation

Posted: Sat Oct 08, 2016 2:16 pm
by Overlord87
Ok, getting there. Still need a few more things, but will work on them by tomorrow.


Father Edward Mason
Member of the Clergy
Age 61
Gender: Male

Image

STR: 35/17/7
CON: 40/20/8
DEX: 45/22/9
APP: 40/20/8
POW: 60/30/12
SIZ: 60/30/12
INT: 45/22/9
EDU: 81/40/16
LUCK: 60/30/12


Skills
Accounting (05%) 29%
Acting (05%)—see Art/Craft
Animal Handling (05%) [Uncommon]
Anthropology (01%)
Appraise (05%)
Archaeology (01%)
Art and Craft (05%) [Specializations]
Artillery (01%) [Uncommon]
Astronomy (01%)—see Science 11%
Axe (15%)—see Fighting
Biology (01%)—see Science
Botany (01%)—see Science
Bow (15%)—see Firearms
Brawl (25%)—see Fighting
Chainsaw (10%)—see Fighting
Charm (15%)
Chemistry (01%)—see Science
Climb (20%)
Credit Rating (00%) 35%
Cryptography (01%)—see Science
Cthulhu Mythos (00%)
Demolitions (01%) [Uncommon]
Disguise (05%)
Diving (01%)
Dodge (half DEX) 22%
Drive Auto (20%)
Electrical Repair (10%)
Fast Talk (05%)
Fighting (varies) [Specializations]
Fine Art (05%)—see Art and Craft
Firearms (varies) [Specializations]
First Aid (30%)
Flail (10%)—see Fighting
Flamethrower (10%)—see Firearms
Forensics (05%)—see Science
Forgery (01%)—see Art and Craft
Garrote (15%)—see Fighting
Geology (01%)—see Science
Handgun (20%)—see Firearms
Heavy Weapons (10%)—see Firearms
History (05%) 60%
Hypnosis (01%) [Uncommon]
Intimidate (15%)
Jump (20%)
Language (Other) (01%) [Specializations] Latin 56%,Greek 21%
Language (Own) (EDU) English 81%
Law (05%)
Library Use (20%)
Listen (20%) 50%
Locksmith (01%)
Machine Gun (10%)—see Firearms
Mathematics (01%)—see Science
Mechanical Repair (10%)
Medicine (01%)
Meteorology (01%)—see Science
Natural World (10%) 50%
Navigate (10%)
Occult (05%) 65%
Operate Heavy Machinery (01%)
Persuade (10%) 60%
Pharmacy (01%)—see Science
Photography (05%)—see Art and Craft
Physics (01%)—see Science
Pilot (01%) [Specializations]
Psychoanalysis (01%)
Psychology (10%) 45%
Read Lips (01%) [Uncommon]
Ride (05%)
Rifle (25%)—see Firearms
Science (01%) [Specializations]
Shotgun (25%)—see Firearms (Rifle/Shotgun)
Sleight of Hand (10%)
Spear (20%)—see Firearms (or Throw)
Spot Hidden (25%)
Stealth (20%)
Submachine Gun (15%)—see Firearms
Survival (10%) [Specializations]
Sword (20%)—see Fighting
Swim (20%)
Throw (20%)
Track (10%)
Whip (05%)—see Fighting
Zoology (01%)—see Science


Personal Description

Edward is a man at the twilight of his life, and he knows it. He is fighting back his age by taking long walks in the countryside, and this helps him maintaining an healthy constitution, but he finds more and more difficult to complete his usual itinerary, and fears he will soon have to reduce it... and then probably again, soon. But for now, he can still walk straight and while he was never muscular, he can't yet be considered a frail old man. He usually walks with his head slightly inclined forward and tilted to one side, as if hearing something only he can hear. His main feature are his deep blue eyes, always making a strong impression on a first meeting.

Ideology/Beliefs

God might or might not exist, but fighting evil remains a worthy cause to which all human beings should adhere.


Significant People

Francis Cartwright, Edward's Bishop. He was always supportive of Francis's studies and has lately been helping him with his crisis of faith, never judgmental, always offering helpful advices and insight.


Meaningful Location

The countryside near his parish church. Once he used to take long walks and feel in communion with God. Lately he can't feel the divine as strongly as he used to, but walking in nature still has a soothing effect on him.


Treasured Possession

His bible, a gift from his late mother, Joanna Mason.


Traits

Edward is a very determined man, capable of completely focusing on something while shutting down the outside world. This has mostly manifested during his studies, when he would spend days on the books almost without resting. He was sort of saved by his Bishop, that moved him to a countryside parish, subtly forcing him to change his lifestyle towards an healthier one. There is still that part of Edward's personality, though, still sleeping somewhere inside his soul. The part that will stop at nothing to obtain the desired result.

Re: Investigator Creation

Posted: Sun Oct 09, 2016 1:01 am
by Cearlan
CrackheadC. wrote:How I handled the Mythos Package for HoTOE was to have the player write out their Mythos Experience and then gauge Mythos skill and spells from there. Technically one of the players has a spell or two, but I haven't told him what it is - since he's MIA it might not even matter.

Not a bad idea there. Whilst I don't want to restrict player choice with regard to their characters - neither do I want to sacrifice investigator equality.

Re: Investigator Creation

Posted: Sun Oct 09, 2016 1:14 pm
by Overlord87
And here we go, finished! :D :D :D

Cearlan, let me know if everything's fine. I would also like to add some connection to the other characters, I'm thinking mainly Cynthia and Henry, since they are both involved at the University of London.


Father Edward Mason
Member of the Clergy
Age 61
Gender: Male
Birthplace: Wokingham, UK
Current Residence: Barkham, UK

Image

STR: 35/17/7
CON: 40/20/8
DEX: 45/22/9
APP: 40/20/8
POW: 60/30/12
SIZ: 60/30/12
INT: 45/22/9
EDU: 81/40/16
LUCK: 60/30/12


Skills
*Personal skills are identified by the [PI] tag

Accounting (05%) 29%
Acting (05%)—see Art/Craft
Animal Handling (05%) [Uncommon]
Anthropology (01%)
Appraise (05%)
Archaeology (01%)
Art and Craft (05%) [Specializations]
Artillery (01%) [Uncommon]
[PI] Astronomy (01%)—see Science 11%
Axe (15%)—see Fighting
Biology (01%)—see Science
Botany (01%)—see Science
Bow (15%)—see Firearms
Brawl (25%)—see Fighting
Chainsaw (10%)—see Fighting
Charm (15%)
Chemistry (01%)—see Science
Climb (20%)
Credit Rating (00%) 35%
Cryptography (01%)—see Science
Cthulhu Mythos (00%)
Demolitions (01%) [Uncommon]
Disguise (05%)
Diving (01%)
Dodge (half DEX) 22%
Drive Auto (20%)
Electrical Repair (10%)
Fast Talk (05%)
Fighting (varies) [Specializations]
Fine Art (05%)—see Art and Craft
Firearms (varies) [Specializations]
First Aid (30%)
Flail (10%)—see Fighting
Flamethrower (10%)—see Firearms
Forensics (05%)—see Science
Forgery (01%)—see Art and Craft
Garrote (15%)—see Fighting
Geology (01%)—see Science
Handgun (20%)—see Firearms
Heavy Weapons (10%)—see Firearms
History (05%) 60%
Hypnosis (01%) [Uncommon]
Intimidate (15%)
Jump (20%)
Language (Other) (01%) [Specializations] Latin 56%
[PI] Language (Other) (01%) [Specializations] Greek 21%
Language (Own) (EDU) English 81%
Law (05%)
Library Use (20%)
Listen (20%) 50%
Locksmith (01%)
Machine Gun (10%)—see Firearms
Mathematics (01%)—see Science
Mechanical Repair (10%)
Medicine (01%)
Meteorology (01%)—see Science
Natural World (10%) 50%
Navigate (10%)
[PI]Occult (05%) 65%
Operate Heavy Machinery (01%)
Persuade (10%) 60%
Pharmacy (01%)—see Science
Photography (05%)—see Art and Craft
Physics (01%)—see Science
Pilot (01%) [Specializations]
Psychoanalysis (01%)
Psychology (10%) 45%
Read Lips (01%) [Uncommon]
Ride (05%)
Rifle (25%)—see Firearms
Science (01%) [Specializations]
Shotgun (25%)—see Firearms (Rifle/Shotgun)
Sleight of Hand (10%)
Spear (20%)—see Firearms (or Throw)
Spot Hidden (25%)
Stealth (20%)
Submachine Gun (15%)—see Firearms
Survival (10%) [Specializations]
Sword (20%)—see Fighting
Swim (20%)
Throw (20%)
Track (10%)
Whip (05%)—see Fighting
Zoology (01%)—see Science


Background

Edward was born in the small city of Wokingham, third son of a poor family. As it's sometimes the case in these situations, there weren't many roads available for Edward, except the ecclesiastical one - especially considering the strong desire Edward always had for studying and learning. After years spent in a theological college, where Edward only rarely saw the light of the day, he was moved to a small countryside parish in Barkham. His life here changed drastically, definitely for the better. He got to spent time walking in the countryside and observing the nature, an occupation that he discovered was to his liking. He finally felt a connection to the universe, and his faith became more strong and convinced. The bliss only lasted about ten years, though. Entering his early forties, Edward lost one of his older brothers, his father and his mother in a matter of few months. This was a hard blow for Edward, that had always loved his mother deeply. Ironically, he found he could not accept God's will. It was not fast, it took years, but eventually he began questioning his faith. Up to this day, he is trying to regain that certainty he had when he was younger.
What has helped during these last troubles years was his work. Not much the one as priest - although he kept the facade up and never failed his congregation. What helped him were his other interests. Even after moving to Barkham, he obtained permission to move two days a week in London, where he would continue his studies at the University, and sometimes teach at seminaries and theological colleges. He studied history, mostly, while also learning Ancient Greek and improving his Latin. In the years of his faith crisis he came into contact and joined The Society for the Exploration of the Unexplained, where he hoped to find some answers to his questions. He still cooperates with them from time to time, when his duties allow him.


Personal Description

Edward is a man at the twilight of his life, and he knows it. He is fighting back his age by taking long walks in the countryside, and this helps him maintaining an healthy constitution, but he finds more and more difficult to complete his usual itinerary, and fears he will soon have to reduce it... and then probably again, soon. But for now, he can still walk straight and while he was never muscular, he can't yet be considered a frail old man. He usually walks with his head slightly inclined forward and tilted to one side, as if hearing something only he can hear. His main feature are his deep blue eyes, always making a strong impression on a first meeting.


Ideology/Beliefs

God might or might not exist, but fighting evil remains a worthy cause to which all human beings should adhere.


Significant People

Francis Cartwright, Edward's Bishop. He was always supportive of Francis's studies and has lately been helping him with his crisis of faith, never judgmental, always offering helpful advices and insight. [KEY CONNECTION]
Joanna Brown, a young girl from his congregation. Joanna has the same name as Edward's late mother, and he developed an instantaneous liking for the girl. She is very smart and curious, and as she will soon turn 18, Edward would like to have her study in London - whatever he can find that could be considered socially acceptable.
George Courtney Eaton, a professor at the University of London. Edward and George share common interests in the study of ancient history and myths, and a friendship has developed over the years between the two men.
Jonathan Mason, his older brother, that moved to Manchester decades ago. In these last few years, the two have only rarely exchanged letters, but Edward still remembers him fondly (and he is his only living relative).


Meaningful Location

The countryside near his parish church. Many years ago he used to take long walks and feel in communion with God. Lately he can't feel the divine as strongly as he used to, but walking in nature still has a soothing effect on him.


Treasured Possession

His Bible, a gift from his late mother, Joanna Mason.


Traits

Edward is a very determined man, capable of completely focusing on something while shutting down the outside world. This has mostly manifested during his studies, when he would spend days on the books almost without resting. He was sort of saved by his Bishop, that moved him to a countryside parish, subtly forcing him to change his lifestyle towards an healthier one. There is still that part of Edward's personality, though, still sleeping somewhere inside his soul. The part that will stop at nothing to obtain the desired result.


Possessions

A few sets of summer and winter clothes, several books on different topic, his treasured Bible, some cash, a photo of his late mother.

Re: Investigator Creation

Posted: Sun Oct 09, 2016 2:30 pm
by maelstrom
Think Im all done barr a photo.
Let me know if there are any corrections to be made.


Image



Player: maelstrom
Name: Hugo Bart
Sex: Male
Age: 42
Occupation: Antiquarian
Birthplace: Salisbury
Current Residence: London, England
Colleges, Degrees:University of London, History.


Characteristics:
STR: 54 (27/11)
CON: 49 (24/10)
SIZ: 65 (32/13)
DEX: 44 (22/9)
APP: 53 (26/11)
INT: 75 (37/15)
POW: 55 (27/11)
EDU: 75 (37/15)

Hit Points: 11
Magic Points: 11
Sanity: 55
Luck: 50
Move Rate: 6
Build: 0
Damage Bonus: 0

Skills
All skills at base except:
Bold Prof skills pts
Itallics personal.
.Anthropology (01%) +15 = 16
Appraise (05%) +50 +10= 65
.Archaeology (01%) +20 = 21
Art and Craft (05%)+15[Photography] +20 = 40
Credit Rating (00%) +50 = 50
History (05%) +50 +10 = 65
.Language (Other) (01%) +15 [ Arabic ] = 16
.Language (Other) (01%) +20 [ French ] = 21
Language (Other) (01%) +50 [ German ] = 51
Language (English) (75%)
Library Use (20%) +25+20 = 65
Occult (05%) +25 +20 Speciality = 50
Persuade (10%) +20 =30
Spot Hidden (25%) +15 = 40




Background:
Born and raised in Salisbury, where from an early age was fascinated by the Great Henges that abound the local area. Hugo spent many hour visiting them and finding out all that he could of their history. His Father Alexander, owned and ran, a successful antique shop, were Hugo and his siblings often helped out. Again Hugo was always more interested in the tale behind an item in the shop, rather than the aesthetics or craftsmanship. As he grew older his interests drew him more towards history of ancient Religious iconography and occult paraphernalia. His attendance at King's college, brought to him the twined joys of study and access to the Library’s and Museum’s of the Capital. Then came The Great war. Along with his brothers, he joined, his knowledge of German lead him to join the Royal Engineers signal service, which luckily spared him from the full horrors of the front line. His Brother Peter was killed at the Somme. After the war, Hugo returned to his previous Interests and moved to London to better make use of the Libraries and museums there.

Personal Description:
Tall, with a slim build. Dark hair sporting a moustache. Always well presented.

Ideology/Beliefs:
Wants to believe in a higher power, but has yet to see any real proof.

Significant People:
Mother and Father Florence and Alexander
Brother and sister. Peter and Mary.
Wife Veronica.


Meaningful Locations:
Stonehenge. The British museum.

Treasured Possessions:
The watch belonging to his brother who died at the Somme. A small carved jade disc depicting a pyramid on one side and fish headed man on the other, with an unknown script. This was the first item Hugo bought for his collection.

Traits:
Generous to a fault. Always has time for other people, especially when there is a good tale to be told.

Key Connection:
Professor James Rodgers of the Royal Historical Society who has been helping Hugo to gain acces to rare artifacts for the purpose of Photographing them for cataloging and researching early religions.

Assets:
Cash 250
Assets 25,000
Spend 50

Re: Investigator Creation

Posted: Mon Oct 10, 2016 1:42 pm
by Cearlan
Crackhead - How I handled the Mythos Package for HoTOE was to have the player write out their Mythos Experience and then gauge Mythos skill and spells from there. Technically one of the players has a spell or two, but I haven't told him what it is - since he's MIA it might not even matter.


Mr. Handy - That would work for me. I was already thinking of writing it up and have a great idea for it. I should have time to do it this weekend.

Once Mr. Handy gets back to me with his 'Mythos background' we can make a guestimate at spells and levels.

In Over Her Head

Posted: Mon Oct 10, 2016 9:15 pm
by Mr. Handy
Image

Cynthia Knight strode across the beach towards the shore just after sunrise, wearing a black one-piece bathing suit. She was on holiday in Brighton with her best friend Melissa, who was still asleep after last night's party, so Cynthia had decided to go for an early morning swim by herself. At this hour, she was the first one out on the beach other than the handsome lifeguard sitting in his chair, watching the waves come in from the sea. Cynthia strode out into those waves, riding them as she made her way out some distance, where she leaned her head back and closed her eyes, daydreaming as she floated.

Cynthia's eyes suddenly snapped open when she felt something brush her leg, but she couldn't see what it was through the dark waters. Then her legs were suddenly seized in a powerful grip and she was pulled down! She barely managed to get off a scream before she went under, choking as the salty seawater filled her mouth. That was when she saw it - the hideous monstrosity that had dragged her beneath the waves. It had roughly the shape of a man, but it was definitely not human. It was covered completely in scales, and its arms ended in two claw=like hands that were wrapped tightly around her calves. The worst part was its head, which looked like that of a fish or a frog. Its mouth was opened to reveal rows of sharp teeth. Horrified, Cynthia struggled to free herself, but it was in vain. Whatever it was, it was far stronger than her. It slid one of its arms around her waist and pulled her down further until its face was level with hers. Its eyes looked at her hungrily. At first she thought it intended to eat her, but she soon found out that it had something far, far worse in mind when it grabbed her in its awful embrace, its slimy body pressing against hers. Its claws scratched her back as it held her, but they didn't break her skin.

Cynthia shuddered in revulsion as the fish creature pressed its lips against hers, straining against it to no avail. Then it locked its lips on hers, sliding its tongue into her mouth. Despite panic threatening to overwhelm her, she managed to keep her head, though oxygen deprivation was starting to affect her. Thinking quickly, she bit down as hard as she could on the thing's tongue. It recoiled in shock, involuntarily releasing her, and that was all she needed. She shot to the surface, breaking through and gasping madly for air. "Help!" she screamed, striking out for shore, but she could feel it grab her ankle and submerge her again.

Desperately, Cynthia kicked at the monster with her free leg, striking it in the nose. While her blow wasn't powerful enough to actually hurt it, it did lose its grip again, and she once more resurfaced, coughing and spluttering. She shrieked when she felt strong arms wrap around her, but then she relaxed when she saw that it was the lifeguard, who had come to rescue her. He kept her head above water as he guided her back to shallower waters. Then he scooped her up, one arm supporting her back while the other was under her knees, as he waded out of the water carrying her. She looped her arms around him weakly, resting her head on his shoulder and sobbing.

Finally, the lifeguard reached the sand and set Cynthia back on her feet. Her legs were still quivering, but she was able to stand. "Are you all right, Miss?" he asked.

"I am now," said Cynthia, staring up into his deep blue eyes. "Did...did you see it?"

"See what?"

"I...I was dragged underwater..."

"Must have been the undertow."

"No, it was..." Cynthia realized that she couldn't tell him what had actually happened, or he'd think her mad, as he hadn't seen it for himself. "I'm a good swimmer, really I am."

"I'm sure you are, but it can happen to the best of us."

"Well, I'm lucky you rescued me. You're my hero, and I shall always be grateful to you."

"Thank you, but I was just doing my job, Miss. Don't mention it. Especially not to my wife, she's the jealous sort."

"Oh." Cynthia's voice went soft, with a hint of disappointment. Of course he's married, silly, she thought. Seems like the good ones always are. "Well, she's a very lucky woman."

"You'll be fine, Miss, but you might want to stay out of the water for a little while."

Cynthia gave a nervous laugh. "Don't worry, I will."

This had been the most interesting thing that had ever happened to her, almost like something out of her fantasies, though even her imagination couldn't have come with something so bizarre. It had also been terrifying, and she would never look at the world the same way again. She didn't want to think about what would have happened if the lifeguard hadn't been there. She couldn't tell anyone about it, not even Melissa, for nobody would believe her, especially considering how prone she was to flights of fancy. She wasn't even entirely convinced that she hadn't imagined the whole thing, and she'd have felt a lot better if she had dreamed it all. Still, she knew that if something like that existed, she couldn't have been the first to ever encounter it. There had to be some reference to it in a book somewhere - perhaps in the Cthaat Aquadingen, a strange book she had glanced through once that had mentioned sea monsters. She'd have to start her search there.

Re: Investigator Creation

Posted: Wed Oct 12, 2016 2:50 am
by Cearlan
Right Mr. Handy - having read your investigators past experience with deep ones, (for it is they - whether or not Cynthia knows this is moot), I suggest that 1d10+5 may be a bit high, possibly 1D8+2 or 1D6+4.

It must have been a terrible experience for the poor lass - and I can see why it would lead her to devote time to seeking references to the creatures. Where does she work, (or did I miss it in the character description? There was a suggestion that she works at what would later become the British Library - in the 1920's the British Museum, the National Central Library, the National Lending Library for Science and Technology and the British National Bibliography. I ask because this would have influence on which books she has available for her perusal.

Re: Investigator Creation

Posted: Wed Oct 12, 2016 3:01 am
by Mr. Handy
I did mention it in my character background, but it's easy to miss. Cynthia works in the British Library Reading Room inside the British Museum.

Re: Investigator Creation

Posted: Wed Oct 19, 2016 9:52 pm
by Cearlan
Are we ready to go people? Looking forward to getting this underway.

Re: Investigator Creation

Posted: Wed Oct 19, 2016 11:01 pm
by Cotton
I'm ready when everyone else is.

Re: Investigator Creation

Posted: Thu Oct 20, 2016 1:50 am
by CrackheadC.
I'm ready, unless you actually need an itemized inventory from me. I'm thinking "Fat stacks of cash" will do for now.

Re: Investigator Creation

Posted: Thu Oct 20, 2016 2:31 am
by Mr. Handy
I'm ready and eager too. I was just waiting to find out what the effects of my Mythos Experience are.

Re: Investigator Creation

Posted: Thu Oct 20, 2016 3:13 am
by bzr101
I'm ready and wanting to play!

Re: Investigator Creation

Posted: Sun Oct 23, 2016 1:42 am
by Cearlan
Mr. Handy wrote:I'm ready and eager too. I was just waiting to find out what the effects of my Mythos Experience are.
I reckon that a level of either 1D8+2 or 1D6+4 Mythos would be appropriate - the latter should give a better 'average,' but you choose. Adjust your Maximum sanity (and sanity if a believer) accordingly.

Due to your experience at the beach, you should also add two of the following to the investigator’s backstory: Injury/Scar, Phobia/Mania or Encounter with Strange Entity associated with Mythos experience. (possibly hydrophobia, limnophobia or ichthyophobia - again- your choice)

Spells (only if a believer - see what you mythos score is first).

Re: Investigator Creation

Posted: Mon Oct 24, 2016 8:07 am
by Mr. Handy
Cthulhtu Mythos gain/Maximum and current Sanity loss:
[dice]0[/dice]

I'll take Icthyophobia and Encounter with Strange Entity (Deep One). I will be a believer. I've updated my character sheet.

Re: Investigator Creation

Posted: Fri Oct 28, 2016 3:13 pm
by Cearlan
@ Mr. Handy

Right - well done - a good solid roll there. Due to your working where you do, I reckon that you have come across, (at least), the following three books;-

Gaston le Fe's "Dwellwers in the Deep" (San loss 1D8);
Olaus Magnus’ Historia de Gentibus Septentrionalibus (Rome, 1555) ; (San Loss 1D6); and, of course;
the rare 14th Century Middle English version of the "Cthaat Aquadingen". (San Loss 2D4):

From these tomes, each of which you had to really push just to get access to, despite your position in the library, and your relationship with J.P. Gilson, who has taken you under his wing, you have managed to come across two rituals devoted to some sort of hideous beings that must surely be the creatures that attacked you. (JP Gilson is the manuscript librarian at the British Museum). (Treat the spells as rituals, for we all know magic simply cannot exist - but then again, can these creatures really exist???);

Covenant of the Deep; and
Contact the mother of the seas

There are others that may or may not be rituals, but you have not made the links - if such links actually exist that is.

Re: Investigator Creation

Posted: Fri Oct 28, 2016 5:36 pm
by Mr. Handy
Thanks, I'm all set now. I take it I have no idea what these are supposed to do beyond their names.

Re: Investigator Creation

Posted: Fri Oct 28, 2016 7:36 pm
by Cearlan
Mr. Handy wrote:I take it I have no idea what these are supposed to do beyond their names.
Like I said - magic cannot exist so you possibly view these as something akin to Pagan rituals. Doubtful if you studied them in any greater detail than the rest of the tomes, more for curiosity value than anything else perhaps? Highly improbable that any of it would have been committed to memory, but you have a rough idea where the rituals were in the books.