Finished characters

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Finished characters

Post by kabukiman »

You may post here your characters from the other game.
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Mr. Handy
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Dr. Harry Smith, Jr.

Post by Mr. Handy »

Name: Dr. Harry Smith, Jr.
Player: Mr. Handy
Age: 31
Sex: Male
Occupation: Professor of Archaeology, Miskatonic University
Archetype: Explorer
Talents: Strong Willed, Rapid Fire
College, Degrees: B.S., Archaeology, Miskatonic University
Birthplace: Boston, Massachusetts, USA

Image

Characteristics:
STR 30 (15/6)
CON 80 (40/16)
SIZ 60 (30/12)
DEX 90 (+5) 95 (47/19)
APP 30 (15/6)
INT 80 (40/16)
POW 65 (32/13)
EDU 65 (32/13)

Sanity: 65
Current Sanity: 31
Phobias/Mental Disorders: None
Luck: 70
Current Luck: 62

Hit Points: 28
Current Hit Points: 28
Magic Points: 13
Current Magic Points: 13
Move: 8
Damage Bonus: 0
Build: 0

Appearance & Personality: Harry Smith is a very athletic man, and what he lacks in strength, he makes up for in endurance. His once normal features have been marred by years of scarring and sunburn in the far corners of the world. He is about five feet and eight inches tall and weighs 160 pounds. He is very determined, and he does not let obstacles stand in his way, always looking for a way to get around or through them.

Background: Harry Smith got his love of archaeology, history, and travel from his father, Harry Smith, Sr., who had gone on Heinrich Schleimann's expedition that discovered the ruins of the ancient city of Troy in 1890. What had once been considered by many to be a mere myth or legend had been shown to be fact, and young Harry had never tired of hearing his father's tales. He too longed to delve into the unknown and find lost cities. He became an archaeologist himself, going on various expeditions. His specialty is the Inca Empire, which dominated South America before the arrival of the Spanish conquistadors.

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

Accounting (05%):
!Animal Handling (10%):
!Anthropology (01%): 36%
Appraise (05%): 25%
!Archaeology (01%): 66%
Art/Craft(Photography) (05%):
Charm (15%):
!Climb (20%): 55%
Credit Rating (00%): 24%
Cthulhu Mythos (00%): 5% (+1) 6% (+5) 11%
Demolitions (01%):
Disguise (05%):
.Dodge (1/2 DEX): 69% (+2) 71%
Dreamlands (00%): (+5) 5%
Drive Auto (20%):
Electrical Repair (10%):
Fast Talk (05%):
.!Fighting (Brawl) (25%): 55%
.Firearms (Handgun) (20%): 77%
Firearms (Rifle/Shotgun) (25%):
.!First Aid (30%): 67% (+9) 76%
Geology (01%):
History (05%): 55%
Hypnosis (01%):
Intimidate (15%):
.!Jump (20%): 55%
Language (English) (EDU%): 65%
Language (Hyperborean) (01%): 02%
Language (Latin) (01%): 03%
Language (Naacal) (01%): 02% (+3) 05% (+10) 15%
!Language (Quechua) (01%): 31%
!Language (Other) (01%):
Law (05%):
Library Use (20%): 50%
Listen (20%): 29%
Locksmith (01%):
Mechanical Repair (10%):
Medicine (01%):
!Natural World (10%):
!Navigate (10%): 67%
Occult (10%): 10% (+5) 15%
Operate Heavy Machine (01%):
Persuade (10%):(+10) 20%
!Pilot (01%):
Psychoanalysis (01%):
Psychology (10%):
Read Lips (01%):
!Ride (05%):
Science (01%):
Sleight of Hand (10%):
Spot Hidden (25%): 55%
!Stealth (20%):
.!Survival (Jungle) (10%): 20%
Swim (20%):
Throw (20%):
!Track (10%):

Equipment:
.45 revolver
machete
rope
shovel
flashlight
lighter
canteen
backpack
rations
pith helmet
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Starspawn338
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Re: Finished characters

Post by Starspawn338 »

Image
Name/Title: Arnold "Butch" Ronson
Age: 48
Sex: Male

Archetype: Grease Monkey
Occupation: Engineer

Pulp Talents:
Hardened (Ignore sanity point loss from attacking other humans, viewing horrific injuries or the deceased)
Handy (Reduces difficulty level by one level or gains bonus die to Electrical Repair, Mechanical Repair and Operate Heavy Machinery)

Characteristics:
STR: 30
CON:65
SIZ: 80
DEX: 60
APP: 55
INT: 70
POW: 65
EDU: 70

Luck: 58 56 (extreme Intimidate)
Sanity: 64 62, 61, 60, 52, 51 (8 pt loss for seeing giant worm)
52 (1 point increase after Chapter 3)
HP 29
Magic 13
Damage Bonus: 0
Move 7

Skills: (Non-default skills BOLD, Archetype Skills prceeded by x. Occupational Skills ITALICS, Personal Skills/Hobbies preceded by a DOT.)
Accounting (05%):
Animal Training (05%):
Anthropology (01%):
xAppraise (05%)
Archaeology (01%):
xArts and Craft (05%):
Artillery (01%):
Charm (15%)
Climb (20%):
Computer Use (00%):
Credit Rating (00%): 54%
Cthulhu Mythos (00%): 08%
.Demolitions (01%): 60%
Disguise (05%):
Diving (01%):
.Dodge (Half DEX) (30%): 66%
Dreamlands (0%) 5%
.xDrive Auto (20%): 50%
.xElectrical Repair (10%): 63%
Fast Talk (05%):
Fighting +10% specialization bonus for Brawl skill
Fighting - Axe (15%): 25%
Fighting - Bow (15%): 25%
xFighting - Brawl (25%): 51%
Fighting - Chainsaw (10%): 20%
Fighting - Flail (10%): 20%
Fighting - Garrote (15%): 25%
Fighting - Sword (20%): 30%
Fighting - Whip (05%): 15%
Firearm +10% specialization bonus for Rifle/Shotgun skill
Firearm - Flamethrower (10%): 20%
.Firearm - Handguns (20%): 45%
Firearm - Heavy Weapons (10%): 20%
Firearm - Machine Gun (10%): 20%
.Firearm - Rifle/Shotgun (25%): 73%
Firearm - Spear (20%): 30%
Firearm - Submachine Gun (15%): 25%
First Aid (30%):
History (05%):
Hypnosis (01%):
Intimidate (15%): 25%
Jump (20%):
Language (Other) (01%):
Language (Hyperborean) (01%): 06%
Language (Naacal) (01%) 15%
Language (Own) (70%):
Law (05%):
Library Use (20%):
Listen (20%): 36%
xLocksmith (01%):
Lore (Specializations) (01%):
.xMechanical Repair (10%): 67%
Medicine (01%):
Natural World (10%):
Navigate (10%): 17%
Occult (05%):
.xOperate Heavy Machinery (01%): 35%
Persuade (10%):
Pilot - Aircraft (01%):
.Pilot - Boat (01%): 35%
Psychoanalysis (01%):
Psychology (10%):
Read Lips (01%):
Ride (05%):
Science (Specializations) (01%):
Science (Chemistry) (01%): 35%
Science (Physics) (01%): 50%
Sleight of Hand (10%):
xSpot Hidden (25%): 64%
Stealth (20%):
Survival (Specializations) (10%):
Swim (20%):
xThrow (20%): 27%
Track (10%):

Skill Checks Made:
Cash and Assets:
Spending Level: $50
Cash: $250
Assets: $12,500 (Large Home and Vehicle)

Weapons:
Unarmed (Fighting Brawl) 1d3
Machete (Fighting Brawl) 1d8
.38 Revolver (Firearm Handgun) 1d10 (Range 15 yards)
.303 Lee Enfield 2d6+4 (Firearm Rifle/Shotgun) (Range 110 yards)
Flamethrower 2d6+burn (Range 25 yards)

6 sticks of Dynamite 4d10 (Range 3yards)
6 Blasting Caps 2d10 (Range 1 yard)

Description: Butch is typically dressed in khakis and values comfort over fashion. While working, he wears a special harness that has numerous pockets and button straps to keep his various tools always at hand. During a trip to Antarctica, Butch was caught in a dynamite explosion and has burn scars on his left forearm which he used to shield his eyes from the blast.

Background: My father was well off, but he was a known womanizer and fathered several children. I didn't have a lot of contact with him (or them) but he made sure to leave his children with means to pursue their passions and careers. It wasn't until adulthood that I came to know my half siblings. I became particularly close to Adam, whom I served with in the Great War. At one point, we were only able to survive the horrors of chemical warfare through mechanical modifications to the standard issue gas mask. Because I was able to cheat death through my handyman skills, I became a student of mechanical and electrical applications and began what has become my life long quest to seek out new knowledge to apply to my engineering.

Ideology/Beliefs: You gotta have faith brother.

Significant People: Half brother (Adam Ronson). He and I grew up in different households sharing the same absent father. When Adam enlisted, I joined him and together we fought through the Great War.

Treasured Possessions: My tools.

Traits: Practical, hands-on and hard working.

Equipment:
Tool Outfit
Hand Drill
Crowbar
Gasoline Blowtorch
Electricians Gloves
Tool Belt and Safety Strap
Rotary Tool Grinder
Machete
Outdoor Camping Gear (backpack, tent, cooking supplies, sleeping roll, flint and steel)
Jungle clothing
Mosquito Netting
Last edited by Starspawn338 on Fri Feb 16, 2024 5:14 pm, edited 28 times in total.
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Re: Finished characters

Post by Mephistophilis »

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Name: Father Alexander Malone
Player: Mephistophilis
Occupation: Priest
Age: 58 Sex: Male
Archetype: Mystic
Residence: Arkham
Birthplace: Boston

STR 60
CON 50
SIZ 45
DEX 50
APP 60
INT 60 Idea 60%
POW 95
EDU 70 Know 70%
Luck 70 -3 -2 = 65
SAN 78 -3 -2 -1 -2 -1 +2 = 71 (Max SAN 99-19=80)
HP 19/19
MP 19/19
DB 0
Build 0
MOV 9

Talents:
Mythos Knowledge - begins the game with a Cthulhu Mythos Skill of 10 points
Linguist - able to determine what language is being spoken (or what is written); gains a bonus die to Language rolls

Skills (non-default BOLD, archetype skills preceded by 'x', professional skills ITALICS, hobbies preceded by '.', talents preceded by 't', passed skill tests preceded by *):

Accounting (05%)
.Anthropology (01%): 10%
Appraise (05%)
Archaeology (01%)
xArt and Craft (05%) [Specializations]
Charm (15%): 75%
Climb (20%)
Computer Use (00%)
Credit Rating (00%): 41%
tCthulhu Mythos (00%): 19%
Demolitions (01%)
xDisguise (05%)
Diving (01%)
Dodge (32%)
Dreamlands 2%
Drive Auto (20%)
Electrical Repair (10%)
Fast Talk (05%)
Fighting (Brawl) (25%)
.Firearms (Handgun) (20%): 59%
Firearms +10% specialization bonus for Handgun
Firearms (Rifle/Shotgun) (25%): 44%
Firearms (SMG) (15%): 25%
.First Aid (30%): 61%
xHistory (05%)
xHypnosis (01%)
Intimidate (15%)
Jump (20%)
tLanguage (Other) (01%) [Specializations] - bonus die
xLanguage (German) (01%): 43%
xLanguage (Portugese) (01%): 50%
Romance languages +10% specialization bonus for Portuguese
xLanguage (Latin) (01%): 40%
xLanguage (French) (01%): 30%
xLanguage (Spanish) (01%): 21%
xLanguage (Italian) (01%): 11%
xLanguage (Romanian) (01%): 11%
Language (Hyperborean) (00%): 3%
*Language (Naacal) (00%): 19%
tLanguage (Own - English) (70%) - bonus die
Law (05%)
Library Use (20%)
Listen (21%): 25%
Locksmith (01%)
Mechanical Repair (10%)
.Medicine (01%): 39%
xNatural World (10%)
Navigate (10%)
*xOccult (05%): 79%
Operate Heavy Machinery (01%)
Persuade (10%)
Pilot (01%) [Specializations]
Psychoanalysis (01%): 80%
xPsychology (10%): 71%
Read Lips (01%)
Ride (05%)
Science (01%) [Specializations]
xScience (Astronomy) (01%)
xSleight of Hand (10%)
*Spot Hidden (31%): 45%
xStealth (20%): 30%
Survival (10%) [Specializations]
Swim (20%)
Throw (20%)
Track (10%)

Injuries & scars
Burn across the bridge of his nose from being spattered with acid in the hidden ice city of Antarctica.

Appearance and personality
Fr Malone is a small sandy haired man, intense and dynamic looking. His dark gaze constantly darts around the room. When he speaks his voice is soft and low but delivered in a rapid staccato that is both forceful and compelling. It only takes a few minutes to realise this is a man both idealistic and relentlessly questioning of others.

As a priest his catholic faith has hitherto been unshakeable and forms the very bedrock of his values. However, in recent years he has been troubled by strange, unsettling dreams, or, are they perhaps...memories? He doesn't feel safe anymore, his faith is no longer comforting and he keeps a revolver under his pillow at night. His recent experiences in the Amazon, the lost city of Paititi, and the ancient and mystical artefacts guarded by the immortal Knight Templar have exacerbated this.

He finds himself having unusual ideas, making unexpected connections between ancient heretical practices and esoteric indigenous beliefs. There is something deeper, darker going on, he can feel it tugging at the edges of his conscious awareness. If only he can draw together these elusive and ephemeral impressions.

What he does know is that there are those who seek this knowledge for more nefarious purposes, as demonstrated in the depths of the ice city of Antarctica when he recited the almost unintelligible Hyperborean words to prevent the Nazis awakening an ancient evil.

Background
Alex Malone was born in Boston to a lower middle class family of Irish descent. His family were firm believers and it was no surprise when he joined the priesthood. But he struggled in the stuffy and insular world of the seminary and then the stifling orthodoxy of the Boston church. He jumped at the chance to travel overseas as a missionary and this is where he found his calling. In recent years he has been found in the Amazon basin spreading the word of God to newly identified indigenous tribes.

Five years ago his mission made contact with a previously unknown tribe living deep in the jungle. As was his practice, Fr Malone studied their beliefs and customs in an attempt to identify parallels and commonalities with the Catholic faith as a prelude to teaching the gospels. His studies uncovered hints of loathsome and abhorrent practices yet which also echoed blasphemous and antediluvian ideas he had heard about in the suppressed texts of a more esoteric and heretical flavour he had so enthusiastically devoured in his youth.

The events of that last year in the Amazon are somewhat unclear and his own recollection is fragmented. But after some kind of 'incident' in the jungle, which left him both physically ravaged and raving with delirium, he was repatriated to Boston. Declared unfit to return to missionary work, both physically and mentally, and attributed to some unidentified tropical disease, Fr Malone has struggled to find himself a role in the church he has tried so long to distance himself from.

Brief positions lecturing in divinity ended prematurely due to complaints that both his demeanor and his teaching were unsettling for the young and impressionable seminarians. Unable to continue his life's passion and inexorably drawn to the earliest and most contentious texts of his religious faith Fr Malone has thrown himself into the study of the more esoteric aspects of Christian theology and has managed to obtain a position lecturing in Theology and Philosophy at the Miskatonic University.

Estranged from his family after decades overseas Fr Malone's most significant support is Fr Christopher Weiss, former head of the South American mission and now living in retirement in Boston. Fr Weiss first instilled the love of mission work and the South American people in Alex Malone and tries to bolster Fr Malone's faltering faith as best he can.

His closest companion is Maria Paraguaçu (archetype Outsider), a quiet and distant young woman who has been working with him since his time in Brazil. An indigenous Catholic convert he describes her as his housekeeper but she has been assisting him in his academic work as well as attending to his more material needs. Dr Malone has shared some of his speculations with Maria but her cold demeanour gives little indication of her thoughts or why she chooses to accompany Fr Malone rather than return home.

Attacks
Unarmed 25% (12/5) 1d3
Machete 25% (12/5) 1d8
.38 Revolver 59% (29/11) 1d10 15yds 6 rounds malfunction on 100%
Shotgun 44% (22/8) 4d6/2d6/1d6 10/20/50yds 2 rounds malfunction on 100%

Income & Savings
Spending level $10
Cash $60
Assets $1500

Equipment
.38 Revolver and rounds
Double barrel shotgun and shells
Machete
Bottle whiskey
Holy water
Bible
Crucifix
Wrist watch
Torch (flashlight)
First aid kit
Large box matches and case of cigarillos
Outdoor Camping Gear (backpack, tent, cooking supplies, sleeping roll)
One keepsake of his time in the amazon is an ugly idol, small, the size of his thumb, and carved in a strange stone. Sometimes he sees it in his dreams, calling...
Last edited by Mephistophilis on Wed Apr 17, 2024 10:52 pm, edited 45 times in total.
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Re: Finished characters

Post by Snapper »

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Name: Capt Balthazar Crowley
Player: Snapper
Occupation: Explorer
Age: 40 Sex: M
Archetype: Seeker
Residence: Arkham
Birthplace: Vancouver

STR 40 (20/8)
CON 65 (32/13)
SIZ 70 (35/14)
DEX 75 (37/15)
APP 55 (27/11)
INT 95 (47/19)
POW 25 (12/5)
EDU 75 (37/15)
Luck 45 -1-10-3-1-1-18-1 = 10
SAN 24
HP 27 -4+3 = 26
MP 5
DB 0
Build 0
MOV 8

Talents:
Resilient
Master of Disguise

Skills (non-default BOLD, archetype skills preceded by 'x', professional skills ITALICS, hobbies preceded by '.', talents preceded by 't')

X Accounting (05%):
.Anthropology (01%): 41%
X Appraise (05%):
Archaeology (01%): 3%
Art and Craft (05%):
Charm (15%):
Climb (20%): 40%
Computer Use (00%):
Credit Rating (00%): 57%
Cthulhu Mythos (00%): 12%
Demolitions (01%):
X Disguise (05%) 40%
Diving (01%):
.Dodge (37%): 55%
.Drive Auto (20%): 25%

Electrical Repair (10%):
Fast Talk (05%):
.Fighting (Brawl) (25%): 40%
Firearms (Handgun) (20%): 94%
Firearms (Rifle/Shotgun) (25%): 73% (+20% trans)

Firearms (SMG) (15%):
.First Aid (30%): 40%
X History (05%): 70%

Hypnosis (01%):
Intimidate (15%):
Jump (20%): 30%
Language (French) (01%): 31%
Language (Spanish) (01%): 33%
Language (Latin) (01%): 36%
Language (Hyperborean) (01%): 6%
Language (Naacal): 26%
Language (Own - English) (75%):

X Law (05%):
X Library Use (20%): 45
.X Listen (20%): 48

Locksmith (01%):
Mechanical Repair (10%):
Medicine (01%):
Natural World (10%):
Navigate (10%): 40%
X Occult (05%):
Operate Heavy Machinery (01%):
Persuade (10%):
.Pilot (Aircraft) (01%): 46%
Psychoanalysis (01%):
X Psychology (10%):
Read Lips (01%):
Ride (05%):
X Science (01%):
Sleight of Hand (10%):
.X Spot Hidden (25%): 60%
.X Stealth (20%): 51%
.Survival (Jungle) (10%): 20%

Swim (20%):
.Throw (20%): 46%
Track (10%):

Background:
Balthazar Crowley was the youngest son of wealthy farmers in British Columbia. A bright student and already keen to see the world, he won a scholarship to far off Cambridge where he read history, completing his studies in 1915. The Great War was in full swing and young Crowley enlisted in the Royal Flying Corps, primarily as he thought flying would be a useful skill. In due course he was commissioned and saw action, surviving a number of mishaps and scrapes until 1917, by then a captain, when he was shot down. Crowley spent the rest of the war recuperating and was ultimately discharged.

With the war's end, Crowley returned to North America, pursuing his passion for finding the lost and hidden history of the world through exploration, working as a history lecturer between times and writing texts on rediscovered cities and temples. Crowley's written work was notable for sensationalist and lurid prose, exotic locations and a general condescension toward the relevant indigenous populace. Unfortunately, Crowley was perpetually unlucky and his explorations invariably ran afoul of dacoits, Thugs, tauregs, triads, yakuza or other sinister bandit types, dragging him into misadventures. Crowley has been forced to move university several times, and is currently a history lecturer at Miskatonic.

Physically, Crowley is a tall, angular, lean man, tanned and streamlined looking. A jagged scar runs down his right cheek to his jaw. Crowley's right leg is covered by snake scales. [1 point armour to leg.]

Spending level $50
Cash $275
Assets $27,500

Possessions:
.45 revolver (Webley Mk VI) (1d10+2 / 15 yards / 1(3) / 6 shot, 5 bullets loaded)
.38 snub-nosed revolver (Colt Detective Special) (1d10 / 15 yards / 1(3) / 6 shot, 5 bullets loaded)
Double barreled 12 gauge shotgun (4d6/2d6/1d6 / 10-20-50 yards / 1-2 / 2 shot)
Gurkha Kukri knife (1d4+2)
Pipe
Safari suit and pith helmet
Last edited by Snapper on Sat Feb 17, 2024 5:19 am, edited 49 times in total.
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aine
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Re: Finished characters

Post by aine »

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Name: Ms Jan Hathaway-De Beer
Player: Aine
Age: 34
Sex: Female
Occupation:Big Game Hunter, now Professor of Natural History, Miskatonic University
Archetype: Hunter
Talents:
Beady eye: Does not suffer penalty die when "aiming" at small targets (Build -2), and may also fire into melee without a penalty die.
Night vision: In darkness, reduce the difficulty level of Spot Hidden rolls and ignore penalty die for shooting in the dark.
College, Degrees: B.S., Natural History, Miskatonic University
Birthplace: Chibi, Rhodesia


Characteristics:
STR 80 (40/16)
CON 95 (47/19)
SIZ 75 (37/15)
DEX 55 (27/11)
APP 80 (40/16)
INT 75 (37/15)
POW 45 (22/9)
EDU 65 (32/13)

Sanity: 45
Current Sanity: 45 42, 41,40, 36, 35
Phobias/Mental Disorders: None
Luck: 70
Current Luck: 70 69 65

Hit Points: 34
Current Hit Points: 34
Magic Points: 9
Current Magic Points: 9
Move: 8
Damage Bonus: 1d4
Build: +1

Money: $80 ($2000 in savings)

Appearance & Personality: Jan Hathaway De Beers is a very tall, strong and fearsome woman. Although handsome, she does nothing to accentuate her appearance and prefers mannish clothing; her rows over trousers with the faculty are notorious. Her ways are also masculine; her tipple is whiskey, of which she drinks a lot; she spends her free time on the rifle range or riding, and she is a feared contender at the debating society.
Her lectures, however, are exemplary; her knowledge and first hand experience of the African savannah, desert and jungle regions is second to none and, enriched with colourful, true stories, her lectures are so popular that the faculty put up with her eccentric ways.

Background:
Jan Hathaway De beers was born in Rhodesia of an Afrikaans father and American mother, who soon decamped back to the more civilized ways of Boston when Jan was three years old. Jan was brought up by both the local villagers and her father’s strict household and was taught to hunt and survive the local way and the white man’s way. Eschewing her ‘weak’ mother’s memory and anything remotely feminine, Jan grew up capable but hard-minded.
Not wanting to marry, Jan is now in Boston for a short while, carving out a career; she fell into lecturing when the previous professor of Natural History was recently eaten by a hippo on a field trip and Jan was drafted in to take over; she proved so popular with the students that she was invite back to Boston with them on a probationary professorship. She now delivers her lectures as if she was stalking a herd of gnu.

Ideology: Jan has great respect for the tribal beliefs of gods and magic. She has seen and experienced enough on the Dark Continent to believe that this is the true way; more so than the fluffy religions such as Christianity. She knows enough to keep her beliefs to herself.

Significant People: Jan has a fan. Lettice, a student of Natural History at the university is always following her around and begging for tasks.

Treasured Possessions:
An old but accurate compass (an heirloom)

Traits: Relentless, direct.


Skills:


Accounting (05%):
!Animal Handling (10%): 50%
Anthropology (01%): 36%

Appraise (05%):
Archaeology (01%):
Charm (15%):
Climb (20%):
Credit Rating (00%): 40
Cthulhu Mythos (00%): 5%
Demolitions (01%):
Disguise (05%):
Dodge (1/2 DEX): 22%
Drive Auto (20%):
Electrical Repair (10%):
Fast Talk (05%):
Fighting (Brawl) (25%):
!Firearms (Handgun) (20%):25%
Firearms (Rifle/Shotgun) (25%): 70% 75%
Blowpipe: 36% 40%
First Aid (30%): 40
45%
Geology (01%):
History (05%):
Hypnosis (01%):
Intimidate (15%):
Jump (20%):
Language (English) (EDU%): 65%
Language (Afrikaans) (01%): 31
Language (Swahili) (01%): 36

Language (Other) (01%): (Naacal:) 10%
Law (05%):
!Library Use (20%): 40%
Listen (20%): 30%

Locksmith (01%):
Mechanical Repair (10%):
Medicine (01%):
!Natural World (10%): 70
Navigate (10%): 50%

Occult (10%): 16%
Operate Heavy Machine (01%):
Persuade (10%):
Pilot (01%):
Psychoanalysis (01%):
!Psychology (10%): 20%
Read Lips (01%):
!Ride (05%): 40%
Science (01%):
Sleight of Hand (10%):
!Spot Hidden (25%): 40% 49%
Stealth (20%): 35
Survival (desert) (10%): 25%
Swim (20%): 40%

Throw (20%):
Track (10%): 50%

Equipment:
Civilised clothes
Safari clothes
.303 Lee-Enfield rifle
Elephant gun
African 'ceremonial' blowpipe and darts
Compass
Hunting knife and sheath
Hipflask
Last edited by aine on Fri Mar 01, 2024 11:53 am, edited 10 times in total.
SunlessNick
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Re: Finished characters

Post by SunlessNick »

JUNE (ZAINA) HOPKINS

Image

June is the daughter mixed-race (white and Egyptian) ward of Arkham locksmith Albert Hopkins, taken in at a young age - there is some speculation in town that she is his illegitimate daughter with some Oriental strumpet.
... this is correct, apart from the strumpet part (she was a woman Arthur fell in love with while travelling, but she died soon after June's birth). Proof would be hard to come by however, and Arthur has made locks and safes for enough respectable people that the room for doubt is enough to get by. June herself knows the truth.


Arthur taught June about his business and she's an enthusiastic tinkerer - she likes picking locks as puzzles. Being half-Arab in Arkham taught her the value of being overlooked, as well as a cynical attitude to polite society, even as she tries to get along with it. The business did well enough that she was able to get into the Miskatonic, studying engineering (though her talents are still more with small mechanisms than big machines) - she started later than most students, and is still in her first year.

June isn't a criminal as such, but her life has made her something of a natural rogue. She has picked the locks of a few houses to see if she could, but has never gone into them or stolen anything (and is not working herself to doing so).

Archetype: Rogue (Core Attribute DEX).
Occupation: Student.

Characteristics:

STR 50, CON 45, SIZ 50, DEX 90, APP 70, INT 80, POW 70, EDU 50.

Idea Roll 80, Luck Roll 50, Know Roll 50.

Age 20.

Damage Bonus 0.

Hit Points 19.
Magic Points 14.
SAN .
MOV 8.

Pulp Talents:

Handy: Reduces difficulty by one level or gains bonus die (at the Keeper’s discretion) when making Craft (Lockmaking), and Locksmith, Mechanical Repair rolls.

Shadow: Reduces difficulty by one level or gains bonus die (at the Keeper’s discretion) to Stealth rolls, and if currently unseen is able to make two surprise attacks before her location is discovered.

Skills (Professional in Italics, Archetype preceded by #, Personal Preceded by dot, non-base in Bold)

.Accounting (05%) 17
#Appraise (05%) 17
Archaeology (01%)
.Craft (Clockwork) (05%) 17
#Craft (Lockmaking) (05%) 37
.Charm (15%) 25
.Climb (20%) 30
Computer Use (00%)
Credit Rating (00%) 15
Cthulhu Mythos (00%)
Disguise (05%)
Diving (01%)
Dodge (45%)
Drive Auto (20%)
Electrical Repair (10%)
Fast Talk (05%)
First Aid (30%)
History (05%)
Intimidate (15%)
Jump (20%)
.Language (Arabic) (01%) 13
[Specializations]
Language (English) (50%) 70
Law (05%)
Library Use (20%) 40
.Listen (20%) 70
#.Locksmith (01%) 73.
Lore (01%)
.Mechanical Repair (10%) 65
Medicine (01%)
Natural World (10%)
Navigate (10%)
Occult (05%)
Operate Heavy Machinery (01%)
Persuade (10%)
Pilot (01%)
Psychoanalysis (01%)
Psychology (10%)
Read Lips (01%)
Ride (05%)
Science (Engineering) (01%) 36
Science (Mathematics) (01%) 18
Science (Physics) (01%) 11
Sleight of Hand (10%)
#.Spot Hidden (25%) 52
#.Stealth (20%) 57
Survival (10%)
Swim (20%)
Throw (20%)
Track (10%)

Fighting (varies)

Axe (15%)
Bow (15%)
Brawl (25%)
Chainsaw (10%)
Flail (10%)
Garrote (15%)
Sword (20%)
Whip (05%)

Firearms (varies)

Flamethrower (10%)
Handgun (20%)
Heavy Weapons (10%)
Machine Gun (10%)
Rifle/Shotgun (25%)
Spear (20%)
Submachine Gun (15%)

Traits:

Significant People: Her father Arthur - the only family she knows about, without whom she would have ended up on the streets of Alexandria when her mother died.

Treasured Possessions: A bracelet, the only thing she has left from her mother. Lockpick tools (which make her feel both free and smart).*

Traits: Loyal to her father, otherwise cautious and a little cynical. More selfish than she thinks (or generally seems).

Equipment:

A set of lockpick tools.
Magnifying glasses (one wearable, one handheld).
Small toolbox.
Knife.
Spanish phrasebook.
Sketchbook and hard-leaded pencils.
Two pairs of gloves (one thick, one light).
Hard wearing clothes, and one more glamorous outfit.
Mosquito netting.
Machete.
Her bracelet is with her, but she won't be wearing it while working in case it gets damaged.
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