
Lensman |

Ok I am going to post character creation info for those without access to the rules.
I am going to use the Quick Fire Method from page 60 of the Investigator's Handbook.
Quick Fire Method for Character Creation
1. Allocate 40, 50, 50, 50, 60, 60, 70, 80 where you like
among your characteristics. STR, DEX, CON, INT, EDU, POW, APP, SIZ
2. Apply age and EDU modifiers.
Age Modifiers:
15 to 19: Deduct 5 points among
STR and SIZ. Deduct 5 points from
EDU. Roll twice to generate a Luck
score and use the higher value.
20s or 30s (20-39 years of age):
Make an improvement check for
EDU.
40s: Make 2 improvement checks
for EDU and deduct 5 points
among STR, CON or DEX, and
reduce APP by 5.
50s: Make 3 improvement checks for EDU and deduct 10
points among STR, CON or DEX, and reduce APP by 10.
60s: Make 4 improvement checks for EDU and deduct 20
points among STR, CON or DEX, and reduce APP by 15.
70s: Make 4 improvement checks for EDU and deduct 40
points among STR, CON or DEX, and reduce APP by 20.
80s: Make 4 improvement checks for EDU and deduct 80
points among STR, CON or DEX, and reduce APP by 25.
To make an EDU improvement check, simply roll percentage
dice. If the result is greater than your present EDU add
1D10 percentage points to your EDU characteristic (note
that EDU cannot go above 99).
3. Figure Damage Bonus and Build.
Damage Bonus and Build
STR + SIZ Damage Bonus Build
2 — 64 –2 –2
65 — 84 –1 –1
85 — 124 None 0
125 — 164 +1D4 +1
165 — 204 +1D6 +2
4. Figure Hit Points (CON+SIZ divided by 10) and
Luck (3D6 x 5).
5. Decide an occupation and select eight appropriate
occupation skills.
6. Allocate the following values among the eight
occupation skills and Credit Rating: one at 70%,
two at 60%, three at 50%, and three at 40% (assign
the skills directly to these values and ignore the skill
base values). If your chosen profession states a lower
Credit Rating skill than 40%, you should set an
appropriate Credit Rating skill value and distribute
the excess points elsewhere.
7. Pick four non-occupation skills and boost them by
20% (adding 20 to the skill base values).
I have a huge list of occupations just ask and I can give you the particulars.

Lensman |

Master Skill List
Accounting (05%)
Animal Handling (05%) [Uncommon]
Anthropology (01%)
Appraise (05%)
Archaeology (01%)
Art and Craft (05%) [Specializations]
Artillery (01%) [Uncommon]
Charm (15%)
Climb (20%)
Credit Rating (00%)
Demolitions (01%) [Uncommon]
Disguise (05%)
Diving (01%)
Dodge (half DEX)
Drive Auto (20%)
Electrical Repair (10%)
Fast Talk (05%)
Firearms (varies) [Specializations]
First Aid (30%)
History (05%)
Hypnosis (01%) [Uncommon]
Intimidate (15%)
Jump (20%)
Language (Other) (01%) [Specializations]
Language (Own) (EDU)
Law (05%)
Library Use (20%)
Listen (20%)
Locksmith (01%)
Mechanical Repair (10%)
Medicine (01%)
Natural World (10%)
Navigate (10%)
Occult (05%)
Operate Heavy Machinery (01%)
Persuade (10%)
Pilot (01%) [Specializations]
Psychoanalysis (01%)
Psychology (10%)
Read Lips (01%) [Uncommon]
Ride (05%)
Sleight of Hand (10%)
Spot Hidden (25%)
Stealth (20%)
Survival (10%) [Specializations]
Swim (20%)
Throw (20%)
Track (10%)

Lensman |

Some Example Occupations
Mountain Climber
-Credit Rating: 30–60
-Skills: Climb, First Aid, Jump, Listen, Navigate, Other
Language, Survival (Alpine or as appropriate),
Track.
Outdoorsman/woman
-Credit Rating: 5–20
-Skills: Firearms, First Aid, Listen, Natural World, Navigate,
Spot Hidden, Survival (any), Track.
Pilot
-Credit Rating: 20–70
-Skills: Electrical Repair, Mechanical Repair, Navigate, Operate
Heavy Machine, Pilot (Aircraft), Science (Astronomy),
any two other skills as personal or era specialties.
Aviator
-Credit Rating: 30–60
-Skills: Accounting, Electrical Repair, Listen, Mechanical
Repair, Navigate, Pilot (Aircraft), Spot Hidden, any
one other skill as a personal or era specialty.
Photographer
-Credit Rating: 9–30
-Skills: Art/Craft (Photography), one interpersonal skill
(Charm, Fast Talk, Intimidate, or Persuade), Psychology,
Science (Chemistry), Stealth, Spot Hidden,
any two other skills as personal or era specialties.
Photojournalist
-Credit Rating: 10–30
-Skills: Art/Craft (Photography), Climb, one interpersonal
skill (Charm, Fast Talk, Intimidate, or Persuade),
Other Language, Psychology, Science (Chemistry),
any two other skills as personal or era specialties.
Scientist
-Credit Rating: 9–50
-Skills: Any three science specialisms, Computer Use or
Library Use, Other Language, Own Language, one
interpersonal skill (Charm, Fast Talk, Intimidate, or
Persuade), Spot Hidden.
Mechanic (and Skilled Trades)
-Credit Rating: 9–40
-Skills: Art/Craft (Carpentry, Welding, Plumbing, etc.),
Climb, Drive Auto, Electrical Repair, Mechanical
Repair, Operate Heavy Machinery, any two other
skills as personal, era or trade specialties.
Engineer
-Credit Rating: 30–60
-Skills: Art/Craft (Technical Drawing), Electrical Repair,
Library Use, Mechanical Repair, Operate Heavy Machine,
Science (Engineering and Physics), any one
other skill as personal or era specialty.
Animal Trainer
-Credit Rating: 10–40
-Suggested Contacts: Zoos, circus folk, patrons, actors.
Skills: Jump, Listen, Natural World, Psychology, Science
(Zoology), Stealth, Track, any one other skill as a
personal or era specialty.
Doctor Of Medicine
-Credit Rating: 30–80
-Skills: First Aid, Medicine, Other Language (Latin),
Psychology, Science (Biology and Pharmacy), any two other skills as personal specialties.
These are just some examples. I have a lot more if you don't see what your looking for.

Aubster |

Presenting Dr. Jackson Edwards (Jack to his friends and colleagues).
Could you take a look and make sure I did it correctly
Str - 50
Dec - 60
Con - 50
Int - 70
Edu - 80
Pow - 60
App - 40
Size - 50
Age 27
Education check - 1d100 ⇒ 97 Passed
Additional education - 1d10 ⇒ 3
New Edu score 83
Damage Bonus - Str+size = 100 No bonus
Hit Points - (Cons+Size)/10 = 10
Luck 3d6 x 5 - 3d6 + 5 ⇒ (1, 5, 1) + 5 = 12
Occupation - Physician
Occupation Skills
Credit Rating 40
First Aid 60
Medicine 70
Other Language (Latin) 40
Psychology 50
Science (biology) 60
Science (pharmacy) 50
Psychoanalysis 50
Persuade 40
Other skills
Climb 40
Firearms (rifle) 20
Library Use 40
Throw 40

MeanDM |

Is there an occupation for sailor? If not, I have some ideas for skills that could make one.
I didn't download my PDF of the rules before the password expired. I'm going to email chaosium to see if I can get a new link.
Otherwise I have my character done other than the the rolls, so I can do them on here.
*Edit* I think I could also use the Mechanic profession to simulate it as well, if that is an option you'd prefer.

Lensman |

Sailor, Naval
-Credit Rating: 9–30
-Skills: Electrical or Mechanical Repair, Fighting, Firearms, First Aid, Navigate, Pilot (Boat), Survival (Sea), Swim.
Sailor, Commercial
-Credit Rating: 20–40
-Skills: First Aid, Mechanical Repair, Natural World, Navigate, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Pilot (Boat), Spot Hidden, Swim.

Phil Tucker |

Introducing Gabriel Conroy, polar explorer and WWI veteran.
Str - 60/30/12
Dex - 50/25/10
Con - 80/40/16
Int - 50/25/10
Edu - 50/25/10
Pow - 70/35/14
App - 40/20/8
Size - 60/30/12
Age 39
Education check: 1d100 ⇒ 47
Damage Bonus - Str+size = 120 No bonus
Hit Points - (Cons+Size)/10 = 14
Luck: 3d6 ⇒ (6, 2, 4) = 12 x5 = 60
Occupation - Outdoorsman
Occupation Skills
Firearms Rifle/Shotgun 50/25/10
Navigate 60/30/12
Spot Hidden 60/30/12
Survival (polar) 70/35/14
Track 50/25/10
First Aid 40/20/8
Natural World 50/25/10
Listen 40/20/8
Other skills
Climb (alpine) 40/20/8
Electrical Repair 30/15/6
Animal Handling (sled dogs) 25/13/5
Charm 35/18/7
Also, how do we figure out our credit rating?

Aubster |

Corrected - edited luck and firearm score and added 1/2 and 1/5 scores
Presenting Dr. Jackson Edwards (Jack to his friends and colleagues).
Str - 50/25/10
Dex - 60/30/12
Con - 50/25/10
Int - 70/35/14
Edu - 83/42/16
Pow - 60/30/12
App - 40/20/8
Size - 50/25/10
Age 27
Education check - 1d100 ⇒ 97 Passed
Additional education - 1d10 ⇒ 3
New Edu score 83
Damage Bonus - Str+size = 100 No bonus
Hit Points - (Cons+Size)/10 = 10
Luck 3d6 x 5 ⇒ (1, 5, 1) x 5 = 35
Occupation - Physician
Occupation Skills
Credit Rating 40/20/8
First Aid 60/30/12
Medicine 70/35/14
Other Language (Latin) 40/20/8
Psychology 50/25/10
Science (biology) 60/30/12
Science (pharmacy) 50/25/10
Psychoanalysis 50/25/10
Persuade 40/20/8
Other skills
Climb 40/20/8
Firearms (rifle) 45/23/9
Library Use 40/20/8
Throw 40/20/8

Lensman |

Fighting Specializations:
Axe (15%): use this skill for larger wood axes. A small hatchet can be used with basic brawling skill. If thrown, use the Throw skill.
Brawl (25%): includes all unarmed fighting and basic weapons that anyone could pick up and make use of, such as clubs (up to cricket bats or baseball bats), knives, and many improvised weapons, such as bottles and chair legs. To determine the damage done with an improvised weapon, the Keeper should refer to the weapons list and pick something comparable.
Spear (20%): lances and spears. If thrown, use Throw skill.
Sword (20%): all blades over two feet in length.
Whip (05%): bolas and whips.

MeanDM |

May I introduce the commercial sailor, who remembers the dying of the age of sail:
Albert Samuel
Age: 47
Profession: Commercial Sailor
Str: 60/30/12
Dex: 70/35/14
Con: 75/32/15
Int: 50/25/10
Edu: 40/20/8
Pow: 60/30/12
App: 45/22/9
Siz: 50/25/10
Edu checks:: 1d100 ⇒ 8
Edu checks:: 1d100 ⇒ 5
Education remains at 40
Dmg Bonus: none
HP: 12
Luck: 70
Luck: 3d6 ⇒ (4, 4, 6) = 14 x5= 70
Occupation Skills:
Credit Rating: 40/20/8
First Aid: 40/20/8
Intimidate: 50/25/10
Mechanical Repair: 60/30/12
Natural World: 50/25/10
Navigate: 60/30/12
Pilot Boat: 70/35/14
Spot Hidden: 50/25/10
Swim: 40/20/8
Additional Skills:
Brawl: 45/22/9
Climb: 40/20/8
Dodge: 55/27/11
History 25/12/5

MeanDM |

I left out the more exotic weapons.
No problem. I envision him as kind of a perpetual crewman, who never gets promoted to an officer position. The kind of guy that gets in drunken brawls in exotic ports. Mostly fistfights, but occasionally maybe a knife gets involved.

Lensman |

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Curtis Winters
STR 50/25/10
DEX 80/40/16
CON 60/30/12
INT 70/35/14
EDU 51/25/10
POW 50/25/10
APP 60/30/12
SIZ 40/20/8
Age 36
EDU check: 1d100 ⇒ 86 Passed
Additional EDU: 1d10 ⇒ 1
New EDU Score 51
Damage Bonus None (STR + SIZ = 90)
Hit Points 10 (60 + 40 = 100/10 = 10)
Luck: 3d6 ⇒ (4, 2, 2) = 8 x 5 = 40
Occupation Pilot
Credit Rating 40/20/8
Electrical Repair 60/30/12
Mechanical Repair 50/25/10
Navigate 60/30/12
Operate Heavy Machine 50/25/10
Pilot (Aircraft) 70/35/14
Science (Astronomy) 40/20/8
Demolitions 40/20/8
Survival (arctic) 50/25/10
Additional Skills
Charm 35/17/7
Dodge 60/30/12
Firearms (Handgun) 40/20/8
Spot Hidden 45/22/9

MeanDM |

MeanDM wrote:No problem. I envision him as kind of a perpetual crewman, who never gets promoted to an officer position. The kind of guy that gets in drunken brawls in exotic ports. Mostly fistfights, but occasionally maybe a knife gets involved.
You might be interested in this then.
That's awesome! I think I'll read some of these for inspiration!

cirle |

For your approval.
Petyr Zuyev
Sex: Male Age: 38
STR 70/35/15
CON 80/40/16
POW 60/30/12
DEX 60/30/12
APP 50/25/10
SIZ 50/25/10
INT 50/25/10
EDU 40/20/8
Luck: 11
Magic Points: 12
Hit Points: 13
Damage Bonus: +1d4
Build: +1
Sanity: 60 (?)
Occupation (outdoorsman):
Firearms (rifle/shotgun) 70% , First Aid 40%, Listen 50%, Natural World 60%, Navigate 60%, Spot Hidden 50% , Survival (Taiga) 40%, Track 50%, Credit Rating 40%, Speak English (40%), and Ride (Horse) 40%.
History
A member of Cossack aristocracy, with ancestral holdings along the Kuban river, Petyr Suyev fought the Bolsheviks, first in the Army of the Don, and then with the Whites in the TranBaikal. He walks with a pronounced limp, due to a nearly mortal bayonet wound he received from a Red Army soldier.
Less obvious, are the mental scars he bears, mainly from the atrocities he witnessed; particularly from the brief time he rode with with Baron Ungern-Sternberg, a sadistic monster with messianic pretensions. Since the war he has travelled extensively. He has spent the last three years in the Canadian Rockies, trapping and prospecting.
It would entirely reasonable for this character to start with 5-10 points of SAN already subtracted; anybody who rode with Sternberg was going to be party to some terrible things.

Gabriel Conroy |

So I've read the module, and am excited to get started. I've requested that this game be switched over by the mod's to my control, but don't know how long that will take. Rather than wait, I'm going to kick things off in the Gameplay thread, and when the switch is made, we'll keep on trucking.
Or breaking through the pack ice, as the case may be.