Tatters of the King

Game Master Jigamorphic

Wherein Hastur turns his gaze to Earth!


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heh, I've heard about that sort of thing before (not with cthulu admittedly), but never tried it. Sounds like fun, I'm sure absolutely nothing can go wrong with this idea :p


Harvey Andrews wrote:
heh, I've heard about that sort of thing before (not with cthulu admittedly), but never tried it. Sounds like fun, I'm sure absolutely nothing can go wrong with this idea :p

Nothing, a word which here means:

every mind-searingly awful thing plus tentacles

Liberty's Edge

Well, If no one else steps forward, I will offer to bow out. I was one of the last to post, having merely lurked through the previous interest posts. I would not want to spoil the fun of those that have been at it from the start.

Perhaps I could stand by as an alternate should the unforeseen happen and someone actually die in a CoC campaign.


Oh, Call of Cthulhu! I've never played before but I've always been interested. I will step forward! If you're doing the two-groups thing, then I'll gladly like to participate. Err, as long as it's PBP because time zones are always a kick in the glutes.

I'll have to refamiliarize myself with the system but I do so love the idea dearly. I'll be content no matter what is decided though. Cheers.


Darian Graey wrote:

Well, If no one else steps forward, I will offer to bow out. I was one of the last to post, having merely lurked through the previous interest posts. I would not want to spoil the fun of those that have been at it from the start.

Perhaps I could stand by as an alternate should the unforeseen happen and someone actually die in a CoC campaign.

Wait, wait don't go! I said eight players, two groups of 4, which we now have! Please do stay.


Let's do this thing....


Array 1:

Strength: 3d6 ⇒ (1, 4, 3) = 8
Constitution: 3d6 ⇒ (6, 4, 1) = 11
Dexterity: 3d6 ⇒ (2, 1, 1) = 4
Size: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Intelligence: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Power: 3d6 ⇒ (5, 1, 5) = 11
Appearance: 3d6 ⇒ (4, 6, 2) = 12
Education: 3d6 + 3 ⇒ (4, 5, 4) + 3 = 16

Array 2:

Strength: 3d6 ⇒ (5, 6, 3) = 14
Constitution: 3d6 ⇒ (3, 3, 1) = 7
Dexterity: 3d6 ⇒ (1, 4, 2) = 7
Size: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Intelligence: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Power: 3d6 ⇒ (3, 3, 3) = 9
Appearance: 3d6 ⇒ (4, 3, 6) = 13
Education: 3d6 + 3 ⇒ (2, 5, 2) + 3 = 12

Hmm. This is a difficult choice. I think I'll stick with Array 1 even with that atrocious Dex.

Offering up: Jeff "Rusty" Henderson, a mid-twenties out-of-work mortician and current drifter. Following an accident that left his hands unable to perform the finer work needed for his profession, he started moving from place and place, taking menial jobs and continuing to research about the preservation and reconstruction of the dead, a long-held interest started from his family's line of work as embalmers but developed as a sometimes obsession in its own right after a horrific accident left his family dead and their corpses unable to be restored.

Full profile up later.

Dark Archive

Pathfinder Adventure Path Subscriber

I wrote a very long and rambling backstory for my patrolman, which was then eaten by either the boards or some elder thing from beyond time and space. Which might be the same thing as the boards. No way to tell there. Instead, here's a much shorter (and probably better) version.

Backstory:

Leonard Whitman is the younger son of a butcher who went off to fight in the Great War and came back a broken man. His father took to drinking heavily to deal with the horrors he saw, and took out his pain on his family. Leonard's mother died of disease, which pushed his father deeper into depression. He beat Leonard and his older brother Roy until one night when his older brother fought back. Both of them were taken away that night - the father to asylum, and Roy to the morgue.

Leonard's a teetotaler, and still has problems dealing with his father's abuse. He learned one thing though from his time as a child, and that's how to take a punch. Maybe that's why he ended up becoming a patrolman. He wasn't afraid to get hurt doing something for someone. He's only recently learned of how strange the world really is, when he found a streetwalker's body hidden in an alley with symbols carved into her skin. His commanding officers took possession of the case, since they didn't want to fuel any rumors that Bloody Jack might have returned. Still, he knows something was weird about it, and he has vowed to keep his eyes open for further signs. Maybe then he'd be able to move past patrols and into Criminal Affairs. The life of a detective, now that's living.


Jeff "Rusty" Henderson

Statistics:

Strength: 8
Constitution: 11
Dexterity: 7
Size: 12
Intelligence: 16
Power: 11
Appearance: 9
Education: 16

*Moved 3 from Appearance to Dexterity
*Moved 2 from Size to Intelligence

HP: 10
Magic: 11
Sanity: 55
Idea: 80
Knowledge: 80
Luck: 55
Damage Bonus: +0

Skill Notes:

Occupational Skills
16*15 = 240 skills

Art 20% (5 + 15)
Biology 50% (1 + 49)
Chemistry 40% (1 + 39)
First Aid 50% (30 + 20)
Library Use 40% (25 + 15)
Medicine 50% (5 + 45)
Pharmacy 43% (1 + 42)
Psychology 20% (5 + 15)

Hobby Skills
16*10 = 160 skills

Conceal 30% (15 + 15)
Hide 30% (10 + 20)
Natural History 22% (10 + 12)
Navigate 50% (10 + 40)
Occult 20% (5 + 15)
Other Language: Latin 20% (1 + 19%)
Physics 20% (1 + 19)
Sneak 30% (10 + 20)

Biography:

Jeff "Rusty" Henderson comes from a long-line of morticians. Apprenticed to his father at an early age, the boy gained a deep-set fascination with corpses. This fascination would turn to a small obsession years later, when a chemical accident took the life of his parents and heavily wounded him.

Unable to do the finer work required of him while he recovered and unskilled with taking care of finances, his family's mortuary was soon seized and Jeff left homeless. He started doing menial jobs and later started drifting from place to place, his hands never having fully healed, and earned the nickname "Rusty" from vagabonds such as himself.

Still interested in the preservation and restoration of corpses, Rusty continued studying, sometimes dabbling in occult texts, finding much time to himself without regular work. He eventually ended up in London, nothing but the unknown waiting for him there.


GM: I'm a bit lost as to exactly how many characters you've got now, but it looks like most people have a most of their stuff worked out... If you're happy with everyone so far, maybe you could start picking sides..?

(I'm very keen!)

Also, I've copied a character sheet from the QuickStart Guide and digitally scrawled on it, complete with picture, so I'll pop a link up on my profile soon so you can all see what Remy actually looks like - I just chose that crazy doc/wizard from Seven Swords of Sin as his avatar because he wears dark glasses, which are, you know, like, Remy's thing, man.


Picking sides will be up to you guys!

I'll put up a real campaign page in a few minutes, so watch the top for a discussion thread where you can start to figure out teams.

EDIT: Discussion tab is open! I've put up just a smidgen of information to help you start figuring out who knows who and start picking sides.

Liberty's Edge

You sneaky bastards!

Liberty's Edge

Array 1:

Strength: 3d6 ⇒ (4, 2, 2) = 8
Constitution: 3d6 ⇒ (3, 6, 1) = 10
Dexterity: 3d6 ⇒ (3, 2, 5) = 10
Size: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Intelligence: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Power: 3d6 ⇒ (4, 1, 1) = 6
Appearance: 3d6 ⇒ (6, 1, 6) = 13
Education: 3d6 + 3 ⇒ (4, 6, 1) + 3 = 14

Array 2:

Strength: 3d6 ⇒ (1, 6, 6) = 13
Constitution: 3d6 ⇒ (5, 6, 4) = 15
Dexterity: 3d6 ⇒ (2, 6, 4) = 12
Size: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Intelligence: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Power: 3d6 ⇒ (4, 3, 6) = 13
Appearance: 3d6 ⇒ (2, 6, 3) = 11
Education: 3d6 + 3 ⇒ (2, 6, 5) + 3 = 16


Nice rolls on no. 2 there :)

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