Call of Cthulhu

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age…
-H.P. Lovecraft


Investigations


Investigators


Musings of the Loremaster

Character Creation

  • Characters are all members of the B.O.I. (this is your Occupation).
  • Think about what Skills would represent your particular role in the B.O.I. Are you an experienced field agent, or a number cruncher, or a forensic expert?
  • Characteristics - Distribute the following scores among your Characteristics; 80, 70, 60, 60, 50, 50, 50, 40.
  • Luck is always 3d6 multiplied by 5
  • Damage Bonus and Build: Add your size and strength together and apply the following;
    • 2-64: Dam Bonus -2, Build -2
    • 65-84: Dam Bonus -1, Build -1
    • 85-124: Dam Bonus 0, Build 0
    • 125-164: Dam Bonus +1d4, Build +1
    • 165-204: Dam Bonus +1d6, Build +2
  • Hit Points - Add Siz and Con and then divide by 10 (rounding down).
  • Sanity - Equal to your Pow
  • Magic Points - Equal to your 1/5th Pow.
  • Movement - Apply the following:
    • If both Dex and Strength are each less than Size your Movement is 7.
    • If either Dex or Strength are equal to or greater than Size your Movement is 8.
    • If both Dex and Strength are each greater than Size your Movement is 9.
  • Occupation Skills - Distribute the following amongst eight (8) Skills which suit your chosen occupation within the B.O.I.; 70, 60, 60, 50, 50, 40, 40, 40.
  • Personal Skills - Increase any four (4) other non-Occupation Skills by +20% to represent your personal interests.
  • Age - Apply the following depending on your chosen age:
    • 20 - 29: Make an improvement check for Education.
    • 30 - 39: Make two improvement checks for Education and distribute 10 points among any skills, but deduct 5 points from across Strength, Con, or Dex.
    • 40 - 49: Make three improvement checks for Education and distribute 20 points among any (non-physical) skills, but deduct 10 points from across Strength, Con, or Dex, and deduct 5 points from App, and reduce Movement by 1.
    • 50 - 59: Make four improvement checks for Education and distribute 30 points among any (non-physical) skills, but deduct 20 points from across Strength, Con, or Dex, and deduct 15 points from App, and reduce Movement by 2.
    • 60 - 69: Make five improvement checks for Education and distribute 40 points among any (non-physical) skills, but deduct 30 points from across Strength, Con, or Dex, and deduct 20 points from App, and reduce Movement by 3.
    • 70 - 79: Make six improvement checks for Education and distribute 50 points among any (non-physical) skills, but deduct 40 points from across Strength, Con, or Dex, and deduct 30 points from App, and reduce Movement by 4.
    • 80 +: Make seven improvement checks for Education and distribute 60 points among any (non-physical) skills, but deduct 80 points from across Strength, Con, or Dex, and deduct 40 points from App, and reduce Movement by 5.
  • As members of the B.O.I. you have undertaken Entry-Level Bureau training, and as such start with some Skills higher than usual.
    • Persuade, Psychology, Fighting (Brawl) and Firearms (Handguns) increase to 30+1d6.
    • Credit Rating is set at 30+1d6
  • Credit Rating - Apply the following based on your Credit Rating:
    • Cash = Credit Rating x 2 (Cash is what money you have available within short notice, such as in the bank or in a safe at home).
    • Assets = Credit Rating x 50 (Assets is the sum-total of what you have/own and is not readily liquid).
    • Spending Level = Credit Rating x 0.10 + $10 (Spending is what you can reasonably spend each day without it affecting your Cash or Assets).
  • Firearms - As field agents you have been authorised and issued with a Colt Police Positive with a 4" barrel chambered in .38 Special, and a Tom Threepersons shoulder holster to suit.
    • Revolver; Dam (1d10); Rng (15 yards); RoF (1/2); Mag (6); Malf (100); Impale
  • Equipment - You have been allocated the following resources:
    • A pair of handcuffs, each.
    • A dictaphone.
    • A 1925 Chevrolet Superior Series K .
    • .38 Special rounds x18, each.
    • An Eveready 3-cell flashlight in matte black, each.
    • A standard emergency medical kit.
    • An Operational Expense Wallet containing $50.00 cash from the Bureau coffers in various bills and coins.
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