Character Creation
Posted: Tue Sep 01, 2020 10:15 pm
We're using 7th Edition Call of Cthulhu, not Pulp. Based on the Modern Era setting with a few changes outlined below. You can spend Luck, push rolls etc.
We'll roll for characteristics in this thread, you can move around rolls for characteristics that use the same dice (i.e. switch POW for DEX but not SIZ). If your scores are appalling you can re-roll up to three times.
It is intended as a one shot and I'll PM you a basic agenda for your character so ideology, traits etc aren't important except to flesh out the backstory. Be aware the agenda might significantly change your character - but will be fun. I don't think money will be super important but we'll use Modern Era prices in 'New Dollars'. Maybe record passed rolls in case we decide we enjoyed the scenario and want to do a follow-up.
We need a few more skills compared to the Modern Era so I've taken the liberty of making a few changes to the core 7th Edition skills.
Electronics is rolled into Electrical Repair (10%).
Jump, Diving, and Climb are rolled into Zero/Low G (20%). This is for doing manoeuvres in zero or low gravity and you might need it as a combined skill roll, e.g. with Brawl if in a fight in a space suit.
Computer Use (05%) includes system operations (i.e. using computers to control ship or colony systems such as life support), you don't need to roll to do simple things like use a scanner or datapad.
Pilot split into Pilot (Planetary) (01%) and Pilot (Space) (01%).
Drive Auto (20%) covers any terrestrial vehicle like a surface rover.
Locksmith is subsumed under Computer Use, Electrical Repair, or Mechanical Repair.
There are only going to be four sciences, Physics, Chemistry, Biology, and a new one for this scenario specifically, Planetary Science - this last skill encompasses everything you might need to know about extraterrestrial planets - atmosphere, geology, weather patterns etc.
Astronomy, Mathematics, Cryptography all rolled into Physics
Engineering no longer exists - relevant aspects subsumed under Physics, Electrical Repair, or Mechanical Repair
Pharmacy no longer exists - relevant aspects subsumed under Biology, Chemistry, or Medicine
Forensics no longer exists - relevant aspects subsumed under Medicine, Biology, or Chemistry
Geology and Meteorology rolled into new skill of Planetary Science
Zoology, Botany rolled into Biology
Languages aren't too important - presume everyone speaks some future version of English, feel free to create a character with a different first language for flavour purposes.
We'll use the transferrable skill benefits rule for Fighting and Firearms (not sure Survival is relevant here). So when you raise a specialisation to 50% or 90% all other related skill specialisations are raised by 10 percentage points (but not higher than 50% or 90% respectively). E.g. raising Firearms (Handgun) to 50% will also raise Firearms (Rifle/Shotgun) by 10%.
List of equipment
No firearms except for the Colonial Marshal who I will assign a handgun.
Everyone starts wearing weighted boots and clothes (armour 1).
Most equipment will be available in the base with little room to bring things from Ganymede. Titan surface suits, medical kits, PDAs, scanners, repair kits and other tools, will all be on Titan. But feel free to suggest anything specific you'd like.
The scenario comes with six pre-generated characters: Engineer, Xenogeologist (Scientist), Safety Inspector (Technician), Corporate Officer, Colonial Marshall, Physician.
Each of these plus a Pilot will be on the mission. You can use a pre-gen or create your own character to fulfil the role. There is also scope to create characters/occupations not in the original scenario if they make sense - just use ones from the CoC 7th Edition and we can discuss if they need any tweaks to skills. Below are my versions of the above occupations. Please discuss any character ideas in this thread.
Engineer
Skills: Electrical Repair, Mechanical Repair, Spot Hidden, Computer Use, Zero/Low G, Operate Heavy Machinery, choose two from: Library Use, Science (Chemistry or Physics), Demolitions, Art (Technical Drawing)
Occupational Skill Points: EDU x 4
Credit Rating: 30–60
Physician
Skills: First Aid, Medicine, Psychology, Science (Biology), Computer Use, Psychoanalysis, Science (Chemistry), plus one other skill as an academic or personal specialty.
Occupation Skill Points: EDU x 4
Credit Rating: 30–80
Pilot
Skills: Computer Use, Navigate, Pilot (Space), Pilot (Planetary), Science (Physics), Zero/Low G, plus choose two from: Electrical Repair, Mechanical Repair, Listen, Spot Hidden, Operate Heavy Machinery, Science (Planetary Science).
Occupation Skill Points: EDU × 2 + (DEX × 2 or EDU x 2)
Credit Rating: 20–70
Scientist
Skills: Library Use, any two Science skills, Computer Use, plus choose four from: Electrical Repair, Mechanical Repair, Medicine, Other Language, Own Language, Navigate, any Science skill (can be taken twice), one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Spot Hidden.
Occupation Skill Points: EDU × 4
Credit Rating: 9–50
Systems Engineer
Skills: Computer Use, Electrical Repair, Science (Physics), Library Use, Spot Hidden, Zero/Low G, plus any two other skills as personal specialties.
Occupation Skill Points: EDU × 4
Credit Rating: 10–70
Colonial Marshall
Listen, Stealth, Zero/Low G, Firearms (Handgun), Law, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Psychology, Spot Hidden
Skill Points: EDU × 2 + (DEX × 2 or STR × 2)
Credit Rating: 20–50
Corporate Officer
Occupation Skill Points: EDU × 2 + APP × 2
Credit Rating: 50–90
Skills: One interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Listen, Own Language, Psychology, Accounting, Appraise, Law, plus choose one personal specialisation
Technician
Occupation Skill Points: EDU × 4
Credit Rating: 9–40
Skills: Zero/Low G, Drive Auto, Electrical Repair, Mechanical Repair, Operate Heavy Machinery, Science (any), any two other skills as personal or trade specialties inc Demolitions.
Player:
Character Name:
Sex:
Age:
Occupation:
Characteristics:
STR:
CON:
SIZ:
DEX:
APP:
INT:
POW:
EDU:
Hit Points:
Magic Points:
Maximum Sanity (99 - Cthulhu Mythos):
Sanity:
Luck:
Move Rate:
Build:
Damage Bonus:
Skills:
Non-Default are bolded. Occupational Skills in Italics. Personal Interests preceded by a DOT.
Accounting (05%):
Animal Handling (05%):
Anthropology (01%):
Appraise (05%):
Archaeology (01%):
Art: / Craft: (05%):
Charm (15%):
Computer Use (05%):
Credit Rating (00%):
Cthulhu Mythos (00%):
Demolitions (01%):
Disguise (05%):
Dodge (1/2 DEX):
Drive Auto (20%):
Electrical Repair (10%):
Fast Talk (05%):
Fighting (Brawl) (25%):
Firearms (Handgun) (20%):
Firearms (Rifle/Shotgun) (25%):
Firearms (SMG) (15%):
First Aid (30%):
History (05%):
Intimidate (15%):
Language (Own) (EDU):
Language (Other) (01%):
Law (05%):
Library Use (20%):
Listen (20%):
Mechanical Repair (10%):
Medicine (01%):
Natural World (10%):
Navigate (10%):
Occult (10%):
Operate Heavy Machine (01%):
Persuade (10%):
Pilot (Planetary) (01%):
Pilot (Space) (01%):
Psychoanalysis (01%):
Psychology (10%):
Science (Biology) (01%):
Science (Chemistry) (01%):
Science (Physics) (01%):
Science (Planetary) (01%):
Sleight of Hand (10%):
Spot Hidden (25%):
Stealth (20%):
Survival (10%):
Swim (20%):
Throw (20%):
Track (10%):
Zero/Low G (20%):