Character sheet creation

Portland, Maine
August, 1928.
Steven Gilbert is a wealthy businessman, a leading exponent of the bourgeoisie of the roaring twenties. He sees his heritage project going up in smoke, when Timothy, his only six-year-old son, disappears.
A group of investigators will try to find his missing son. The group may include:

1) Police detectives
2) Private detective hired by Gilbert
3) Relatives or friends strongly motivated to find the missing kid

But Timothy´s disappearance is not the only gloomy burden weighing on the Gilbert family. Alyssa, Timothy's mother, committed suicide one year ago, and the reason for such an extreme action is still obscure.

Moderator: robertod

robertod
Keeper
Keeper
Posts: 688
Registered for: 5 years 4 months
5
Contact:

Character sheet creation

Post by robertod »

1) Distribute 520 points between:
STR (Strength), CON (Constitution), SIZ (Size), DEX (Dexterity), APP (Appearance), INT (Intelligence), POW (Power), EDU (Education) and Luck
Maximum for any attribute is 90

2) Define movement rate
Both DEX and STR are lower than SIZ: movement 7
Either DEX or STR are lower than SIZ: movement 8
Both DEX or STR are equal to SIZ: movement 8
Both DEX and STR are higher than SIZ: movement 9

3) Choose age and apply age modifications
15 to 19 = EDU: -5, SIZ: -5, STR: -5, Luck: +15
20 to 39: no modification
40 to 49: = APP: -5, STR: -5, COS: -5, DEX: -5, Movement: -1, EDU: +15
50 to 59: APP: -10, STR: -10, COS: -10, DEX: -10, Movement: -2, EDU: +20
60 to 69: APP: -20, STR: -20, COS: -20, DEX: -20, Movement: -3, EDU: +30
Maximum for any attribute is still 90

4) Define damage bonus and build
STR + SIZ= 2 to 64: Damage Bonus=-2 Build=-2
STR + SIZ= 65 to 84: Damage Bonus=-1 Build= -1
STR + SIZ= 85 to 124: Damage Bonus=0 Build= 0
STR + SIZ= 125 to 164: Damage Bonus=+2 Build= +1
STR + SIZ= 165 to 180: Damage Bonus=+3 Build= +2

5) Define hit points, sanity and magic points
Hit points: (CON+SIZ)/10 round down
Sanity = POW
Magic points: = POW/5 round down

6) Choose an occupation
Antiquarian, Artist, Athlete, Author, Clergyman, Criminal, Dilettante, Doctor of Medicine, Drifter, Engineer, Entertainer, Farmer, Journalist, Lawyer, Librarian, Military Officer, Missionary, Musician, Parapsychologist, Pilot, Police Detective, Police Officer, Private Investigator, Professor, Soldier, Tribal Member, Zealot

7) Decide skills and allocate skill points
After you have chosen an occupation, calculate your occupation skill points using the characteristics specified alongside the occupation. Allocate the resulting total as percentage points amongst those skills listed for the occupation—your investigator’s professional skills. Points should also be allocated to Credit Rating within the range indicated for the occupation. Not all the skills need to have points allotted to them, however points left undistributed are lost. Note that each skill has a number in brackets next to it on the investigator sheet: this is the base chance of success in that skill, and any points allocated to that skill are added to this base number. Write down the total points for each skill on the investigator sheet (the points you have allocated plus the base chance printed on the investigator sheet).

ANTIQUARIAN—Appraise, Art/Craft (any), History, Library Use, Other Language, one interpersonal skill (Charm, Fast Talk, Intimidate or Persuade), Spot Hidden, any one other skill.
Credit Rating: 30–70 Occupation Skill Points: EDU x 4

ARTIST—Art/Craft (any), History or Natural World, one interpersonal skill (Charm, Fast Talk, Intimidate or Persuade), Other Language, Psychology, Spot Hidden, any two other skills.
Credit Rating: 9–50 Occupation Skill Points: EDU x 2 + either POW x 2 or DEX x 2.

ATHLETE—Climb, Jump, Fighting (Brawl), Ride, one interpersonal skill (Charm, Fast Talk, Intimidate or Persuade), Swim, Throw, any one other skill.
Credit Rating: 9–70 Occupation Skill Points: EDU x 2 + either DEX x 2 or STR x 2.
AUTHOR—Art (Literature), History, Library Use, Natural World or Occult, Other Language, Own Language, Psychology, any one other skill.
Credit Rating: 9–30 Occupation Skill Points: EDU x 4

CLERGY, MEMBER OF THE—Accounting, History, Library Use, Listen, Other Language, one interpersonal skill (Charm, Fast Talk, Intimidate or Persuade), Psychology, any one other skill.
Credit Rating: 9–60 Occupation Skill Points: EDU x 4

CRIMINAL—one interpersonal skill (Charm, Fast Talk, Intimidate or Persuade), Psychology, Spot Hidden, Stealth, plus four specialisms from the following: Appraise, Disguise, Fighting, Firearms, Locksmith, Mechanical Repair and Sleight of Hand.
Credit Rating: 5–65
Occupation Skill Points: EDU x 2 + either DEX x 2 or STR x 2

DILETTANTE—Art/Craft (Any), Firearms, Other Languages, Ride, one interpersonal skill (Charm, Fast Talk, Intimidate or Persuade), any three other skills.
Credit Rating: 50–99 Occupation Skill Points: EDU x 2 + APP x 2

DOCTOR OF MEDICINE—First Aid, Other Language (Latin), Medicine, Psychology, Science (Biology), Science (Pharmacy), any two other skills as academic or personal
specialties (e.g. a psychiatrist might take Psychoanalysis).
Credit Rating: 30–80 Occupation Skill Points: EDU x 4

DRIFTER—Climb, Jump, Listen, Navigate, one interpersonal skill (Charm, Fast Talk, Intimidate or Persuade), Stealth, any two other skills.
Credit Rating: 0–5 Occupation Skill Points: EDU x 2 + either APP x 2, DEX x 2 or STR x 2
ENGINEER—Art/Craft (Technical Drawing), Electrical Repair, Library Use, Mechanical Repair, Operate Heavy Machinery, Science (Engineering), Science (Physics), any one other skill.
Credit Rating: 30–60 Occupation Skill Points: EDU x 4

ENTERTAINER—Art/Craft (Acting), Disguise, two interpersonal skills (Charm, Fast Talk, Intimidate or Persuade), Listen, Psychology, any two other skills.
Credit Rating: 9-70 Occupation Skill Points: EDU x 2 + APP x 2
FARMER—Art/Craft (Farming), Drive Auto (or Wagon), one interpersonal skill (Charm, Fast Talk, Intimidate or Persuade), Mechanical Repair, Natural World, Operate Heavy Machinery, Track, any one other skill.
Credit Rating: 9–30 Occupation Skill Points: EDU x 2 + either DEX x 2 or STR x 2

JOURNALIST—Art/Craft (Photography), History, Library Use, Own Language, one interpersonal skill (Charm, Fast Talk, Intimidate or Persuade), Psychology, any two other skills.
Credit Rating: 9–30 Occupation Skill Points: EDU x 4

LAWYER—Accounting, Law, Library Use, two interpersonal skills (Charm, Fast Talk, Intimidate or Persuade), Psychology, any two other skills.
Credit Rating: 30–80 Occupation Skill Points: EDU x 4

LIBRARIAN—Accounting, Library Use, Other Language, Own Language, any four other skills as personal specialties or specialist reading topics.
Credit Rating: 9–35 Occupation Skill Points: EDU x 4

MILITARY OFFICER—Accounting, Firearms, Navigate, two interpersonal skills (Charm, Fast Talk, Intimidate or Persuade), Psychology, Survival, any one other skill.
Credit Rating: 20–70 Occupation Skill Points: EDU x 2 + either DEX x 2 or STR x 2

MISSIONARY—Art/Craft, First Aid, Mechanical Repair, Medicine, Natural World, one interpersonal skill (Charm, Fast Talk, Intimidate or Persuade), any two other skills.
Credit Rating: 0–30 Occupation Skill Points: EDU x 4

MUSICIAN—Art/Craft (instrument), one interpersonal skill (Charm, Fast Talk, Intimidate or Persuade), Listen, Psychology, any four other skills.
Credit Rating: 9–30 Occupation Skill Points: EDU x 2 + either DEX x 2 or POW x 2

PARAPSYCHOLOGIST—Anthropology, Art/Craft (Photography), History, Library Use, Occult, Other Language, Psychology, any one other skill.
Credit Rating: 9–30 Occupation Skill Points: EDU x 4

PILOT—Electrical Repair, Mechanical Repair, Navigate, Operate Heavy Machinery, Pilot (aircraft), Science (Astronomy), any two other skills.
Credit Rating: 20–70 Occupation Skill Points: EDU x 2 + DEX x 2
POLICE DETECTIVE—Art/Craft (Acting) or Disguise, Firearms, Law, Listen, one interpersonal skill (Charm, Fast Talk, Intimidate or Persuade), Psychology, Spot Hidden, any one other skill.
Credit Rating: 20–50 Occupation Skill Points: EDU x 2 + either DEX x 2 or STR x 2

POLICE OFFICER—Fighting (Brawl), Firearms, First Aid, one interpersonal skill (Charm, Fast Talk, Intimidate or Persuade), Law, Psychology, Spot Hidden and either of the following as a personal specialty: Drive Automobile or Ride.
Credit Rating: 9–30 Occupation Skill Points: EDU x 2 + either DEX x 2 or STR x 2

PRIVATE INVESTIGATOR—Art/Craft (photography), Disguise, Law, Library Use, one interpersonal skill (Charm, Fast Talk, Intimidate or Persuade), Psychology, Spot Hidden and any one other skill (e.g. Computer Use, Locksmith, Firearms).
Credit Rating: 9–30 Occupation Skill Points: EDU x 2 + either DEX x 2 ormSTR x 2

PROFESSOR—Library Use, Other Language, Own Language, Psychology, any four other skills as academic or personal specialties.
Credit Rating: 20–70 Occupation Skill Points: EDU x 4

SOLDIER—Climb or Swim, Dodge, Fighting, Firearms, Stealth, Survival and two of the following: First Aid, Mechanical Repair or Other Language.
Credit Rating: 9–30 Occupation Skill Points: EDU x 2 + either DEX x 2 or STR x 2

TRIBE MEMBER—Climb, Fighting or Throw, Natural World, Listen, Occult, Spot Hidden, Swim, Survival (any).
Credit Rating: 0–15 Occupation Skill Points: EDU x 2 + either DEX x 2 or STR x 2

ZEALOT—History, two interpersonal skills (Charm, Fast Talk, Intimidate or Persuade), Psychology, Stealth, and any three other skills.
Credit Rating: 0–30 Occupation Skill Points: EDU x 2 + either APP x 2 or POW x 2

8) Allocate personal interests skill points
Investigators also draw upon experience, skills and knowledge gained from hobbies and other non-professional activities, called personal interests. Multiply the investigator’s INT × 2 and allot the points to any skills (which can include adding further points to occupation skills), except Cthulhu Mythos. Write down the total points for each skill on the investigator sheet (the points you’ve allocated plus the base chance printed on the investigator sheet).

9) Equipment, ownings and cash. Consider Credit rating as follows:
Credit Rating 0: Penniless
A person that cannot even afford the level of ‘poor‘ is considered penniless.
Accommodation: such a person would be living on the street.
Travel: walking, hitchhiking or stowing away on a train or ship.
Cash: 0.50 $ Assets: Credit rating x10

Credit Rating 1-9: Poor
Able to afford the bare minimum of a roof over their head and at least one meager meal each day.
Accommodation: restricted to the cheapest rental housing or fleabag hotel.
Travel: public transport of the cheapest sort. Any transport possessed will be cheap and unreliable.
Cash: Credit rating x1 Assets: Credit rating x10

Credit Rating 10-49: Average
A reasonable level of comfort, three meals a day and occasional treat.
Accommodation: an average home or apartment, either rented or privately owned. Expect to stay in moderately priced hotels.
Travel: standard forms of travel can be used, but not first class. In a modern- day period, this person would be likely to own a reliable car.
Cash: Credit rating x2 Assets: Credit rating x50

Credit Rating 50-89: Wealthy
This level of wealth affords luxury and comfort.
Accommodation: a substantial residence, perhaps with some domestic help (butler, housekeeper, cleaner, gardener, etc.) Possibly a second home in the country or abroad. Stay in expensive hotels.
Travel: first class. This person would own an expensive car or equivalent.
Cash: Credit rating x5 Assets: Credit rating x500

Credit Rating 90+: Rich
This level of wealth affords great luxury and comfort.
Accommodation: a plush residence or estate with abundant domestic help (butler, servants, cleaner, gardener, etc.). Second homes in the country and abroad.
Stay in top hotels.
Travel: first class. In the modern day this person would own numerous luxury cars. There is no requirement to make any account for accommodation, food or incidental travel expenses so long as an investigator’s spending falls within the bounds of his or her living standard. Refer to the spending levels below if the investigator wishes to make more significant purchases.
Cash: Credit rating x20 Assets: Credit rating x200

Write down any important items, weapons or equipment your investigator possesses. There is no need to write a detailed list of everything your character owns—just list the notable items.
User avatar
VictoriaSilverwolf
Keeper
Keeper
Posts: 3865
Registered for: 6 years 10 months
6
Location: Chattanooga Tennessee USA
Contact:

Re: Character sheet creation

Post by VictoriaSilverwolf »

Name: Michael "Mike the Ogre" O'Shaugnessy
Player: VictoriaSilverwolf
Age: 39
Sex: Male
Occupation: Police Detective
Education: Police Academy, self-educated, the streets
Birthplace: Boston, Massachusetts, USA

Image

Characteristics:
STR 48
CON 56
SIZ 78
DEX 28
APP 38
INT 88
POW 68
EDU 68


Sanity: 68 - 14 = 54
Current Sanity: 68 - 1 = 67
Phobias/Mental Disorders: fear of legless things.
Luck: 48
Current Luck: 48

Hit Points: 13
Current Hit Points: 13 - 6 = 7 - 4 = 3
Magic Points: 13
Current Magic Points: 13
Move: 7
Damage Bonus: +2
Build: +1

Appearance & Personality: A huge, ugly, hulking middle-aged man, slow-moving and clumsy. Dark hair growing thin, small dark eyes surrounded by blotchy, red-and-white flesh. Two giant jugs of ears, a big, wide mouth, large, crooked nose, meaty hands with a slight tremor but fists that can pack a wallop, short, heavy arms, thick legs that struggle to carry his bulk, an impressive belly. Wears cheap suits and hats. Smokes smelly cigars when he's not loudly chewing gum. Quick to grin, exposing yellow, crooked teeth, but also quick to put on an intimidating frown. Nobody who doesn't know him well would suspect that inside his lumpy pumpkin of a head lurks a mind like a finely-oiled adding machine. Outside of his job with the Portland Police Department, he reads a lot of nonfiction related to criminology, mechanics, and electricity. Tinkers around a lot with his beat-up old jalopy that runs a lot better than it looks. Lives alone in a cheap apartment downtown that always looks like a cyclone hit it, but he knows exactly where everything is at all times. Usually has a mangy, scrawny, nameless mutt or two hanging around his place. Feeds a healthy appetite at local greasy spoons. Roots for the Red Sox. Can be scary and aloof, but can also be a surprisingly gentle and loyal friend.

Background: Son of Black Irish immigrants. Suffered from a bout of polio as an infant, and still has the signs of it in his lack of physical co-ordination, but built himself up to the point where he looks a lot stronger than he is. No other health problems. Grew up poor in the streets of Boston, but his hard-working folks gave him as much schooling as they could afford. Spent a lot of time in the city library. Accepted by the Boston Police Department. As a rookie, his intimidating appearance and quick wits led to an outstanding arrest record. Sick of Boston politics and a corrupt police force, he moved to Maine when the position of Detective became available.

Skills: (professional ones in italics, .private preceded by a dot; non-base scores bolded)

Accounting (05%):
Animal Handling (10%):
Anthropology (01%):
Appraise (05%):
Archaeology (01%):
Art/Craft (05%):
Charm (15%):
Climb (20%):
Credit Rating (00%): 35%
Cthulhu Mythos (00%):
Demolitions (01%):
Disguise (05%): 34%
Dodge: (1/2 DEX): 14%
.Drive Automobile (20%): 42%
.Electrical Repair (10%): 32%

Fast Talk (05%):
.Fighting (Brawl) (25%): 47%
Firearms (Handgun) (20%): 49%:
Firearms (Rifle/Shotgun) (25%):
.First Aid (30%): 52%
Geology (01%):
Hide (10%):
History (05%):
Hypnosis (01%):
Intimidate (15%): 44%:
Jump (20%):
Language (English) (EDU%): 68%:
Language (Other) (01%):
Law (05%): 34%:
Library Use (20%): 49%:
Listen (20%): 49%:
.Locksmith (01%): 23%:
.Mechanical Repair (10%): 32%
Medicine (01%):
Natural World (10%):
.Navigate (10%): 32%:
Occult (10%):
Operate Heavy Machine (01%):
Persuade (10%):
Pilot (01%):
Psychoanalysis (01%):
Psychology (10%): 39%:
Read Lips (01%):
Ride (05%):
Science (01%):
Sleight of Hand (10%):
Spot Hidden (25%): 54%
Stealth (20%)
Survival (10%):
Swim (20%):
Throw (20%):
.Track (10%): 32%:

Equipment:
.38 Police Special
Handcuffs
Magnifying glass
Fingerprint kit
Notepad and pencil
1922 Tin Lizzie
Set of small tools
Cash: $70
Assets: $1750
Last edited by VictoriaSilverwolf on Mon Dec 16, 2019 9:10 am, edited 7 times in total.
robertod
Keeper
Keeper
Posts: 688
Registered for: 5 years 4 months
5
Contact:

Re: Character sheet creation

Post by robertod »

Ok! Thanks!
Turstrigo
Initiate
Initiate
Posts: 82
Registered for: 5 years 5 months
5
Contact:

Re: Character sheet creation

Post by Turstrigo »

Name: Emma Rivers
Player: Turstrigo
Age: 36
Sex: Female
Occupation: Nurse
Education: Nursing School
Birthplace: Portland, Maine, USA

Image

Characteristics:
STR 50
CON 45
SIZ 55
DEX 60
APP 40
INT 70
POW 80
EDU 70


Sanity: 80
Current Sanity: 80 -1 (79)
Phobias/Mental Disorders: None
Luck: 50
Current Luck: 50

Hit Points: 10
Current Hit Points: 10 -7 (3) +4 (7)
Magic Points: 16
Current Magic Points: 16
Move: 8
Damage Bonus: 0
Build: 0

Appearance and Personality: A somewhat petite woman in her thirties with small wrinkles around her face and dark circles under her eyes. Curly brown hair styled into a faux bob. Her voice is hoarse and she's prone to occasional shortness of breath. Dresses in plain cotton clothes, when not in uniform or in a more formal setting. Has a caring disposition, but can drop it, if pushed too far. However, she has a strong will and can reliably maintain her composure under pressure. Her apartment might sometimes become neglected due to work, but the large cupboard used to house her medical appliances always remains as the beacon of order and organisation.

Background: Emma was Alyssa Gilbert's older sister. They were both from a fairly well-off family and received appropriate education. While Alyssa would study to become a teacher, Emma would move to Maryland to attend a nursing school there. Eventually, she graduated and joined the Red Cross. When the USA joined the Great War, she was among the nurses first deployed to the western front. During her service there, Emma was caught in a gas attack, which damaged her throat and lungs. After the war she moved to East Deering and became involved with public health there. Emma visited her sister whenever she had time. She adored little Timothy, and would always try to lessen the impact his father's expectations had on him. She considers Mr. Gilbert to be a stuck-up, uncaring fool, though she chooses not to voice it. Her sister's suicide shook her deeply and she blamed herself for failing to see any warning signs. She worries her nephew's disappearance might be related to Alyssa's death.

Skills: (professional ones in italics, .private preceded by a dot; non-base scores bolded)

Accounting (05%):
Animal Handling (10%):
Anthropology (01%):
Appraise (05%):
Archaeology (01%):
Art/Craft (05%):
Charm (15%):
Climb (20%):
Credit Rating (00%): 30%
Cthulhu Mythos (00%):
Demolitions (01%):
Disguise (05%):
Dodge: (1/2 DEX): 30%
.Drive Automobile (20%): 50%
Electrical Repair (10%):
Fast Talk (05%):
.Fighting (Brawl) (25%): 55%
.Firearms (Handgun) (20%): 27%
Firearms (Rifle/Shotgun) (25%):
First Aid (30%): 61%
Geology (01%):
Hide (10%):
History (05%):
Hypnosis (01%):
Intimidate (15%):
Jump (20%):
Language (English) (EDU%): 70%:
.Language (French) (01%): 36%
.Language (Latin) (01%): 20%
Law (05%):
Library Use (20%):
Listen (20%): 51%:
Locksmith (01%):
Mechanical Repair (10%):
Medicine (01%): 45%
Natural World (10%):
Navigate (10%):
Occult (10%):
Operate Heavy Machine (01%):
Persuade (10%): 41%
Pilot (01%):
Psychoanalysis (01%):
Psychology (10%): 41%:
Read Lips (01%):
Ride (05%):
Science (Biology) (01%): 33%
Science (Chemistry) (01%): 35%
Sleight of Hand (10%):
Spot Hidden (25%): 60%
Stealth (20%)
Survival (10%):
Swim (20%):
Throw (20%):
Track (10%):

Equipment:
Colt .45 M1911
First Aid Kit
Electric Torch
Spare Batteries
Switchblade
Cash: 60$
Assets: 1500$
Post Reply

Return to “The Sign of Virgo”

Who is online

Users browsing this forum: No registered users and 2 guests