Storyteller Shadow's Multi-Game Recruitment VI


Recruitment

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Recruitment is OPEN once again for Bloodlines - A V20 Vampire the Dark Ages Campaign - Clan Ventrue

You will start as Mortal.

All I need is a concept to start with. I'll give this a week to see who appears interested.

This is a LONG running game, 10,000 posts. However, prior knowledge of the Chronicle is not necessary or quite frankly even desirable as you should not know anything of what has already taken place anyway.


RECRUITMENT IS OFFICIALLY RE REOPENED for Star Wars - Saga Edition - The Tion Cluster Gambit

Legacy Era Star Wars Saga Edition campaign set a few years before the events of the Dark Horse Comic Book Series Star Wars: Legacy.

The character I am looking for will be a 9th level Sith OR a Sith Empire Agent.

As we are in the Legacy Era, all books are legal. Though I would appreciate it if you would reference what book (outside of the Core book) you take a Prestige Class, Feat, Talent Tree, or Power from.

25 Point Buy.

Max HP at first level, roll for every level thereafter. If you roll a 1 on your HP, I will give a free re-roll.

I am looking for ONE PC.

Thank you for your interest!


Ruins of Azlant

Recruitment will begin once the Player's Guide is released.

---

Forgotten Realms - Masters of Zhentil Keep - Evil Campaign

Recruitment open and ongoing until early July.


The Games People Play:

1. v20 Dark Ages - Bloodlines

2. Star Wars - Saga Edition - The Tion Cluster Gambit - Empire in Exile

3. Star Wars - Saga Edition - The Tion Cluster Gambit - The Sith Empire

4. 5E Ravenloft - Ill Met in Kartakass

5. Call of Cthulhu 5/6E

6. Way of the Wicked AP

7. Hell's Rebels AP

8. Skull & Shackles AP

9. Rise of the Runelords AP

10. Eberron - Echoes of the Past - Secrets of Khorvaire

11. Eberron - Echoes of the Past - Secrets of Sharn

12. Hell's Vengeance AP.

13. By Fang, Fur, Claw, Feather, and Scale! - A Classic Greyhawk Lycanthrope Pathfinder Campaign

14. When Will You Rage!? - A 2nd Edition Modern Werewolf the Apocalypse Campaign

15. DRAGONLANCE - LEGENDS OF THE THIRD DRAGON WAR

16. Strange Aeons AP

17. Shattered Star AP

18. Gamemaster Zimovat Vyetyer's - Reign of Winter

19. Vampires of Golarion - The Quest for Eternal Night a Second Darkness AP

20. Vampires of Golarion - Shadows of the Darklands a Second Darkness AP

21. Council of Song - DM Guild Master's All Bards Council of Thieves AP

22. Discover the Lost Continent! DM Decemvirate Emissary's The Ruins of Azlant AP

23. Forged in Steel - Chicago & Gary by Night - A Second Edition Vampire the Masquerade Story

24. Forged in Steel - Milwaukee by Night - A Second Edition Vampire the Masquerade Story

25. The Magnificent 7 - All Gunslingers Kingmaker/Iron Gods


Storyteller Shadow wrote:

Recruitment is OPEN once again for Bloodlines - A V20 Vampire the Dark Ages Campaign - Clan Ventrue

You will start as Mortal.

All I need is a concept to start with. I'll give this a week to see who appears interested.

This is a LONG running game, 10,000 posts. However, prior knowledge of the Chronicle is not necessary or quite frankly even desirable as you should not know anything of what has already taken place anyway.

BUMP


Storyteller Shadow wrote:

RECRUITMENT IS OFFICIALLY RE REOPENED for Star Wars - Saga Edition - The Tion Cluster Gambit

Legacy Era Star Wars Saga Edition campaign set a few years before the events of the Dark Horse Comic Book Series Star Wars: Legacy.

The character I am looking for will be a 9th level Sith OR a Sith Empire Agent.

As we are in the Legacy Era, all books are legal. Though I would appreciate it if you would reference what book (outside of the Core book) you take a Prestige Class, Feat, Talent Tree, or Power from.

25 Point Buy.

Max HP at first level, roll for every level thereafter. If you roll a 1 on your HP, I will give a free re-roll.

I am looking for ONE PC.

Thank you for your interest!

BUMP


Dear sweet jeebus man! 6 *multi-game* recruitments!!

Are you absolutely, positively, sure it's not some kind of sickness? :P


Monkeygod wrote:

Dear sweet jeebus man! 6 *multi-game* recruitments!!

Are you absolutely, positively, sure it's not some kind of sickness? :P

Well I-III are closed. Ruins of Azlant is popular enough to warrant its own as the FR one seemed to be as well. That leaves VI clean for the games that will only need to fill a slot or two at a time.

Still, you're right, it probably IS a sickness...


Not very fond of Forgotten Realms and I'm already following IV, so I figured I'd pop in here and dot for now.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Dotting.


Storyteller Shadow wrote:
Still, you're right, it probably IS a sickness...

If it is, I hope you don't get better. :P


YoricksRequiem wrote:
Storyteller Shadow wrote:
Still, you're right, it probably IS a sickness...

If it is, I hope you don't get better. :P

Me too. ;-)


I'm curious about your V20DA game, I didn't want to go rummaging around for the details but on the mortal side what year is it and where are the PCs currently?


The Year is 1309 and the PCs are in Venice. News of the Doge excommunicating the city just reached the populace and they are none too pleased with the Doge at the moment.


I suspect that the new Ventrue would be being sired by an existing PC, do they have any criteria for their candidate?


Samuel Kerensky wrote:
I suspect that the new Ventrue would be being sired by an existing PC, do they have any criteria for their candidate?

Negative, the new Ventrue will be Sired by an NPC. The old Ventrue PC dropped off of the boards and is now a DMPC who is in no position to Sire anyone (and keep his head anyway).

The criteria for this particular NPC will be that his Childe wield some influence but then that is the criteria for most if not all Ventrue!

I have had some PMs back and forth with another potential Ventrue PC. If you are interested, submit a concept as the other player is unsure as to whether they wish to proceed or not.

All PCs start as Mortal and I am not yet ready to change that criteria. Once I approve of a concept, I'll have the chosen Player begin working on their Mortal submission.


Storyteller Shadow wrote:

RECRUITMENT IS OFFICIALLY RE REOPENED for Star Wars - Saga Edition - The Tion Cluster Gambit

Legacy Era Star Wars Saga Edition campaign set a few years before the events of the Dark Horse Comic Book Series Star Wars: Legacy.

The character I am looking for will be a 9th level Sith OR a Sith Empire Agent.

As we are in the Legacy Era, all books are legal. Though I would appreciate it if you would reference what book (outside of the Core book) you take a Prestige Class, Feat, Talent Tree, or Power from.

25 Point Buy.

Max HP at first level, roll for every level thereafter. If you roll a 1 on your HP, I will give a free re-roll.

I am looking for ONE PC.

Thank you for your interest!

Bumpity Bump


Storyteller Shadow wrote:

RECRUITMENT IS OFFICIALLY RE REOPENED for Star Wars - Saga Edition - The Tion Cluster Gambit

Legacy Era Star Wars Saga Edition campaign set a few years before the events of the Dark Horse Comic Book Series Star Wars: Legacy.

The character I am looking for will be a 9th level Sith OR a Sith Empire Agent.

As we are in the Legacy Era, all books are legal. Though I would appreciate it if you would reference what book (outside of the Core book) you take a Prestige Class, Feat, Talent Tree, or Power from.

25 Point Buy.

Max HP at first level, roll for every level thereafter. If you roll a 1 on your HP, I will give a free re-roll.

I am looking for ONE PC.

Thank you for your interest!

Bumpity Bump Bump


Storyteller Shadow wrote:

Recruitment is OPEN once again for Bloodlines - A V20 Vampire the Dark Ages Campaign - Clan Ventrue

You will start as Mortal.

All I need is a concept to start with. I'll give this a week to see who appears interested.

This is a LONG running game, 10,000 posts. However, prior knowledge of the Chronicle is not necessary or quite frankly even desirable as you should not know anything of what has already taken place anyway.

Bumpity Bump Bump

I have one or two interested parties but no firm commitment yet so the spot is still available if someone is interested...


Recruitment is OPEN once again for Bloodlines - A V20 Vampire the Dark Ages Campaign - Clan Ventrue

You will start as Mortal.

All I need is a concept to start with. I'll give this a week to see who appears interested.

This is a LONG running game, 10,000 posts. However, prior knowledge of the Chronicle is not necessary or quite frankly even desirable as you should not know anything of what has already taken place anyway.

---

OK, after some heavy Recruitment is my own existing games, I have found four of you interested in (maybe) taking up the role of Clan Ventrue.

To be above board, let's post concepts here in Recruitment. Plus it has the added benefit in me NOT having to sift through PMs to find said concepts.

The initial post of the Campaign sets up the story:

Venice The Year of Our Lord 1309:

While the rest of the Italian City States are ruled by autocratic despots Venice is still an Oligarchy. Currently Doge Pietro Gradenigo and the members of the Great Council guide the city though this turbulent time period. Recent changes to the law have much of the citizens still grumbling about the dangerous turn the city has taken, through deft political maneuvering the Doge has closed the Council to those who have either already sat on the council or who can prove that relatives were on the council in the past. Though there are still plum positions to be sought by those who are not “included” much of the citizenry has been closed off from having an effective voice in the administration of the city.

Current Noble Families: Dandolo (supporters of the Doge), Gradenigo, Soranzos, Querini, Tiepolo, (last two opponents of the Doge), Ca’Grande.

There are people from all walks of life and all cultures in Venice at this time, merchants and skilled laborers hold great prominence in the city not just the Venetian “nobility”.

Traditionally Venice looked to the east and the Mediterranean Sea. Her founding fathers were as much Byzantine Greek as they were Latin. In fact Venice’s Doge was one of the architects of the fall of the Byzantine Empire over 100 years ago. Since that time though, the Latin Kingdom of Constantinople (never much more than the city and its walls) fell to the Palaeologus line which has revived the Byzantine Empire. Relations between that Emperor and the hated Genoans was long established which weakened Venetian Black Sea trading interests. However, the most serious blow came over 15 years ago when the Mameluke Sultan of Egypt swept away the last of the Crusader states in the Outremer. Though the Venetians immediately opened relations with the Sultan their position which was once one of strength has been diminished by unstable relations with an infidel.

As her Mediterranean power has been checked, her power on land has grown. Venetian mercenaries who unlike the mercenaries of the other Italian city states which look for deep pockets, are from the lagoon itself and are loyalt to the "Republic". This however changed just over a year ago when Marquis Azzo VII of Este died at Ferrara leaving no legitimate offspring. It would appear that one of Azzo’s two brothers had a claim to the seat of power in Ferrara. Before his death Azzo had named his grandson Folco, from an illegitimate son, to be his heir in his will. The brothers were furious and Folco’s father Fosco appealed to Venice for help.

Naturally Venice was all too eager to aid Fosco’s son retain the title after all would this not extend the control of her land Empire? The Doge dispatched a military force to prop up the young heir. The Pope though had no intention of seeing Venice gain such a prize and resurrected the papal claim of Suzerainty over the city declaring in favor of the brothers. Doge Gradenigo refused to yield and did not withdraw Venetian troops when ordered to do so by the Pope. After all, Venice had long been outside of the direct influence of the Pope’s influence. Appeals by the Doge fell on deaf ears and Pope Clement threatened to excommunication and interdict on the Republic, its Doge, his councilors and captains and all those who gave advice against the wishes of the Holy See.

Naturally such a threat was poorly received by the Doge who refused to secede to the wishes of the Pope. A delegation was sent to try a diplomatic solution but was rebuked. It is now February of 1309 and the streets and canals of Venice have become a dangerous place. The Great Council debates over the pending excommunication with the enemies of the Doge as well as his supporters out on the streets calling for the support of the people and in many instances coming to blows...

The first day of the campaign was Saturday, February 28, 1310.

The current day is Thursday, March 27, 1309.

In the intervening month the Doge has determined to resist the Pope despite the threat of excommunication. In response the Pope has issued a Bull just received in the city the current day that the Doge has indeed excommunicated the city!

This is the evening where your Mortal will begin play. Unless built into your background you know nothing of the existence of the Supernatural.

If you would be so kind to post concepts along with any questions you may have that would be great. Note that I would like to get this new PC up and running by Wednesday.


Aurore Romano:
Born in Venice Italy to Renato Romano and Helaine Romano, Aurore Romano was spent her early life in her family's tailor shop. Though in her tenth year her mother's family, who was a wealthy french merchant family, took Aurore away to live in France for "proper" schooling. For the five years that followed Aurore was educated by her grandparents and met a multitude of nobles in which she began to build a business like attitude with. Though Aurore enjoyed France, she longed to return home and take up the family work.
Thus, at the age of sixteen she made the long journey back to Venice Italy only for the arrival to be bittersweet. While on the road Helaine had fallen ill and passed, leaving only her father Renato to run the shop. After morning her mother, Aurore set about using the skills she had learned in France to gather wealthier patrons and make the family business thrive. Of course, some had problems with Aurore's mixed blood as the young woman looked more like her french mother than her Italian father, but that didn't slow the young seamstress in the slightest. In fact she even seemed to enjoy the challenge.


I've been intrigued by the Vampire rpg for some time. Do you mind if I throw a concept into the works?


Spazmodeus wrote:
I've been intrigued by the Vampire rpg for some time. Do you mind if I throw a concept into the works?

Go ahead! :-)


I should have something up for you by tonight SS.


My concept - please let me know if you have any questions :)

Einar Thorirson, Aspiring Condottiero:
The son of a successful Norwegian merchant, in his youth Einar travelled much of Europe with his father. It was Italy, however, that captivated his imagination, its burgeoning mercenary bands harkening back to the honor and glory of his Viking ancestors. Leaving the family business to strike out on his own at 16, Einar fought under the banner of Frederick III in the final two years of the War of the Sicilian Vespers, then later for the Ghibellines in northern Italy. In the latter conflicts he quickly rose to the rank of sergeant, having proven himself a capable commander of men, and he most recently served fighting against the forces of the Marquis of Ferrara.

The shrewd business sense and eye for opportunity taught him by his father has translated well to his current profession, and the Norwegian has proven to possess both a strong sword arm and a keen mind for tactics. He's generally cautious, having learned the value of the indirect engagement and outmaneuvering of an enemy typical of the condottieri, but he's willing to unexpectedly press an attack if he sees an opportunity with a big enough payoff. While not a religious man, both his upbringing and his employment have made him a firm opponent of papal authority; after all, if one is to bend their knee, surely it's better to do so before a king than a cleric!

Einar is currently between contracts and has grown tired of his middling rank and the endless progression from battlefield to battlefield; he fancies a more commanding role and a less nomadic existence. To this end he has recruited his own company - a small, dedicated band of men who served under him against Azzo VIII d'Este - with the aim of landing a private contract in service to a wealthy merchant or aristocrat, and he has come to Venice seeking just such an opportunity. After all, with a couple years' command experience under his belt and pay in his purse, perhaps he'll be ready to take to the field again - this time as a proper condottiero at the head of a proper army...

Scarab Sages

Here is the very pissed off Violetta da Carrara.

Violetta da Carrara:
The circumstances of Violetta da Carrara’s birth are unfortunate for her. If she had been born first, rather than her older sister Taddea, she would have been able to satisfy her desires through her husband, and then eventually through her sons. Had she been born male, she would have been her father’s heir instead of her younger brother Bernabo. As a male she could certainly have reached her potential for greatness. But, as a second daughter, she is superfluous.

Violetta’s father Jacopo is a nobleman of considerable dignity in Padua, but he aspires to much, much more. Her mother Anna is the daughter of Pietro Gradenigo, Doge of Venice. Taddea is very much her mother’s daughter - pretty, pleasant, ingratiating, and vapid. Violetta is very much her father’s daughter, also pretty, but intelligent, manipulative, ambitious.

Sadly, Jacopo’s financial resources are his weakness. He is determined to link himself to a Great Family through his daughter. The expense of the dowry this requires means he can only do it once. A grand dowry for Taddea meant no dowry for Violetta. Any affordable marriage for Violetta would have been beneath her, a family embarrassment. Instead as Jacopo negotiated possible matches for her sister, he made a donation to a convent in Venice. The donation ensured Violetta a position there, and she was sent away at the age of 15.

Now 19, and a nun for 4 years, Violetta chafes more every day. Her life is not ascetic. Most all of the other nuns at the convent are the same as she, tucked away by their families because there was nothing else to do with them. There is little pretense of piety and, as long as some cosmetic nods to the convent’s rules are made, no creature comforts are denied them. Fine clothes, foods, and furnishings, are the norm. Blind eyes are turned to paramours. The Abbess’s own daughter is a nun at the convent, taken in as an “orphan”. None of these things are fulfilling to Violetta.

Violetta feels an unbearable urge to shape events, to make her mark in the world. She wants to direct others, to wield influence, and the small world of the convent stymies her. She has the imagination to see herself as a powerful woman. But Violetta is a realist, and well educated enough to know women who have been powerful are the rarest of things, a product of the perfect time, place, personal characteristics, and luck. But, influence is different. It depends not on gender or office, but on skill and the audacity to use it ruthlessly. And even the most powerful can be greatly influenced.

She hides it well, but Violetta harbors a growing bitterness toward her family. Her father, because he will sacrifice the true talent in his family for his immediate gain. Her sister because she is too unimaginative and compliant to ever make use of the opportunities she will have at her fingertips. Her mother because she is stupid.

Violetta will die consumed by these grievances if she cannot find a way out of the convent, but so far she has no workable plan. Her father’s, not to mention her grandfather’s, reach is long, so leaving illicitly would be extremely dangerous. Besides, without her family’s wealth she would be destitute, with no means to establish herself if she were to escape their reach. So for now Violetta stews and waits, watching for her opportunity.


@Ventrue - The other 3 already provided their concepts.
I will, later today. But I first need to get my own game updated.
Just expressing that I'm still very interested, but needed some time to consider options.


MordredofFairy wrote:

@Ventrue - The other 3 already provided their concepts.

I will, later today. But I first need to get my own game updated.
Just expressing that I'm still very interested, but needed some time to consider options.

Sounds ok to me!


And here's my unrecognized Habsburg Bastard minding his merchant business and not suspecting a thing-

Franz Albert Capsali:
Franz Alberts origin story begins before his birth. When Rudolf of Habsburg moved the seat of power to the duchy of Austria, there was plenty of construction work to be done. And as everybody knew, the best masons and architects of the time were found in Byzantium, more specifically, Constantinople. As such, Rudolf arranged for several scholars and master builders to attend his court. Among them was Moses Capsali, a famous Jewish Stonemason. Knowing his work would last years, he brought his family to austria with him. One of his children was a lovely daughter, who's upbringing in the city of the worlds desire meant she was a very interesting conversation partner for Rudolphs Grandson, who was of the same age. Talk led to more, and a few months later, Franz Albert was born.
While her father was a famous architect, she was still a commoner, and it was politically not an option for Charles to marry her. In fact, as he was supposed to marry in the near future to secure a political alliance, it was not even an option to acknowledge the bastard son.
But while not officially recognized, the Habsburg family did help take care of the illegitimate son, also due to the outstanding work his grandfather had done. Between House Capsali and Habsburg, the young man was able to attend the best schools, learn with tutors, and grew up to be a charismatic and intelligent gentleman.
But all good things come to an end...within a year of his grandfather dying of old age, his mother, who never married, died of fever. Little held the young man in Vienna, and knowing that he could not wield political power without being legitimized, he took what inheritance he had and moved south towards italy, planning to become a merchant.
His excellent education, charisma and wits helped him do quite well for himself, and he quickly built up a small merchant company in Venice, importing goods and spices and shipping them to Austria at a significant mark-up.
He had prayed when his grandfather fell ill, to no avail. He had prayed when his mother fell ill, to no avail. While Franz, of course, believed, he currently had a crisis of faith, and was not particularily worried about the pope or excommunications. With his business up and running, and things, generally, looking well, a better man may have been looking for a young wife to found a family with and been content with that.
But Franz was ambitious. He wanted to wield power. His birthright was denied to him, and he accepted that, but growing up he had always wondered how it would feel. In Italy, it was a real possibility, if one was inclined to marry tactically. And until such time as he could, there were plenty of woman who's company was only a few coins and a short walk at night away.

[ooc]I had to finish some research, and plot out a rough character build...so that I could see if the idea will work. So, apologies for taking so long :)


I think I'll have to leave my interest in the Vampire Rpg to lie undisturbed for now. Too much on my plate to dive into a new system.

I'll keep an eye out, maybe next time :)


Alright my friends, with so many excellent players I cannot go wrong, unfortunately I only have room for one.

I will make that decision tomorrow.

Vampire Recruitment is now CLOSED.


I'll try to get to my decision tonight but a bit backed up from being stuck at work longer than anticipated.

If not tonight, tomorrow for sure.


Dead tired last night, I don't think I had a single post.

I will review now and make my decision within the hour.

Edit:

OK. As always it's a tough decision here and I am very familiar with all applicants so that makes it tougher. Just basing this decision on ease of transition for the character into the group I am going to select:

Franz Albert Capsali - MordredofFairy.

I would appreciate it if I could retain the other concepts for potential future openings should any arise. Please let me know.

My apologies to those who did not make it ;-(

Scarab Sages

Congrats Mordred! Have fun!

@Storyteller Shadow: No worries, and yes, go ahead and keep the character in case something comes up later. Actually I was a little nervous. I didn't withdraw, but the report of the deaths of two of my campaigns proved to be premature, and I would have been awfully busy.


Congratulations Mordred! SS feel free to keep my concept on hand for use however you like; if another opening does pop up please let me know (I must admit you have so many recruitments going on most of the time that I miss some of them, as I originally did with this one!)


Enjoy man!

Of course you can Shadow! You know that answer! ^_^


Thanks all!
I'll do my best to enjoy the game and be a worthy Ventrue! Best of luck to you guys!
I did not originally post here when I saw the pick, but feel I should say thanks to the lot of you!


Star Wars Recruitment is OFFICIALLY CLOSED!


There are no ST Shadow games currently in Recruitment.

The Ruins of Azlant Recruitment will begin in its own thread once the Player's Guide is released.


Still no current Recruitments to speak of.

Feel free to dot in case I get any openings in the future.


RECRUITMENT IS OFFICIALLY RE RE REOPENED for Star Wars - Saga Edition - The Tion Cluster Gambit

Legacy Era Star Wars Saga Edition campaign set a few years before the events of the Dark Horse Comic Book Series Star Wars: Legacy.

The character I am looking for will be a 9th level Sith OR a Sith Empire Agent.

As we are in the Legacy Era, all books are legal. Though I would appreciate it if you would reference what book (outside of the Core book) you take a Prestige Class, Feat, Talent Tree, or Power from.

25 Point Buy.

Max HP at first level, roll for every level thereafter. If you roll a 1 on your HP, I will give a free re-roll.

Starting Credits - 1st level max x5 to start.

You will be starting with another new PC.

I am looking for ONE PC. First come, first served on this one.

Thank you for your interest!


Recruitment now CLOSED for Star Wars.

There are no current Recruitments at this time.


RECRUITMENT IS OPEN FOR ...AND MADNESS FOLLOWED. A 5TH/6TH EDITION CALL OF CTHULHU PBP

--

I plan to take one or maybe two people.

I will leave Recruitment open until at least one person expresses interest. If multiple do, then I will close Recruitment on August 29 an make selections when I return from vacation after Labor Day.

--

A potential Investigator may either select one of the following former PCs with the Expedition but without a PC controlling them:

Gretchen von Hammersmark

Seamus MacHale

Fergus Garrity

OR

Create a new character:

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 - 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.

Income is irrelevant for the remainder of this adventure.

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.

Sample Occupations:

These are the various careers and jobs an investigator may hold.

Antiquarian: Art, Bargain, History, Law, Library Use, Other Language, Spot Hidden, plus any one skill as a personal specialty.

Artist: Art, Fast Talk, History, Photography, Psychology, Spot Hidden, plus two other skills as
personal specialties.

Athlete: Climb, Dodge, Jump, Ride, Swim, Throw, plus two other skills as personal specialties.

Author: History, Library Use, Other Language, Own Language, Persuade, Psychology, plus two
other skills as personal specialties.

Clergyman: Accounting, First Aid, History, Library Use, Listen, Other Language, Persuade,
Psychology.

Criminal: Bargain, Fast Talk, Locksmith, Sneak, Spot Hidden, Handgun, plus two other skills as
personal specialties.

Dilettante: Credit Rating, Ride, plus any four other skills.

Doctor of Medicine: Biology, Credit Rating, First Aid, Other Language: Latin, Medicine, Pharmacy, Psychoanalysis, and Psychology.

Engineer: Chemistry, Electrical Repair, Geology, Library Use, Mechanical Repair, Physics, plus two other skills as personal specialties.

Entertainer: Art, Credit Rating, Dodge, Fast Talk, Listen, Other Language, Psychology, plus one
other skill.

Farmer/Woodsman: Electrical Repair, First Aid, Mechanical Repair, Natural History, Operate
Heavy Machinery, Rifle, Track, plus one other skill.

Foot Soldier: Climb, Conceal, First Aid, Hide, Listen, Sneak, Rifle, Machine Gun.

Hobo: Bargain, Fast Talk, Hide, Listen, Natural History, Spot Hidden, Sneak, plus one other skill as a personal specialty.

Journalist: Fast Talk, Other Language, Own Language, Persuade, Photography, Psychology,
plus two other skills as personal specialties.

Lawyer: Bargain, Credit Rating, Fast Talk, Law, Library Use, Persuade, Psychology, plus one other skill.

Military Commander: Accounting, Bargain, Credit Rating, Handgun, History, Navigate,
Persuade, Psychology. Missionary: Art, First Aid, Mechanical Repair, Natural History, Persuade, Other Language, plus two other skills.

Musician: Art, Bargain, Fast Talk, Listen, Persuade, Psychology, plus two other skills as
personal specialties.

Parapsychologist: Anthropology, History, Library Use, Occult, Photography, Psychology,
Other Language, plus one other skill as a personal specialty.

Police Detective: Bargain, Fast Talk, Handgun, Law, Persuade, Psychology, Spot Hidden, plus one other skill as a personal specialty.

Police Patrolman: Fast Talk, First Aid, Handgun, Melee: Nightstick, Law, Listen, plus choose two of the following skills: Drive Automobile, Martial Arts, Ride, Spot Hidden.

Private Investigator: Bargain, Fast Talk, Handgun, Law, Locksmith, Photography, Psychology, plus choose one of the following: Hide, Listen, Martial Arts, Sneak, Spot Hidden.

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

Revolutionary: Conceal, Handgun, Hide, Martial Arts, Persuade, Rifle, Spot Hidden, plus one other skill as a personal specialty.

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%)
Conceal (15%)
Credit Rating (15%)
Cthulhu Mythos (00) - YOU START WITH ZERO HERE AND CANNOT INCREASE EXCEPT THROUGH GAMEPLAY.
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%)

Axe (20%)
Blackjack (40%)
Club (25%)
Knife (25%)
Sabre (15%)
Sword (20%)
Handgun (20%)
Machine Gun (15%)
Rifle (25%)
Shotgun (30%)
Submachine Gun (15%)
Fist/Punch (50%)
Head Butt (10%)
Kick (25%)
Grapple (25%)

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.

Because of how the story has developed thus far, you will either start in Australia OR will be a member of the crew already. Please state your preference so I can provide a list of crew members you can choose to play you'll be stuck with the name but the stats will be yours to select.


I might be interested in some Call o' Cthulhu, but probably won't have time to review the game thread until this weekend. If that's cool by you, I'll post again here by Sunday night with my thoughts.


The Tick in the Barrel wrote:
I might be interested in some Call o' Cthulhu, but probably won't have time to review the game thread until this weekend. If that's cool by you, I'll post again here by Sunday night with my thoughts.

Sounds good to me! :-)

You can find the thread here in my Profile.


Okay, I'm interested :) I've only played a single adventure for CoC some years gone by now, not sure which edition. A quick search of my randomly boxed basement archive of gaming books has failed to turn up the rulebook, but as I recall it was a hardcover with a color illustration of a woman and/or man carrying a flashlight at the base of a large house/castle on a stormy night, possibly (probably) with some sort of tentacle(s) somewhere.

Anyways, my basic idea is for a youngish fellow with a love of experiencing new cultures who has a knack for languages. I was originally imagining an American, but I see the Gabrielle's radio operator is Canadian, which I figure is close enough so long as he doesn't have to be full-on French Canadian. I'm thinking he grew up around ships and travellers in Halifax, served in the Royal Canadian Navy (post-World War), then moved to civilian life to pursue world travel. It might be interesting if he has both French Canadian and Mi'kmaq ancestry with a background in some myths and superstitions of his native ancestors.

I'm generating stat arrays below, and will set to the task of creating a character sheet. One question on mechanics: How does the Other Language skill work? It looks like I'll have to put points into each language separately, but what exactly is the skill used for? Does one have to make a check every time they attempt to communicate in that language, or is there some point value at which you're assumed to be conversant? I have the feeling this is where most of my points are going to go.

I appreciate any feedback on the character concept!

Stat Array I:

Roll: 3d6 ⇒ (3, 6, 4) = 13
Roll: 3d6 ⇒ (2, 3, 2) = 7
Roll: 3d6 ⇒ (6, 3, 4) = 13
Roll: 3d6 ⇒ (5, 1, 3) = 9
Roll: 3d6 ⇒ (1, 4, 1) = 6
Roll: 3d6 ⇒ (1, 4, 6) = 11

SIZ/INT: 2d6 + 6 ⇒ (6, 2) + 6 = 14
SIZ/INT: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Stat Array II:

Roll: 3d6 ⇒ (6, 6, 5) = 17
Roll: 3d6 ⇒ (2, 5, 5) = 12
Roll: 3d6 ⇒ (4, 5, 6) = 15
Roll: 3d6 ⇒ (3, 4, 4) = 11
Roll: 3d6 ⇒ (5, 6, 5) = 16
Roll: 3d6 ⇒ (1, 1, 5) = 7

SIZ/INT: 2d6 + 6 ⇒ (2, 5) + 6 = 13
SIZ/INT: 2d6 + 6 ⇒ (5, 5) + 6 = 16

Definitely going with Stat Array II.


The Tick in the Barrel wrote:

Okay, I'm interested :) I've only played a single adventure for CoC some years gone by now, not sure which edition. A quick search of my randomly boxed basement archive of gaming books has failed to turn up the rulebook, but as I recall it was a hardcover with a color illustration of a woman and/or man carrying a flashlight at the base of a large house/castle on a stormy night, possibly (probably) with some sort of tentacle(s) somewhere.

Anyways, my basic idea is for a youngish fellow with a love of experiencing new cultures who has a knack for languages. I was originally imagining an American, but I see the Gabrielle's radio operator is Canadian, which I figure is close enough so long as he doesn't have to be full-on French Canadian. I'm thinking he grew up around ships and travellers in Halifax, served in the Royal Canadian Navy (post-World War), then moved to civilian life to pursue world travel. It might be interesting if he has both French Canadian and Mi'kmaq ancestry with a background in some myths and superstitions of his native ancestors.

I'm generating stat arrays below, and will set to the task of creating a character sheet. One question on mechanics: How does the Other Language skill work? It looks like I'll have to put points into each language separately, but what exactly is the skill used for? Does one have to make a check every time they attempt to communicate in that language, or is there some point value at which you're assumed to be conversant? I have the feeling this is where most of my points are going to go.

I appreciate any feedback on the character concept!

** spoiler omitted **

** spoiler omitted **...

Hey Tick. Great news looking forward to you coming on board!

At 25% you will conversant with any Other Language, the skill tests are for document translation generally speaking, at least that is the way I have always seen it.

Once you are done, I will drop you into the game.

I will be on vacation for a about a week or so starting next week so if you do not finish by Sunday, look for me to contact you again post Labor Day.


Great! Thanks for the explanation on Other Language. I'll definitely have the crunch done by Sunday night, though I may not have fully-fleshed fluff (Alliteration! this man can write!) A simple Google Image search - not sure why I didn't think to do this earlier - has shown me that I played 3rd edition. From a "big picture" view (% based, skills being easier to level the worse you are at them, combat rules being a bit clunky but that's okay because they're irrelevant anyways when facing horrors from beyond) it appears the rules system stayed pretty similar through the 5th & 6th editions, and I don't really remember the details, so no worries there!

I do remember that for every % you gained in the Mythos skill you lost a point of Sanity, which I think may be the simplest, most elegant, thematically on-point rpg mechanic I've ever seen.


I'd love to give CoC a go!

I'd like to start in Australia as an Engineer who is kind of based off the child mechanic from the Atlantis animated movie, but an adult.

Stat 1:

3d6 ⇒ (3, 1, 4) = 8
3d6 ⇒ (3, 1, 1) = 5
3d6 ⇒ (1, 1, 3) = 5
3d6 ⇒ (1, 6, 2) = 9
3d6 ⇒ (5, 2, 3) = 10
3d6 ⇒ (3, 2, 6) = 11

5,5,8,9,10,11
15 and 12

Stat 2:

3d6 ⇒ (5, 4, 6) = 15
3d6 ⇒ (6, 1, 6) = 13
3d6 ⇒ (4, 2, 6) = 12
3d6 ⇒ (6, 6, 5) = 17
3d6 ⇒ (5, 3, 5) = 13
3d6 ⇒ (2, 1, 5) = 8

8,12,13,13,15,17
15 and 13

SIZ and INT:

2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 2) + 6 = 12

2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (5, 2) + 6 = 13

It's fine if this is closed though, was fun to make for a different rule set :D
Going with number 2.


TheoreticallyYours wrote:

I'd love to give CoC a go!

I'd like to start in Australia as an Engineer who is kind of based off the child mechanic from the Atlantis animated movie, but an adult.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

It's fine if this is closed though, was fun to make for a different rule set :D
Going with number 2.

You're good!

I can certainly fit two more PCs!

Let me know once it is finalized, as I mentioned above, I'll likely bring you both in when I return from vacation after Labor Day.

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