Character Creation/Rules

London, 1940: The world is engulfed in the flames of war, and now the war has come to Great Britain's capital. German bombers rain death and destruction upon the blacked-out city, but what other terrors lurk unseen in the darkness? The Time Lord, his companions, and a handful of London's inhabitants doing their bit may be the only ones who can avert disaster.

This is Classic Doctor Who meets Call of Cthulhu, the fifth of a series of connected adventures set in different eras and locations that includes The Terror Out of Time, The Ninth Planet, The Shadow Over Dunwich, and The Brotherhood of Death.

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Re: Character Creation/Rules

Postby Mr. Handy » Tue Jul 04, 2017 4:32 am

Great! Hopefully I can get your sheet posted tomorrow at some point. In the meantime, you can join the story whenever you're ready. We'll just assume you've been in the air raid shelter all along. To catch up, you should read The Shelter followed by Rain of Death, which is the current thread. You may post there whenever you're ready.

I'll be away from the 5th through the 9th, and I probably won't have time to post then. You can all roleplay in the meantime, and I should be able to move things forward next week.
Doctor Who/Call of Cthulhu Campaign:
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The Horror in the Blackout
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Re: Character Creation/Rules

Postby ZadokAllen » Tue Jul 04, 2017 11:11 am

Alright, I'm up-to-date with the story so far. Can I just enter the shelter instead of being there all along? I assume the shelters are not locked, or should i knock?
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Re: Character Creation/Rules

Postby Mr. Handy » Tue Jul 04, 2017 4:37 pm

It's not locked, but knocking would be polite. You may enter now if you like. In that case, you shouldn't have read the earlier threads. Since you've already read them, you'd have to pretend you don't know what happened in them.
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The Horror in the Blackout
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Re: Character Creation/Rules

Postby Mr. Handy » Sun Jul 16, 2017 4:47 am

I've added your character sheet to the thread. I had missed the 20 points you'd put in Conceal earlier because it wasn't bolded, so you only had 16 unspent points to add to History.
Doctor Who/Call of Cthulhu Campaign:
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The Brotherhood of Death
The Horror in the Blackout
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Re: Character Creation/Rules

Postby DrPeterson » Wed Aug 02, 2017 4:57 pm

Roll 3d6 each for STR, CON, POW, DEX, and APP.
Roll 2d6+6 each for SIZ and INT.
Roll 3d6+3 for EDU.
Roll 1d10 for personal wealth, using the 1920s wealth chart for 6th edition.

Stat rolls,
DrPeterson rolled 3d6:
3, 2, 2

DrPeterson rolled 3d6:
5, 5, 5

DrPeterson rolled 3d6:
5, 1, 4

DrPeterson rolled 3d6:
3, 4, 4

DrPeterson rolled 3d6:
6, 2, 6

DrPeterson rolled 2d6+6 and got a total of 9:
1, 2

DrPeterson rolled 2d6+6 and got a total of 10:
1, 3

DrPeterson rolled 3d6+3 and got a total of 16:
6, 6, 1

DrPeterson rolled 1d10:
5


So that's:
7, 15, 10, 11, 14, 9, 10, EDU 16, and wealth 5
"He said we were all cooked but we were all right as long as we did not know it. We were all cooked. The thing was not to recognize it."
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Re: Character Creation/Rules

Postby DrPeterson » Wed Aug 02, 2017 5:22 pm

Player: DrPeterson
Name: John H. Barrow
Age: 32
Sex: M
Occupation: RAF Captain
Current Residence: RAF Church Fenton, England
Colleges, Degrees: Bachelor of Engineering, Massachusetts Institute of Technology
Birthplace: Riverside, Iowa
Home Era: Second World War

Image

Characteristics:
STR: 7
CON: 10
SIZ: 9
DEX: 15
APP: 14
INT: 10
POW: 11
EDU: 16 (+1 due to age)= 17

Sanity: 55
Phobias/Mental Disorders: None
Maximum Sanity:
Hit Points: 10
Magic Points: -1d4
Damage Bonus: +0

Background:
After the invasion of Poland and subsequent declaration of war by France and the UK, John joined the RAF as a fighter pilot eager to fight the Nazi threat instead of waiting out the politics that kept America out of the war.
He scored several kills protecting the evacuation of the beach during the Battle of Dunkirk, before crashlanding his Hawker Hurricane in the North Sea. Due to his heroism and injuries -which left him with considerable muscle damage- he was quickly promoted to captain. When the Battle of Britain began, John was up there with the newly formed 71st squadron.

John Barrow is a driven man, keen and intelligent, with the flamboyant air of a fighter pilot. He is easy-going and not prone to worrying. Having been confronted with death firsthand, he has taken to a carpe diem lifestyle, living every moment to the fullest.



Skills: (Non-default skills BOLD, Professional Skills ITALICS, Hobbies preceded by a DOT. Checked skills followed by a *)
Accounting (10%):
Anthropology (01%):
Archaeology (01%):
.Art: Dance (05%): 30%
Astronomy (01%): 40%
Bargain (05%):
Biology (01%):
Chemistry (01%):
Climb (40%):
Computer Use (01%):
Conceal (15%):
Craft (05%):
.Credit Rating (15%): 40%
Cthulhu Mythos (00%):
Disguise (01%):
Dodge (DEX x 2): 30%
Drive Auto (20%):
Electrical Repair (10%): 40%
Electronics (01%):
Fast Talk (05%):
First Aid (30%):
Geology (01%):
Hide (10%):
History (20%):
Jump (25%):
Law (05%):
Library Use (25%):
Listen (25%):
Locksmith (01%):
Martial Arts (01%):
Mechanical Repair (20%): 50%
Medicine (05%):
Natural History (10%):
Navigate (10%): 45%
Occult (05%):
Operate Heavy Machine (01%): 40%
.Other Language: German(01%): 9%
Own Language: English (EDU x 5%): 85%
.Persuade (15%): 35%
Pharmacy (01%):
Photography (10%):
Physics (01%): 31%
Pilot: Fighters (01%): 51%
Psychoanalysis (01%):
Psychology (05%):
Ride (05%):
Sneak (10%):
Spot Hidden (25%):
Swim (25%): 27%
Throw (25%):
Track (10%):
War Prestige (01%): 35%

Hand-to-Hand:
Fist/Punch (50%):
Grapple (25%):
Head Butt (10%):
Kick (25%):
Knife (25%):


Firearms:
Handgun (20%): 60%
Machine Gun (15%):50%

Rifle (25%):
Shotgun (30%):
SMG (15%):

Equipment:
British Flight Suit and Leather Jacket and Cap
Cigarettes and Lighter
Notebook and Pencil
Colt M1911 .455 semi-automatic pistol(7/7) [1D10+2 damage, Rate of Fire 1, Magazine Capacity 7, Base Range 15, Malfunction 00, HP 8, Handgun]
"He said we were all cooked but we were all right as long as we did not know it. We were all cooked. The thing was not to recognize it."
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Re: Character Creation/Rules

Postby Mr. Handy » Wed Aug 09, 2017 4:54 am

There are just a few minor corrections, but otherwise you're good to go. I hadn't intended for you to use occupational skill points for Handgun and Machine Gun unless you'd chosen one of them as your personal specialty, but I'll allow it considering it would be part of your training. There are 362 skill points in your occupational skills out of 340 occupational skill points, but hobby points can supplement them. Since you've spent 78 out of 100 hobby points on non-occupational skills, this accounts for the remaining 22.

Your Damage Bonus is -1D4, and your Magic Points total is 11. There is also 27% next to your Swim skill that shouldn't be there, probably because it was copied and pasted from Elizabeth's sheet. There's no need to edit. I'll make the necessary changes when I post your completed sheet when I have time, which will probably be this weekend.

I'd also like you to be based out of Biggin Hill, which is close to London. Church Fenton is far to the north.

I should be able to get your IC thread up soon. You can post as soon as you see it.
Doctor Who/Call of Cthulhu Campaign:
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The Ninth Planet
The Shadow Over Dunwich
The Brotherhood of Death
The Horror in the Blackout
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Re: Character Creation/Rules

Postby CrackheadC. » Sun Aug 13, 2017 2:43 am

Updating sheet:

Sanity Rolls:
CrackheadC. rolled 1d4:
4

CrackheadC. rolled 1d4:
3

CrackheadC. rolled 1d6:
4

CrackheadC. rolled 1d20:
6

CrackheadC. rolled 1d20:
2


Skill checks

Climb to beat 40%
CrackheadC. rolled 1d100:
1


Electronics to beat 90%
CrackheadC. rolled 1d100:
66


First aid to beat 30%
CrackheadC. rolled 1d100:
39


History to beat 35%
CrackheadC. rolled 1d100:
3


Listen to beat 25%
CrackheadC. rolled 1d100:
35


Mechanical repair to beat 90%
CrackheadC. rolled 1d100:
48


Spot hidden to beat 25%
CrackheadC. rolled 1d100:
64


Handgun to beat 20%
CrackheadC. rolled 1d100:
6



Edit:
19 sanity gained

First aid:
CrackheadC. rolled 1d10:
5


Listen:
CrackheadC. rolled 1d10:
8


Spot hidden:
CrackheadC. rolled 1d10:
3
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Re: Character Creation/Rules

Postby Mr. Handy » Sun Aug 13, 2017 5:59 am

Welcome back! I should be able to get your character sheet updated and posted sometime in the next day. I've created a new thread for you here.
Doctor Who/Call of Cthulhu Campaign:
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The Horror in the Blackout
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Re: Character Creation/Rules

Postby HelplessBystander » Fri Aug 18, 2017 6:13 am

Hey, I think I'm interested in joining this RP, so here's my character sheet:

Image

Player: HelplessBystander
Name: Anna Jerkins
Age: 24
Sex: Female
Occupation: Alienist
Current Residence: London
Colleges, Degrees: B Psychology, Cambridge. Working on a higher degree.
Birthplace: Australia
Home Era: 1940s
Income: $1,500
Savings: $20,000

Characteristics:
STR: 14
CON: 13
SIZ: 10
DEX: 10
APP: 13
INT: 14 (Idea - 70%)
POW: 16 (Luck - 80%)
EDU: 19 (Know - 95%) [+2 EDU due to age]

Sanity: 70 (70)
Phobias/Mental Disorders: Slight fear of fire (quirk)
Maximum Sanity: 70
Hit Points: 14
Magic Points: 16
Damage Bonus: +0

Background:
Anna Jerkins is a young woman fresh out of Cambridge University. She is a tall,moderately attractive woman with long brown hair and dark-brown eyes. Likes reading in the library and enjoys wearing fashionable clothing on a semi-regular basis (as long as she can afford them). Relatively optimistic, funny, slightly alcoholic, and have a dream of eventually owning her own clinic. Due to her passionate study of psychology and her active role in the execution of many of the famous social experiments, Anna had quickly became one of the best (of a few) Alienist in the world.

She is an open-minded Deist who believes in the existence of higher-powers, and believes in racial/gender equality, partially influenced by her family's religious views. Her brother Tobias works as a Private Investigator in America. Her elder brother had played with her often during childhood, and had taught her some of the basics of self defence, sneaking around, and persuasion before leaving for a bright future in the land of America.

Her parents' house is a place of meaningful memories and where she experienced a relatively-pleasant childhood. She hasn't visited them in many years due to past incidents. Though she still treasures the old family photo from her youth and hangs it on the wall of her house. She owns a car that her brother bought for her on the day she earned her Medical Practitioner's license.


Skills:
Accounting (10%):
Anthropology (01%):
Archaeology (01%):
Art (05%):
Astronomy (01%):
Bargain (05%): 20
Biology (01%):
Chemistry (01%):
Climb (40%): 60
Computer Use (01%):
Conceal (15%):
Craft (05%):
Credit Rating (15%): 40
Cthulhu Mythos (00%):
Disguise (01%):
Dodge (DEX x 2): 20
Drive Auto (20%): 25%
Electrical Repair (10%):
Electronics (01%):
Fast Talk (05%):
First Aid (30%): 50
Geology (01%):
Hide (10%):
History (20%):
Jump (25%):
Law (05%):
Library Use (25%): 70
Listen (25%):
Locksmith (01%):
Martial Arts (01%):
Mechanical Repair (20%):
Medicine (05%):
Natural History (10%):
Navigate (10%):
Occult (05%):
Operate Heavy Machine (01%):
Other Language: Latin (01%): 50%
Own Language: English (EDU x 5%): 95
Persuade (15%):
Pharmacy (01%):50
Photography (10%):
Physics (01%):
Pilot Boat (01%):
Psychoanalysis (01%):90
Psychology (05%): 85
Ride (05%):
Sneak (10%): 50
Spot Hidden (25%): 40
Swim (25%):
Throw (25%):
Track (10%):
War Prestige (1%):

Hand-to-Hand:
Fist/Punch (50%):
Grapple (25%):
Head Butt (10%):
Kick (25%): 50
Knife (25%):50

Firearms:
Handgun (20%):
Machine Gun (15%):
Rifle (25%):
Shotgun (30%):
SMG (15%):

Equipment:
Flashlight
$80
Ration Card
Pen and notepad
Doctor's kit
Wallet
Medical Practitioner's license
Knife
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Re: Character Creation/Rules

Postby Mr. Handy » Sat Aug 19, 2017 5:08 am

Welcome aboard! There are some corrections you'll need to make, but they work out in your favor, as you've shortchanged yourself. There's no need to edit the sheet above. Just post the corrected information below, and I'll assemble and post the completed sheet.

Your Sanity starts out at 80, which is your POW x 5. Your maximum Sanity is 99 - Cthulhu Mythos. Since your Cthulhu Mythos starts at 0, your maximum Sanity starts at 99.

Your age doesn't reflect your increased EDU. Your EDU started at 17, which makes your minimum age 23. To increase it to 19, you'll need to raise your age to at least 43. It won't cause any of your stats to be reduced unless you want to be 50 or older. Alternatively, you can stay younger and reduce your EDU (and occupational skill points and Own Language skill) appropriately.

You've underspent slightly on skill points. I'm not entirely sure which skills you intended to be your occupational skills, but it looks like the following list would be appropriate: Bargain, Credit Rating, First Aid, Library Use, Other Language: Latin, Pharmacy, Psychoanalysis, and Psychology. Medicine is also an occupational skill for you if you wish to put points into it, but you don't have to do so. You've spent a total of 372 occupational skill points, but EDU 19 gets you 380, so you have 8 additional points to add to one or more of your occupational skills. You have 140 hobby skill points from your INT 14, but you've only spent 130, so you have another 10 points to add to any skill or skills you wish. If you'd rather reduce your EDU to 18 (and your age to as low as 33), you may merely deduct two points from your occupational skills and be even. If you reduce your EDU to 17, you'll have to reduce your occupational skills by a total of 22 points.

I'll convert your wealth and cash to pounds. Each pound is worth about $5. You should also have an identity card, and you also have a gas mask in a small cardboard box. Everyone is supposed to carry one at all times, though not everybody does.

It's possible (probable even) that your character would know Sigmund Freud. In addition to the possibility of having met and worked with him earlier, he left Vienna for London after the Anschluss in the spring of 1938, where he lived until his death in September 1939.
Doctor Who/Call of Cthulhu Campaign:
(viewforum.php?f=176)The Terror Out of Time
The Ninth Planet
The Shadow Over Dunwich
The Brotherhood of Death
The Horror in the Blackout
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Re: Character Creation/Rules

Postby HelplessBystander » Sat Aug 19, 2017 6:00 am

Thanks Mr. Handy!
I'll make the Revision below:

(UPDATED/ABRIDGED)
Player: HelplessBystander
Name: Anna Jerkins
Age: 24
Sex: Female
Occupation: Alienist
Current Residence: London
Colleges, Degrees: B Psychology, Cambridge. Working on a higher degree.
Birthplace: Australia
Home Era: 1940s
Income: 300 Pounds
Savings: 4,000 Pounds

Characteristics:
STR: 14
CON: 13
SIZ: 10
DEX: 10
APP: 13
INT: 14 (Idea - 70%)
POW: 16 (Luck - 80%)
EDU: 17 (Know - 95%)

Sanity: 80 (80)
Phobias/Mental Disorders: Slight fear of fire (quirk)
Maximum Sanity: 99
Hit Points: 14
Magic Points: 16
Damage Bonus: +0

Background:
Anna Jerkins is a young woman fresh out of Cambridge University. During her time in Cambridge, she had been mentored by SIgmund Freud for a short while on psychology and had been one of the researchers who had helped set up an unofficial demonstration with him. Due to her passionate study of psychology and her active role in the execution of many of the social experiments in Cambridge, Anna had quickly became one of the best (of a few) Alienist in the world.

She is a tall,moderately attractive woman with long brown hair and dark-brown eyes. Likes reading in the library and enjoys wearing fashionable clothing on a semi-regular basis (as long as she can afford them). Relatively optimistic, funny, slightly alcoholic, and have a dream of eventually owning her own practising clinic.

She is an open-minded Deist who believes in the existence of higher-powers, and believes in racial/gender equality, partially influenced by her family's religious views. Her brother Tobias works as a Private Investigator in America. Her elder brother had played with her often during childhood, and had taught her some of the basics of self defence, sneaking around, and persuasion before leaving for a bright future in the land of America.

Her parents' house is a place of meaningful memories and where she experienced a relatively-pleasant childhood. She hasn't visited them in many years due to past incidents. Though she still treasures the old family photo from her youth and hangs it on the wall of her house. She owns a car that her brother bought for her on the day she earned her Medical Practitioner's license.

Skills:
Climb (40%): altered to 48 accordingly with the stats modifications

Equipment:
Flashlight
$80
Ration Card
Pen and notepad
Doctor's kit
Wallet
Medical Practitioner's license
Knife
Identity Card
Gas Mask
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