CHaracter Creation: Skills
Posted: Thu Aug 01, 2019 8:58 pm
In Muppet Cthulhu there are three types of skills.
1) Regular Skills that can be used normally with a bonus sometimes added for various props, outfits and costumes.
2) Uniform Skills that require an outfit or costume to use with a bonus sometimes added for various props.
3) Tools of the Trade skills that require a prop to use with a bonus sometimes added for various outfits and costumes.
1) Regular Skills
Charm (15%): Muppets may choose this skill normally.
Charm Bonus: If an item of fancy such as a fan, cigarette holder, pipe etc is held in hand, a 5% bonus is added to any Charm skill check.
Climb (20%): Muppets may choose this skill normally.
Climb Bonus: If a Swiss Alps mountaineer hat is worn a 10% bonus is added to any climb skill check.
Persuade (10%) Muppets may choose this skill normally.
Persuade Bonus: If an item of fancy such as a fan, cigarette holder, pipe etc. is a 5% circumstance bonus is added to any Persuade skill check. Add 20% if a pocket watch is used for hypnosis purposes and the psychanalysis skill is selected.
Credit Rating (00%): Muppets may choose this skill normally.
Credit Rating Bonus: Jewelry Items or Formal Attire will add a 10-30% circumstance bonus to a Muppets Credit Rating Score depending on the type and size of jewelry found. Quality will not be an issue unless the appraise ability is used to verify the value of the items.
Credit Rating Bonus: Using a British accent will add an additional 10% to your credit score.
Dodge (DEX/2): Muppets may choose this skill normally.
Dodge Bonus: Any sort of superhero costume will add a 10% circumstance bonus to this skill
Dodge Bonus: A pair of Sneakers will add 5% provided they are brand new.
Fast Talk (05%): Muppets may choose this skill normally.
Intimidate (15%): Muppets may choose this skill normally.
Jump (20%): Muppets may choose this skill normally.
Jump Bonus: A pair of Sneakers will add a 5% bonus to this skill provided they are brand new.
Language (Other) (01%): Muppets may choose this skill normally
Language Bonus: Racist Remarks – a 10% bonus is applied to this skill if the Muppet speaks with an unusually offensive accent.
Library Use (20%): Muppets may choose this skill normally though they must do so in complete silence. Any noise or talking in a Library will force all Muppets with any points in this skill to shush the offending noisemaker and start their reading again.
Library Bonus: Reading glasses offer a 10% bonus to this skill.
Listen (20%): Muppets may choose this skill normally
Listen Bonus: An old timey ear horn offers a 10% bonus to listen checks .
Sleight of Hand (10%): Muppets may choose this skill normally
Sleight of Hand Bonus; A magicians hat will add a 10% bonus to the sleight of hand skill.
Spot Hidden (25%): Muppets may choose this skill normally
Stealth (20%): Muppets may choose this skill normally
Stealth Bonus: A black suit and Black Took or a ninja suit offer a 10% bonus to this skill.
Swim (25%): Muppets cannot swim unless their Muppet type specifically insinuates it. Muppets cannot drown either.
Swim Bonus : Snorkel and Facemask give a 20% base chance or bonus to a Muppet;s swim skill.
Throw (20%): Muppets may choose this skill normally
Fighting/Brawl(25%): Muppets may choose this skill normally
A martial Arts Gi, boxing gloves or street tough clothing will add a 10% to the Fighting / Brawl skill
A bandanna tied around the head will offer a 5% bonus to the Fighting / Brawl Skill
Fighting – Weapon: Muppets may choose this skill normally.
Fighting Bonus: A matching uniform will add a 10% bonus to any weapon skill.
For example. A suit of platemail armor will add a 10% skill bonus to the sword. A ninja outfit will add a 10% bonus to the katana. A fireman or lumberjack uniform will add a 10% bonus to the axe skill. Players are welcome to get creative with this skill.
2) Uniformed Skills: Choosing this skill does not give the Muppet the inherent ability to perform this skill. The Muppet simply knows how to make use of the appropriate attire and tools of the trade allowing them to make skill checks on skill where they have given ability
.
For example. Fozzy Bear knows nothing about the law but if he wears a police hat or uniform he may make a successful law check in character as a police officer of the law.
Archaeology (01%): Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Archaeology skill.
Archaeology Bonus: A shovel, brush or flashlight will add an addition 5% each to the Archaeology.
Archaeology Bonus: A whip adds an additional 10% for some strange reason.
Anthropology (01%): Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Anthropology skill.
Anthropology Bonus: A pointer stick or overhead projector add an additional 5% to this skill. Presentation notes are mysteriously supplied if a successful skill check is performed.
Anthropology Bonus: A whip adds an additional 10% for some strange reason.
Disguise (05%): Disguise is a special skill and operates differently for Muppets. As a rule of thumb a Muppets may use disguise on other Muppets as long as the appropriate costume or mustache is worn. Their Disguise check always fails against humans.
Drive Auto:(20%): Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Driving skill. This may include one or more of the following items. A baseball hat which is turned backwards while operating a vehicle, driving gloves, a limousine driver’s hat, a pair of sunglasses, a race car helmet with accompanying goggles. The muppet must say something clever before starting the vehicle.
For example. " Where we're going we don't need roads!!"
Electr. Repair (10%): Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Anthropology skill. A Safety Vest and a hard hat are required to use this skill. Any failed check will result in a Muppet catching on Fire. If there are any muppets within 50 feet of another Muppet who failed an Electical Repair Skill check, roll 1d100. If the result is greater than the Muppet’s Luck score then the Muppet who failed the skill check catchers on fire. If the luck check passes then a random Muppet withing 50 feet catches on fire.
Electr. Repair Bonus: Something electrical such as a wire or spark plugs add an additional 5% to this skill.
Law (05%): Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Law skill. Acceptable uniforms include lawyer business suit or policeman’s uniform.
Law Bonus: A gavel or knight stick will provide a 10% bonus to this skill.
Medicine (01%): In addition to a stethoscope a labcoat and a doctors headlamp is required to use the Medicine Skill.
Pilot (0%) Any vehicle may be driven with the appropriate hat. For example. A Fireman’s hat will allow a Muppet to operate a Firetruck. An Army Hemet will allow a Muppet to operate a Tank. A hard Hat will allow a Muppet to operate a Dump Truck, etc..
Science (01%): Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Law skill. A labcoat is required to successfully use this skill.
Science Bonus: A 10% bonus can be added to this skill if a beaker or lab instrument is held.
Track (10%): Muppets may choose this skill though they must be wearing the appropriate hat or uniform to successfully use the Track skill. A coon skin hat must be worn to successd
Survival (10%): Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Survival skill.
Opr. Hvy. Mch. (01%) Muppets may choose this skill though they must be wearing a hard hat and safety vest to successfully use the Operate Heavy Machinery skill.
Occult (0%): Muppets may choose this skill though they must be wearing the appropriate hat or uniform to successfully use the Occult skill. Acceptable clothing includes black robes, a witch costume or gothic attire.
Occult Bonus- any strange pagan symbol on a chain or lit candle will provide a 5%-15% bonus to an occult skill check depending on how spooky it is.
3) Tool of the Trade Skills – Tools of The Trade Skills are skill that require specific items from the real world to use successfully.
For example - A muppet will stare blindly in frustration at a locked door. But with the Locksmith skill and an oversized paperclip at their disposal a muppet may pick the lock.
Accounting (10%): Muppets may choose this skill but must find a calculator or abacus for a successful skill check.
Appraise (05%): Muppets may choose this skill normally but is completely useless without a magnifying glass.
Art/Craft (05%): Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Art/ Craft skill.
First Aid (30%): A stethoscope is required to diagnose and treat any injury or illness.
Locksmith (01%): Muppets may choose this skill normally but is completely useless without a large paperclip.
Mech. Repair (10%): Muppets may choose this skill normally but is completely useless without a large wrench or a hammer.
Navigate (10%) Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Navigate. A compass or a seaman’s telescope is needed to successfully use the Navigate skill.
Psychoanalysis (01%) Muppets may use this skill but only if they are holding a notepad and pen and the person/ Muppet being analyzed is in the prone position.
Psychoanalysis bonus: +10 % Bonus if a fountain pen is used.
Forbidden Skills - Muppets may not take the following skills and will suffer insanity loss when using man made fire arms.
Firearms (ALL) – Use of this skill will result in the loss of insanity points.
1) Regular Skills that can be used normally with a bonus sometimes added for various props, outfits and costumes.
2) Uniform Skills that require an outfit or costume to use with a bonus sometimes added for various props.
3) Tools of the Trade skills that require a prop to use with a bonus sometimes added for various outfits and costumes.
1) Regular Skills
Charm (15%): Muppets may choose this skill normally.
Charm Bonus: If an item of fancy such as a fan, cigarette holder, pipe etc is held in hand, a 5% bonus is added to any Charm skill check.
Climb (20%): Muppets may choose this skill normally.
Climb Bonus: If a Swiss Alps mountaineer hat is worn a 10% bonus is added to any climb skill check.
Persuade (10%) Muppets may choose this skill normally.
Persuade Bonus: If an item of fancy such as a fan, cigarette holder, pipe etc. is a 5% circumstance bonus is added to any Persuade skill check. Add 20% if a pocket watch is used for hypnosis purposes and the psychanalysis skill is selected.
Credit Rating (00%): Muppets may choose this skill normally.
Credit Rating Bonus: Jewelry Items or Formal Attire will add a 10-30% circumstance bonus to a Muppets Credit Rating Score depending on the type and size of jewelry found. Quality will not be an issue unless the appraise ability is used to verify the value of the items.
Credit Rating Bonus: Using a British accent will add an additional 10% to your credit score.
Dodge (DEX/2): Muppets may choose this skill normally.
Dodge Bonus: Any sort of superhero costume will add a 10% circumstance bonus to this skill
Dodge Bonus: A pair of Sneakers will add 5% provided they are brand new.
Fast Talk (05%): Muppets may choose this skill normally.
Intimidate (15%): Muppets may choose this skill normally.
Jump (20%): Muppets may choose this skill normally.
Jump Bonus: A pair of Sneakers will add a 5% bonus to this skill provided they are brand new.
Language (Other) (01%): Muppets may choose this skill normally
Language Bonus: Racist Remarks – a 10% bonus is applied to this skill if the Muppet speaks with an unusually offensive accent.
Library Use (20%): Muppets may choose this skill normally though they must do so in complete silence. Any noise or talking in a Library will force all Muppets with any points in this skill to shush the offending noisemaker and start their reading again.
Library Bonus: Reading glasses offer a 10% bonus to this skill.
Listen (20%): Muppets may choose this skill normally
Listen Bonus: An old timey ear horn offers a 10% bonus to listen checks .
Sleight of Hand (10%): Muppets may choose this skill normally
Sleight of Hand Bonus; A magicians hat will add a 10% bonus to the sleight of hand skill.
Spot Hidden (25%): Muppets may choose this skill normally
Stealth (20%): Muppets may choose this skill normally
Stealth Bonus: A black suit and Black Took or a ninja suit offer a 10% bonus to this skill.
Swim (25%): Muppets cannot swim unless their Muppet type specifically insinuates it. Muppets cannot drown either.
Swim Bonus : Snorkel and Facemask give a 20% base chance or bonus to a Muppet;s swim skill.
Throw (20%): Muppets may choose this skill normally
Fighting/Brawl(25%): Muppets may choose this skill normally
A martial Arts Gi, boxing gloves or street tough clothing will add a 10% to the Fighting / Brawl skill
A bandanna tied around the head will offer a 5% bonus to the Fighting / Brawl Skill
Fighting – Weapon: Muppets may choose this skill normally.
Fighting Bonus: A matching uniform will add a 10% bonus to any weapon skill.
For example. A suit of platemail armor will add a 10% skill bonus to the sword. A ninja outfit will add a 10% bonus to the katana. A fireman or lumberjack uniform will add a 10% bonus to the axe skill. Players are welcome to get creative with this skill.
2) Uniformed Skills: Choosing this skill does not give the Muppet the inherent ability to perform this skill. The Muppet simply knows how to make use of the appropriate attire and tools of the trade allowing them to make skill checks on skill where they have given ability
.
For example. Fozzy Bear knows nothing about the law but if he wears a police hat or uniform he may make a successful law check in character as a police officer of the law.
Archaeology (01%): Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Archaeology skill.
Archaeology Bonus: A shovel, brush or flashlight will add an addition 5% each to the Archaeology.
Archaeology Bonus: A whip adds an additional 10% for some strange reason.
Anthropology (01%): Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Anthropology skill.
Anthropology Bonus: A pointer stick or overhead projector add an additional 5% to this skill. Presentation notes are mysteriously supplied if a successful skill check is performed.
Anthropology Bonus: A whip adds an additional 10% for some strange reason.
Disguise (05%): Disguise is a special skill and operates differently for Muppets. As a rule of thumb a Muppets may use disguise on other Muppets as long as the appropriate costume or mustache is worn. Their Disguise check always fails against humans.
Drive Auto:(20%): Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Driving skill. This may include one or more of the following items. A baseball hat which is turned backwards while operating a vehicle, driving gloves, a limousine driver’s hat, a pair of sunglasses, a race car helmet with accompanying goggles. The muppet must say something clever before starting the vehicle.
For example. " Where we're going we don't need roads!!"
Electr. Repair (10%): Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Anthropology skill. A Safety Vest and a hard hat are required to use this skill. Any failed check will result in a Muppet catching on Fire. If there are any muppets within 50 feet of another Muppet who failed an Electical Repair Skill check, roll 1d100. If the result is greater than the Muppet’s Luck score then the Muppet who failed the skill check catchers on fire. If the luck check passes then a random Muppet withing 50 feet catches on fire.
Electr. Repair Bonus: Something electrical such as a wire or spark plugs add an additional 5% to this skill.
Law (05%): Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Law skill. Acceptable uniforms include lawyer business suit or policeman’s uniform.
Law Bonus: A gavel or knight stick will provide a 10% bonus to this skill.
Medicine (01%): In addition to a stethoscope a labcoat and a doctors headlamp is required to use the Medicine Skill.
Pilot (0%) Any vehicle may be driven with the appropriate hat. For example. A Fireman’s hat will allow a Muppet to operate a Firetruck. An Army Hemet will allow a Muppet to operate a Tank. A hard Hat will allow a Muppet to operate a Dump Truck, etc..
Science (01%): Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Law skill. A labcoat is required to successfully use this skill.
Science Bonus: A 10% bonus can be added to this skill if a beaker or lab instrument is held.
Track (10%): Muppets may choose this skill though they must be wearing the appropriate hat or uniform to successfully use the Track skill. A coon skin hat must be worn to successd
Survival (10%): Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Survival skill.
Opr. Hvy. Mch. (01%) Muppets may choose this skill though they must be wearing a hard hat and safety vest to successfully use the Operate Heavy Machinery skill.
Occult (0%): Muppets may choose this skill though they must be wearing the appropriate hat or uniform to successfully use the Occult skill. Acceptable clothing includes black robes, a witch costume or gothic attire.
Occult Bonus- any strange pagan symbol on a chain or lit candle will provide a 5%-15% bonus to an occult skill check depending on how spooky it is.
3) Tool of the Trade Skills – Tools of The Trade Skills are skill that require specific items from the real world to use successfully.
For example - A muppet will stare blindly in frustration at a locked door. But with the Locksmith skill and an oversized paperclip at their disposal a muppet may pick the lock.
Accounting (10%): Muppets may choose this skill but must find a calculator or abacus for a successful skill check.
Appraise (05%): Muppets may choose this skill normally but is completely useless without a magnifying glass.
Art/Craft (05%): Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Art/ Craft skill.
First Aid (30%): A stethoscope is required to diagnose and treat any injury or illness.
Locksmith (01%): Muppets may choose this skill normally but is completely useless without a large paperclip.
Mech. Repair (10%): Muppets may choose this skill normally but is completely useless without a large wrench or a hammer.
Navigate (10%) Muppets may choose this skill though they must be wearing the appropriate hat or outfit to successfully use the Navigate. A compass or a seaman’s telescope is needed to successfully use the Navigate skill.
Psychoanalysis (01%) Muppets may use this skill but only if they are holding a notepad and pen and the person/ Muppet being analyzed is in the prone position.
Psychoanalysis bonus: +10 % Bonus if a fountain pen is used.
Forbidden Skills - Muppets may not take the following skills and will suffer insanity loss when using man made fire arms.
Firearms (ALL) – Use of this skill will result in the loss of insanity points.