Difference between revisions of "Character Creation"

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Determine characteristics.  
Determine characteristics.  


You begin with '''100''' stat points, that you can divide among your eight base stats. No stat may be lower than 3. In brackets next to the stats given below are two values, the "general maximum" and the "absolute maximum". Each point over the general maximum costs double, and you can never have a stat higher than the absolute maximum. For example, a Strength of 14 costs 14 points, 15 costs 15 + 1 point for going over, or 15 points, and 18 costs 18 + 4 points for going over, or 22.  
You begin with '''100''' stat points, that you can divide among your eight base stats. No stat may be lower than 3. Next to the stats given below are two values, the "general maximum" and the "absolute maximum". Each point over the general maximum costs double, and you can never have a stat higher than the absolute maximum. For example, a Strength of 14 costs 14 points, 15 costs 15 + 1 point for going over, or 15 points, and 18 costs 18 + 4 points for going over, or 22.  


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Revision as of 01:12, 21 October 2007

These are the steps to creating a character in my campaign. Note that this is completely different from the official rules. I don't like them much.

Step 1

Choose a name, gender, history, occupation and any other characteristics that'll affect the way you build the character. Keep in mind that this game takes place in the early 1990s.

Here is a list of the occupations that I'm allowing:

  • Antiquarian
  • Artist
  • Athlete
  • Author
  • Clergyman
  • Ceriminal
  • Dilettante
  • Doctor of Medicine
  • Drifter
  • Engineer
  • Entertainer
  • Farmer
  • Forester
  • Hacker
  • Journalist
  • Lawyer
  • Military Officer
  • Missionary
  • Musician
  • Musician
  • Parapychologist
  • Pilot
  • Police Detective
  • Policeman
  • Private Investigator
  • Professor
  • Programmer
  • Soldier
  • Spokesperson
  • Tribal Member
  • Zealot

Step 2

Determine characteristics.

You begin with 100 stat points, that you can divide among your eight base stats. No stat may be lower than 3. Next to the stats given below are two values, the "general maximum" and the "absolute maximum". Each point over the general maximum costs double, and you can never have a stat higher than the absolute maximum. For example, a Strength of 14 costs 14 points, 15 costs 15 + 1 point for going over, or 15 points, and 18 costs 18 + 4 points for going over, or 22.

Strength 14 / 18
Constitution 14 / 18
Size 16 / 18
Dexterity 14 / 18
Appearance 14 / 18
Intelligence 16 / 18
Power 14 / 18
Education 16 / 21

Step 3

Determine derived statistics:

  • Sanity = Power x 5
  • Idea = Intelligence x 5
  • Luck = Power x 5
  • Know = Education x 5
  • Hit Points = Constitution + Size (not /2!)
  • Magic Points = Power
  • Damage Bonus = Strength + Size, on the table below:
STR + SIZBonus
2 - 12-1d6
13 - 16-1d4
17 - 240
25 - 32+1d4
33 - 40+1d6
41 - 56+2d6
57 - 72+3d6
73 - 88+4d6

Step 4

Determine Skills.

Each skill starts with a base value, listed on the Skill List. All points spent on skills are added to that base value.

The investigator receives Education x 20 skill points to add to his occupation's skills (see above).

The investigator receives an additional Intelligence x 10 skill points to add to whichever skill he wants (except for Cthulhu Mythos).