| garabbott |
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When Darkness Falls
"The most merciful thing in the world, I think is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age." - H.P. Lovecraft, "The Call of Cthulhu"
Hi everyone, welcome to the recruitment thread for When Darkness Falls.
This campaign is sort of an experimental project I've mulled over for years, so be warned it might be a bit unorthodox. First of all: this is a Lovecraft-inspired campaign, and for much of the prep work I've done for it I've been reading/referencing the Call of Cthulhu RPG, a d20 source book that is 3.5 compatible. If you're not familiar with the game, it is designed to be a brutal and horrifying experience in which the PCs not only face death and excruciating bodily harm, but their characters also run the risk of losing their very sanity as they confront terror after terror in the world of Cthulhu Mythos. This campaign will be no different. (Hint: mature themes abound).
The game begins in the city of Salem, the capitol of Oregon State on the U.S's western coastline. The year is 1951, and the country still celebrates and prospers from its glorious victory at the end WWII. Each investigator (PC) will be commissioned by a powerful private interest, the K. West Fund, to join a team of highly-trained and highly-qualified specialists. The investigators should come from a variety of backgrounds (we'll talk about character creation in a second), but suffice it to say that private detectives, criminal investigators, military personnel, doctors and even professors will be considered for the job.
All hopeful investigators should have a full portfolio turned in by the 29th of September, or next Sunday. For instructions on how to create a portfolio, see the campaign info (which I have copy+pasted here for your ease).
Defensive Option:
......Base Save 1.....Base Save 2.....Base Save 3.....Base Attack Bonus
1st......+0..............+2..............+2.................+0
2nd......+0..............+3..............+3.................+1
3rd......+1..............+3..............+3.................+1
4th......+1..............+4..............+4.................+2
5th......+1..............+4..............+4.................+2
6th......+2..............+5..............+5.................+3
7th......+2..............+5..............+5.................+3
8th......+2..............+6..............+6.................+4
9th......+3..............+6..............+6.................+4
10th.....+3..............+7..............+7.................+5
Offensive Option:
......Base Save 1.....Base Save 2.....Base Save 3.....Base Attack Bonus
1st......+0..............+0..............+2.................+1
2nd......+0..............+0..............+3.................+2
3rd......+1..............+1..............+3.................+3
4th......+1..............+1..............+4.................+4
5th......+1..............+1..............+4.................+5
6th......+2..............+2..............+5.................+6
7th......+2..............+2..............+5.................+7
8th......+2..............+2..............+6.................+8
9th......+3..............+3..............+6.................+9
10th.....+3..............+3..............+7.................+10
Ability Scores:
As every member of the group being assembled will be considered a specialist at the top of their field, we will be rolling at 3d6+6, dropping the lowest roll, for each ability score -- that's six times only, not allowing a 7th to drop the lowest -- I may choose to change the specifics here based on the results of character creation and how quickly/effectively the group moves through the game.
Agent: Bluff, Disable Device, Drive, Forgery, Intimidate, Sense Motive, Stealth, +3 more of the player's choice. FEAT: Improved Initiative.
Detective: Bluff, Diplomacy, Disable Device, Disguise, Forgery, Perception, Sense Motive, +3 more of the player's choice. FEAT: Dodge.
Doctor: Appraise, Heal, Knowledge (biology), Knowledge (medicine), Knowledge (any), Perception, Research, +3 more of the player's choice. FEAT: Skill Focus (Heal) or (Knowledge (any)).
Professor: Bluff, Diplomacy, Knowledge (occult), Knowledge (any 1), Perception, Research, Sense Motive +3 more of the player's choice. FEAT: Skill Focus (Diplomacy), (Bluff), or (Knowledge (any)).
Soldier: Acrobatics, Climb, Heal, Perception, Stealth, Survival, Swim, +3 more of the player's choice. FEAT: Weapon Focus.
This is a list of all skills available to players:
Acrobatics
Appraise
Bluff
Climb
Craft
Demolitions
Diplomacy
Disable Device
Disguise
Drive
Escape Artist
Forgery
Handle Animal
Heal
Intimidate
Knowledge (archaeology)
Knowledge (art)
Knowledge (astronomy)
Knowledge (biology)
Knowledge (chemistry)
Knowledge (history)
Knowledge (local)*
Knowledge (medicine)
Knowledge (nature)
Knowledge (occult)
Knowledge (religion)
Performance
Pilot
Research
Ride
Sense Motive
Sleight of Hand
Speak Other Language
Spellcraft UNAVAILABLE AS CLASS SKILL
Swim
*Choose any one city for Knowledge (local)
Agent: +0
Detective:-1
Doctor: +2
Professor: +1
Soldier: +0
Now, roll 1d6 and add your Profession's salary adjustment, multiply the result by 1,000 and you have your current life's savings. A final result of 0 is $500.00. Keep in mind, however, that your characters' lives are not yet focused on survival, and therefore it would be unrealistic to simply buy an arsenal of weaponry during character creation. I have provided only a list of weaponry (because of their key role in the game) and their prices, but feel free to flesh out your investigator's possessions with whatever creative and realistic items you wish.
Melee Weapons
Tiny Melee Weapons:
Brass Knuckles: 1d3; x2 crit; bludgeoning; $1.00
Switchblade: 1d3; 19-20/x2 crit; piercing; $3.00
Small Melee Weapons:
Hunting Knife: 1d4; 19-20/x2 crit; 10' range; piercing; $5.00
Combat Knife: 1d4; 19-20/x2 crit; 10' range; slashing; $5.00
Cleaver/Butcher Knife: 1d4; x3 crit; 10' range; slashing; $2.00
Gun butt, Pistol: 1d4; x2 crit; bludgeoning
Hatchet: 1d6; x3 crit; slashing; $3.00
Medium Melee Weapons:
Nightstick/Billy Culb: 1d4; x2 crit; bludgeoning; $1.00
Crowbar: 1d6; x2 crit; bludgeoning; $3.00
Pick/Pickaxe: 1d6; x4 crit; piercing; $5.00
Machete: 1d6; 19-20/x2 crit; slashing; $3.00
Rapier: 1d8; 18-20/x2 crit; piercing; $15.00
Large Melee Weapons:
Baseball Bat: 1d6; x2 crit; bludgeoning; $2.00
Bayonet, fixed to rifle: 1d6; 19-20/x2 crit; piercing and slashing; $5.00
Gun butt, rifle or shotgun: 1d6; x2 crit; bludgeoning
Shovel: 1d6; x2 crit; bludgeoning; $4.00
Axe: 1d8; x3 crit; slashing; $5.00
Guns:
Pistols
Colt Single Action Revolver (M1873): 1d10; x3 crit; 6 bullet revolver; side loading; 20' range; standard fire; $30.00
Colt M1911: 2d6; x3 crit; 7 bullet mag; 20' range; semiautomatic; $40.00
Colt M1917: 2d8; x3 crit; 6 bullet revolver; side loading; 20' range; semiautomatic; $50.00
Smith & Wesson M1917 Revolver: 2d8; 6 bullet revolver; side loading; 20' range; semiautomatic; $40.00
Rifles
Winchester M1894 Sporting Rifle: 2d6; x3 crit; lever action; side loading; 200' range; $28.00
Lee-Enfield Mark I Rifle: 2d10; x3 crit; bolt action; 6 bullet mags; 175' range; $55.00
Springfield M1903: 2d10; x3 crit; bolt action; 5 bullet clip; 175' range; $45.00
Lee-Enfield Mark III Rifle: 2d10; x3 crit; bolt action; 10 bullet mags; 200' range; $60.00
Shotguns
Winchester M1897 Shotgun (12 gauge): 3d6/2d6/1d6* or 2d10 slug; x3 crit; 5 shell cap; 50' range; pump action; $60.00
Winchester M1897 Riot Shotgun (10 gauge): 3d8/2d8/1d8* or 2d10 slug; x3 crit; 4 shell cap; 50' range; lever; $75.00
Winchester M1912 Shotgun (12 gauge): 3d6/2d6/1d6* or 2d10 slug; x3 crit; 5 shell cap; 50' range; pump action; $60.00
Winchester M1912 Shotgun (16 gauge): 3d4/2d4/1d4* or 2d8 slug; x3 crit; 5 shell cap; 50' range; pump action; $45.00
*Use the 1st damage listing for whenever the target is within the weapon's 1st range increment, the 2nd damage listing for a target within the weapon's 2nd range increment, and the 3rd damage listing for anything beyond that.
Submachine Guns
Thompson Submachine Gun: 2d8; x3 crit; 30' range; autofire; $225.00
Skill ranks and even Feats may be rewarded for specific actions or accomplishments throughout the game.
DEFENSE
HP: 9/9 // Sanity points: 50/50
AC: 14 // CMD: 14
Will: +0 // Fort: +2 // Reflex: +3
OFFENSE
Shotgun +4 (3d6/2d6/1d6, x3)
Switchblade +1 (1d3, 19-20/x2)
ABILITY SCORES
STR 11
DEX 16
CON 11
INT 10
WIS 10
CHA 11
SKILLS (CORE)
Acrobatics
Bluff
Diplomacy
Disable Device
Disguise
Drive
Forgery
Perception
Sense Motive
Stealth
FEATS
Dodge
Weapon Proficiency (shotgun)
POSSESSIONS
Winchester 1897 Pump Action, 20 shells
Switchblade
Large dark sunglasses
White undershirt, stained
Button-up shirt, light blue
Grey 3-buttoned vest, very classy
- Pack of cigarettes, 3/4 full
Brown slacks
- Zippo cigarette lighter
Leather shoes, slightly scuffed
Black leather wallet
- 2.75$
NOTES
In Portland for an extended stay while investigating the disappearance of a beautiful girl from Oregon's countryside that was caught up in the bad business of Portland's underbelly, Charlie keeps his switchblade in his pocket at all times but generally chooses to leave his shotgun at home. He relies on some wit and some luck to get to the bottom of his cases, and so far things have been paying off.
Posting requirements are ideally once a day, but I definitely can slack on even that from time to time, so we'll say that 4 posts a week should be the minimum. I don't know how many players I'll be running this with, so just assume for now there'll be 3-5.
Thanks for reading! I'll let Mr. Lovecraft have the final word....
"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown."
- H.P. Lovecraft, "Supernatural Horror in Literature"