Difference between revisions of "Character Creation"

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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.  
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.
 
You should print and use [[Image:Character_Sheet.pdf]]


== Step 1 ==
== 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.  
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:
[[List of Occupations]]
* Accountant
* Acrobat
* Agency Detective
* Ambassador
* Antique Dealer
* Antiquarian
* Architect
* Artist
* Athlete
* Author
* Bank Robber
* Barber
* Bartender
* Bible Salesman
* Big Game Hunter
* Book Dealer
* Bookie
* "Boss"
* Bounty Hunter
* Boxer/Wrestler
* Burglar
* Bus Driver
* Catholic Priest
* Clergyman
* Clerk
* Cocktail Waitress
* Communist/Radical
* Company Officer/Executive
* Columnist
* Con Man
* Criminal
* Deacon/Elder
* Deep-sea Diver
* Dentist
* Designer
* Dilettante
* DJ
* Doctor of Medicine
* Drifter
* Editor
* Elected official
* Engineer
* Entertainer
* Explorer
* Farmer/Farm Hand
* Federal Agent
* Fence
* Field Researcher
* Film Crew
* Film Star
* Fireman
* Foreign Correspondant
* Forger/Counterfeiter
* Forester
* Forensic Investigator
* Forensic Surgeon
* Gambler
* Gangster
* Gardener
* Golf Pro
* Gravedigger (Gardener)
* Hacker
* Hired Goon (Club, Conceal, Drive Auto/Truck, Firearms, Fist/Punch, Grapple, Head Butt, Kick, Knife)
* Hit Man
* Hobo
* Hooker
* Journalist
* Judge
* Lawyer
* Librarian
* Loan Shark
* Lumberjack
* Manager/Coach
* (Medical) Technician
* Mental Hospital Attendant
* Mercenary
* Military Officer
* Miner
* Missionary
* Mountain Climber
* Museum Curator
* Musician
* News Chopper Pilot
* Nurse
* Occultist
* Parapychologist
* Pharmacist
* Photographer
* Photojournalist
* Physician
* Pick Pocket
* Pilot
* Plastic Surgeon
* Police Detective
* Policeman
* Practising Attorney
* Preacher
* Private Investigator
* Professional Sports Athlete
* Professor/Teacher
* Programmer
* Prosecuting Attorney
* Protestant Minister
* Psychologist
* Punk
* Rabbi
* Racecar Driver
* Ranch Hand/Cowboy
* Researcher
* Sailor
* Salesman
* Secretary
* Shifty Accountant/Lawyer
* Small Business Owner
* Smuggler
* Soldier/Marine
* Spokesperson
* Spy
* Stage Actor
* Stage Hand
* Stock Broker
* Student/Intern
* Stunt Man
* Surveyor
* Swimmer/Diver
* Talent Agent
* Taxi Driver
* Telephone Operator
* Tennis Pro
* Trainer
* Tribal Member
* Undertaker
* Uniformed Police Officer
* Union Activist
* Writer
* Zealot
* Zookeeper


== Step 2 ==
== Step 2 ==
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. 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.
You begin with '''80''' stat points ('''100''' if you write a compelling character history) that you can divide among your eight base stats. No stat may be lower than 1, nor can it be over the value listed.
 
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>
<tr>
<tr>
   <td>'''Strength'''</td>
   <td>'''Strength'''</td>
   <td>14 / 18</td>
   <td>18</td>
</tr>
</tr>
<tr>
<tr>
   <td>'''Constitution'''</td>
   <td>'''Constitution'''</td>
   <td>14 / 18</td>
   <td>18</td>
</tr>
</tr>
<tr>
<tr>
   <td>'''Size'''</td>
   <td>'''Size'''</td>
   <td>16 / 18</td>
   <td>18</td>
</tr>
</tr>
<tr>
<tr>
   <td>'''Dexterity'''</td>
   <td>'''Dexterity'''</td>
   <td>14 / 18</td>
   <td>18</td>
</tr>
</tr>
<tr>
<tr>
   <td>'''Appearance'''</td>
   <td>'''Appearance'''</td>
   <td>14 / 18</td>
   <td>18</td>
</tr>
</tr>
<tr>
<tr>
   <td>'''Intelligence'''</td>
   <td>'''Intelligence'''</td>
   <td>16 / 18</td>
   <td>18</td>
</tr>
</tr>
<tr>
<tr>
   <td>'''Power'''</td>
   <td>'''Power'''</td>
   <td>14 / 18</td>
   <td>18</td>
</tr>
</tr>
<tr>
<tr>
   <td>'''Education'''</td>
   <td>'''Education'''</td>
   <td>16 / 21</td>
   <td>21</td>
</tr>
</tr>
</table>
</table>
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Each skill starts with a base value, listed on the [[Skill List]]. All points spent on skills are added to that base value.  
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 Education x 20 skill points to add to his occupation's skills ([[List of Occupations]]).  


The investigator receives an additional Intelligence x 10 skill points to add to whichever skill he wants (except for Cthulhu Mythos).
The investigator receives an additional Intelligence x 15 skill points to add to whichever skill he wants (except for Cthulhu Mythos).


[[Category:Call of Cthulhu]]
[[Category:Call of Cthulhu]]

Latest revision as of 15:03, 19 June 2008

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.

You should print and use File:Character Sheet.pdf

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.

List of Occupations

Step 2

Determine characteristics.

You begin with 80 stat points (100 if you write a compelling character history) that you can divide among your eight base stats. No stat may be lower than 1, nor can it be over the value listed.

Strength 18
Constitution 18
Size 18
Dexterity 18
Appearance 18
Intelligence 18
Power 18
Education 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 (List of Occupations).

The investigator receives an additional Intelligence x 15 skill points to add to whichever skill he wants (except for Cthulhu Mythos).