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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BUMP


BUMP.


NEED ANOTHER PLAYER FOR 1930'S ERA CTHULHU

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...

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

Thank you for your interest.

Liberty's Edge

I am interested...

Concept: A young and strong geology student, very apt climber and in excellent physical shape, trying to make a name for himself in the wastes of antarctica...

Sounds good? Another idea?

Concept: Amelia! A young reporter-adventurer woman. She fly planes! She explores the harshest places on earth! She writes books and give lectures of her exploits. Now she wants to go where no woman has gone before... The South Pole!

Hope you like one of them.


Corsario wrote:

I am interested...

Concept: A young and strong geology student, very apt climber and in excellent physical shape, trying to make a name for himself in the wastes of antarctica...

Sounds good? Another idea?

Concept: Amelia! A young reporter-adventurer woman. She fly planes! She explores the harshest places on earth! She writes books and give lectures of her exploits. Now she wants to go where no woman has gone before... The South Pole!

Hope you like one of them.

Hey Corsario, I like both concepts but let's go with submission #2. The Initial post in the Recruitment Thread has stats. Ignore Computer Use, that was an error in my initial post.

Liberty's Edge

Got it, thanks for the opportunity!

Liberty's Edge

Rolling for Amelia:
SET 1:
3d6 ⇒ (2, 2, 1) = 5
3d6 ⇒ (1, 6, 6) = 13
3d6 ⇒ (5, 2, 5) = 12
3d6 ⇒ (5, 4, 1) = 10
3d6 ⇒ (5, 5, 6) = 16
3d6 ⇒ (3, 6, 2) = 11
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (1, 2) + 6 = 9
SET 2:
3d6 ⇒ (2, 1, 2) = 5
3d6 ⇒ (2, 3, 3) = 8
3d6 ⇒ (4, 5, 4) = 13
3d6 ⇒ (4, 6, 6) = 16
3d6 ⇒ (3, 1, 1) = 5
3d6 ⇒ (4, 6, 2) = 12
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (6, 6) + 6 = 18

Liberty's Edge

Josephine "Meeley" Stanton was born to middle class parents in California, daughter of an University Teacher and a Mexican Mother. From an early age she showed to be very headstrong, independent and all around tomboy.

Just after finishing high school she took a flight in an airplane on an exhibition, and loved it. She took classes and self taught to be a competent mechanical and electrical worker.

Her break came when she was hired to write some newspaper articles for the "Los Angeles Inquirer", in which her down to earth way of writing open the door to fame and success as book writer and lecture celebrity, talking about her adventures as aviation pioneer, women's rights advocate and explorer.

She is a founding member of the "Ninety Nines".

Sick of her "handlers" she decides to embark in a new adventure, now without the support of the men that normally help her in her exploits, as a way to prove her value, show her independence, and prove herself capable of do those daring expedition "on her own".

Privately, she is a closeted lesbian, never been able to act on her nature.

Using Set #2

STR 5
CON 12
POW 16
DEX 13
APP 8
EDU +3 = 8 + 2 (20 years older) = 10

SIZ 9
INT 18

Age = EDU + 6 + 20 = 34

SAN = POW x 5 = 80

Idea Roll = INT x 5 = 90
Luck Roll = POW x 5 = 80
Know Roll = EDU x 5 = 40

Damage Bonus (STR+SIZ = 14): -1d4

Sanity Points = SAN = 80
Magic Points = POW = 16

1920's Era:
Income: 8 = $7,500
Property and assets = Income x 5 = $37,500
Cash = $3,750
Convertible 30 days = $3,750
Properties = $30,000

Occupation Skills = EDU x 10 = 100

Journalist: Fast Talk (+15%), Other Language (+10%), Own Language (+15%), Persuade (+15%), Photography(+10%), Psychology(+10%), plus two other skills as personal specialties.
Mechanical Repair (+10%), Pilot Plane (+15%)

Other Skills = (INT + EDU) x 10 = 280

Credit Rating (35%), Electrical Repair (25%), Natural History (15%), Climb (10%), Swim (10%), Handgun (10%), Navigate (25%), Drive Automobile (25%), Jump (10%), Track (10%)
Other Language (+10%), Persuade (+20%), Fast Talk (+20%), Psychology(+10%), Mechanical Repair (+10%), Pilot Plane (+35%)

Climb (40%) 50%
Credit Rating (15%) 50%
Dodge (DEXx2% = 26%)
Drive Auto (20%) 45%
Electrical Repair (10%) 35%
Fast Talk (05%) 40%
Jump (25%) 35%
Mechanical Repair (20%) 40%
Natural History (10%) 25%
Navigate (10%) 35%
Other Language (01%): French 21%
Own Language (EDUx5% = 50%): English 65%
Persuade (15%) 50%
Photography (10%) 20%
Pilot Plane (01%): 51%
Psychology (05%) 25%
Swim (25%) 35%
Track (10%) 20%

Handgun (20%) 30%

What do you think of her?


She looks good to me Corsario. Can you finish off her background by placing her in NY right now working as a reporter for an independent paper?

That and create a Profile & Avatar and I will get you into the next big scene within the next few days.

Liberty's Edge

Got it... in fact she will try to get into the expedition to write a book, maybe beat the other gal to be the first flying into the south pole.
She can expend her savings in a plane to get there, and "buy" her place in the expedition.


Corsario wrote:

Got it... in fact she will try to get into the expedition to write a book, maybe beat the other gal to be the first flying into the south pole.

She can expend her savings in a plane to get there, and "buy" her place in the expedition.

First post up for you.


Thanks


NEED ANOTHER PLAYER FOR 1930'S ERA CTHULHU

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...

Real Life, a greater killer of PBP characters than any Killer GM has laid low another one of my players.

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

Thank you for your interest.


BUMP.


BUMP


BUMP!


BUMP...

Dark Archive

Not going to lie, the giant eye scares me. And the fact that I have a good idea of what you are running. It would be an impressive feat if the campaign got finished.


Well, not with that attitude Nebten :D


Nebten wrote:
Not going to lie, the giant eye scares me. And the fact that I have a good idea of what you are running. It would be an impressive feat if the campaign got finished.

Indeed, this will probably be a 5-7 year campaign via PbP. My longest table top campaign was 7 years. A forgotten realms 3.5 game that took players from Level 1 to 37.


Yet another BUMP!


The Eye seems to have spooked everyone away...


I opened a new Recruitment Thread. If we get no bites soon then we will stay with the group as is!

Soon the first chapter will be over (likely by next week). Remember to check off when you make a successful roll so that you can test that roll between chapters to increase your kills.

This first part is a bit slow, even slower if you run RAW but it shall start to become more sinister soon enough.


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

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

3d6 ⇒ (4, 1, 2) = 7
3d6 ⇒ (1, 3, 4) = 8
3d6 ⇒ (3, 2, 4) = 9
3d6 ⇒ (4, 2, 4) = 10
3d6 ⇒ (6, 5, 3) = 14
3d6 ⇒ (2, 1, 6) = 9

2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (6, 1) + 6 = 13

I'm finishing up the my character and wanted to ask, how much does each skill point increase a skill by? Or is there some other kind of determinant?


From my understanding, each point adds 1%


1d10 ⇒ 8 Wealth


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Stats:

10 Appearance
11 Constitution
12 Power
15 Education 14+1 for age
10 Dexterity
7 Strength
14 Size
15 Intelligence
60 Sanity
75 Idea Roll
60 Luck
70 Know
12 Magic Points
13 Hit Points
Damage Bonus +0

Skills:

Biology 21
Chemistry 16
Medicine 45
Forensics 51
First Aid 40
Pharmacy 6
Physics 16
Library Use 35
Sneak 40
Persuade 65
Fast Talk 25
Grapple 45
Sneak 30
Spot Hidden 65
Listen 50
Conceal 35
Drive Auto 40
Handgun 40

Background:

Adrian Roman, Age: 35 Occupation: Medical Examiner
Always a scholarly one growing up, Adrian was always more interested in books than with playing outside. His parents hadn't influenced him much growing up in terms of what they'd done, but more with who they'd been, as people. Adrian learned how to think and speak for himself, and to understand other people, even though his undiagnosed sociopathy kept him from caring too much about how they felt. He decided at a young age that he was going to study medicine to become a doctor, so that he could study the body more in depth, to gain understanding and knowledge that had not been found. Adrian always felt the strong desire to truly "know". To understand. Despite his scholastic aptitude, as he rose through the levels of education, he became less interested with the academia and more interested in his personal wants and goals. He spent less time worrying about studying and school, and more about thinking in the abstract. Things he could learn from education were not so difficult to learn, and he had little trouble, and preferred spending his free time figuring out the truth of the universe. As deep as he thought though, he never really talked to anyone directly about these thoughts and his discoveries, though occasionally he would provide these insights indirectly, through topic of conversation.
After his formal education was finished, Adrian began his path to become the first of what would be established in the position of Medical Examiner. There was corruption with the Publicly Elected Coroners, and many things were being overlooked or swept under the rug. One particularly exercised excuse was the lack of knowledge, mainly in the case of "unexplained deaths", which were due to poisoning. After the office of the M.E. was established and the corruption contained, Adrian began working with the Police to solve cases, providing information about how the deaths occurred, and even participating in active investigations. Because of the nature of this job, he became skilled not only using his Medical Expertise to aid him, but also his skills in perception and detective work, sometimes serving in that position as well. Since college, Adrian had spent some of his free time learning, studying, and practicing Aikido. It was his means of physical exercise and conditioning, and gave him quite an edge when it came to subduing suspects. The streets are not always so kind however, and he also learned how to use a Handgun as well, so that he could defend himself from opponents with similar armaments.

Recently, there have been strange, unexplainable circumstances around some of the crime scenes he analyzes. Nothing that would draw supernatural suspicion, but facts aren't adding up. Evidence is more inconclusive, and these puzzles elude him more and more, piling up. Very little seems to be making sense lately, and Adrian has begun looking for other people who may be able to make sense of his new cases.


I think that covers everything. Let me know if there is anything else you need or want.


Yep each point is 1%.

Will take a look at the submission tomorrow. Thanks Wandering Messenger.


Set 1: 3d6 ⇒ (1, 2, 5) = 8
Set 1: 3d6 ⇒ (1, 1, 2) = 4
Set 1: 3d6 ⇒ (3, 2, 4) = 9
Set 1: 3d6 ⇒ (4, 5, 3) = 12
Set 1: 3d6 ⇒ (6, 4, 6) = 16
Set 1: 3d6 ⇒ (6, 3, 6) = 15

Set 1: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Set 1: 2d6 + 6 ⇒ (3, 3) + 6 = 12
-----
Set 2: 3d6 ⇒ (3, 4, 3) = 10
Set 2: 3d6 ⇒ (4, 4, 3) = 11
Set 2: 3d6 ⇒ (1, 1, 1) = 3
Set 2: 3d6 ⇒ (4, 4, 1) = 9
Set 2: 3d6 ⇒ (1, 6, 2) = 9
Set 2: 3d6 ⇒ (4, 2, 1) = 7

Set 2: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Set 2: 2d6 + 6 ⇒ (4, 6) + 6 = 16

Yikes. Are 3s and 4s functional abilities? I'm fine with keeping them if they are, just not sure.


They are functional. You need to place them in a dump stat, that stat depends on your concept of course.

Stats to some extent has little meaning in Cthulhu, its the wits of the players more than the stats of the characters that will allow you to survive this game!


Alright Wandering Messenger go ahead and set up and alias. I will bring you into the group with an update post tonight.

How is your build coming along Aeroden?


I should be able to have something up later on today. Tuesdays are my days off, and the site didn't want to work this week when I actually had the time to sort it all out.

I'll probably be shooting you some PMs here in a little bit.


Already did


stat: 3d6 ⇒ (1, 6, 5) = 12
stat: 3d6 ⇒ (1, 5, 4) = 10
stat: 3d6 ⇒ (3, 2, 5) = 10
stat: 3d6 ⇒ (5, 1, 6) = 12
stat: 3d6 ⇒ (3, 2, 4) = 9
stat: 3d6 ⇒ (1, 5, 5) = 11

stat: 2d6 + 6 ⇒ (1, 5) + 6 = 12
stat: 2d6 + 6 ⇒ (3, 6) + 6 = 15

Ok I would like one or two stats that measure better than 12...

stat: 3d6 ⇒ (4, 2, 4) = 10
stat: 3d6 ⇒ (1, 2, 5) = 8
stat: 3d6 ⇒ (1, 6, 5) = 12
stat: 3d6 ⇒ (3, 1, 6) = 10
stat: 3d6 ⇒ (1, 5, 4) = 10
stat: 3d6 ⇒ (6, 4, 2) = 12

stat: 2d6 + 6 ⇒ (4, 4) + 6 = 14
stat: 2d6 + 6 ⇒ (2, 3) + 6 = 11

Ok frustrating to get a concept without one good roll, will try the dice gods one more time later, looking at someone who can handle themselves maybe criminal or private eye, military commander etc


I love me some lovecraft

I'm throwing my hat in the ring

Stat: 3d6 ⇒ (1, 2, 6) = 9
Stat: 3d6 ⇒ (1, 2, 5) = 8
Stat: 3d6 ⇒ (4, 1, 6) = 11
Stat: 3d6 ⇒ (6, 3, 3) = 12
Stat: 3d6 ⇒ (4, 6, 4) = 14
Stat: 3d6 ⇒ (1, 2, 4) = 7

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

Set 2

Stat: 3d6 ⇒ (4, 1, 3) = 8
Stat: 3d6 ⇒ (3, 5, 1) = 9
Stat: 3d6 ⇒ (2, 4, 3) = 9
Stat: 3d6 ⇒ (6, 3, 4) = 13
Stat: 3d6 ⇒ (6, 6, 5) = 17
Stat: 3d6 ⇒ (5, 4, 5) = 14

Stat: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Stat: 2d6 + 6 ⇒ (4, 1) + 6 = 11

Set 2 looks like a winner


8 Appearance
9 Constitution
14 Power
21 Education 20+1 for age
13 Dexterity
9 Strength
11 Size
15 Intelligence
70 Sanity
75 Idea Roll
70 Luck
110 Know
14 Magic Points
10 Hit Points
Damage Bonus +0

Age:36

Skill Points:
Occupation:
210
General:
360

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

Credit Rating +15
Library Use +20
Persuade +30
Other Language (Latin) +20
Psychology +20
Archaeology +20
History +20
Occult +65

General:
Drive Auto: +30
Persuade +30
Hypnosis +60
Spot Hidden +60
Handgun +60
Archaeology +30
Psychology +30
Mechanical Repair +60

Skills:

Archaeology: 51%
Credit Rating 30%
Mechanical Repair 80%
Drive Auto 50%
History 40%
Hypnosis 65%
Handgun 80%
Library Use 45%
Persuade 75%
Other Language (latin) 21%
Psychology 55%
Occult 70%
Spot Hidden 85%


Back Ground:

Reginald Farley was born in England. He had a normal childhood, born to a magistrate father and home maker mother. He was pushed into a life of education by his father.

When world War I began. Reggie felt a need to leave college and enter military service. His father, behind the scenes, called in every favor to get his son a non combat role. To Reggies disappointment he was assigned to the motor pool. Despite his disappointment, the young man excelled at his job.

Eventually when the war came to and end, Reggie returned home. He finished college and was able to secure a position at Oxford. He became very restless spiritually, ad the church gave no sense of relief. He became aware of the Golden Dawn. He became a member and found purpose again. He learned the occult magick was more of a psychological journey than a grab for power. He still practices it's rituals today

When His mother died, his eyes turned to america. Land of opportunity. At age 35, He secured a professorship at Miskatonic University and made his way across the ocean.


Great Old One,

This is Onfroi from your other game and I have tried to roll anything above a 13 six times without success. Super frustrating. I ask that you simply roll two sets of dice and pick the better of the two and I will go with that set of dice with the following concept.

Concept 1: A private detective ala The Maltese Falcon or Casablanca. A guy who can handle himself and a gun, has seen a few things and knows how to hit the town literally and figuratively.

Concept 2: A criminal Antiquaties dealer (combine the two) who goes around liberating cultural objects from various ancient civilazations and selling them for a tidy profit... Picture the guy in the white suit from the Last Crusade who went after the cross and sank on the ship...


Concept 3: A grizzled military commander who survived WW I, a Captain of the German Stosstroopen, a group of german special operations soldiers who most know little about in history who were trained to infiltrate and cause havoc behind enemy lines. After the war he moved to America as he had been behind enemy lines when the Germans surrendered and simply assumed a new identity. This is the character I will play actually! Another roll off and simply going to take these rolls period best set...

stat 1
stat: 3d6 ⇒ (2, 4, 3) = 9
stat: 3d6 ⇒ (6, 5, 1) = 12
stat: 3d6 ⇒ (2, 6, 6) = 14
stat: 3d6 ⇒ (2, 4, 4) = 10
stat: 3d6 ⇒ (3, 1, 4) = 8
stat: 3d6 ⇒ (3, 4, 5) = 12

stat: 2d6 + 6 ⇒ (1, 1) + 6 = 8
stat: 2d6 + 6 ⇒ (3, 4) + 6 = 13

stat 2
stat: 3d6 ⇒ (1, 5, 2) = 8
stat: 3d6 ⇒ (1, 6, 1) = 8
stat: 3d6 ⇒ (1, 4, 4) = 9
stat: 3d6 ⇒ (4, 6, 2) = 12
stat: 3d6 ⇒ (1, 2, 3) = 6
stat: 3d6 ⇒ (1, 5, 6) = 12

stat: 2d6 + 6 ⇒ (4, 1) + 6 = 11
stat: 2d6 + 6 ⇒ (6, 5) + 6 = 17

I could roll forever and get nothing of any god forsaken worth...


WreckTall wrote:

Back Ground:

Reginald Farley was born in England. He had a normal childhood, born to a magistrate father and home maker mother. He was pushed into a life of education by his father.

When world War I began. Reggie felt a need to leave college and enter military service. His father, behind the scenes, called in every favor to get his son a non combat role. To Reggies disappointment he was assigned to the motor pool. Despite his disappointment, the young man excelled at his job.

Eventually when the war came to and end, Reggie returned home. He finished college and was able to secure a position at Oxford. He became very restless spiritually, ad the church gave no sense of relief. He became aware of the Golden Dawn. He became a member and found purpose again. He learned the occult magick was more of a psychological journey than a grab for power. He still practices it's rituals today

When His mother died, his eyes turned to america. Land of opportunity. At age 35, He secured a professorship at Miskatonic University and made his way across the ocean.

Hey WreckTall. Let me review later and I will let you know what tweaks I will need to get you into the campaign.


Edelsmirge:
I like concepts 2 and 3. I would go with the second stat array where you had the 17 stat and place that in INT. This will give you a significant amount of Skills which are the primary driver more than Abilities anyway. Go ahead an build him out and let's see what he looks like! :) Like I said stats are meaningless when your enemies can squash you like a bug, the most important muscle in Cthulhu is the brain!


Here is Mr Alphonso Wolf at your service with background included. So far I have given him a weapon and will be buying him some other equipment. He currently works as an Accountant and his employers have been asked to finance the trip on which the group is going, so Alphonso has been asked to personally take a look at the expedition and evaluate it for the firm.


WreckTall wrote:

Back Ground:

Reginald Farley was born in England. He had a normal childhood, born to a magistrate father and home maker mother. He was pushed into a life of education by his father.

When world War I began. Reggie felt a need to leave college and enter military service. His father, behind the scenes, called in every favor to get his son a non combat role. To Reggies disappointment he was assigned to the motor pool. Despite his disappointment, the young man excelled at his job.

Eventually when the war came to and end, Reggie returned home. He finished college and was able to secure a position at Oxford. He became very restless spiritually, ad the church gave no sense of relief. He became aware of the Golden Dawn. He became a member and found purpose again. He learned the occult magick was more of a psychological journey than a grab for power. He still practices it's rituals today

When His mother died, his eyes turned to america. Land of opportunity. At age 35, He secured a professorship at Miskatonic University and made his way across the ocean.

I like it. I will find a way to bring you in for Act II which should be starting by the end of this week. Please create a Profile for this submission. Thanks for stepping in.


Alphonso Wolf wrote:
Here is Mr Alphonso Wolf at your service with background included. So far I have given him a weapon and will be buying him some other equipment. He currently works as an Accountant and his employers have been asked to finance the trip on which the group is going, so Alphonso has been asked to personally take a look at the expedition and evaluate it for the firm.

Looks terrific I like the background twist. As with Reginald Farley, I will bring you in for Act II shortly. Thanks for stepping on board!


Jolly good, old chap

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