
Elliot Sorenson |

GM Tarondor |

The super-short version of the system is that it's skill-based, not level based. Each skill is rated 1-100 and when you use a skill, you roll a d100 and compare the result to your skill. If you rolled your skill number or less, you succeeded. You roll under half your skill for a hard task. That's the gist. For the rest, I suggest you check out the books. The Investigator's Handbook and Pulp Cthulhu are both important to have. Remember that this is Pulp Cthulhu, which is a more upbeat version of the classic game. More Indiana Jones and less Stranger Things.

GM Tarondor |

Everything you need to know is listed in the first post of this thread.
Pulp Cthulhu differs from standard Call of Cthulhu mainly in that you're not expected to run screaming but rather to punch evil in the face... sometimes. You're Indiana Jones, Doc Savage, John Carter, Lamont Cranston, Tarzan and Flash Gordon.
The setting is the 1930's. You work for a secret organization fighting the serpent-people menace. The fist adventure was in Bolivia. The second was in Borneo. This third adventure is in Dust Bowl Oklahoma. Airships. Locomotives. Steamships. Dangerous dames and men in fedora hats.
As for what types we need, CoC and Pulp CoC aren't really like D&D/Pathfinder in that regard. Play what you feel like. Current PCs are a doctor, an archaeologist and a Catholic priest. You could be a pilot or a mechanic or a detective or a war veteran or a society playboy. Whatever appeals to you.

Mightypion |
Idea:
Noble Exiled white army Russian war veteran.
Sees Demons (rather then Chtullu things) everywhere.
Will suspect everyone but the actually catholic priest of being a free mason Jesuit.
Sports a magnificent mustache, to which he is psychologically attached.
Permanent cough because he was in Ossowiez

Chakos Hyluan |

Idea:
Noble Exiled white army Russian war veteran.
Sees Demons (rather then Chtullu things) everywhere.
Will suspect everyone but the actually catholic priest of being a free mason Jesuit.
Sports a magnificent mustache, to which he is psychologically attached.
As a Freemason myself, I want to say that this hero idea is excellent.
The idea of a "Freemason Jesuit" in the 1930s is hilarious!

GM Tarondor |

I would like to be a garbage man. Its amazing what you find in someone's garbage.
Okay! And what about this garbage man would cause the secret society fighting for the safety of the world to recruit him?
Ohhhh I see, I see, I'd like to make a certain character that I've been piecing together, a mechanic of sorts
I usually play erudites in coc
Easy enough. And the team could use someone good with their hands. Do you have the books?
Idea:
Noble Exiled white army Russian war veteran.
Sees Demons (rather then Chtullu things) everywhere.
Will suspect everyone but the actually catholic priest of being a free mason Jesuit.
Sports a magnificent mustache, to which he is psychologically attached.
Permanent cough because he was in Ossowiez
Sounds fascinating! Please write him up as a character!
What the heck is a "Freemason Jesuit"? Isn't that like a fat thin man?
I picked up the book. Would you like me to put together a character or hold off?
Yeah, go for it! Hit the gas!

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So I am looking at building a Mystic Archetype. I like to try new magic systems Would you rather we avoid psychic powers? I have never played Cthulu so I am not sure if they are over the top.
Str: 3d6 ⇒ (5, 2, 2) = 9 45
Con: 3d6 ⇒ (3, 5, 2) = 10 50
Size: 2d6 + 6 ⇒ (1, 5) + 6 = 1260
Dexterity: 3d6 ⇒ (4, 4, 5) = 1365
Appearance: 3d6 ⇒ (5, 2, 3) = 1050
Intelligence: 3d6 ⇒ (1, 3, 2) = 630
Power: 3d6 ⇒ (6, 3, 1) = 1050
Education: 2d6 + 6 ⇒ (2, 1) + 6 = 945
Well, I do not think they had garbage trucks at this time, but apparently I am better and avoiding the garbage then picking it up.
Luck: 2d6 + 6 ⇒ (4, 1) + 6 = 11 55 I don't see this on the sheet, but it said to roll it.

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I am going to do a bunch of the random tables.
Skipping the personal description, as I am basing that on my stats and occupation.
Ideology: 1d10 ⇒ 3 : Everyone wants a piece, and I'm out for all I can get.
Significant People: 1d10 ⇒ 5 : Partner
Why are they Significant: 1d10 ⇒ 4 : You wronged them and seek reconciliation. What did you do?
Treasured Possession: 1d10 ⇒ 2 : Essential Item for my profession. Lock picks are suggested and work well
Traits: 1d10 ⇒ 2 : Fearless, Aggressive, Impulsive
This all works. My partner will have been my ex-fiancé.
On a side note, I just hit the Quick Fire Hero Creation rules. Wow..my stats are not keeping up with what you get to just allocate. :/
I also missed the Core Characteristic Roll
Core Characteristic: 1d6 + 13 ⇒ (1) + 13 = 14 70

Samuel "Brisk" Adams |

It just so happens that before I rolled any of this I chose Cat Burglar as my occupation. Garbage man is, sadly, not an actual option and laborer just did not interest me. My archetype will change based on if I can be psychic or not.
This is Malinor's proposed characters background.
Samuel "Brisk" Adams grew up in poorer sections of Boston. His father was constantly in trouble and Samuel took after him. Samuel grew into a fairly average sized but wiry man who proved to be pretty nimble. This earned him his nickname of "Brisk" for getting in and out of places quickly.
Samuel got a job with the city of Boston Solid Waste department and began to build a career for himself. But as he worked he kept track of the nicer houses and which ones looked empty at given times of the day. On occasion, he would slip into one of the houses when no one was around to relieve them of some easy to miss objects that would help pad his income.
When he turned 25, Samuel met Irene Jenkins. He courted her and they were soon engaged. One night, while Samuel was drunk, he let loose that the very nice engagement ring that he had given her was taken from someone's home. Instead of being angry that Samuel had stolen the ring, Irene became obsessed with the fun of going into a rich manor and taking small trinkets that might not even be noticed as missing.
After several weeks of her haranguing him, Samuel agreed to find a rich place to break into with her. After another week or so he thought he had found a nice two story brick house that seemed to be empty through much of the midmorning.
And so on a fateful Thursday, Irene and Samuel broke into the house. At first everything seemed to be what Samuel expected. The two went around trying not to disturb anything too much as they considered which small trinket to take. As they were coming back down stairs with a single necklace of silver with three shimmering pearls they ran into someone in the house. The man wore a suit and looked on in anger.
Samuel felt a deep fear suddenly well up inside of him and he grabbed Irene's hand and started to pull her towards the back door. As they ran between the hall and the kitchen, Irene tripped and Samuel lost his grip on her. The fear welling inside of him was too great and he fled the house without her.
After he was safely away, Samuel felt terrible for betraying Irene and leaving her behind. He expected the police to show up at any moment, but they never came. Irene though had apparently disappeared. Her family and friends began asking about her, but Samuel just looked worried and told them he had no idea where she was. Some may have suspected that he knew more then he let on, but no one pressed him on it.
Two weeks after the incident Samuel saw Irene walking down the lane where the rich house was. She was dressed in fine clothes and had the necklace with three pearls around her neck. He went to speak to her but she seemed to have no idea who he was and she grew very angry at his very presence.
Samuel was shocked. Irene seemed to be an entirely different person. Later, he would reflect on the fact that she did not even seem to have the same accent. He began watching the house again to find out what was happening. Unfortunately, a week after his encounter with Irene the house was suddenly empty. From the front it was obvious that all the furniture was gone. Samuel broke into the house again and searched around, but was unable to find any sign of Irene or what had altered her. But he swore to find out.
Since then he has kept his eyes peeled for any sign of his lost fiancé, and started looking for signs of other strange or mystical events that seem to suddenly change people around the city.

GM Tarondor |

Samuel/Malinor:
I haven't had time to look them over, but I'll try to get to it tomorrow. Yes, I'm willing to try the Mystic rules. We had a spellcaster earlier in the game. So long as you don't try to be a D&D wizard, we'll be fine.
Ms. Bloodrive, Mightypion, if you're going to join us, please chime in now.

Samuel "Brisk" Adams |

I was going to go with telekinesis and instead of shooting a gun I thought I would throw a knife or two around with my mind. I also thought opening locks and windows would work well with that. As far as I can tell, telekinesis in the game only lets me shift around a few pounds at a time. So nothing crazy should happen.
There was a really awesome mutant in an X-Men novel I once read that could control kinetic energy by changing the direction it was going in and throw things around with his mind. He was vastly more powerful then what I would be. But its a fun thought. Sadly, he did not survive the novel.

GM Tarondor |

I was going to go with telekinesis and instead of shooting a gun I thought I would throw a knife or two around with my mind. I also thought opening locks and windows would work well with that. As far as I can tell, telekinesis in the game only lets me shift around a few pounds at a time. So nothing crazy should happen.
There was a really awesome mutant in an X-Men novel I once read that could control kinetic energy by changing the direction it was going in and throw things around with his mind. He was vastly more powerful then what I would be. But its a fun thought. Sadly, he did not survive the novel.
I think we need to calibrate our expectations. That's not really the right genre for this game.
You are operating in the 1930's in a close analog to our own world. So weird combat powers are out. The locals will just pitchfork you first and probably not ask too many questions later!
Call of Cthulhu spells can be powerful but they are usually either quite evil or quite subtle or both. So while I -am- fine with you using telekinesis rather than a gun, I'm here to remind you that if you don't want to wind up in a vast warehouse next to the Ark of the Covenant, you'll keep that stuff on the down-low. Maybe carry a pistol for when you're around the normals!