Difference between revisions of "Character Creation"
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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 | 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, two values are given: the "general maximum" then 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 the general maximum (14), or 16 points, and 18 costs 18 + 4 points over, or 22. | |||
<table> | <table> |
Revision as of 01:13, 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, two values are given: the "general maximum" then 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 the general maximum (14), or 16 points, and 18 costs 18 + 4 points 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 + SIZ | Bonus |
---|---|
2 - 12 | -1d6 |
13 - 16 | -1d4 |
17 - 24 | 0 |
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).