When Darkness Falls (IC) GM garabbott

Game Master garabbott

A Lovecraftian themed campaign that takes place just after WWII in Oregon's Willamette Valley. A team of specialists are gathered for a mysterious murder case, only to realize that they have uncovered something much more dangerous than anyone expected.



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When Darkness Falls

"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 deadly light into the peace and safety of a new dark age." - H.P. Lovecraft, "The Call of Cthulhu"

Hi everyone, welcome to the recruitment thread for When Darkness Falls.

This campaign is sort of an experimental project I've mulled over for years, so be warned it might be a bit unorthodox. First of all: this is a Lovecraft-inspired campaign, and for much of the prep work I've done for it I've been reading/referencing the Call of Cthulhu RPG, a d20 source book that is 3.5 compatible. If you're not familiar with the game, it is designed to be a brutal and horrifying experience in which the PCs not only face death and excruciating bodily harm, but their characters also run the risk of losing their very sanity as they confront terror after terror in the world of Cthulhu Mythos. This campaign will be no different. (Hint: mature themes abound).

The game begins in the city of Salem, the capitol of Oregon State on the U.S's western coastline. The year is 1951, and the country still celebrates and prospers from its glorious victory at the end WWII. Each investigator (PC) will be commissioned by a powerful private interest, the K. West Fund, to join a team of highly-trained and highly-qualified specialists. The investigators should come from a variety of backgrounds (we'll talk about character creation in a second), but suffice it to say that private detectives, criminal investigators, military personnel, doctors and even professors will be considered for the job.

All hopeful investigators should have a full portfolio turned in by the 29th of September, or next Sunday. For instructions on how to create a portfolio, see the campaign info (which I have copy+pasted here for your ease).

Character Creation Step 1:
Choose a Base Save and Base Attack Bonus Progression & then roll for your ability scores. This choice is made once at the beginning of the game, and cannot be altered.

Defensive Option:
......Base Save 1.....Base Save 2.....Base Save 3.....Base Attack Bonus
1st......+0..............+2..............+2.................+0
2nd......+0..............+3..............+3.................+1
3rd......+1..............+3..............+3.................+1
4th......+1..............+4..............+4.................+2
5th......+1..............+4..............+4.................+2
6th......+2..............+5..............+5.................+3
7th......+2..............+5..............+5.................+3
8th......+2..............+6..............+6.................+4
9th......+3..............+6..............+6.................+4
10th.....+3..............+7..............+7.................+5

Offensive Option:
......Base Save 1.....Base Save 2.....Base Save 3.....Base Attack Bonus
1st......+0..............+0..............+2.................+1
2nd......+0..............+0..............+3.................+2
3rd......+1..............+1..............+3.................+3
4th......+1..............+1..............+4.................+4
5th......+1..............+1..............+4.................+5
6th......+2..............+2..............+5.................+6
7th......+2..............+2..............+5.................+7
8th......+2..............+2..............+6.................+8
9th......+3..............+3..............+6.................+9
10th.....+3..............+3..............+7.................+10

Ability Scores:
As every member of the group being assembled will be considered a specialist at the top of their field, we will be rolling at 3d6+6, dropping the lowest roll, for each ability score -- that's six times only, not allowing a 7th to drop the lowest -- I may choose to change the specifics here based on the results of character creation and how quickly/effectively the group moves through the game.

Character Creation Step 2:
Choose a Profession from the following list (their class skills are listed next to them). Each option comes with a bonus feat, in addition to your 1st level feat.

Agent: Bluff, Disable Device, Drive, Forgery, Intimidate, Sense Motive, Stealth, +3 more of the player's choice. FEAT: Improved Initiative.
Detective: Bluff, Diplomacy, Disable Device, Disguise, Forgery, Perception, Sense Motive, +3 more of the player's choice. FEAT: Dodge.
Doctor: Appraise, Heal, Knowledge (biology), Knowledge (medicine), Knowledge (any), Perception, Research, +3 more of the player's choice. FEAT: Skill Focus (Heal) or (Knowledge (any)).
Professor: Bluff, Diplomacy, Knowledge (occult), Knowledge (any 1), Perception, Research, Sense Motive +3 more of the player's choice. FEAT: Skill Focus (Diplomacy), (Bluff), or (Knowledge (any)).
Soldier: Acrobatics, Climb, Heal, Perception, Stealth, Survival, Swim, +3 more of the player's choice. FEAT: Weapon Focus.

This is a list of all skills available to players:
Acrobatics
Appraise
Bluff
Climb
Craft
Demolitions
Diplomacy
Disable Device
Disguise
Drive
Escape Artist
Forgery
Handle Animal
Heal
Intimidate
Knowledge (archaeology)
Knowledge (art)
Knowledge (astronomy)
Knowledge (biology)
Knowledge (chemistry)
Knowledge (history)
Knowledge (local)*
Knowledge (medicine)
Knowledge (nature)
Knowledge (occult)
Knowledge (religion)
Performance
Pilot
Research
Ride
Sense Motive
Sleight of Hand
Speak Other Language
Spellcraft UNAVAILABLE AS CLASS SKILL
Swim

*Choose any one city for Knowledge (local)

Character Creation Step 3:
Pick your feats. I am going to be open with this one, and allow you to choose from any feat in any d20 sourcebook, so long as you can provide me with a description (or tell me where to find one) and I think it's not overpowered or doesn't contextually fit in the setting or game style. Also note that every investigator is granted 1 free Weapon Proficiency feat to represent time spent fighting in WWII, which we will assume most every investigator did.

Character Creation Step 4:
Read about and determine your Sanity.

Character Creation Step 5:
Equipment! Use the following adjustments to discern your Profession's salary:

Agent: +0
Detective:-1
Doctor: +2
Professor: +1
Soldier: +0

Now, roll 1d6 and add your Profession's salary adjustment, multiply the result by 1,000 and you have your current life's savings. A final result of 0 is $500.00. Keep in mind, however, that your characters' lives are not yet focused on survival, and therefore it would be unrealistic to simply buy an arsenal of weaponry during character creation. I have provided only a list of weaponry (because of their key role in the game) and their prices, but feel free to flesh out your investigator's possessions with whatever creative and realistic items you wish.

Melee Weapons
Tiny Melee Weapons:
Brass Knuckles: 1d3; x2 crit; bludgeoning; $1.00
Switchblade: 1d3; 19-20/x2 crit; piercing; $3.00

Small Melee Weapons:
Hunting Knife: 1d4; 19-20/x2 crit; 10' range; piercing; $5.00
Combat Knife: 1d4; 19-20/x2 crit; 10' range; slashing; $5.00
Cleaver/Butcher Knife: 1d4; x3 crit; 10' range; slashing; $2.00
Gun butt, Pistol: 1d4; x2 crit; bludgeoning
Hatchet: 1d6; x3 crit; slashing; $3.00

Medium Melee Weapons:
Nightstick/Billy Culb: 1d4; x2 crit; bludgeoning; $1.00
Crowbar: 1d6; x2 crit; bludgeoning; $3.00
Pick/Pickaxe: 1d6; x4 crit; piercing; $5.00
Machete: 1d6; 19-20/x2 crit; slashing; $3.00
Rapier: 1d8; 18-20/x2 crit; piercing; $15.00

Large Melee Weapons:
Baseball Bat: 1d6; x2 crit; bludgeoning; $2.00
Bayonet, fixed to rifle: 1d6; 19-20/x2 crit; piercing and slashing; $5.00
Gun butt, rifle or shotgun: 1d6; x2 crit; bludgeoning
Shovel: 1d6; x2 crit; bludgeoning; $4.00
Axe: 1d8; x3 crit; slashing; $5.00

Guns:
Pistols
Colt Single Action Revolver (M1873): 1d10; x3 crit; 6 bullet revolver; side loading; 20' range; standard fire; $30.00
Colt M1911: 2d6; x3 crit; 7 bullet mag; 20' range; semiautomatic; $40.00
Colt M1917: 2d8; x3 crit; 6 bullet revolver; side loading; 20' range; semiautomatic; $50.00
Smith & Wesson M1917 Revolver: 2d8; 6 bullet revolver; side loading; 20' range; semiautomatic; $40.00

Rifles
Winchester M1894 Sporting Rifle: 2d6; x3 crit; lever action; side loading; 200' range; $28.00
Lee-Enfield Mark I Rifle: 2d10; x3 crit; bolt action; 6 bullet mags; 175' range; $55.00
Springfield M1903: 2d10; x3 crit; bolt action; 5 bullet clip; 175' range; $45.00
Lee-Enfield Mark III Rifle: 2d10; x3 crit; bolt action; 10 bullet mags; 200' range; $60.00

Shotguns
Winchester M1897 Shotgun (12 gauge): 3d6/2d6/1d6* or 2d10 slug; x3 crit; 5 shell cap; 50' range; pump action; $60.00
Winchester M1897 Riot Shotgun (10 gauge): 3d8/2d8/1d8* or 2d10 slug; x3 crit; 4 shell cap; 50' range; lever; $75.00
Winchester M1912 Shotgun (12 gauge): 3d6/2d6/1d6* or 2d10 slug; x3 crit; 5 shell cap; 50' range; pump action; $60.00
Winchester M1912 Shotgun (16 gauge): 3d4/2d4/1d4* or 2d8 slug; x3 crit; 5 shell cap; 50' range; pump action; $45.00

*Use the 1st damage listing for whenever the target is within the weapon's 1st range increment, the 2nd damage listing for a target within the weapon's 2nd range increment, and the 3rd damage listing for anything beyond that.

Submachine Guns
Thompson Submachine Gun: 2d8; x3 crit; 30' range; autofire; $225.00

Character Advancement:
Investigators' HD are always d8, and assume that each class normally gains 6 + Int skills per level. Additionally, feats are normally gained at every odd level.

Skill ranks and even Feats may be rewarded for specific actions or accomplishments throughout the game.

Sample Character Sheet:
Charlie Poolsworth, Offensive Detective 1 (Fort)

DEFENSE
HP: 9/9 // Sanity points: 50/50
AC: 14 // CMD: 14
Will: +0 // Fort: +2 // Reflex: +3

OFFENSE
Shotgun +4 (3d6/2d6/1d6, x3)
Switchblade +1 (1d3, 19-20/x2)

ABILITY SCORES
STR 11
DEX 16
CON 11
INT 10
WIS 10
CHA 11

SKILLS (CORE)
Acrobatics
Bluff
Diplomacy
Disable Device
Disguise
Drive
Forgery
Perception
Sense Motive
Stealth

FEATS
Dodge
Weapon Proficiency (shotgun)

POSSESSIONS
Winchester 1897 Pump Action, 20 shells
Switchblade
Large dark sunglasses
White undershirt, stained
Button-up shirt, light blue
Grey 3-buttoned vest, very classy
- Pack of cigarettes, 3/4 full
Brown slacks
- Zippo cigarette lighter
Leather shoes, slightly scuffed
Black leather wallet
- 2.75$

NOTES
In Portland for an extended stay while investigating the disappearance of a beautiful girl from Oregon's countryside that was caught up in the bad business of Portland's underbelly, Charlie keeps his switchblade in his pocket at all times but generally chooses to leave his shotgun at home. He relies on some wit and some luck to get to the bottom of his cases, and so far things have been paying off.

Posting requirements are ideally once a day, but I definitely can slack on even that from time to time, so we'll say that 4 posts a week should be the minimum. I don't know how many players I'll be running this with, so just assume for now there'll be 3-5.

Thanks for reading! I'll let Mr. Lovecraft have the final word....

"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown."
- H.P. Lovecraft, "Supernatural Horror in Literature"


Definitely very interested in this. Don't have the time yet, but dotting for late. I intend to whip up a Detective, by the looks of it.


3d6 + 6 ⇒ (6, 3, 5) + 6 = 20 17
3d6 + 6 ⇒ (1, 5, 5) + 6 = 17 16
3d6 + 6 ⇒ (4, 3, 2) + 6 = 15 13
3d6 + 6 ⇒ (5, 4, 5) + 6 = 20 16
3d6 + 6 ⇒ (3, 2, 2) + 6 = 13 11
3d6 + 6 ⇒ (3, 3, 5) + 6 = 17 14

...My heart, ack!


About to build, and wondering where exactly the Pathfinder comes into this. Namely, if skill purchases work like in Pathfinder, or in the rest of D20. Also, do we get to take bonus languages for an Int bonus as in Pathfinder, or does each language have to come with a rank in Speak Other Language?


Going for n offensive professor of history.

3d6 + 6 ⇒ (2, 2, 4) + 6 = 14 12
3d6 + 6 ⇒ (3, 5, 6) + 6 = 20 17
3d6 + 6 ⇒ (4, 6, 2) + 6 = 18 16
3d6 + 6 ⇒ (1, 4, 2) + 6 = 13 12
3d6 + 6 ⇒ (1, 2, 1) + 6 = 10 9
3d6 + 6 ⇒ (2, 5, 6) + 6 = 19 17

Salary: 1d6 ⇒ 3

Where can I find prices for equipment?


Happy to see some interest! I'll answer a few questions.

Nidoran Duran wrote:
About to build, and wondering where exactly the Pathfinder comes into this. Namely, if skill purchases work like in Pathfinder, or in the rest of D20. Also, do we get to take bonus languages for an Int bonus as in Pathfinder, or does each language have to come with a rank in Speak Other Language?

Good question, yes please treat skill purchases as you would in Pathfinder.

Big OM wrote:
Where can I find prices for equipment?

The weapon prices are listed, the rest of it... just sort of estimate. I'll give prices for purchases made in game, but I'm not too worried about character creation.

Money woes will be the last of your concern in this game, I think :P

Silver Crusade

I am interested, I have a question about tone. Would you object to a character like Ash from Army of Darkness? Or are you looking for a more serious game devoid of all comic relief?

I will draw something up either way probably as the whole thing seems interesting.

For the rolls:

3d6 + 6 ⇒ (6, 2, 3) + 6 = 17=15
3d6 + 6 ⇒ (4, 4, 3) + 6 = 17=14
3d6 + 6 ⇒ (2, 2, 6) + 6 = 16=14
3d6 + 6 ⇒ (4, 3, 1) + 6 = 14=13
3d6 + 6 ⇒ (4, 6, 1) + 6 = 17=16
3d6 + 6 ⇒ (6, 4, 3) + 6 = 19=16

Going Offensive Soldier
Salary: 1d6 ⇒ 1


I want the characters to have a good reason for being contracted by a private multi-million dollar special interest, so they basically can't be bumbling idiots and they would probably need some professional confidence. But of course if they are also quirky or funny or whatever, that's fine by me.


Ok. Loves me the Cthulhu...

3d6 + 6 ⇒ (6, 4, 4) + 6 = 20 = 16
3d6 + 6 ⇒ (3, 3, 4) + 6 = 16 = 13
3d6 + 6 ⇒ (4, 1, 3) + 6 = 14 = 13
3d6 + 6 ⇒ (5, 1, 2) + 6 = 14 = 12
3d6 + 6 ⇒ (5, 3, 3) + 6 = 17 = 14
3d6 + 6 ⇒ (2, 2, 6) + 6 = 16 = 14

Do we place the score where we want or leave them where they were rolled?


Doomed Hero here. You had me at Cthulhu.

Background!:

Doctor Watson (no, not that one. My name is Arthur. Honestly, I could just kill that Doyal fellow.) is a surgeon by trade, but, being a loyal citizen of the commonwealth, dutifully signed up an shipped out to defend the Empire when Hitler began his scrap with the world. The good Doctor probably could have gotten a non-combat deferment due to the necessity of his profession during war-time, but with a family history of naval service, Arthur wouldn't have taken it if it had been offered.

The combination of an impressive intellect, a level head, and a youth spent getting into scrapes on three continents (by virtue of being raised by his father), made him a uniquely qualified man. He joined the Navy and would have followed in his father's footsteps, but the Crown had other plans for him. When MI6 approached him in the late 1930s and asked him to serve, he gladly accepted.

And so, Doctor Arthur Watson joined the elite Ministry of Ungentlemanly Warfare. What he and his fellows did over the course of the war has been expunged from the record, but much of it was spent hunting down rogue SS operatives who were seeking strange objects in many corners of the world.

At the end of the war, and the end of his military career, Arthur found himself helping the Americans create a program of their own that would operate much as MI6 and the Ministry did.

Which is how a British doctor found himself living near the small town of Salem, Oregon. The American Office of Strategic Services had set up it's primary training camp there, but five years later when the OSS was expanded and folded into the newly-created Central Intelligence Agency they moved the facility to Virginia.

And Doctor Watson stayed behind, finally enjoying a little peace and quiet after nearly a decade of war and intrigue.

He had told himself he would be returning to England, but somehow four years had passed and he was still living in his rustic cabin in the American Northwest.

Cash: 1d6 ⇒ 6


3d6 + 6 ⇒ (5, 1, 5) + 6 = 17 16
3d6 + 6 ⇒ (6, 5, 4) + 6 = 21 17
3d6 + 6 ⇒ (2, 5, 5) + 6 = 18 16
3d6 + 6 ⇒ (6, 4, 2) + 6 = 18 16
3d6 + 6 ⇒ (2, 5, 2) + 6 = 15 13
3d6 + 6 ⇒ (4, 5, 5) + 6 = 20 16


I have a background and basic mechanics up in the alias, but I have to run and do real life stuff.

I'll have a chance to finish him up tomorrow. Please let me know what you think.


3d6 + 6 ⇒ (4, 3, 5) + 6 = 18 15
3d6 + 6 ⇒ (4, 4, 1) + 6 = 15 14
3d6 + 6 ⇒ (6, 2, 5) + 6 = 19 17
3d6 + 6 ⇒ (2, 5, 6) + 6 = 19 17
3d6 + 6 ⇒ (1, 5, 3) + 6 = 15 14
3d6 + 6 ⇒ (4, 4, 5) + 6 = 19 15
1d6 - 1 ⇒ (5) - 1 = 4 $4,000

Will whip up crunch and background.


Ability scores can be rearranged however you like. I'm seeing some pretty impressive rolls, too... will make for interesting balance in the game.

Hey Dr. Watson, I dig the backstory a lot, but how does having a rustic cabin northeast of Portland sound? Portland is about two hours away from Salem by train, and I'm only askin' cause if you wanted to live closer to Salem it'd make a lot more sense to be in a farmhouse -- pretty much just flat floodlands in the Willamette Valley.

Also, just one other thing, and this goes for everyone, the bonus Weapon Proficiency feat is specific to only one type of firearm, so you have to decide Pistol, Shotgun, Rifle, etc.


How much starting money should I drop to get my character a decent car?


Presenting Remmy, Not sure how much everything cost so I just gave him half of his starting money.

Wasn't sure what Ability driving was under, so I chose dex... Let me know if it is different.

This is aconyte BTW


William Hanson:

William Hanson, Offensive Professor 1 (Fort)

DEFENSE
HP: 14/14 // Sanity points: 80/80
AC: 9 // CMD: 10
Fort: +5 // Ref: -1 // Will: +3

OFFENSE
Colt M1911 +0 (2d6, x3), 7-bullet mag., 20’ range, semiautomatic
Brass Knuckles +2 (1d3+1, x2)

ABILITY SCORES
STR 12
DEX 9
CON 17
INT 17
WIS 16
CHA 12

SKILLS (CORE)
Bluff
Diplomacy +7
Knowledge (Biology) +7
Knowledge (Occult) +7
Knowledge (History) +7
Perception +7
Performance (Sing) +5
Research +7
Sense Motive +7
Speak Other Language +7

FEATS
Skill Focus (Knowledge (Occult))
Toughness
Weapon Proficiency (Pistols)

POSSESSIONS
Brass knuckles
Colt M1911, 1 magazine and a box of ammunition.
Hip flask, dented
Undershirt, white
Shirt, white
Suit, light grey
Leather suspenders, light brown
Shoulder holster
Leather shoes, light brown, well buffed
Handkerchief, slightly smelling

NOTES
College was like a second home for William. First came the bachelor degree, then a masters, followed closely by a PhD and the dissertation almost wrote itself. Live was good, tenure on the horizon then came the war.

Drafted into the army his life was put on hold. He was clumsy, well fat and clumsy, that made him a favourite of his instructors, favourite target that is. He somehow managed to be shipped to the supplies somewhere between the second and third misfire. That suited him fine. The entire war he stayed on the right side of the channel. He travelled England, visiting the historical sights, when he had the leave to do so. Not bad all considered but a transfer to the hospital changed that. All that death and suffering changes a man.

For William it ruined his career as he became more and more obsessed with the occult. Talk like that made it impossible to be accept in the east coast university community, but when Willamette University, Salem was missing a professor of history someone remembered William and he accepted the position. Much can be said about his teaching but his is bright as ever and the students are entertained in his classes. Woe to the student who thinks he or she can score cheap points by hinting at the occult, William will put them down hard and publicly. Only by taking a scientific approach is the occult uncovered and pseudo-science only harms this pursuit.

Let me know what you think, any thing that needs to be clarified or expanded upon?


Sounds good. Portland it is.

How many skill points do we get as a base?

What are our base proficiencies?


first off, hells yes. I live in Washington State so a game focused on somewhere I know is AWESOME lol...anyways on to the rolls

3d6 + 6 ⇒ (5, 3, 4) + 6 = 18 = 15
3d6 + 6 ⇒ (2, 5, 6) + 6 = 19 = 17
3d6 + 6 ⇒ (6, 5, 4) + 6 = 21 = 17
3d6 + 6 ⇒ (6, 4, 4) + 6 = 20 = 16
3d6 + 6 ⇒ (6, 4, 1) + 6 = 17 = 16
3d6 + 6 ⇒ (1, 4, 6) + 6 = 17 = 16

1d6 ⇒ 4 = $4,000

WOW...umm...I will get back to you on this one.

First thought that came to mind is an ex-miliary. Possibly Navy Seal or some sort of character with exceptional stats overall. He was dishonorably discharged due to his ego. He thinks he is the best (stats to support it somewhat lol), and is now in the private security sector. Maybe something different, will get a character up sometime tomorrrow


@Big OM

I like the character a lot. Being a professor at Willamette might make things a bit interesting for me, as I actually got my bachelor's degree there and I chose the area so I could include the University in the story, haha, so it'll be exciting to accommodate for your involvement.

@Dr. Watson

6+Int is your skill ranks. There are no assigned base proficiencies, you get to pick one with your free Weapon Proficiency feat.

@Gilthanis

Cool, I actually grew up in WA and just went to school and now live in OR, but the northwest is all the northwest and it's all good :). I would like to warn you that many people have already submitted military-based characters, and I'm going to try and reach a balance between the professions. Those stats could make a character close to a Lovecraftian Sherlock Holmes, if you wanted to consider the detective route.


that could work, I didn't really go over the other submissions very thoroughly to be honest. I could whip up Sherlock Holmes...any sources you know of to find equipment, other than the basics you presented above?


Crunch and minor fluff behind alias. I will make a "real" alias tomorrow after I get home from work and get some sleep. Just wanted to give the bare bones if him is all :)

This is Gilthanis by the way lol


Lionel Marsh

background:

Lionel's family was one of the first group of refugees from Europe as the German occupation began. He was gypsy by birth and therefore subject to the same treatments as the jews of the area. He did not see too much action in Poland, and was just becoming of age to be drafted into the resistance. His parents with an old world fear that had traveled with them from the Romanian Carpathian mountain range area began to rekindle new fears and Lionel's father quickly sold everything he owned to get his family on a boat to the New World.

Brooklyn New York is and always will be a tough place to live, and that is where Lionel's parents brought him. Penniless all his brothers and sisters would find jobs to help each other survive. Lionel having no luck took up to the old gypsy art of pick-pocketing. He would take the subway down to the dock area and "work", afterwards selling his take to a second hand store for money to bring home.

One ordinary day he was working his craft and managed to recover a tiny odd spool of black tape, like the movie projector at the picture house used. Lionel looked at the tiny pictures holding them up to a light, strange pictures these were. He sold it like normal at the end of the day. After a few days he was going to sell off his days take when a group of six men in suits took him aside. They identified themselves as government agents and convinced him to identify the man that he had taken the reel of film from. He did, and as the agents spotted the man it quickly became a gunfight. Lionel took a shot agent's revolver and chased the man down tight alleys easily navigating his new home town. After successfully landing a kill shot on the spy the few uninjured agents commended his actions and talents.

A few more days had gone by when he was re-approached by the same suited men. They offered him ten dollars for a day of his time, these men brought him to a warehouse and tested his skills; pick-pocketing, housebreaking, sneaking, and other talents a good spy would have. Lionel did not know it at the time but they had checked into his background and were trying to recruit him to be a spy on the Western Front. He passed all their tests, and they trained him further. Lionel set it up so the majority of his earnings would get sent back to his family as he was over seas.

To this day Lionel's service is still classified, and will be for the next 50 years.

He has been given a new assignment stateside on the West Coast that he needs to be briefed on.

character creation:

Defensive
agent
money: 1d6 ⇒ 1
3d6 + 6 ⇒ (3, 1, 1) + 6 = 11
3d6 + 6 ⇒ (4, 5, 2) + 6 = 17
3d6 + 6 ⇒ (4, 5, 5) + 6 = 20
3d6 + 6 ⇒ (2, 3, 6) + 6 = 17
3d6 + 6 ⇒ (1, 6, 3) + 6 = 16
3d6 + 6 ⇒ (1, 1, 4) + 6 = 12

character sheet:
Lionel Marsh, Defensive Agent 1 (ref, will)

Init+7
DEFENSE
HP: 10/10 // Sanity points: 55/55
AC: 13 // CMD: 13
Will: +2 // Fort: +2 // Reflex: +5

OFFENSE
Colt M1917: 2d8; x3 crit; 6 bullet revolver; side loading; 20' range; semiautomatic; $50.00

Switchblade +1 (1d3, 19-20/x2)$3

ABILITY SCORES
STR 10
DEX 17
CON 15
INT 15
WIS 11
CHA 15

SKILLS (CORE)
Agent:
Acrobatics 7=1+3+3
Bluff 6=1+2+3
Disable Device 7=1+3+3
Disguise 6=1+2+3
Forgery
Perception 4=1+-+3
Sense Motive 4=1+-+3
Speak Other Language 6=1+2+3
Stealth 7=1+3+3

FEAT:
Improved Initiative.
Stealthy


Vincent Del Sol


So everyone is proficient with one, and only one, weapon?


I love Cthulu games! I hope I'm not too late for submission.

Carl Cashus

Offensive Agent
(He won't be an agent in the strictest sense of the word, but he's aquired the same skill set as an agent... except that he's a jazz trumpet player from Chicago.)

3d6 + 6 ⇒ (5, 5, 2) + 6 = 18 =16
3d6 + 6 ⇒ (5, 6, 2) + 6 = 19 =17
3d6 + 6 ⇒ (1, 1, 2) + 6 = 10 =9
3d6 + 6 ⇒ (5, 1, 6) + 6 = 18 =17
3d6 + 6 ⇒ (3, 4, 6) + 6 = 19 =16
3d6 + 6 ⇒ (6, 6, 6) + 6 = 24 =18

1d6 ⇒ 2

Character Sheet:
Carl Cashus, Offensive Agent 1 (Fort)

DEFENSE
HP: 9/9 // Sanity points: 50/50
AC: 14 // CMD: 14
Will: +3// Fort: +2 // Reflex: +4

OFFENSE
Unarmed 1d6

ABILITY SCORES
STR 17
DEX 18
CON 9
INT 16
WIS 17
CHA 16

SKILLS (CORE)
Bluff
Disable Device
Drive
Forger
Intimidate
Sense Motive
Stealth
Perform (Trumpet)
Sleight of Hand
Knowledge (Local): Chicago

FEATS
Improved Initiative
Improved Unarmed Combat
Weapon Proficiency (Rifle)


More to follow!!!


Hey everyone, I just got offered a job last minute out in the middle of nowhere for the next 4-5 days, so I'm going to extend recruitment until Friday.

I like what I've seen so far, hope you all don't lose interest by the time I get back!


Are we allowing Psionics?


Updated Character Sheet

Carl Cashus

Character Sheet:

Carl Cashus, Offensive Agent 1 (Will)

DEFENSE

HP: 11/11 // Sanity points: 20/20
AC: 14 // CMD: 15
Will: +5// Fort: +3 // Reflex: +4

OFFENSE
Smith & Wesson M1917 Revolver (2d8; 6 bullet revolver; side loading; 20' range; semiautomatic)

ABILITY SCORES

STR 9
DEX 18
CON 17
INT 16
WIS 17
CHA 17

SKILLS (CORE)

Bluff
Disable Device
Drive
Demolitions
Sense Motive
Stealth
Perform (Trumpet)
Sleight of Hand
Knowledge (Local): Chicago

FEATS

Improved Initiative
Wild Talent *explained below*
Weapon Proficiency (pistol)

*The progression to get even 1 first level psi power is pretty arduous. By 3rd level I’ll have only one 1st level power and by 5th I can get 5 talents. But I was trying to think of something that an African American could offer that a Caucasian couldn’t, given the racial climate of the 50’s (and Lovecraft’s own misgivings on minorities, ironically). So I made him psionic, figuring that from a roleplaying standpoint, what mega corporation WOULDN’T want someone with the gift helping them, black or white?

EQUIPMENT

Smith & Wesson M1917 Revolver
50 rounds of .38 bullets (box)
Shoulder holster
1 oz bag of marijuana
Rolling papers
3 packs of Lucky Strikes
Zippo lighter
Hip flask w/ Irish whiskey
Comb and shaving kit
Pomade
Horner brand trumpet and case
Grey suit w/ matching fedora
White shirt
Black penny loafers
Suitcase
4 changes of clothes
$1850.00 Dollars sewn into the lining of the suitcase

Carl is a trumpet player from Chicago who's gotten mixed up with the wrong type of people. The letter from Salem came just in time. Carl wanted out...


How is the status of this game?


Hi everyone, game is on and I've chosen 4 investigators who hopefully will still be interested! If anyone doesn't show up I'll take others from this thread if people are still interested, otherwise I'd be willing to run the game with just 2 or 3 people if others would be fine with it.

And so, without extending the wait any longer, here are the four doomed investigators to undertake the case!

Dr. Arthur Watson, Offensive Agent and British super soldier.

Prof. William Hanson, Offensive Willamette Professor of history suffering from obsession with the macabre.

Remmy Malarkey, Offensive Soldier with a known knack for finding things.

Carl Cashus, Chicago trumpet player fleeing from his past by coming out West. We'll work on this to see how exactly to make it work, and I like the originality, but it doesn't make too much sense for the K. West Fund to hire a trumpet player to look into some dark mysteries. You'll have to prove yourself somehow as we go along :P -- I also might rule some changes to the Psionics or remove it completely and give you some minor magic capabilities instead (keep in mind, magic in this game is going to be rare and dangerous).

-----------

And again, I'm going to warn you guys (as you've maybe noticed already), my posting schedule can be unpredictable. This past week is a good example: extended recruitment last minute and then was still a day off the deadline. If that's an issue for you (you don't like games with some irregularity), please consider that before accepting.

Ideally players will be able to react to my posts within 24 hours, but of course I can't hold those expectations and then not hold them myself :)

If you're chosen and still interested, please check out the Discussion thread.

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