Nearly one hundred years ago, in the desolate wastelands of the north stood a vile monument to the demon prince Orcus - the fortress city of Tsar. As the forces of evil grew more and more concentrated within Tsar, the people of the kingdoms to the south grew fearful of an invasion. In order to better prepare themselves, the greatest warriors from around the land gathered to form the Northern Akados Battle Academy under the leadership of the Voss family. Thanks to the blessing of the twin gods Muir and Thyr, builders set to work at an inhuman pace on a sprawling complex large enough to house an entire city. Every day new students poured into the Academy, until eventually their numbers grew large enough to rival even the hordes of Tsar.
It was this point when Zelkor Voss, Archmage and Headmaster of the Battle Academy, decided to take the offensive and lead his army to Tsar in a daring attempt to wipe Orcus' worshipers from the map once and for all. Although the Academy forces, known as the Army of Light, easily swept through Tsar's outposts in the wastelands, they became locked in a vicious siege upon reaching the city proper. Disease and short supply ravaged both sides for over a year, until Orcus' general used powerful magic to teleport the entirety of his forces outside of Tsar and past the invaders. Confused but steadfast in their resolve, the Army of Light pursued their quarry deep into the wasteland. What happened next is the subject of much speculation - all anyone knows is that neither army was ever heard from again. From then on, both the city of Tsar and the Battle Academy became the last great relics of the ancient war, empty and forgotten...
UNTIL TODAY! Recently, couriers have been assailing every corner of the upper kingdoms with news that the Northern Akados Battle Academy shall soon reopen. Although no new demonic menace has risen, Lady Cylyria Voss has nevertheless stepped forward to continue the legacy of her ancestors. After seizing control of the old Academy and rebuilding as necessary, Headmistress Voss wasted no time in recruiting a full retinue of staff and sending out invitations of attendance.
You, unfortunately, did not receive any such invitation. Instead, your only hope for acceptance to the Academy is the open enrollment tryouts. Even more unfortunate is the fact that the tryouts end in just one week! Low on gold and desperate to join the Academy, you've signed on as a guard for the unnecessarily shady merchant, Artemis Bile. The road to the Academy will be treacherous and the tryouts even more so. Good luck, brave fools!
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WARNING: If high-powered, homebrew-laden, experimental, gonzo type games where balance might fall apart at any level aren't your scene then TURN BACK! Otherwise, get ready for a hell of a ride!
So here's the pitch: Everyone plays fighters - no archetypes, no multiclassing - who are out to join the completely over-the-top Northern Akados Battle Academy (Honnouji Academy, anyone?). Wait a minute!? Did I hear that right? Vanilla fighters? BOOOOORIIIING! These aren't ordinary fighters however - these are max-hp-per-hit-die, feat-every-level, over-200-new/altered-feats, 15-different-"fighting-domains," Mythos-gestalt fighters! Don't you mean "mythic?" NOPE! Mythos classes are a group of homebrew that some beautiful person created on another forum with class features like "Sun-Bronzed God King Physique" or "Element Forged Geomach Arsenal" or "Thousand-Armed Weaponmaster Intuition" (those are all 1st level abilities by the way). All I ask is that, no matter how tempting, DON'T LOOK THEM UP if you have even the slightest desire to play this game - I want you as players to be just as surprised by these new powers as your characters are. If you've read up on the Mythos classes then just put them out of mind for now - just trust me, I promise it'll all be worth it. As for the tone of the campaign, it'll be part "boarding school hijinks," part dungeon-crawl, part sandbox, part kung-fu movie, part overly dramatic villains, part unrealistically big swords, part yelling out the name of every special moves, and two hundred parts ridiculousness!
Anyways, with the obligatory opening cutscene and deranged ranting explanation out of the way, let's waste no time in getting to character creation!
READ ME FIRST:
Naturally, it's only proper for our heroes to start out as barely competent nobodies only to have their powers awaken at whatever time is most convenient to the plot. The early-game advancement timeline will look something like this: Begin journey --> Mythos awakening --> Reach level 2 --> Reach the Academy --> Choose Fighting Domain. Make sure to read the sections below very carefully so that you can properly plan for your Mythos class and Fighting Domains.
Mythos Classes:
Before you dive any further, it'll likely be best if you start figuring out which Mythos class you'd like to ascend to. Your choices here are the Anakitos, the Bellator, and the Kathodos.
[list]
The Anakitos is essentially a Mythic Paladin, the hero of the Shining Sun. A low level Anakitos is a hero cut from greater cloth than any of the mere mortals that surround them. As sheep submit to their shepherd, they will have little trouble being the champion, protector, messiah, or tyrant that they feels the people need of him.
A high level Anakitos is nothing short of a demigod, and their immortal, invincible, ever-ambitious eyes might set themselves on ruling a plane of their liking, or bringing insurrection to one that falls short of their standards.
The Bellator is a Mythic Fighter, the hero of Unbreakable Iron. A low level Bellator is a warrior that rises above the common people to do great deeds, whether for good or ill. Where others tire, they endure. Where others are turned aside, they advance. Where others die, they kill.
Where the high level Bellator walks, the indestructible is cut, the peerless are defeated, the unstoppable fall. When death comes for them, it is death who dies, as they crawl from the depths of Hades with the strength of their arms and their strength of their hearts, for no dark god has forged a shackle that can bind the valor of a true warrior.
The Kathodos is best described as a Mythic Elementalist, the hero of the World's Heart. A low level Kathodos is a powerful and cunning hero that has learned to see the world as an extension of themself, and may shape it as they desire through focus and will, both literally and figuratively.
A high level Kathodos is a force of nature, not a person. Though some may still wear a face, the wise see this masquerade for what it is; as meaningful as the whispers in a hurricane, the dancing foam on a tsunami, the flickering patterns of embers on a ruined city, or the rhythm of an earthquake.
Attributes:
To start off, you'll be working with a 15 point buy. Upon gaining your Mythos class, you'll gain an additional 15 points to buy attributes with, for a total of 30 point buy!
Anakitos: Most important stats are STR, CON, and CHA. STR determines ability DCs, CON may effect certain techniques. The Anakitos may eventually use CHA in place of DEX to determine initiative and then CHA in place of WIS to determine will saves.
Bellator: Most important stats are STR and INT. STR determines ability DCs, INT may effect certain techniques.
Kathodos: Most important stats are DEX and INT. INT determines ability DCs, DEX may effect certain techniques. The Kathodos gains their INT modifier to AC while unarmored and may substitute DEX in place of STR when determining attack and damage. Eventually they may use INT in place of WIS to determine will saves.
Race:
Humans only. Alternate racial traits are allowed.
Class:
As mentioned above, fighters only, no archetypes.
Feats:
Courtesy of the Book of Experimental Might we've got over 200 new/altered feat to play with! In order to make sure you make the most of these all players will receive a feat at every level, in addition to their fighter bonus feats. To save myself a lethal amount of work, I've listed only the brief descriptions of the new feats on the campaign info tab - if you'd like more info on any of them, let me know. A few new feat related rules can be found below.
Fighter Bonus Feats: Most combat feats now have additional bonuses which can only be gained if you select them using one of your fighter bonus feats. Some bonuses require a certain character level to take effect, you are NOT required to select that feat on that specific level to gain the bonus.
Feat Boosts: Many feats include "boosts" which allow the character to gain small benefits for no more than a round. Starting at third level, and every three levels thereafter, characters may use one boost per day. Each individual feat may be boosted no more than once per day.[/b]
Double Feats: Double feats are slightly more powerful feats that require a player to use up both their fighter bonus and their regular feat that level.[/b]
Uberfeats: Each Fighting Domain has an associated Uberfeat, which may only be chosen by practitioners of that domain. In addition to heavy prerequisites, taking an Uberfeat requires the character to "retire" a number of regular feats. Retired feats no longer provide any benefit to the character, but may still be used to satisfy perquisites for other feats.[/b]
Retraining Feats: Any feat which a character has not used for an entire level may be swapped out for a new feat upon level up; all prerequisites must still be satisfied after the switch.
Fighting Domains:
Upon reaching the Academy (level 2), you'll have the opportunity to select your first Fighting Domain, which will help personalize your character's fighting style. A list of Fighting Domains can be found on the Campaign Info tab. Their format is as follows:
<Name>
<description>
Key Feat: This feat acts as a prerequisite for selecting the domain.
Basic Power: This power is automatically granted upon selecting the domain.
Bonus Power: This power is only granted once the character possesses 8 domain feats.
Domain Feats: These are the feats that make up the domain. You'll notice some feats marked as "double" or "uberfeats." Information on these can be found in the next spoiler.
Characters will gain additional domains at 9th and 17th levels. Another benefit of domains is the ability to re-select domain feats. With one full day of training, a character swaps one domain feat for another within that domain as long as all prerequisites are still met after the switch. Double and Uber feats may not be swapped.
Skills:
Although you'll start with the standard 2+INT for being fighters, make note that all of the Mythos classes gain 6+INT skill points per level. Upon your Mythos awakening, you'll gain a one time bonus of 4 skill points to make up the difference. Following are the class skills for the three Mythos classes.
Bellator: Acrobatics, Bluff, Climb, Craft, Escape Artist, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (Any)*, Martial Lore, Perception, Ride, Sense Motive, Spellcraft, Survival, Swim, Tumble
*(Note: The Bellator may take ranks in Knowledge (Martial), however, instead of maneuvers and disciplines may use it to identify certainfeats and Fighting Domains.)
Minimum! 50 gp! Don't forget the free outfit worth less than 10 gp!
Backstory:
Now is the time for that hackneyed, cliched, over-troped background you've always wanted to write! Hint: TVTropes is your friend. We're not in Golarion, so feel free to take any liberties you want with the world as long as you don't touch the area around the Academy. Naturally, keep it well written - although background is a very small part of this post, it'll have a big impact on my evaluation of the submissions.
Final Thoughts:
Roll20 for maps.
I'm looking for three players (one Anakitos, one Bellator, and one Kathodos), so make sure to indicate which Mythos class you're aspiring to in your submission (as well as your first Fighting Domain).
Don't try to plan your character too much. The fact that you won't know what Mythos class features you're getting means you'll have to adapt as you go along (remember that you have 3 different methods for swapping out feats - the regular fighter swaps, domain swaps, and the new retraining rules). Regardless of your choices, you'll probably still end up pretty powerful, so don't fret too much.
I'd like to try to keep the posting rate on the campaign a little higher than usual: 3+ posts/day from each player would be ideal, with 2 posts/day being the bare minimum. However, this campaign is my baby and I want it to survive; if things get too hectic I'd rather slow it down before killing it.
Recruitment closes on the 27th, gameplay will begin the following day on the 28th.
Knowing myself, I probably forgot a few key bits of information in my haste to get this recruitment up. Please don't hesitate with your questions or even suggestions on how we can create the most ass-kicking campaign in the 19 dimensions!
At long last! The whole gang has finally arrived at today's venue, Gamescape, and is seated at a large table right in front of the shop. Although a beautiful afternoon lies just beyond the large storefront windows, none of you particularly care. What you've all been waiting for, what really has you tingling with excitement, is the start of a new Adventurefinder campaign - The Corpse Coronet!
The character sheets are finished, the minis are out, and the GM screen is unfolded. Phil, your long-time GM, holds the first book of the adventure path in his hands - The Torment of Tarrowstone. Once everyone has settled in, Phil addresses you no longer as his friends, his peers - but as heroes, as adventurers!
"As you all know, the news of Professor Tetris Lamarimar's death has drawn each of you to the land of Sprucetalav, specifically the small town of Cravengro, to attend his funeral. Regardless of your past histories and relationships to this man you all have one thing in common - YOU were named in Professor Lamarimar's will.
Having just arrived in Cravengro, you stand at the entrance to the local grave site, a place known as the Restlands. The Professor's simple but exquisitely crafted coffin rests upon a stone table nearby. Introductions were kept brief and aside from yourselves the only other attendees to the funeral are the Professor's daughter Kendra Lamarimar, two of the Cravengro Councilmen - Vancian Heartmouth and Gharish Muricar, tavernkeeper Zokar Awnyah and his young son Pervin, and local apothecary Bridgesse Fallendown. With the procession acquainted, Kendra speaks..."
"No one else is coming. Let's not wait any longer." Although Kendra's eyes are red and swollen and a dark veil obscures her face, this trim and attractive woman still presents herself with surprising grace. "I'm afraid I neglected to nominate any pallbearers beforehand. Perhaps some of those gathered here would be willing to volunteer?" The large coffin contains six handrails, although just four pallbearers would probably have sufficient strength to carry it.
You and your friends were so excited when Pyzo announced the latest adventure path for the Adventurefinder Roleplaying Game™! The Corpse Coronet, as it's called, is set in the land of Sprucetalav and promises to blend traditional fantasy with classic horror elements! Coincidentally horror/investigation happens to be the favorite genre of all of yours, but it's never been popular with roleplaying companies since a certain game known as The Holler of Huluthulhu was mysteriously cancelled during development. Only your GM was unenthused (he's a bit cynical when it comes to anything supernatural or horror related), but after much pleading you finally convinced him to run Corpse Coronet.
Your first session is this weekend and ABSOLUTELY NOTHING COULD GO HORRIBLY WRONG!
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The Basic Idea
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Welcome to the official recruitment for the (possibly) first ever hybrid Pathfinder/Call of Cthulhu game on these forums! This "game-within-a-game" will feature alternating sections of Carrion Crown and various CoC modules. Even if you've never played Call of Cthulhu, I'd encourage you to read on a bit, it's a fantastic horror roleplaying game where ordinary folks take stand against unspeakable evils. Not to mention that I've written this recruitment as a guide to CoC specifically for Pathfinder players. Before we jump in I'd like to set down some terminology to prevent any confusion later on down the road.
Glossary:
Player - In this post and most other OOC, any mention of the player refers to you, whoever you are, reading this message right now.
Investigator - Investigator is the term for a player character in a Call of Cthulhu game. Note that the investigators aren't actual detectives or anything - investigator is just the traditional term.
Adventurer - Adventurer is the term for a character in the Pathfinder game. The adventurers are the characters of the investigators.
Character - Character will almost always refer to a Pathfinder character - if you want to talk about your Call of Cthulhu character OOC, use the term investigator.
Keeper - The Keeper of Arcane Lore (Keeper for short) is the term used to describe the GM of a Call of Cthulhu game. Keeper will always refer to me.
DM/GM - The DM/GM of the Pathfinder game will also be an NPC in the Call of Cthulhu game!
Naturally, once we get into the game some of this will get context sensitive - for example, the investigators would refer to themselves as "players" not "investigators."
Anyways, gameplay will occur within two different threads - one for Pathfinder and one for Call of Cthulhu. Whenever it's time to switch between the two I'll post a link so there shouldn't be any confusion there. One other important note relates to OOC text. In the Call of Cthulhu thread, OOC text functions normally, as a direct communication line between players and Keeper. In the Pathfinder thread however, OOC text may be used represent your investigator. Feel free to roleplay both the investigator and their character!
Sample CoC Post:
Ronnie attempts to pry open the crate with his crowbar. "Let's see what's hiding in here..."Which skill would I roll to open the crate?
Sample Pathfinder Post:
Sir Ronald attempts to pry open the sarcophagus with his +2 Crowbar of Prying. "I've got a good feeling about this!" "I've got a bad feeling about this!" Ronnie exclaims after blowing on his dice for good luck.
Also, can I add my crowbar's enhancement bonus to the roll, or is that only for attacking?
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Character Creation: Pathfinder
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We'll be opening the campaign with Pathfinder gameplay - I won't waste too much space on details, as the player's guide should have most of what you need. See the notes below however.
Naming Conversions:
Because everyone knows alternate universes aren't allowed to infringe on copyright! Feel free to make up your own alternate names for other Golarion-specific locales, celebrities, events, etc.
Paizo = Pyzo
Pathfinder = Adventurefinder
Carrion Crown = Corpse Coronet
Ustalav = Sprucetalav
Whispering Tyrant = Lispering Tyrant
Tar-Baphon = Bar-Taphon
Petros Lorrimor = Tetris Lamarimar
Ravengro = Cravengro
Starting Level: 1
Alignments: Non-Evil
Attributes: 20 point buy
Races: Core/Featured
Classes: All Paizo (including unchained/eastern/gunslingers, not including occult playtest)
Starting HP: Max
Starting Gold: Average as per class
Traits: 1 Regular, 1 Campaign, 1 Meta
Meta Traits:
Power Gamer - Your knowledge of obscure class/archetype/feat combinations allows you to craft the perfect build. Select any feat. You do not gain any benefits of this feat but are considered to have it for the purposes of qualifying for other feats/prestige classes/etc. If you ever gain the chosen feat regularly, you may select a new feat to be used with this trait.
Rules Lawyer - Your the undisputed master of dredging up some obscure rule about reverse-flanking or underwater AOOs or something like that just when you need it most. Once per session, add +5 to the result of any d20 immediately after rolling.
Eloquent Writer - Your novel length backgrounds sweep your fellow players away and the GM tends to reward your hard work with various extra boons. Gain 1 free rank in 3 different skills and 1 extra regular trait.
Bringer of Snacks - You hold a sacred position at the table, and sometimes recieve preferential treatment from the GM. However, ignore your duties and the consequences shall be dire. Once per session you may cheat death, as per the hero point ability. However, should you ever fail to brings snacks to a game session, during that session you lose this ability and all enemies/traps/etc gain +2 to all rolls against you (including damage) and all DCs are two points higher for you.
Overbearing Leader - You tend to dominate in social encounters - sure the other characters may have higher skill bonuses, but it's your raw oratorical power that really wins the day. Whenever you make a Bluff, Intimidate, or Diplomacy check in a social encounter, all other characters who use the same skill are automatically considered to be using "assist other" targeted at you.
Obsessive Accountant Your frenzied attention to detail ensures that not even a copper piece goes unaccounted for, and you are capable of producing items that nobody even remember the party had acquired. At the beginning of each session, you gain a pool of 100 gold pieces which can be spent at any time to instantly acquire any item - magical or nonmagical. You may use this ability at will as long as you have enough money in the pool. For every book completed in the adventure path, the pool value doubles.
Chaotic Lawful Your complete disregard for the alignment system may have the other players and GM frequently rolling their eyes, but at least you get to play fun wacky characters right? You ignore all alignment requirements from classes, feats, prestige classes, etc. Your chosen alignment still applies for Protection from Alignment and similar effects.
Homebrew Junkie - You refuse to play anything that hasn't been at least slightly touched by the power of the 'brew. At 1st level, 5th level, and every 5 levels after that, you may select any 3rd party feat in place of one of your regular feats.
Not-So-Smooth Operator - Your unrelenting instistence upon trying to romance everything in sight causes plenty of rolled eyes around the table - but sometimes makes a perfect distraction for your true intentions. You take a -2 penalty to all Charisma based skill checks used to charm or seduce members of the opposite gender. However, all other skill check made in the process of doing so gain a +2 bonus.
Touch by the Dice Gods - You seem to have a bizarre knack for rolling lots of 1's on some nights and tons of 20's on others. Any unmodified 19 is considered to be a natural 20, and any unmodified 11 is considered to be a natural 1.
Special Snowflake - Your flair for the exotic sees you refusing to play all but the most exotic characters. You may select any of the Uncommon Races or create your own race using 13 race points.
P.S.: I'd love some feedback on the Meta Traits - let me know if you think one is too strong to too weak or even if you have an idea for a new one.
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Character Creation: Call of Cthulhu
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This section will be geared towards new players who don't own any of the rulebooks. I've left lots of helpful tips in the spoilers to get you up and running in no time, so jump right in! If you're a veteran, just skip to the end and read the spoiler with all the changes from the default system.
Learn to play Call of Cthulhu in 30 seconds or less!:
Any time you perform an action with a chance of failure, find the appropriate skill on your character sheet and roll a d100. If you rolled less than or equal to your skill rank, congratulations! You succeeded. Regardless of what you rolled, something horrible is probably going to happen to you.
Step 1: Characteristics - Roll 3d6 six times and then assign the rolls as you choose to STR, CON, POW, DEX, APP, and EDU. Then add +3 to EDU.
Roll 2d6+6 twice and assign the rolls to SIZ and INT.
Multiply POW by 5 to get SAN.
Repeat Step 1 so that you have two different stat arrays, then choose 1 and throw the other out.
Understanding Characteristics:
Characteristics are much like Ability Scores in Pathfinder. Check out the comparisons below! The bolded words are the Ability Scores, the preceding text is their Characteristic equivalents.
Strength: STR(Strength)/SIZ(Size). STR is fairly self explanatory, while SIZ represents an average of the investigator's height/weight. High STR/SIZ gives damage bonuses to melee combat but does NOT increase hit chances (hit chance is dependent on weapon skills). SIZ also effects hit points.
Dexterity: DEX(Dexterity). Again, fairly similar. DEX influences the Dodge skill and who acts first in combat (just like AC and Initiative in Pathfinder).
Constitution: CON(Constitution). Another easy one. CON determines hit points (along with SIZ) and resistance to various bodily ailments (aka Fort saves).
Intelligence: INT(Intelligence), EDU(Education). INT is raw intellect and analytical skills while Education represents factual learning and schooling. Both influence skill points, while INT also determines the investigator's Idea Roll (the equivalent of an Intelligence check in Pathfinder, although much, much more common) and EDU determines the Know Roll (an untrained Knowledge check in Pathfinder).
Wisdom: POW(Power)/SAN(Sanity). POW represents both force of will and aptitude for magic. It determines Sanity (mental hit points) and could be thought of as both the primary casting stat and the primary saving throw stat for Pathfinder spells. It also determines the Luck Roll (no real Pathfinder equivalent that I can think of, Luck just represents being in the right place at the right time).
Charisma: APP(Appearance). Appearance and charisma are very similar, however, APP is much more linked with physical attractiveness and friendliness.
Step 2: Characteristic Rolls - Multiply the following: INT x 5 = Idea Roll; POW x 5 = Luck Roll; EDU x 5 = Know Roll.
Add STR+SIZ to determine damage bonus:
STR/SIZ == DB
6-12 ===== -1d6
13-16 ==== -1d4
17-24 ==== +0
25-32 ==== +1d4
33-36 ==== +1d6
Step 3: Determine Derived Characteristic Points - Take the average of CON and SIZ (round up) to determine Hit Points.
Sanity Points are equal to SAN.
Magic Points are equal to POW.
Step 4: Determine Occupation and Skills - Now for the fun part - fleshing out your character. The default rules would have you roll your income first and then pick an occupation, but I'll hand wave that and let you pick any occupation and income (keep in mind that most of your peers will be around the middle class however). Hint: Since this is modern times, a great way to determine income is to google "[your occupation] yearly income."
If you still want to roll, roll a d10 and consult the following table:
1 = $15,000; 2 = $25,000; 3 = $35,000; 4 = $45,000; 5 = $55,000; 6 = $75,000; 7 = $100,000; 8 = $200,000; 9 = $300,000; 10 = $500,000
In addition to this income, your character possesses property and assets worth 5 times yearly income - one tenth of this money is in cash/banked, another tenth is in stocks/bonds convertible within 30 days, the remainder is in property, vehicles, old books, etc. as appropriate to the character.
Selecting an occupation is fairly easy - just pick an occupation and then choose 8 skills that would commonly be used by members of that occupation. These skills are your occupation skills. And that's it! If you need some help figuring out your occupation skills, just say so and I'll post of the sample occupations from the rulebook.
Now it's time to allocate skill points. If you look at the skills list below, you'll notice that all the skills have percentages next to them. These percentages represent the base chance that any untrained character has at succeeding at that skill. Any skill points are added on top of these base percentages. To determine skill points multiply EDUx10 and assign these points in any amounts to any number of your occupation skills. Then take the sum of (EDUx10 + INTx10) and distribute these skill points among any skills (including occupation skills). Easy right? If you want to know more about any of the skills below I can post full descriptions.
Skills:
Skills with a :______ next to them require you further focus on a specific area, such as Art: Painting. Finally, you may have notice there is one skill that starts at 0% - Cthulhu mythos
Accounting (10%)
Anthropology (01%)
Archaeology (01%)
Art (05%):_________
Astronomy (01%)
Bargain (05%)
Biology (01%)
Chemistry (01%)
Climb (40%)
Computer Use (01%)
Conceal (15%)
Credit Rating (15%)
Cthulhu Mythos (00)
Dodge (DEX x2%)
Drive Auto (20%)
Electrical Repair (10%)
Electronics (01%)
Fast Talk (05%)
First Aid (30%)
Forensics (01%):_________
Geology (01%)
Hide (10%)
History (20%)
Hypnosis (05%)
Jump (25%)
Law (05%)
Library Use (25%)
Listen (25%)
Locksmith (01%)
Martial Arts (01%)
Mathematics (EDU x2%)
Mechanical Repair (20%)
Medicine (05%)
Natural History (10%)
Navigate (10%)
Occult (05%)
Operate Hvy. Machine (01%)
Other Language (01%):_________
Own Language ( EDU x5%):_________
Persuade (15%)
Pharmacy (01%)
Photography (10%)
Physics (01%)
Pilot (01%):
Psychiatry (01%)
Psychology (05%)
Psychotherapy (01%)
Ride (05%)
Sneak (10%)
Spot Hidden (25%)
Swim (25%)
Throw (25%)
Track (10%)
Step 5: Determine Additional Background - Finally you'll want to to think about any additional background details - birthplace, where you went to college, scars, close family members, etc. The only rule here is that nobody should have any prior contact with the supernatural. Things like cooky uncles who claimed to be wizards are fine just so long as you have no proof that the cooky uncle was actually a wizard.
One final detail - the minimum age of an investigator is equal to EDU+6. For every ten years older you make your investigator than that, add 1 point to EDU (along with 10 occupation and 10 general skill points). However, for every 10 year above the age of 40 you must also subtract 1 point from either STR, CON, DEX, or APP.
For Advanced Players: Changes from Default System:
For characteristics roll 3d6 six times and then assign the rolls as you choose to STR, CON, POW, DEX, APP, and EDU. Then add +3 to EDU.
Roll 2d6+6 twice and assign the rolls to SIZ and INT.
Repeat this process to generate two stat arrays and choose your favorite.
In lieu of rolling for income you may simply choose an occupation and income.
Instead of EDUx20 occupation points and INTx10 general skill points, you now receive EDUx10 occupation and (EDUx10 + INTx10) general.
Note the following new skills: Hypnosis, Psychiatry, Psychotherapy(replaces Psychoanalysis), Forensics, and Mathematics.
You and your friends were so excited when Pyzo announced the latest adventure path for the Adventurefinder Roleplaying Game™! The Corpse Coronet, as it's called, is set in the land of Sprucetalav and promises to blend traditional fantasy with classic horror elements! Coincidentally horror/investigation happens to be the favorite genre of all of yours, but it's never been popular with roleplaying companies since a certain game known as The Holler of Huluthulhu was mysteriously cancelled during development. Only your GM was unenthused (he's a bit cynical when it comes to anything supernatural or horror related), but after much pleading you finally convinced him to run Corpse Coronet.
Your first session is this weekend and ABSOLUTELY NOTHING COULD GO HORRIBLY WRONG!
Hiya folks! Last night I had a brilliant idea for a game that I figured might be a tad to complex to run in real time, but would work great as a play by post. The basic idea is Pathfinder wrapped inside Call of Cthulhu - you create a character in 'real life', and then play as your character's character in Pathfinder, and then Horrible Things would happen in real life and we'd switch over to Call of Cthulhu! Think wanna-be ghost hunters who live out their fantasies through roleplaying games but then get caught up in the supernatural in real life. For the Pathfinder section we'd play Carrion Crown of course, and for the Call of Cthulhu sections I'd dig out some modules from the modern setting books I own - probably Our Ladies of Sorrow and Unseen Masters, if you've heard of them.
Any thoughts?
PS - Call of Cthulhu is a very easy system to learn - no knowledge or rule books necessary.