by Wolfbelly » Fri Feb 06, 2004 4:35 am
Character Creation
Like in Dungeons and Dragons, there are 6 primary character stats. Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS) and Charisma (CHA). These stats share the common d20 range of 3-18 which is generally achieved by rolling 4d6 and removing the worst roll. All of the stats follow a similar progression in stat bonuses which is as follows ...
Stat Modifier
3 ------------ -4
4-5 ---------- -3
6-7 ---------- -2
8-9 ---------- -1
10-11 -------- +/-0
12-13 -------- +1
14-15 -------- +2
16-17 -------- +3
18 ----------- +4
Regarding saving throws and combat situations, Call of Cthulhu handles this by stating that there are generally two types of characters. Aggressive characters and defensive characters. Aggressive characters have a higher overall base attack bonus, but they are generally worse in regards to making saving throws. Defensive characters on the other hand are better at making saving throws, but they're never going to be as good in combat as aggressive characters. The table progressions are as follows ...
Defensive Character Table
Level --- Save 1 --- Save 2 --- Save 3 -- Attack Bonus - Defense Bonus
1 -------- +0 -------- +2 -------- +2 -------- +0 -------- +2
2 -------- +0 -------- +3 -------- +3 -------- +1 -------- +2
3 -------- +1 -------- +3 -------- +3 -------- +1 -------- +2
4 -------- +1 -------- +4 -------- +4 -------- +2 -------- +2
5 -------- +1 -------- +4 -------- +4 -------- +2 -------- +3
Offensive Character Table
Level --- Save 1 --- Save 2 --- Save 3 -- Attack Bonus - Defense Bonus
1 -------- +0 -------- +0 -------- +2 -------- +1 -------- +0
2 -------- +0 -------- +0 -------- +3 -------- +2 -------- +0
3 -------- +1 -------- +1 -------- +3 -------- +3 -------- +0
4 -------- +1 -------- +1 -------- +4 -------- +3 -------- +0
5 -------- +1 -------- +1 -------- +4 -------- +4 -------- +1
Aside from the things like Hit Points and Armor Class,Call of Cthulhu also has another character stat simply called Sanity. Sanity points are a measure of the character's mind, and how resilient it is to the horrifying reality of the universe. Starting sanity is 5 times the character's wisdom score, and it can max out at 99. Sanity checks are required when the characters see something absolutely horrific (for example, finding a mangled human corpse), or when the character sees something from the Cthulhu Mythos (like Great Cthulhu himself). Oftentimes, when one succeeds in making the sanity check, that means they aren't affect. However, sights were never meant to be seen, and seeing them guarantees an amount of sanity loss.
For example, if one were to happen upon a mutilated cow, the sanity lost would be 0/1d2 (successful sanity check/failed sanity check). However, if one were to enter R'lyeh and see Cthulhu sleeping, the sanity lost would be 1d10/d%. When a character loses sanity equal to one half their wisdom score from a single roll, they must make a sanity check. If they fail the sanity check, then they go temporarily insane. Generally, this means that the character might go catatonic, become gripped by an intense phobia, show physical hysterics (bursts out laughing, crying, etc.), flees in panic, has a screaming fit, etc. 70% of the time, temporary insanities last for 1d10+4 rounds. However, if you're unlucky, the insanity could last 1d10x10 hours.
If a character loses 20% of their current sanity points in an hours, then they go indefinitely insane. This means that the character is afflicted with a long term insanity, and that lasts 1d6 game months or as the GM indicates. Symptoms of indefinite insanity may not be readily apparent, this may give the GM some additional time to decide appropriately what the insanity should be. Generally, indefinitely insane characters should be removed from play, but under specific circumstances, the player may wish to roleplay their insanity.
If a character is reduced beyond -10 sanity, then they go permanently insane and become NPC's.
A character's first instance of Mythos-related insanity (see Cthulhu Mythos below) bestows 2 ranks of Cthulhu Mythos skill, thereby lowering that characters maximum sanity by 2 points. Each time a character fails a sanity check and endures another mythos related episode of insanity (that is, suffers temporary or indefinite insanity) they gain an additional rank in Cthulhu Mythos. There is no maximum rank for the Cthulhu Mythos skill, and sanity lost through the gaining of Cthulhu Mythos skill ranks cannot be recovered. It's a permanent loss.
Sanity can be recovered through the gaining of levels (you grow, and become more stable), achieving a victory against elements of the Cthulhu Mythos (you prove to yourself that it's possible to fight back), or through long term psychiatric care (you're given pills and placed in a rubber room).
Characters must also choose skills and feats. Unlike Dungeons and Dragons, there is no real character 'class.' Rather, there are professions, and each profession is still minutely customizable. Professions generally consist of 9 skills and three options which become your core skills. That is, they advance at a rate of 1 skill rank per skill point you put into it. All of the other skills are not core skills, and therefore require two skill points to be increased by 1 skill rank. You can put in a maximum of your level+3 skill ranks into a skill in order to progress it. Examples of professions are ...
Archaeologist
Appraise (int)
Climb (str)
Knowledge: Archaeology (int)
Knowledge: History (int)
Knowledge: Any (int)
Research (int)
Search (int)
Speak Other Language (int)
Spot (wis)
+ three more of player's choice.
Doctor/Nurse
Computer use (int)
Diplomacy (cha)
Heal (wis)
Knowledge: Biology (int)
Knowledge: Medicine (int)
Knowledge: Any (int)
Listen (wis)
Research (int)
Spot (wis)
+ three more of player's choice.
Writer/Reporter
Craft: Photography (int)
Craft: Writing (int)
Diplomacy (cha)
Gather Information (cha)
Innuendo (wis)
Knowledge: Any (int)
Knowledge: Any (int)
Research (int)
Sense Motive (wis)
+ three more of player's choice.
I would post more, but I think you all understand how the system works. As professions go for the game I'll be running, I suggest you choose the characters major in University. If I don't have a profession here which covers that major, I'll whip one up especially for you. Examples of majors are Physics, Chemistry, Philosophy, Psychology, Business, Political Science, English, Sociology, etc. etc. The profession of 'Physics' might not differ from 'Chemistry' very much, considering how they're both majors under the domain of a Bachelor of Science. Knowing this, if you choose a major, it might be extremely similar to another major that someone takes. Some skills require a certain degree of knowledge in order to attempt, thus if you have no skill points in some skills, then you can't even attempt them. The skill list is as follows ...
Skill ----------------------- Untrained? - Key ability
Animal Empathy --------------- No -------- Cha
Appraise --------------------- Yes -------- Int
Balance ---------------------- Yes -------- Dex
Bluff ------------------------- Yes -------- Cha
Climb ------------------------ Yes -------- Str
Computer Use ---------------- Yes -------- Int
Concentration ---------------- Yes -------- Con
Craft: Whatever --------------- No -------- Int
Cthulhu Mythos --------------- No --------- NA
Demolitions ------------------- No --------- Int
Diplomacy ------------------- Yes --------- Cha
Disable Device ---------------- No --------- Int
Disguise --------------------- Yes -------- Cha
Drive ------------------------ Yes -------- Dex
Escape Artist ---------------- Yes -------- Dex
Gather Information ----------- Yes -------- Cha
Handle Animal ----------------- No -------- Cha
Heal ------------------------- Yes -------- Wis
Hide ------------------------- Yes -------- Dex
Innuendo -------------------- Yes -------- Wis
Intimidate ------------------- Yes -------- Cha
Jump ------------------------ Yes -------- Str
Knowledge: Whatever --------- No -------- Int
Listen ----------------------- Yes -------- Wis
Move Silently ---------------- Yes -------- Dex
Open Lock -------------------- No -------- Dex
Operate Heavy Machinery ----- No -------- Dex
Performance ----------------- No -------- Cha
Pilot ------------------------- No -------- Dex
Psychic Focus ---------------- No -------- Wis
Psychoanalysis --------------- No -------- Wis
Read Lips -------------------- No --------- Int
Repair ------------------------ No -------- Int
Research -------------------- Yes -------- Int
Ride ------------------------- Yes -------- Dex
Search ---------------------- Yes -------- Int
Sense Motive ---------------- Yes -------- Wis
Sleight of Hand --------------- No -------- Dex
Speak Other Language -------- No -------- Int
Spellcraft -------------------- No -------- Int
Spot ------------------------ Yes -------- Wis
Swim ------------------------ Yes -------- Str
Tumble ----------------------- No -------- Dex
Use Rope -------------------- Yes -------- Dex
Wilderness Lore -------------- Yes -------- Wis
Some skills hold synergy with other skills. For example, the skill Animal Empathy will provide some bonus to the skill Handle Animal, should you be experienced enough with it. I won't post a list of the skill synergies here, but if you want to know I'll add it later. Also, some skills will need to be explained I'm sure. If you want clarity on any skills other than what I'm about to clarify, just post and I'll edit this entry to include it. So, the skill descriptions are ...
Cthulhu Mythos: You have experienced things that Should Not Be Known, maybe you've had horrible natural experiences or have read various forbidden tomes. Because of this, you know the truly dark secrets which challenge everything you thought you knew. Since these revelations defy logic or commonly accepted facts, it does not matter how intelligent or wise you are when using this skill. Only how much exposure to the Cthulhu Mythos you've experienced.
Check: You can recall or access knowledge pertaining to the Cthulhu Mythos, particularly details about monsters, deities, spells, or rites pertaining directly to them or the effects they have had on history. You may have insights or speculations about phenomena you are experiencing for the first time.
Special: You cannot gain ranks in this skill through spending skill points. You may only gain ranks through reading Mythos tomes or through experiences within the Mythos itself. Each rank you add to this skill permanently reduces your sanity by 1 point. The more you know about the horrible truths underlying reality, the less capable you are of leading a normal life.
You cannot take Cthulhu Mythos during character creation, nor can you declare it as a core skill. However, there is no maximum rank; your level does not limit the number of ranks in Cthulhu Mythos you can aquire.
Psychic Focus: Use this skill to focus your willpower to perform amazing psychic feats. This skill is only useful to characters with specific psychic feats. if a power is sensory (or extrasensory), the GM may roll for you secretly so that you don't know whether you succeeded.
Retry: Yes, but each try has a cost involved that depends on the feat.
Special: you can only take this skill if your GM is using psychic feats as a part of the campaign (to which I say "Sure, why not? If you want to go for a low level psychic character, feel free to knock yourself out on that.")
Like in Dungeons and Dragons, characters get special feats. Characters start the game with 2 feats and get an extra 1 feat at levels 3, 6, 9, 12, 15, etc. They are as follows ...
Feat ------------- Prerequisite
Acrobatic
Alertness
Amidexterity -------- Dex 15+
Animal Affinity
Athletic
Blind-Fight
Cautious
Combat Casting
Dodge -------------- Dex 13+
* Mobility ---------- Dex 13+, Dodge
* Spring Attack ----- Dex 13+, Dodge, Mobility, Base Attack +4 or higher
Drive-By-Attack
Endurance
Expertise ------------ Int 13+
Gearhead
Great Fortitude
Improved Critical ----- Proficient with weapon, Base Attack +8 or higher
Improved Initiative
Iron Will
Lightning Reflexes
Martial Artist
Nimble
Persuasive
Point Blank Shot
* Far Shot ----------- Point Blank Shot
* Precise Shot ------- Point Blank Shot
* Rapid Shot --------- Dex 13+, Point Blank Shot
* Multishot ----------- Dex 13+, Point Blank Shot, Rapid Shot
* Shot on the Run ---- Dex 13+, Point Blank Shot, Dodge, Mobility
* Rolling Shot -------- Dex 13+, Point Blank Shot, Shot on the Run, Dodge, Mobility
Power Attack --------- Str 13+
* Cleave ------------- Str 13+, Power Attack
Quick Draw ----------- Base Attack +1 or higher
Run
Sharp Eyed
Skill Emphasis
Stealthy
Toughness
Track
Trustworthy
Two-Weapon Fighting
Wealth
Weapon Finesse ------ Weapon Proficiency (for that weapon), Base Attack +1 or higher
Weapon Focus -------- Weapon Proficiency (for that weapon), Base Attack +1 or higher
Weapon Proficiency
Psychic Feats ------- Prerequisite
Sensitive ------------- Cha 15+
Biofeedback Trance --- Cha 15+, Sensitive
* Remote Viewing ----- Cha 15+, Sensitive, Biofeedback Trance
Dowsing -------------- Cha 15+, Sensitive
Mind Reading --------- Cha 15+, Sensitive
* Mind Probe --------- Cha 15+, Sensitive, Mind Reading
Psychokinesis --------- Cha 15+, Sensitive
Psychometry --------- Cha 15+, Sensitive
Second Sight --------- Cha 15+, Sensitive
Telepathy ------------ Cha 15+, Sensitive
Again, if you want some clarity on what some of these feats do, ask and I shall edit this entry. For now, I'll just describe a couple psychic feats.
Sensitive: You are aware that there is mroe than meets the eye - an almost imperceptible world of psychic phenomena.
Prerequisite: Cha 15+
Benefit: You can learn other psychic feats. Furthermore, the GM may provide you with special information, such as a strange feeling in a certain spot in the house, disturbing dreams, or other inexplicable occurences. You have no control over these sensations and revelations; thus, this power doesn't require an action to activate. If a Psychic Focus check is required (say, for very faint extrasensory sensations), the GM may roll it secrestly so that you won't know whether you succeeded.
Action: None. The GM announces when you see something.
Cost: None
Psychometry: You can handle an object and gain a vision, either of the person who created it or someone who has touched it in the past.
Prerequisite: Cha 15+, Sensitive
Benefit: When you touch an inanimate object and concentrate for one minute, you may attempt a Psychic Focus check (DC 15). If you succeed, you gain a brief vision of someone associated with the object in the past.
For example, if you pick up a hunting knife, you might glimpse someone who carried it for years, the last person to use the knife, or a scene of a woman being murdered with the knife. Long association and strong emotion tend to leave behind the strongest impressions. The specific details of what the character sees are up to the GM.
Action: This power requires a full-round action to use.
Cost: 1d4 sanity points and 1 point of temporary Wisdom damage for each successful use; 1 sanity point for each failed attempt. In addition, the vision may itself cause sanity loss if horrific enough.
Dowsing: You can sense energy patterns invisible to others.
Prerequisites: Cha 15+, sensitive
Benefit: You can follow a psychic or magical energy patter, such as a ley line or the invisible trail left by a supernatural creature. If the GM tells you that you feel something unkown with your Sensitive feat, you can attempt a psychic focus check to follow a pattern or trail involved. you can track incorporeal, invisible or insubstantial creatures, but not coexistent creatures. if the creature leaves your plane of existence, you lose the trail.
Action: This power can be activated as a free action.
Cost: 1 sanity point and 1 point of temporary wisdom damage for each succesful use; 1 sanity point per failed attempt.
Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=wolfbelly>Wolfbelly</A] at: 2/7/04 1:01 am