and Madness Followed (Inactive)

Game Master Dennis Harry

In 1930-31, Miskatonic University funded an Antarctic Expedition which ventured forth into the icy wastes of the southern continent in search of new discoveries. Instead the intrepid adventurers found horror, tragedy, and a great and ancient secret.
Those secrets still lie under the ice of that mysterious continent waiting to be uncovered...

Lakes Camp


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I am looking to run a 1920's-1930's era Call of Cthulhu campaign. So far I have 2 slots filled but I am looking for 4 more players.

The Campaign will start in the United States in the late 20's and then make its way overseas as the Adventure unfolds.

I will be using 30th anniversary edition rules (though I find the rules of 5th and 6th rather close in my experience as a player).

No need for any crunch just yet but feel free to submit concepts and professions. The game will not start until Thanksgiving weekend.


Is there a system resource document for the system?


Okay, I'm thinking a rich collector who tracks down occult items to add to his collection, he as yet has not run into the truly strange or seen any signs of the old ones, merely cults raised in their names.


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Doomed Hero wrote:
Is there a system resource document for the system?

Not really. Here is a cheat sheet. When I have a moment, I will refine that Skill list to make sure it conforms to the version of CoC I am looking to run but for now it is a good guideline for what to expect when making a character.

Step 1: Characteristics - Roll 3d6 six times and then assign the rolls as you choose to STR, CON, POW, DEX, APP, and EDU. Then add +3 to EDU.
Roll 2d6+6 twice and assign the rolls to SIZ and INT.
Multiply POW by 5 to get SAN.
Repeat Step 1 so that you have two different stat arrays, then choose 1 and throw the other out.

Understanding Characteristics:

Characteristics are much like Ability Scores in Pathfinder. Check out the comparisons below! The bolded words are the Ability Scores, the preceding text is their Characteristic equivalents.
Strength: STR(Strength)/SIZ(Size). STR is fairly self explanatory, while SIZ represents an average of the investigator's height/weight. High STR/SIZ gives damage bonuses to melee combat but does NOT increase hit chances (hit chance is dependent on weapon skills). SIZ also effects hit points.

Dexterity: DEX(Dexterity). Again, fairly similar. DEX influences the Dodge skill and who acts first in combat (just like AC and Initiative in Pathfinder).

Constitution: CON(Constitution). Another easy one. CON determines hit points (along with SIZ) and resistance to various bodily ailments (aka Fort saves).

Intelligence: INT(Intelligence), EDU(Education). INT is raw intellect and analytical skills while Education represents factual learning and schooling. Both influence skill points, while INT also determines the investigator's Idea Roll (the equivalent of an Intelligence check in Pathfinder, although much, much more common) and EDU determines the Know Roll (an untrained Knowledge check in Pathfinder).

Wisdom: POW(Power)/SAN(Sanity). POW represents both force of will and aptitude for magic. It determines Sanity (mental hit points) and could be thought of as both the primary casting stat and the primary saving throw stat for Pathfinder spells. It also determines the Luck Roll (no real Pathfinder equivalent that I can think of, Luck just represents being in the right place at the right time).

Charisma: APP(Appearance). Appearance and charisma are very similar, however, APP is much more linked with physical attractiveness and friendliness.

Step 2: Characteristic Rolls - Multiply the following: INT x 5 = Idea Roll; POW x 5 = Luck Roll; EDU x 5 = Know Roll.
Add STR+SIZ to determine damage bonus:
STR/SIZ == DB
6-12 ===== -1d6
13-16 ==== -1d4
17-24 ==== +0
25-32 ==== +1d4
33-36 ==== +1d6

Step 3: Determine Derived Characteristic Points - Take the average of CON and SIZ (round up) to determine Hit Points.
Sanity Points are equal to SAN.
Magic Points are equal to POW.

Step 4: Determine Occupation and Skills - The default rules would have you roll your income first and then pick an occupation, but I'll hand wave that and let you pick any occupation and income (keep in mind that if you are a Hobo you are unlikely to make 20,000 a year).

1920's Era:
1= $1500 + room & board, 2= $2500, 3= $3000, 4= $3500, 5= $4500, 6= $5500, 7= $6500, 8= $7500, 9= $10,000, 10= $20,000

In addition to this income, your character possesses property and assets worth 5 times yearly income - one tenth of this money is in cash/banked, another tenth is in stocks/bonds convertible within 30 days, the remainder is in property, vehicles, old books, etc. as appropriate to the character.

Selecting an occupation is fairly easy - just pick an occupation and then choose 8 skills that would commonly be used by members of that occupation.

Sample Occupations:

These are the various careers and jobs an investigator may hold.

Antiquarian: Art, Bargain, History, Law, Library Use, Other Language, Spot Hidden, plus any one skill as a personal specialty.

Artist: Art, Fast Talk, History, Photography, Psychology, Spot Hidden, plus two other skills as
personal specialties.

Athlete: Climb, Dodge, Jump, Ride, Swim, Throw, plus two other skills as personal specialties.

Author: History, Library Use, Other Language, Own Language, Persuade, Psychology, plus two
other skills as personal specialties.

Clergyman: Accounting, First Aid, History, Library Use, Listen, Other Language, Persuade,
Psychology.

Criminal: Bargain, Fast Talk, Locksmith, Sneak, Spot Hidden, Handgun, plus two other skills as
personal specialties.

Dilettante: Credit Rating, Ride, plus any four other skills.

Doctor of Medicine: Biology, Credit Rating, First Aid, Other Language: Latin, Medicine, Pharmacy, Psychoanalysis, and Psychology.

Engineer: Chemistry, Electrical Repair, Geology, Library Use, Mechanical Repair, Physics, plus two other skills as personal specialties.

Entertainer: Art, Credit Rating, Dodge, Fast Talk, Listen, Other Language, Psychology, plus one
other skill.

Farmer/Woodsman: Electrical Repair, First Aid, Mechanical Repair, Natural History, Operate
Heavy Machinery, Rifle, Track, plus one other skill.

Foot Soldier: Climb, Conceal, First Aid, Hide, Listen, Sneak, Rifle, Machine Gun.

Hobo: Bargain, Fast Talk, Hide, Listen, Natural History, Spot Hidden, Sneak, plus one other skill as a personal specialty.

Journalist: Fast Talk, Other Language, Own Language, Persuade, Photography, Psychology,
plus two other skills as personal specialties.

Lawyer: Bargain, Credit Rating, Fast Talk, Law, Library Use, Persuade, Psychology, plus one other skill.

Military Commander: Accounting, Bargain, Credit Rating, Handgun, History, Navigate,
Persuade, Psychology. Missionary: Art, First Aid, Mechanical Repair, Natural History, Persuade, Other Language, plus two other skills.

Musician: Art, Bargain, Fast Talk, Listen, Persuade, Psychology, plus two other skills as
personal specialties.

Parapsychologist: Anthropology, History, Library Use, Occult, Photography, Psychology,
Other Language, plus one other skill as a personal specialty.

Police Detective: Bargain, Fast Talk, Handgun, Law, Persuade, Psychology, Spot Hidden, plus one other skill as a personal specialty.

Police Patrolman: Fast Talk, First Aid, Handgun, Melee: Nightstick, Law, Listen, plus choose two of the following skills: Drive Automobile, Martial Arts, Ride, Spot Hidden.

Private Investigator: Bargain, Fast Talk, Handgun, Law, Locksmith, Photography, Psychology, plus choose one of the following: Hide, Listen, Martial Arts, Sneak, Spot Hidden.

Professor: Credit Rating, Library Use, Other Language, Persuade, Psychology, plus any two of
the following skills: Anthropology, Archaeology, Astronomy, Biology, Chemistry, Geology,
History, Medicine, Natural History, Physics, and plus one other skill as a personal specialty

Revolutionary: Conceal, Handgun, Hide, Martial Arts, Persuade, Rifle, Spot Hidden, plus one other skill as a personal specialty.

Now it's time to allocate skill points. If you look at the skills list below, you'll notice that all the skills have percentages next to them. These percentages represent the base chance that any untrained character has at succeeding at that skill. Any skill points are added on top of these base percentages.

To determine skill points multiply EDUx10 and assign these points in any amounts to any number of your occupation skills. Then take the sum of (EDUx10 + INTx10) and distribute these skill points among any skills (including occupation skills). If you want to know more about any of the skills below I can post full descriptions.

Skills:

Skills with a :______ next to them require you further focus on a specific area, such as Art: Painting. Finally, you may have notice there is one skill that starts at 0% - Cthulhu mythos

Accounting (10%)
Anthropology (01%)
Archaeology (01%)
Art (05%):_________
Astronomy (01%)
Bargain (05%)
Biology (01%)
Chemistry (01%)
Climb (40%)
Computer Use (01%)
Conceal (15%)
Credit Rating (15%)
Cthulhu Mythos (00)
Dodge (DEX x2%)
Drive Auto (20%)
Electrical Repair (10%)
Electronics (01%)
Fast Talk (05%)
First Aid (30%)
Forensics (01%):_________
Geology (01%)
Hide (10%)
History (20%)
Hypnosis (05%)
Jump (25%)
Law (05%)
Library Use (25%)
Listen (25%)
Locksmith (01%)
Martial Arts (01%)
Mathematics (EDU x2%)
Mechanical Repair (20%)
Medicine (05%)
Natural History (10%)
Navigate (10%)
Occult (05%)
Operate Hvy. Machine (01%)
Other Language (01%):_________
Own Language ( EDU x5%):_________
Persuade (15%)
Pharmacy (01%)
Photography (10%)
Physics (01%)
Pilot (01%):
Psychiatry (01%)
Psychology (05%)
Psychotherapy (01%)
Ride (05%)
Sneak (10%)
Spot Hidden (25%)
Swim (25%)
Throw (25%)
Track (10%)

Axe (20%)
Blackjack (40%)
Club (25%)
Knife (25%)
Sabre (15%)
Sword (20%)
Handgun (20%)
Machine Gun (15%)
Rifle (25%)
Shotgun (30%)
Submachine Gun (15%)
Fist/Punch (50%)
Head Butt (10%)
Kick (25%)
Grapple (25%)

Step 5: Determine Additional Background - Finally you'll want to to think about any additional background details - birthplace, where you went to college, scars, close family members, etc. The only rule here is that nobody should have any prior contact with the supernatural. Things like cooky uncles who claimed to be wizards are fine just so long as you have no proof that the cooky uncle was actually a wizard.
One final detail - the minimum age of an investigator is equal to EDU+6. For every ten years older you make your investigator than that, add 1 point to EDU (along with 10 occupation and 10 general skill points). However, for every 10 year above the age of 40 you must also subtract 1 point from either STR, CON, DEX, or APP.


Korak The Boisterous wrote:
Okay, I'm thinking a rich collector who tracks down occult items to add to his collection, he as yet has not run into the truly strange or seen any signs of the old ones, merely cults raised in their names.

The Antiquarian makes sense for this type of Background.


Note that there are Investigator's Guides which list perhaps over a hundred variants of Occupations, if you own those books feel free to use those Occupations so long as they fit the 1920's era. You can begin play anywhere in the US (though you can be a foreigner in the US if you wish), I will bring you all where I need you when the story begins.


Antiquarian? Sounds good. but since I'm thinking moderately wealthy as opposed to one of the richest on the planet, suggestions for wealth level?

EDIT: NVM. After looking it up 20,000 for the era is not insane amounts of money by today's standards, depending on the calculations used we're looking at a few mil.

Rockefeller was a billionaire 300 times over in he died.

Dark Archive

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CoC Quick Start Rules.

Dark Archive

Rolls:

3d6 ⇒ (4, 1, 3) = 8
3d6 ⇒ (2, 3, 6) = 11
3d6 ⇒ (5, 3, 5) = 13
3d6 ⇒ (2, 3, 3) = 8
3d6 ⇒ (2, 6, 5) = 13
3d6 ⇒ (4, 4, 3) = 11

2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (2, 3) + 6 = 11

3d6 ⇒ (4, 2, 6) = 12 -> STR
3d6 ⇒ (3, 4, 5) = 12 -> CON
3d6 ⇒ (5, 6, 4) = 15 -> POW
3d6 ⇒ (1, 2, 3) = 6 -> DEX
3d6 ⇒ (6, 2, 6) = 14 -> EDU
3d6 ⇒ (2, 6, 3) = 11 -> APP

2d6 + 6 ⇒ (1, 1) + 6 = 8 -> SIZ
2d6 + 6 ⇒ (3, 2) + 6 = 11 -> INT

Taking the second rolls

Ocupation and Inconme:

Ocupation: Author (Fantasy Romancist)

Income: 1d10 ⇒ 8 -> $7500

Additional - $37500 ($3750 cash, $3750 bonds, $30000 property)

Thinking about an author of fantasy romance. He is quite famous for his series of books. Due to recent family loss (his wife died giving birth to a son), his last book got a bit darker than the public was expecting, the critics were not happy.

Son of a family of militaries, he was Always an athlete, at least until his accident while hunting with his father and uncles. He was shot in the knee, ruining his military career.

He liked his new book, ignoring the critics. Since then, working is his next book (even more spookier than the last one), he is collecting old and mystical books, completely clueless that some of the books might hide more than he was looking for...

Any thoughts?


Well, as one of the two who already have a slot, I like it Longears, not to mention the books give you and I a reason to come into contact.

Dark Archive

I am a bit unsure about the stats... I'm aiming for a 'magician' type. Is the value of DEX to low? It fits my idea of a man with a destroyed knee that needs a cane constantly to move around, but is it too much of a disadvantage?

Also, about the skills... all of them see regular use or are some more important? My PC would have a lot of skill points, but if I put all of them in useless skills, he will just suck.


Good question. What's the deal with magic in this game? Is it something someone can learn? Or is it reserved to cultists praying to old ones or is it all ritualistic

Dark Archive

Not sure... I own the Arkhan Horror (a call of cthulhu board game) and in there everyone can learn spells, even if they can all go insane with it! I think it is the same here (since Arkham Horror is 'oficial').


Pathfinder Lost Omens Subscriber

How about a World War 1 veterans a chaplain.


Anyone can learn magic in the game though what you learn will begin to drive you insane, sometimes quickly sometimes slowly.

The Quickstart Rules Thanks Nebten! may delve into the mechanics of magic but I cannot open it at work. I will try to check later and if it does not have them I will give a blurb on how the rules function.

I like the concept Longears. Physical stats while important take a backseat to Mental Stats in this game. If you need to confront a horror from beyond directly with mere mortal weapons it generally ends in a bloodbath. Though a lot of times when encountering their minions or cultists a gun or melee weapon can be crucial. I would dumpstat Strength before Dexterity though unless you are looking for a more physical character.

Yes Scranford that would produce an interesting background for sure!

Feel free to propose ties between characters as well as Korak did above.

I am a huge fan of the Arkham Horror Board game unfortunately I do not get a chance to play it very often.

I will keep the Recruitment thread open until at least the 10th. If we hit 6 before then and interest seems low I may just cut it and take those 6. We shall see. CoC games are not the hot commodities on these Boards compared to new AP's :-)

Dark Archive

Not sure if I did everything right, but here is Thomas A. Greenwood. I did what I could with the rules presented here...

I still need to buy equipment (?) and... I don't know what!


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Sir Longears wrote:

Not sure if I did everything right, but here is Thomas A. Greenwood. I did what I could with the rules presented here...

I still need to buy equipment (?) and... I don't know what!

I feel the need to link to this.


Very excited to get to play! The Storyteller vanished from the one other game I was going to get to play right after it started. I have Saturday free so I will get that pdf and look though some stuff my roommate has and start to put something together. I loved the link!

Are you going to be playing to racial and gender bigotry which was normal back then. Are there any taboo subjects I should avoid? And in what state are we starting in?

Dark Archive

I supose we'll start in the city of Arkham, MA


How does experience work?


I have never played CoC before but I am very interested!

ideas:

Name Seamus O'Malley
I see Seamus as being a tough Irish immigrant, either a former police detective who lost his job during the Boston police strike of 1919 and opened his own night club or went to another department as a detective. I see him being a bit heavy handed and not the most scrupulous person. From the occupations listed in the pdf detective seems like the easiest route to go for what I want but i may have questions

Rolls:

3d6: 3d6 ⇒ (1, 2, 2) = 5
3d6: 3d6 ⇒ (2, 5, 5) = 12
3d6: 3d6 ⇒ (3, 2, 1) = 6
3d6: 3d6 ⇒ (4, 5, 5) = 14
3d6: 3d6 ⇒ (4, 3, 5) = 12
3d6: 3d6 ⇒ (4, 5, 2) = 11

2d6+6: 2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6+6: 2d6 + 6 ⇒ (4, 4) + 6 = 14

3d6: 3d6 ⇒ (3, 6, 5) = 14
3d6: 3d6 ⇒ (3, 2, 5) = 10
3d6: 3d6 ⇒ (1, 3, 1) = 5
3d6: 3d6 ⇒ (3, 3, 6) = 12
3d6: 3d6 ⇒ (1, 6, 5) = 12
3d6: 3d6 ⇒ (3, 6, 4) = 13

2d6+6: 2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6+6: 2d6 + 6 ⇒ (3, 4) + 6 = 13

I am going with the 2nd array not sure what is going where yet

I


Huge fan of Arkham Horror, here, and always wanted to try the Call of Cthulhu RPG. If you like the concept I can work out the crunch to go with it. The details are below, but the overview is: late twenties, profession: engineer, with specialty skills in electronics and mathematics

the concept:
Stanley Chastain was born and raised in just outside of Arkham, MA, in the waning years of the 1800's. Always a bright boy, but physically weaker, he was the sort to be pushed around a bunch, often returning home with bruises or, sometimes, even more serious injuries. He attended Miskatonic University to study engineering, and this was where he met his personal mentor, mathematics professor Dr. Carl Mankren, who helped him get a job with Curtiss Aircraft in Buffalo, NY after he graduated. At Curtiss he helped develop the company's radio detection and navigation equipment used for their war planes in the Great War. When the war ended, however, the pace of production decreased dramatically. While Stanley was, fortunately, not one of the ones downsized, he was moved into R&D to work on developing more advanced avionics systems. He's currently visiting Arkham, again, to discuss some of the mathematical principles being used in on one of his projects with his old friend and mentor Dr. Mankren.


Dice Rolls

Spoiler:

Set #1
3d6 ⇒ (2, 5, 2) = 9
3d6 ⇒ (1, 6, 3) = 10
3d6 ⇒ (4, 6, 6) = 16
3d6 ⇒ (1, 3, 3) = 7
3d6 ⇒ (2, 4, 5) = 11
3d6 ⇒ (4, 3, 1) = 8
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (4, 3) + 6 = 13

Set #1
3d6 ⇒ (6, 5, 3) = 14
3d6 ⇒ (4, 6, 6) = 16
3d6 ⇒ (6, 6, 1) = 13
3d6 ⇒ (5, 5, 5) = 15
3d6 ⇒ (6, 5, 4) = 15
3d6 ⇒ (3, 5, 6) = 14
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14

Wow. Tough decision... but I believe I'll go with set number 2


Nice rolls!


Spoiler:

Set 1
3d6 ⇒ (6, 4, 6) = 16
3d6 ⇒ (3, 6, 3) = 12
3d6 ⇒ (4, 1, 1) = 6
3d6 ⇒ (6, 2, 5) = 13
3d6 ⇒ (2, 5, 4) = 11
3d6 ⇒ (3, 1, 3) = 7

2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 2) + 6 = 14

Set 2
3d6 ⇒ (4, 5, 5) = 14
3d6 ⇒ (1, 4, 4) = 9
3d6 ⇒ (5, 1, 2) = 8
3d6 ⇒ (6, 1, 5) = 12
3d6 ⇒ (6, 5, 1) = 12
3d6 ⇒ (5, 2, 2) = 9

2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (6, 6) + 6 = 18

Hmm. So could one start with magic, I imagine a millionaire who spends his time collecting occult items and manuscripts would be trying some of the works out, or does magic only become accessible with knowledge of the cthulu mythos?


This is Gaming Ranger’s submission: Seamus “Mac” MacHale police detective. I put in a bunch of fluff and jargon from the 1920’s. I tried to link some of the more obscure references to a website with definitions. Anyway I enjoyed building him and really got into the whole process (perhaps a little too much;]). Anyway this is my first CoC character, If there are any glaring errors, or my build is over/under optimized let me know. As a matter of fact any help or advise anyone has would be appreciated.

Appearance
Link to 1920’s Slang
Character Sheet

Fluff:

Seamus waited at the corner diner, across from the Readville Racetrack in the Hyde park neighborhood of Boston, waiting for his partner. He leafed through the latest edition of The Boston American while he had a cup of Joe and a sinker. He came to an article about Al Smith the Governor of New York. Another Irish man who made it, he thought. As Seamus sat there he took a moment and mused on how far he had come for an uneducated Paddy.

Seamus “Mac” MacHale came to the United States at the age of 8 with his mother and 2 younger brothers. They quickly settled in one of the Irish Ghetto’s in East Boston. His mother eventually found work as a domestic servant for one of the wealthy Bostonian families and his family began a new life in America. There was only one way to grow up if you were Irish on the streets of Boston in the 1900’s and that was fast. By fourteen Seamus had dropped out of school and was working odd jobs on the water front.

As he grew in size and stature Seamus made money on the side boxing in amateur bouts where he won more than he lost. However, he never caught a break and seemed destined for a life of manual labor. Fortune smile on him and in 1914 his luck changed and he was hired on to the Boston Police Department. He began his career with promise and excitement.

He took to policing like a natural. He was the type of cop every department needs smart, strong, and not afraid to bend the rules. He walked a beat for less than two years then made detective where he enjoyed much success. His run of luck quickly changed with the Boston police strike of 1919 when all the striking officers were fired. With little or no skills and no chance of getting rehired in Boston he took employment with the Arkham City Police. Where again he rose through the ranks making detective in three years.

It’s Ironic that he is back in Boston on the trail of one Pat Kelley who got a little too heavy handed with one of Arkham’s debutants. He was currently on special assignment handling problems others couldn’t or wouldn’t and he was enjoying the opportunities the assignment provided. It’s not Governor of New York but it was something, he thought.

Seamus snaps out of his reverie and looks out the window of the diner and sees his partner Michael O’Malley leaving by the main gate of the race track. He quickly leaves a clam on the table and makes for the exit. Catching up with his partner Seamus asks, ”How is it going?”

”Oh applesauce,” O’Malley exclaims as he throws his racing ticket on the ground. ”I’m all out of Jack, let’s go.”

Mac can’t help but ask, ”Which hayburner did you lose it on today?

O’Malley just shakes his head and curtly replies, ”Leave it be Mac.”

He isn’t mad yet, he’s still using my nickname, Shamus reasons. Thinking it safe he replies, ”Stop being such a wet blanket O’Malley.” As the two detectives make their way to their Flivver.

++++++++++++

Later that evening Mac and O’Malley made their rounds eventually pulling into the parking lot of a juice joint owned by one Patrick Kelly. ”He’s home, there’s his Breezer,” Mac remarks. They sit in the car for a minute finally Mac says, ”butt me.” O’Malley digs out two cigarettes, hands one to Mac and lights them both in silence. After taking a couple of hits off his cigarette Mac realizes that O’Malley is on the edge on and cautions his partner, ”Don’t take any wooden nickles.

O’Malley grunts his reply as he exits the car, ”Get a wiggle on.”

They head toward the speakeasy and are stopped at the door by two bimbos who come up to Mac and ask, ”Evening Bull, what you want?

Mac replies, ”We’re here to see Kelly.”

The bimbos lets us in telling us that Kelly will be with us shortly and to have a drink while we wait. Mac and O’Malley enter the joint, a large crowd is gathered inside and someone was playing Frank Crumit’s I’m Sitting on top of the World. “Swanky,” Mac comments as they approach the bar. Normally we’re all business and don’t partake of the giggle juice but O’Malley had just broken up with his bearcat and was having a hard time with it, he was still goofy over her. We both ordered the hair of the dog and O’Malley started chatting up the dame next to him eying her chassis.

While sitting at the bar Mac glances at his reflection in the mirror behind the bar and remarked, Although O’Malley is bigger than me, people agree that I look more menacing. That’s on account of my cauliflower ear, a nose that was broken one to many times, and a long scar on the left side of my face where an Italian anarchist had stabbed me with a broken bottle in 1920. That and the fact that I’m built like a big six and have fists the size of hams.

After a short while we were told Kelly would see us and were escorted to a back room. The detectives weren’t worried as they weren’t there to pinch anyone and Kelly knew it. In the back room Kelly sat at the table with two torpedoes. On the table were nine dead soldiers and an ashtray that was over flowing. Mac looked at O’Malley making sure he wasn’t corked. Mac thought, I’ve got a bad feeling about this. That’s when they were bum rushed by the two torpedoes and four other hard boiled guys who rushed into the room from a door behind the two lawmen.

It was a wild melee O’Malley picked up a chair swinging it with abandon breaking it over the head of the first torpedo, while Mac struck the second with a vicious upper cut, knocking him out before he could get out of his chair. But then the fight was on, the other toughs came in fast looking to end the fight quickly. With a glance in his partners direction Mac saw that the two that went toward O’Malley were having a tough time of it as he was still is possession of a chair leg and started clubbing the men with it. That was all the thought Mac had time to give to his partner as he had his own troubles to deal with. One of the men went for Mac’s legs while the other pummeled him with a club. Horsefeathers, Mac thinks as he lets the man who has his legs take him to the ground and starts to grapple with him. While he is grappled with the man on the floor with him the second man with the club has a hard time striking him. Mac grabs the guy on the floor with him by the neck and sticks the thumb of his other hand in the man’s eye. Mac rolls off his opponent on the floor and springs to his feet. The guy with the club swings at Mac. Mac steps forward and he is able to block the brunt of the blow with his bicep and throws an elbow at the man’s temple. The man crumbles to the floor next to his wailing companion who is rolling around on the ground in pain holding his eye.

Mac looks around for his partner and sees that he has already dispatched his two opponents and is holding Kelly by the lapels of his suit coat. ”Dry up,” Mac says as Kelly tries to protest being manhandled by O’Malley. As Mac closes the distance, walking quickly toward Kelly, he removes his pistol from his pocket and smashes the butt into the Kelly’s face knocking the man unconscious. The two detectives quickly rifle through Kellys pockets taking several hundred dollars from the man. As they leave the place Mac tells the two bimbo’s at the front door, ”Let your boss know we’ll be back next week for the pick-up.” They walk a couple of more steps and Mac turns around and adds, ”Double the usual amount.”

Appearance:

Mac is in his early thirties and is of average height with a stocky build. He has a menacing appearance thanks to his piercing grey eyes as well as the long jagged scar on the right side of his face, Cauliflower ears, and a nose that has been broken one to many times. He has slicked back black hair with long sideburns, and a large well-groomed mustache.


Answers:

Dates and Locations

The Prologue will start in 1932 (now that I have read through the first chapter of the adventure I have that date locked down). Each player will encounter the NPC's who drive the plot (initially at least) in their home town, wherever they choose for that to be.

Chapter 1 begins in New York City in 1933.

Racial and Gender Bias

Racial bias does not appear to play a part from what I have read so far. Gender bias does so Phoebe will have to deal with that in part of Chapter 1.

XP in CoC

In each chapter your characters will be called on to male skill checks. Each time you make a successful skill check you get a Skill Check. At the end of each chapter for each skill that has a check, the player rolls a skill test (% dice). If you fail, you gain 1d10 points to that skill, if you succeed the check, you are considered to not have learned anything new from your experiences and the skill remains at the current percentage.

The only skill not subject to this test is Cthulhu Mythos. FYI, that is a skill that everyone starts with a 0% in.

Magic in CoC

Spells are learned one of three ways in CoC;

1. From a Tome,
2. From an Instructor, or
3. From a Mythos Entity.

No player starting out will have magic as delving into magic requires you to delve into the Mythos. Occult touches on the Mythos but is more shrouded legend or pure myth and is not sufficient to enable one to actually access magic powers.

Spells have a price in CoC as you gain in power you lose Sanity as using spells costs Magic Points as well as Sanity.


Submissions thus Far

In

Deaths Adorable Apprentice - Phoebe Barrett - Occupation - Student

Korak the Boisterous - Name TBD - Occupation - Antiquarian

In Consideration

Sir Longears - Thomas A. Greenwood - Occupation - Novelist

Gaming Ranger - Seamus CacHale - Occupation - Police Detective

Leedwashere - Concept Engineer I like the concept go ahead and start the crunch.

Scranford - Fergus Garrity - Occupation WWI Chaplain

I am pretty pleased with these submissions so far. I will close Recruitment on the 10th and then select. If no one else submits you are looking at the full group [assuming Leedwashere completes a submission]. Once selections are made I will help you all fine tune the Crunch. As I said I will not have time to get things up and running till Thanksgiving weekend [the initial start of the Campaign is very posting heavy].


So, failure equals learning from the experience while success means it was already within your abilities?


Korak The Boisterous wrote:
So, failure equals learning from the experience while success means it was already within your abilities?

Exactly, a pretty interesting system. Makes sense, the more you know the tougher it is to encounter a situation that you have not seen before and known how to handle.


I like it, it is interesting. A bit of a more natural growth, Is there anyway to focus on things to help for the future, for instance, lockpicking, assume a thief is studying more complicated locks to expand their skill, is there any way to do that?


So Phoebe was from the game that fell apart so I am going to redo her. Gonna keep the name since I like it.

3d6 ⇒ (4, 1, 2) = 7
3d6 ⇒ (4, 1, 3) = 8
3d6 ⇒ (6, 3, 6) = 15
3d6 ⇒ (4, 4, 1) = 9
3d6 ⇒ (1, 2, 6) = 9
3d6 ⇒ (2, 3, 2) = 7
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14

3d6 ⇒ (5, 5, 3) = 13
3d6 ⇒ (3, 1, 6) = 10
3d6 ⇒ (6, 1, 3) = 10
3d6 ⇒ (2, 3, 5) = 10
3d6 ⇒ (4, 2, 4) = 10
3d6 ⇒ (5, 3, 6) = 14
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (6, 1) + 6 = 13
second set defiantly


Pathfinder Adventure, Adventure Path Subscriber

Dotting .... thinking of a bootlegger, minor criminal type, on the run, trying to keep his head down. Not sure if he will fit with you all, but probably knows a little of firearms, and knuckledusters to name but two... would also know a thing or two about brewing/chemistry for distilling.

If you think some like that might fit in, I'll get some more details up.


In Cthulhu all Occupations can be made to fit in feel free to submit a more fleshed out concept with a bit of background.


Ok so in going to go with a nurse as the occupation. I will plot out some of the fluff in the next few day


Crunch Ho!

block 1:

3d6 ⇒ (5, 6, 6) = 17
3d6 ⇒ (4, 5, 6) = 15
3d6 ⇒ (4, 2, 4) = 10
3d6 ⇒ (2, 6, 5) = 13
3d6 ⇒ (4, 6, 1) = 11
3d6 ⇒ (6, 5, 3) = 14
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 4) + 6 = 15

block 2:

3d6 ⇒ (6, 6, 1) = 13
3d6 ⇒ (2, 5, 6) = 13
3d6 ⇒ (1, 6, 2) = 9
3d6 ⇒ (2, 2, 6) = 10
3d6 ⇒ (5, 6, 3) = 14
3d6 ⇒ (6, 6, 3) = 15
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (3, 3) + 6 = 12

I'll choose array 1.

STR: 10
CON: 11
POW: 15
DEX: 14
APP: 13
EDU: 17+3=20

INT: 15
SIZE: 12

Idea: 75
Luck: 75
Know: 100
Damage Bonus: +0
Hit Points: 11
Sanity Points: 75
Magic Points: 15

Profession: Engineer
Income: $5,500/year

EDUx10 = 200
INTx10 = 150
(For accounting of profession skills, the first number comes from the profession-only block and the second number comes from the general block)

Profession Skills:

Chemistry: +15 (16%)
Electrical Repair: +15+50 (75%)
Geology: +15 (16%)
Library Use: +15+35 (75%)
Mechanical Repair: +15+40 (75%)
Physics: +15+50 (66%)
Elecronics: +75 (76%)
Mathematics: +35 (75%)

General Skills:

Accounting: +30 (40%)
Credit Rating: +30 (45%)
Computer Use: +50 (51%)
Dodge: +35 (63%)
Handgun: +30 (50%)

I think that was everything covered. If I've overlooked anything or made a mistake, please let me know. I'm also going to take a little more time to consider the equipment. Thanks for the consideration!

Edit: Is there an equipment list I can find somewhere?


Leedwashere, I will try to find a list to post but the equipment list is not necessary for the selection process at the moment. Plus you all will have plenty of time to select equipment as the adventure moves forward as this will be a heavy travel adventure.

Midnight tonight is the deadline for submissions.

I will make my final selection within the next two days thereafter.


Pathfinder Adventure, Adventure Path Subscriber

Celso Chellini: A young white man of 21 or there abouts, chews gum and drinks from a hip flask in his pocket. His breath smells of of a mix of mint and alcohol. He is dressed smartly, bright black patent shoes that click on the wooden floor as he walks towards you. He speaks with a New York accent, his voice warm and polite, greeting you like a long lost friend. His hazel eyes sharp, his nose overlarge and pointed, his smile welcoming, hiding white polished teeth. His dark blue suit, hides a small had lump, maybe a gun, whilst his white shirt looks as clean as his perfect teeth. His natural self confidence oozes from every part of his being. His hands though young are not perfect, unlike the rest of his person, the fingers are stained with different shades of yellow, red and orange. His arms move forward, palms towards you, beckoning you in for an embrace.

"You want something from me? Like to come for a drive?" he asks kindly, though a low echo of menace and violence is disturbingly evident under his breath. The smile remains, as he coldly calculates the response he expects.

Celso, to those who have come across him before, is one of a family whose business cuts across all that is unlawful, providing the society of New York with its illicit enjoyment, be it gambling, women or whiskey. All of course comes at a price in this very competitive industry, so getting ahead in the game is something his family see as most important. Celso also has ambition to push himself, his ambitions show no bounds, but he does as he's told until the time is right.

Celso having spent the last year looking after the brewing and distilling interests, has been earmarked for promotion in the family's interests and is being asked to take on a special project. One that might be at odds with his catholic upbringing, at least his faith will serve him well for forgiveness. It is a while since he was an altar boy. Still he has faith and he's been told this could launch him higher up the family, maybe to ultimate power.

...Hope this gives an idea of the character, might need a bit of help getting the crunch done as I'm novice at CoC, but only really worth doing if you think the concept will be OK.

Dice rolls 1:

3d6 ⇒ (2, 5, 5) = 12
3d6 ⇒ (6, 2, 6) = 14
3d6 ⇒ (4, 1, 4) = 9
3d6 ⇒ (4, 1, 6) = 11
3d6 ⇒ (5, 4, 3) = 12
3d6 ⇒ (6, 5, 6) = 17
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (2, 5) + 6 = 13

Dice rolls 2:

3d6 ⇒ (4, 2, 1) = 7
3d6 ⇒ (2, 2, 5) = 9
3d6 ⇒ (4, 3, 3) = 10
3d6 ⇒ (5, 3, 5) = 13
3d6 ⇒ (1, 5, 5) = 11
3d6 ⇒ (5, 3, 1) = 9
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (1, 1) + 6 = 8

OK so roll 1 is about OK, did I tell you the dice don't like me!!!


Pathfinder Adventure, Adventure Path Subscriber

STR: 11
CON: 12
POW: 14
DEX: 12
APP: 17
EDU: 9+3=12

INT: 13
SIZE: 11

Idea: 65
Luck: 70
Know: 60
Damage Bonus: +0
Hit Points: 12
Sanity Points: 70
Magic Points: 14

Profession: Criminal
Income: $?,???/year

EDUx20 = 240
INTx10 = 130

Prof Skills:

Conceal - 15% + 15 = 30%
Fast Talk - 5% + 60 = 65%
Fist/Punch -50% + 5 = 55%
Handgun - 20% + 35 = 55%
Pharmacy - 01% + 15 = 16%
Psychology - 5% + 45 = 50%
Shotgun - 30% + 25 = 55%
Sneak - 10% + 40 = 50%

General Skills:

Cooking - ?% + 20
Gambling - ?% + 30
Dodge - 24% + 50 = 74%
Drive - 20% + 30 = 50%

Got 2 general skills that I wonder if they can exist or not, cooking and gambling. Got the idea that Celso would know lots about gambling and would partake of the activity, and would want to cook his pasta just like his mama.... Otherwise I'll stick to the written skills ... I think this is the 2nd CoC character I've created so it will probably need some tweeks, so willing to listen.

Oh and took Pharmacy because of the link in with criminal activity, and its kind of brewing/distilling activity, although it could have been chemistry. Happy to go with what you think I should have as the skill.


Recruitment Officially Closed

Submissions

Deaths Adorable Apprentice - Phoebe Barrett - Occupation - Nurse

Korak the Boisterous - Name TBD - Occupation - Antiquarian

Sir Longears - Thomas A. Greenwood - Occupation - Novelist

Gaming Ranger - Seamus CacHale - Occupation - Police Detective

Deevor - Celso Chellini Occupation - Bootlegger

Leedwashere - Name TBD - Occupation Engineer

Scranford - Fergus Garrity - Occupation WWI Chaplain

As there are only 7 submissions for 6 slots I will accept you all, one more character will not make a huge difference in terms of game play. I will review the submissions over the weekend to let you know if they need any tweaking.

I will try to find equipment lists for the 1920's/1930's.

Gameplay will begin Thanksgiving weekend as that is the next time I will get a large block of time together to get this up and running. This is a very long campaign so it should take years to complete.

You can all go ahead and dot the discussion thread with your avatars.


So what are the skills for a nurse before I start guessing?


I would assume any combination of these would work. Still not sure if I want the insane asylum or a more traditional hospital. Both could be fun. To be noted though I have no medical training so I get to fake it.
Dodge - For unruly patients
Fast Talk - Convincing unruly patients or children to take medication or to cooperate with the Doctor
First Aid - Anyone with medical training would have this
Grapple - A safe way to subdue a unruly patient
Library Use - for research purposes
Listen - Any of the good nurses i have ever met, and there have been a lot of good and bad one, are attentive and tend to keep an ear towards their patients
Medicine - Anyone with medical training would have this
Persuade - Convincing unruly patients or children to take medication or to cooperate with the Doctor. Being able to convince patients to stick to their doctors orders is important
Pharmacy - Better understanding of the human mind would only help with bedside manner
Spot Hidden - Possiblely used to figure out if a patient is hiding medication or any other items on their person or within their room


The Nurses 8 Skills: Biology, Credit Rating, First Aid, Medicine, Persuade, Pharmacy, Psychology, and +1 Skill chosen by the Investigator.


Kay. And how many general skills?


Can you tell me what psychiatry and Psychotherapy are used for in game? I know what these things are but I need to know the game definition. So I can get my skills rounded off. I think I am going for a nurse who moved into the Insane Asylum a year ago.


I will address your questions in the next few days Phoebe, don't have my books with me at work and I will be here very late tonight.


Thank you I can not seem to find those specific ones online


General Skills are INT X 10. You can spend them on whatever you wish including Occupational skills.

Psychoanalysis enables the user to staunch temporary and indefinite insanity for a day or so. If the condition persists beyond that period, the person relapses and only time heals the insanity. Emergency treatment can take an hour plus to perform and can be applied just once per incident of insanity. Further rules are relevant for long term treatment. Note that Sanity Points cannot be increased above POWx5 nor above 99 less a characters Cthulhu Mythos score.

Psychology/Psychiatry allows the user to study and individual and form an idea of his or her motives and character.


3d6 ⇒ (3, 1, 2) = 6
3d6 ⇒ (3, 5, 2) = 10
3d6 ⇒ (6, 3, 2) = 11
3d6 ⇒ (4, 2, 3) = 9
3d6 ⇒ (5, 3, 3) = 11
3d6 ⇒ (4, 5, 4) = 13

STR, CON, POW, DEX, APP, and EDU. Then add +3 to EDU.

2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14

SIZ and INT

-----------------------------------------

3d6 ⇒ (2, 5, 1) = 8
3d6 ⇒ (5, 5, 6) = 16
3d6 ⇒ (4, 1, 3) = 8
3d6 ⇒ (4, 3, 4) = 11
3d6 ⇒ (6, 4, 6) = 16
3d6 ⇒ (2, 2, 3) = 7

STR, CON, POW, DEX, APP, and EDU. Then add +3 to EDU.

2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14

SIZ and INT


NEED ANOTHER PLAYER FOR 1930'S ERA CTHULHU

Please post a concept you are interested in playing if you wish to join the campaign.

I will keep Recruitment open for at least a week, till the 5th. At that point, I will pick the concept I like the best and that Player can then build their Investigator.

Thank you for your interest.

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