Yorick Presents: Even Death May Die

Game Master YoricksRequiem



After a successful Interest Check, I’ll be running a Call of Cthulhu 7th edition adventure. This will be a largely roleplay-driven and investigative adventure - do not expect much along the lines of combat - which is not to say that there will not still be action scenes, or that there will be no combat at all, or that you will be safe.

This will be Play by Post. You do not need to create Aliases ahead of time. Please note that previous experience with Call of Cthulhu is not required, and you can probably get by with just the Quickstart Rules, located here.

Build Details

Roll for Stats!

Strength: 3d6*5
Constitution: 3d6*5
Dexterity: 3d6*5
Appearance: 3d6*5
Power: 3d6*5

Size: (2d6+6)*5
Intelligence: (2d6+6)*5
Education: (2d6+6)*5

Luck: 3d6*5

If these end up being pretty far from what you had in mind for your character, you can swap once per roll category.

So you could swap one Size/Intelligence/Education with another of those, and a Strength/Constituton/Dexterity/Appearance/Power with one of each other. You can also swap any of the stats with Luck.

If this still puts you too far off from what you have in mind for your character, or you roll really piss-poorly, let me know and we can work something else out.

Backstory

You should all have some connection to an Anthony Carmichael, a handsome New York dilettante with a history as a pretty successful producer / playwright. He is talented and quite decadent. Whatever your history with him, you haven’t seen him in many months.

You may be an actor, musician, writer/librarian, investor, producer, critic, or whatever else you can think of that existed at that time and has a connection to the arts. You also can just have a connection to him personally - if you’re a doctor, perhaps you’re his doctor, etc. Maybe you just shared a cab and got to talking once and left an impression on each other. If none of those really mesh with what you’re looking for in your character, that’s okay, too - instead have a connection to another player character who has a connection to Carmichael.

World Notes

We’re going to be playing in New York in the early 1920s (Like, 1921-1923).

As I mentioned in the recruitment thread, I am far from knowledgeable about 1920s New York, but this is some stuff i’ve picked up from a few Call of Cthulhu books. Don’t feel obligated to adhere to any of this - when dealing with eldritch gods, I think wiggle room in historical accuracy is permitted.

I’m including this simply to gve us all a baseline, make it easier to connect to the time period, and because there may be some things here that spark inspiration for your character.

General:

  • The US emerges from the first World War as the healthiest and strongest nation in the world, essentially untouched.
  • The Spanish Flu has passed, after sweeping the world, most notably China, India, the US, and England, as one of the most deadly pandemics in history, infecting about 33% the world’s population, and killing perhaps 3-7% of the total population.
  • The free-standing dial rotary telephone that you’ve seen in noir movies was introduced in 1919.
  • A solar eclipse in 1919 brought attention to Albert Einstein, as it was used to prove his theory of relativity.
  • Prohibition was pretty recently enacted. Al Capone hasn’t yet become a crime boss, but has arrived in Chicago as a gang lieutenant.
  • President Harding is - unknown to many - embezzling.
  • Andrew Carnegie recently died, after spending 20 years giving away approximately $350 million, believing that the wealthy had a responsibility for their community. That’s something like $300 billion in today’s dollars.
  • The inkblot test has been devised by Rorschach.
  • The never-solved Wall Street Bombing occurs in September of 1920, killing almost 40 people.
  • The KKK is beginning to grow, after a small resurgence in 1915, with the idea of selling memberships as a pyramid scheme. By 1924, their numbers will hit 4 and a half million members.

    Culture:

  • Women have been given the right to vote, as of 1920. The symbol of the times, though, is the “flapper” - a young woman who seems more interested in her personal freedom than political activism. She wears shorter skirts, likes to party, and shows complete disdain for “acceptable” behaviour.
  • Freud is writing books, Ford is making cars, Gandhi is fighting against British Imperialism. Hitler is a member of the German Workers’ Party, the precursor to the National Socialist German Workers’ Party. In 1923, he’ll be imprisoned where he’ll write the first volume of Mein Kampf.
  • In 1921, Babe Ruth stuns baseball when he hits 59 home runs.
  • Louis Armstrong’s fame is on the rise. Irving Berlin is also incredibly famous.
  • The first Miss America contest is held in Atlantic City, New Jersey.
  • William Randolph Hearst is opening newspapers across the globe, from the Los Angeles Examiner to the Boston American to the Chicago Examiner, the Detroit Times, the Washington Times, The Washington Herald, and the San Fransisco Examiner. He also bought (and grew) magazines such as Cosmopolitan and Good Housekeeping.
  • In the teens, there was a Tango craze, which has passed, but not yet been replaced. In 1923 the Charleston is invented. In 1928, we’ll get the Shimmy.
  • The Cotton Club is created in 1923.
  • Some maybe familiar companies / products that existed: Campbell’s condensed soup had nationwide distribution. Dole canned pineapples, coca-cola came in bottles. Betty Crocker and Heinz existed. Hershey, Kellogg’s Corn Flakes. Oscar Mayer. Black & Decker, Band Aids, Aspirin. Sears, Roebuck, & Co. Macy’s, Sun Maid raisins. The Wall Street Journal, Reader’s Digest, and Time Magazine.

    Fashion:

  • The modern business suit is a pretty standard attire for the working professional. Dark suit, white shirt, tie, dark shoes, socks. Pants are held up by suspenders, the points of collars held down by pins. Walking sticks aren’t yet uncommon, and a true gentleman always was a hat and gloves.
  • Evening wear can range from a tuxedo and unstarched shirt and cummerbund, up to a three piece suit with a starched shirt and coat tails. Wristwatches are more common than pocket-watches. Shirt collars and cuffs are removable and need to be replaced periodically.
  • Women’s fashion has changed dramatically. Bras have replaced corsets, and the “natural” silhouette has become fashionable. Long-waisted dresses with short skirts - and short hair - are in dramatic contrast to prior decades when women stood stiffly erect with rigid collars and cinched waists. The cloche style hat becomes quite popular. A purse becomes more common for carrying cosmetics and cigarettes. Pumps largely replace boots.
  • While daytime wear is still dark and muted, evening wear pops. Hemlines leap to the knee, necklines plunge, and arms are left bare. Colours feature an array of pinks, reds, yellows, orange, and purples. Velvet and lace become popular, as well as the long pearl necklace.

    I’ll plan to leave two weeks open for the recruitment intending to close it on the 26th, take the weekend to choose characters, and start the game on Monday the 29th.

    If you have any questions, please do reach out! I’m looking forward to seeing what everyone comes up with.


  • Strength: 3d6 ⇒ (5, 2, 6) = 13 x5 = 65
    Constitution: 3d6 ⇒ (3, 3, 2) = 8 x5 = 40
    Dexterity: 3d6 ⇒ (3, 3, 3) = 9 x5 = 45
    Appearance: 3d6 ⇒ (2, 4, 5) = 11 x5 = 55
    Power: 3d6 ⇒ (3, 2, 5) = 10 x5 = 50

    Size: 2d6 + 6 ⇒ (4, 4) + 6 = 14 x5 = 70
    Intelligence: 2d6 + 6 ⇒ (5, 5) + 6 = 16 x5 = 80
    Education: 2d6 + 6 ⇒ (3, 3) + 6 = 12 x5 = 60

    Luck: 3d6 ⇒ (5, 2, 2) = 9 x5 = 45

    Well that's... interesting. I'll see what I can come up with.

    Thanks for the opportunity GM.


    Can't resist a roll of the dice and see if inspiration hits me!

    Str: 3d6 ⇒ (4, 3, 1) = 8 x5 = 30
    Con: 3d6 ⇒ (5, 3, 4) = 12 x5 = 60
    Dex: 3d6 ⇒ (2, 1, 2) = 5 x5 = 25
    App: 3d6 ⇒ (2, 2, 3) = 7 x5 = 35
    Pow: 3d6 ⇒ (3, 5, 2) = 10 x5 = 50

    Siz: 2d6 + 6 ⇒ (2, 1) + 6 = 9 x 5 = 45
    Int: 2d6 + 6 ⇒ (4, 5) + 6 = 15 x 5 = 75
    Edu: 2d6 + 6 ⇒ (3, 4) + 6 = 13 x 5 = 65

    Luk: 3d6 ⇒ (6, 6, 5) = 17 x5 = 85

    K...off to my pdfs !


    Rolling:

    Str: 3d6 ⇒ (3, 2, 2) = 7 = 35
    Con: 3d6 ⇒ (3, 3, 5) = 11 = 55
    Dex: 3d6 ⇒ (2, 5, 5) = 12 = 60
    App: 3d6 ⇒ (6, 5, 3) = 14 = 70
    Pow: 3d6 ⇒ (3, 3, 3) = 9 = 45

    Siz: 2d6 + 6 ⇒ (4, 5) + 6 = 15 = 75
    Int: 2d6 + 6 ⇒ (5, 2) + 6 = 13 = 65
    Edu: 2d6 + 6 ⇒ (4, 2) + 6 = 12 = 60

    Luck: 3d6 ⇒ (5, 5, 5) = 15 = 75

    Let's see what I can come up with…a dancer, perhaps?


    I’m interested in participating too. Thank you for the opportunity YoricksRequiem!
    Strength: 3d6 ⇒ (6, 6, 1) = 13 *5= 65
    Constitution: 3d6 ⇒ (5, 1, 6) = 12 *5= 60
    Dexterity: 3d6 ⇒ (3, 1, 1) = 5 *5= 25
    Appearance: 3d6 ⇒ (2, 2, 5) = 9 *5= 45
    Power: 3d6 ⇒ (2, 3, 6) = 11 *5= 55

    Size: 2d6 + 6 ⇒ (3, 6) + 6 = 15 *5= 75
    Intelligence: 2d6 + 6 ⇒ (6, 6) + 6 = 18 *5= 90
    Education: 2d6 + 6 ⇒ (6, 4) + 6 = 16 *5= 80

    Luck: 3d6 ⇒ (6, 6, 3) = 15 *5= 75

    Since I didn't have any idea before the rolls, I'll just accept these and see what I can come up with.


    Couple of questions GM

    Would Anthony Carmichael be in the film business or are we strictly talking theatre? I'm hopping to put together a stuntman sort of chap.

    Are you using the age rules? Do we get the free EDU roll for being 20-30 etc?

    I'll roll them here just in case. I don't want to clutter the recruitment too much.

    Spoiler:
    1d100 ⇒ 13 1d10 ⇒ 2
    1d100 ⇒ 66 1d10 ⇒ 7
    1d100 ⇒ 99 1d10 ⇒ 9
    1d100 ⇒ 23 1d10 ⇒ 1


    Louxman wrote:
    Would Anthony Carmichael be in the film business or are we strictly talking theatre? I'm hopping to put together a stuntman sort of chap.

    Good questions - he's exclusively in theatre, but you could have met him before becoming a stuntman for film, working in the theatre before going to the big screen, or teaching one of his actors stage fighting, etc.

    Louxman wrote:
    Are you using the age rules? Do we get the free EDU roll for being 20-30 etc?

    Sure!


    Leaning towards making either a physicist or a psychiatrist. Something smart/educated anyway, so let's see if the dice agree.

    Strength: 3d6 ⇒ (4, 1, 3) = 8*5 = 40
    Constitution: 3d6 ⇒ (2, 2, 4) = 8*5 = 40
    Dexterity: 3d6 ⇒ (4, 5, 1) = 10*5 = 50
    Appearance: 3d6 ⇒ (1, 1, 4) = 6*5 = 30
    Power: 3d6 ⇒ (5, 2, 3) = 10*5 = 50

    Size: 2d6 + 6 ⇒ (3, 5) + 6 = 14*5 = 70
    Intelligence: 2d6 + 6 ⇒ (3, 4) + 6 = 13*5 = 65
    Education: 2d6 + 6 ⇒ (1, 4) + 6 = 11*5 = 55

    Luck: 3d6 ⇒ (4, 2, 1) = 7*5 = 35

    There's a decent chance I'll be swapping Size and Education, but first I'll take a closer look at the rules.


    Here are the initial ideas for the PC -- I’m trying to think of a good name, maybe Kacper Roskuszka or Michał Duda. He was born in Paris to Polish parents in 1884. He came to America in 1902. He attempted to be a magician, but due to his clumsiness and appearance, he wasn’t good on stage. He was good, indeed excellent, as a stage engineer or ingenieur. (Much like Michael Caine’s character in “The Prestige”). He belongs to S.A.M (Houdini is the current president). He makes devices and contraptions for stage magic, close-up magic, illusions, and escapes. To help make ends meet he’ll sometimes take on jobs dealing with practical effects for plays and musicals; people getting stabbed, making blood look convincing, or just making an efficient harness for a character that flies. He met Anthony Carmichael when he designed the set and props for a play.

    Occupational Skills: Appraise, Art/Craft, Disguise, Elec. Repair, Locksmith, Mech. Repair, Science, Sleight of Hand (I selected these based on the Quick Start rules. If you think they should be different let me know).
    Personal Interest Skills: Drive/Auto, Languages (French, English), Library Use.

    According to the Quick Start rules the value for the Occupational Skills (plus Credit rating) are: 70%, two at 60%, three at 50% and three at 40%. The four Personal Interest Skills get a 20% bonus. Does EDU factor in to these at all?

    Anyway, if any part of his background is problematic, please let me know. Thanks!


    Strength: 3d6 ⇒ (6, 3, 1) = 10 - 50
    Con: 3d6 ⇒ (4, 4, 1) = 9 - 45
    Dex: 3d6 ⇒ (5, 1, 1) = 7 - 35
    Appearence: 3d6 ⇒ (6, 2, 5) = 13 - 65
    Power: 3d6 ⇒ (3, 2, 4) = 9 - 45

    Size: 2d6 + 6 ⇒ (2, 3) + 6 = 11 - 55
    Int: 2d6 + 6 ⇒ (6, 4) + 6 = 16 - 80
    Edu: 2d6 + 6 ⇒ (5, 2) + 6 = 13 - 65

    Power: 3d6 ⇒ (5, 3, 3) = 11 50

    Interesting...


    Went with a psychiatrist. Here's my submission. Let me know if there's anything I should elaborate on or if there are any questions. Like a "true gentleman" he always wears a hat and gloves, but really, that's because his experiences with The War have turned him into a bit of a germaphobe, so he wanted an excuse to always wear gloves. And I don't at all foresee this coming back to bite me in a Cthulhu game. No not at all...

    Richard Michaelson Fluff:
    Richard Michaelson had just finished his residency when the Great War broke out. In lieu of starting his work in earnest, he enlisted like any good, red-blooded son of America and freedom. He was a bit older than an ideal recruit and lacked the physical abilities typically desired, but his medical training more than made up for that. Though he learned to shoot like anyone else in basic training, out in the field when he wasn't tending to the injured he was essentially a glorified chauffeur for the officers.

    He thought his residency had prepared him for the blood and gore of battle. He was wrong. Like many of his fellow recruits, where he was promised glory and honor, he found only death and disease. He witnessed the horrendous effects of a new invention called mustard gas and had to amputate far more limbs due to trench foot than wounds from the enemy.

    In many way, he was one of the lucky ones. He came home intact without any signs of shell shock or battle fatigue. The war's psychological toll only expressed itself later when he went to perform his first operation and went into a long tirade about the unsanitary conditions he was working in, images of the filthy trenches and gangrenous limbs dancing before his vision. That's when it was quietly suggested that the "War Hero" perhaps switch to a less...hands on branch of medicine.

    He went back to studying and was quickly able to pick up the new and quickly evolving field of psychology. In his search for his next position, that's when an old war buddy managed to put him in touch with Anthony Carmichael, who as it happened was in the market for a new family doctor.

    Crunch:
    Str: 40
    Con: 40
    Dex: 50
    Appearance: 30
    Power: 50

    Swapped Size and Education
    Size: 55
    Int: 65
    Edu: 70

    Luck: 35

    Used the 1920s character sheet for skills. Let me know if there's something else I should have been looking at something else
    Occupational Skills:
    Psychology 50
    Psychoanalysis 50
    Library Use 70
    Medicine 60
    Science (Biology) 40
    Science (Chemistry) 40
    Latin 40
    First Aid 60
    Credit: 50

    Hobby Skills (based on training in the army)
    Drive Auto 40
    Firearms Handgun 40
    Firearms Rifle/Shotgun 45
    Natural World 30

    RPG Superstar Season 9 Top 16

    This is exciting.

    Getting my rolls in to help with brainstorming:

    Strength: 3d6 ⇒ (5, 1, 1) = 7 *5 = 35
    Constitution: 3d6 ⇒ (1, 1, 6) = 8 *5 = 40
    Dexterity: 3d6 ⇒ (1, 6, 3) = 10 *5 = 50
    Appearance: 3d6 ⇒ (1, 2, 5) = 8 *5 = 40
    Power: 3d6 ⇒ (1, 2, 5) = 8 *5 = 40

    Size: 2d6 ⇒ (1, 1) = 2 +6*5 = 40
    Intelligence: 2d6 ⇒ (4, 1) = 5 +6*5 = 55
    Education: 2d6 ⇒ (4, 2) = 6 +6*5 = 60

    Luck: 3d6 ⇒ (3, 2, 3) = 8 *5 = 40

    Looks like I have an unlucky, diminutive, weak, frail person of average appearance, intelligence, and education. No stand-out stats at all! I like the challenge.


    Characters look great so far!

    tomtesserae wrote:
    According to the Quick Start rules the value for the Occupational Skills (plus Credit rating) are: 70%, two at 60%, three at 50% and three at 40%. The four Personal Interest Skills get a 20% bonus. Does EDU factor in to these at all?

    Oh, good catch! I forgot that the Quick Start Rules simplified Skills. Throw that all out. We can worry about figuring out the exact skills once the party is chosen (especially since there may be "new" professions for us to come up with, as you've started doing). I'm mostly interested in your characters and backstory for now.

    But, to give you an idea of how it works - you get a pool of skill points based on your Profession and particular Attributes. Everyone uses EDU to some extent, but other professions might supplement it.

    For instance, an Author gets EDU x 4. A Magician I'd say is normally EDU x 2 + APP x 2 for the showmanship aspect. For yourself as more of a Prop Engineer, I'd probably say EDU x 2 + DEX x 2, to represent the more intricate mechanical building side of things.

    You then add those points to your Occupational Skills as you choose. Skills have default ranks based on "Base knowledge" - like everyone has 15% Charm and 20% Climb because everyone at least sort of understands the concepts, unlike, say, Piloting, which everyone only has a 1% with. You know a plane ought to stay in the air, but it shouldn't be on you to keep it there.

    Essentially:
    0-5% is amateur,
    6-20% is a beginner, with some knowledge
    20-49% is hobby-level, amateur with some talent
    50-74% is professional, you can make a living at this. Basically a bachelor's degree.
    75-89% is an expert, master's degree or PHD-equivalent.
    90%+ is someone who is among the best in the world.

    Typically, you can't start with a skill at 75% or over, because you're supposed to be more "average" sort of people.

    Your occupation also gives a range for your Credit Rating, which you also spend points on as a Skill. Eg: A Drifter has a lot lower range than a Doctor. A Military Officer can have a pretty wide range based on their rank.

    And then on top of that, you ALSO get INT x 2 points to spend as "Personal Interest" skills, typically hobbies and things outside of your profession.

    electricjokecascade wrote:
    Looks like I have an unlucky, diminutive, weak, frail person of average appearance, intelligence, and education.

    Hah, you'll probably be the one who ends up surviving.


    I'm still a bit confused about Credit Rating when it comes to Assets and equipment but I guess that can all be sorted if I'm selected.

    I've crunched out my character, I'll try to get it posted tonight. How much detail do you want in submissions GM? Is broad strokes of crunch and longer fluff ok?

    @Tomtesserae, if we are both selected I'm pretty sure our characters will know each other to some extent, for better or worse...


    Louxman wrote:
    I'm still a bit confused about Credit Rating when it comes to Assets and equipment but I guess that can all be sorted if I'm selected.

    So, basically, the way that it works is this:

    Your score in credit rating determines essentially your living conditions and wealth.

    Credit Rating 0 (Penniless)
    - You have $0.50 in cash.
    - You have no assets.
    - Your spending level is $0.50.

    Credit Rating 1-9 (Poor)
    - You have $ Credit Rating in cash ($1-9).
    - You have $ Credit Rating x 10 in assets ($10-90).
    - Your spending level is $2.

    Credit Rating 10-49 (Average)
    - You have $ Credit Rating x 2 in cash ($20-98).
    - You have $ Credit Rating x 50 in assets ($500-2450).
    - Your spending level is $10.

    Cash is how much money you have on hand, which can come into play if you are robbed / lose your gear / need to get something.

    Assets is what you own at the start of play. It gives an idea of what your usual accommodations are like, what kinds of places you stay at when you travel, how you might travel, as well as the money you can spend on your equipment.

    Spending Level is how much you can say "Who cares" about money. It's meant to make the bookkeeping easier. So someone with an Average credit rating can basically just spend up to $10 without having to worry about it. If they wanted something more than $10, they would have to tap into their Cash on hand. If what they're trying to get is more than both of those things, that's where selling assets or mortgaging comes into play - which can take time.

    So, say we're in game, and your character is poor and wants to buy a Jeweled Compass for $3.25. You have $2 in spending level, so that drops the compass down to $1.25. The rest comes out of your cash. But if you only have $1 credit rating, you only have $1 in cash, so, not enough. From there, you could try using an asset, but it may take time. You could mortgage your house if you owned one (unlikely with your credit rating), but would probably be forced to barter something else you owned, like a pocket knife. You also obviously could try to negotiate.

    Louxman wrote:
    I've crunched out my character, I'll try to get it posted tonight. How much detail do you want in submissions GM? Is broad strokes of crunch and longer fluff ok?

    Yup, that sounds great!


    I am still not done with crunch, but the concept I was going for might be mechanically similar to @tomtesserae's, so I guess it would be good to check if we wouldn't be stepping on each other's toes.

    Irina Ustvolskaya would be a russian composer who builds instruments out of heavy machinery for her extremely avant-garde pieces -- instruments like twenty car engines welded together, circular blade saws that destroy each other while someone plays the violin, etc.

    She is striking (app 70), freakishly tall and thin (size 75) and a bit intimidating, with a sort of silent "I will kill you with my bare hands if I find you annoying" demeanour. Also she has no sense of humour and will very rarely be seen without a lit cigarette.

    Her occupational skills would be (going off quick start for now):
    listen - 70
    mech. repair - 60
    art/craft (welding) - 60
    heavy machinery - 50
    intimidate - 50
    locksmith - 50
    credit rating - 40
    art/craft (piano) - 40
    elec. repair - 40

    personal:
    brawl - 45
    drive auto - 40
    rifle - 45
    spot hidden - 45

    Do you think this would be an issue? I guess we could split skill focus in case we were both chosen (Irina could focus on listen, intimidate and heavy machinery, for instance?)


    Oh fun! Going to be a day or two before I get anything put together proper but let's see what the rolls hold.

    Strength: 3d6 ⇒ (3, 3, 4) = 10 *5 = 50
    Constitution: 3d6 ⇒ (4, 4, 1) = 9 *5 = 45
    Dexterity: 3d6 ⇒ (3, 6, 4) = 13 *5 = 65
    Appearance: 3d6 ⇒ (2, 5, 2) = 9 *5 = 45
    Power: 3d6 ⇒ (6, 6, 5) = 17 *5 = 85

    Size: 2d6 + 6 ⇒ (4, 4) + 6 = 14 *5 = 70
    Intelligence: 2d6 + 6 ⇒ (5, 1) + 6 = 12 *5 = 60
    Education: 2d6 + 6 ⇒ (5, 1) + 6 = 12 *5 = 60

    Luck: 3d6 ⇒ (1, 3, 3) = 7 *5 = 35

    That Power roll with that Luck roll. I'm not sure what my character is quite yet but I want to play on that Power score in some way.
    Either way this is a recipe for tragedy.

    I'll bust open my 7e book, I've owned it for years but haven't had the pleasure of playing anything past 5e yet, I'm assuming its mostly the same with minor differences.

    I'm liking the half/fifth as a way to do skill difficulty tiers. Makes it very simple


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    @YoricksRequim, thank you for explaining the skill situation. For now, I’ll focus on finishing his back story, personality, appearance, and decide on a name.

    @panegyric Irina sounds fun and like a dangerous performance artist. If we are both chosen, I don’t at all mind if we split up the skills we are interested in. I also don’t think it’d be a problem if we had a high mech. repair for instance. I’ll probably drop drive auto.


    @tomtesserae: brilliant, sounds like we'd have no problem in getting both characters to work well without too much overlap =)

    I'll make a proper submission with backstory and etc later this week.


    I would like to introduce Ernest to the party.

    I'm not sure about the Avatar as yet, it's a bit cross looking. But we shall see.

    If I am selected there a a few vagaries in his story I'd want to fill in with other investigators, but I have a pretty clear picture of him in my head.

    Hopefully all the required details are in his profile, let me know if not GM.


    Anton Roskuszka's background and personality. If there are any problems please let me know.

    Background:
    Anton Roskuszka’s great-grandparents came to France after Poland’s Third Partition in 1799. He was born in Paris in 1884 as a middle child to a fairly successful lawyer. He grew up attending the salons his parents held to bring together artists, musicians, investors, and scientists. He was eleven when he met a magician at these gatherings. He wanted to know not only how he could do the sleight of hand tricks, but also how the mind was fooled. He practiced for years, dedicated to the craft of magic. He performed for school friends with little success. His parents didn’t see the point. If not a lawyer, he should be a writer like Dumas or Hugo, or a poet like one of the Three Bards. Anton wanted to perform magic however. Instead of going to a university, Anton left for the opportunities of a new life in the USA.

    Since coming to the USA at nineteen, he’s had many jobs: a janitor, a sewing machine repairman, telephone switch board installer, backstage hand, a bricklayer, a carpenter, a wheelwright, a wall paper hanger, a light rigger, a spirit medium at seances, and a prop maker. He lived mostly in New York City since coming to America, but he traveled to California for the Panama Canal expositions in San Francisco and San Diego. He returned to New York in late 1918.

    In 1905, once he was able to afford a suit and equipment, he performed in clubs, theaters, and vaudeville halls. As a stage magician under the name “The Remarkable Roskuszka,” he was not successful. His passes were too clumsy. Plus his command of English wasn’t good at that point. Once he had sufficient knowledge of English, he was a mentalist (“The Amazing Anton”) for a number of years doing basic mentalism, muscle reading, and some repurposed parlor magic. Even in a freshly pressed shirt and a spotless suit, there’s something about his appearance that puts people slightly off. He finally gave up performing realizing that he’d make more money helping to create new tricks and devices for other magicians on stage. Since 1913 he’s worked with Charles the Conjurer, Peter the Great, The Mysterious Mozilinni, and Xander.

    In 1915, he met Anthony Carmichael while working on the play “Moloch.” Mr. Carmichael was impressed with his creativity in solving some problems with the set design. They met again three months later as Roskuszka finished the prop weapons and books made of flash paper for the conflagration scene in “Not All Stars Shine.”

    In 1917, he married Maria Kurek, a widow six years younger than him with two children. She is an actress. During the Spanish Flu, her youngest child died. Currently, she is four months pregnant.

    I’m leaving open the possibility that Carmichael hired Roskuszka to work on a play towards the end of 1919.

    Personality:
    Anton can be very stubborn and bitter over his failed career as a magician, but overall he is dedicated to providing for his family without complaint. As a bachelor he kept his apartment and workplace clean and orderly. He doesn’t like discussing politics. He’s curious about many subjects that he works into his tricks to entertain the audience.


    For Fun

    Strength: 3d6 ⇒ (4, 6, 6) = 16:80
    Constitution: 3d6 ⇒ (4, 4, 2) = 10:50
    Dexterity: 3d6 ⇒ (3, 5, 5) = 13:65
    Appearance: 3d6 ⇒ (5, 1, 3) = 9:45
    Power: 3d6 ⇒ (3, 6, 5) = 14:70

    Size: 2d6 + 6 ⇒ (1, 3) + 6 = 10:50
    Intelligence: 2d6 + 6 ⇒ (6, 6) + 6 = 18:90
    Education: 2d6 + 6 ⇒ (1, 4) + 6 = 11:55

    Luck: 3d6 ⇒ (6, 4, 2) = 12:60


    I'm still keeping an eye on this! Recruitment will be closing Friday at midnight, EST, and then I'll be spending the weekend making decisions. Let me know if y'all have any questions.


    So far we've got:

    Dotted
    CucumberTree
    electricjokecascade
    Hubaris
    JonGarrett
    Spazmodeus

    Submitted
    Anon A Mouse as Richard Michaelson, a psychiatrist.
    Louxman as Ernest Nuemann, a librarian
    panegyric as Irina Ustvolskaya, an eccentric composer
    tomtesserae as Anton Roskuszka, a stage engineer

    There are about 38 hours left, so if any of those who have dotted (or even those who haven't yet), want to get in a submission, there is still time!


    I apologize I'll have to pull out. I thought I would be able to really feel it but I just haven't the motivation right now.

    Please have fun and thank you!


    Well, this ended up being a pretty easy decision - I'll take all four of you. Richard Michaelson, Ernest Nuemann, Irina Ustvolskaya, and Anton Roskuszka will have the adventure of a lifetime start on Monday!


    Whoop! Looking forward to it. I think I have some cross over with others so I'll read through everyone's sheets.

    GM, may we make nudge adjustments to balance out and blend backstories?


    Totally! I'll have Discussion up later today so you can all discuss any changes.


    Discussion is up!

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