Character Generation: Beware Wall of Text

Jan 27, 2016 12:37 am
So I figured I'd start off by telling you guys how to generate some of your characteristics. Sadly there is a bit of math involved but feel free to ask any questions and hopefully I'll be able to answer them. I'll put in how to generate each stat and what they all are, most are pretty straight forward but it's good to know just in case.

Strength (STR): 3d6 x 5
Strength measures the muscle power of an investigator. The higher it is, the more the investigator can lift or tightly
cling to something. This characteristic determines the damage an investigator inflicts in hand-to-hand combat.
Reduced to STR 0, an investigator is an invalid, unable to get out of bed.


Size (SIZ): 2d+6 x 5
Size averages both height and weight into a single number. To see over a wall, to squeeze through a small opening, or
even to judge whose head might be sticking up out of the grass, use size. Size helps determine hit points, damage bonus,
and build. One might decrease SIZ to indicate the loss of a limb, though lowering DEX is more often the solution.
Presumably if investigators lose all SIZ points they disappear—goodness knows to where!


Dexterity (DEX): 3d6 x 5
Investigators with higher Dexterity scores are quicker,nimbler, and more physically flexible. A DEX roll might be made to grab a support to keep from falling, to move faster than an opponent or to accomplish some delicate task. An investigator with zero DEX is uncoordinated and unable to perform physical tasks. In combat, the character with the highest DEX acts first.

Appearance (APP): 3d6 x 5
Appearance measures both physical attractiveness and personality. A person with high APP is charming and likeable, but may lack conventional good looks. An investigator with APP of 0 is appallingly ugly
or someone with a wholly detestable demeanor, provoking comment and shock everywhere. APP may be useful in social encounters or when trying to make a good impression.


Constitution (CON): 3d6 x 5
Constitution represents health, vigor, and vitality. Poisons and diseases may directly challenge an investigator’s constitution.
Investigators with a high constitution often have more hit points—the better to resist injury and attack. Serious physical injury or magical attack might lower the statistic, and if Constitution reaches zero the investigator dies.


Intelligence (INT): 2d6+6 x 5
Intelligence represents how well investigators learn, remember, analyze information, and solve complex puzzles. An investigator with zero INT is a babbling, drooling idiot. Intelligence determines the number of Personal Interest skill points (multiply INT × 2) allotted to a new investigator. INT also acts as the value for both Idea rolls and Intelligence rolls. If the amount of INT seems to contradict another characteristic, that’s another chance for roleplaying and further defining your investigator. For example, an investigator with high EDU and low INT might be a pedantic teacher or a sideshow performer, someone who knows facts but not their meanings. Conversely, high INT and low EDU might mean ignorance—such as an uneducated farm boy, new to the Big City—however this person would not be dull-witted.

Power (POW): 3d6 x 5
Power indicates force of will: the higher the POW, the higher the aptitude for, and resistance to, magic. An investigator with zero POW is zombie-like and without purpose, as well as being unable to use magic. Unless stated otherwise, POW that is lost during the game is lost permanently. Sanity points (SAN) begin the game equal to the character’s POW. POW also dictates the character’s number of "magic points," which, unlike POW, can be spent and regenerated during play. Magic points are equal to one-fifth of POW. The POW of ordinary characters and investigators rarely changes. However, those adroit in the mysteries of the magic of the Cthulhu Mythos may be able to increase their personal POW.

Education (EDU): 2d6+6 x 5
Education is a measure of the formal and factual knowledge possessed by the investigator, as well as indicating the time the investigator has spent in full-time education. EDU measures retained information, not the intelligent application of that information (see Intelligence). An investigator without EDU would be like a newborn baby or an amnesiac— without knowledge of the world, probably very curious and credulous. An EDU of 60 suggests the investigator is a high school graduate, while a score of around 70 indicates a person with some college years. Those with an EDU greater than 80 have most likely conducted graduate level work and have a degree, as expected of a person who has been to a university of some kind. Note that sometimes a person with a high Education may not necessarily be schooled in the traditional sense, but rather may be self-taught and possess a highly studious and observant nature. EDU is a factor in determining how many Occupational skill points an investigator begins with, and represents the investigator’s starting percentage for the Own Language skill. EDU is also used when making Know rolls. Note: From here on, any references to a characteristic

Luck 2d6+6 x 5
Luck rolls are often called for by the Keeper when circumstances external to an investigator are in question, and when determining the fickle hand of fate.

Age
A player can choose any age between 15 and 90 for their investigator. If you wish to create an investigator outside this age range, it is up to the Keeper to adjudicate. Use the appropriate modifiers for your chosen age only (they are not cumulative).

Age Modifers
15 to 19: Deduct 5 points among STR and SIZ. Deduct 5 points from EDU. Roll twice to generate a Luck score and use the higher value.
20s or 30s (20-39 years of age): Make an improvement check for EDU.
40s: Make 2 improvement checks for EDU and deduct 5 points among STR, CON or DEX, and reduce APP by 5.
50s: Make 3 improvement checks for EDU and deduct 10 points among STR, CON or DEX, and reduce APP by 10.
60s: Make 4 improvement checks for EDU and deduct 20 points among STR, CON or DEX, and reduce APP by 15.
70s: Make 4 improvement checks for EDU and deduct 40 points among STR, CON or DEX, and reduce APP by 20.
80s: Make 4 improvement checks for EDU and deduct 80 points among STR, CON or DEX, and reduce APP by 25.

Half and Fifth Values
Once the percentage values for each characteristic have been determined, the next step is to write in the half and fifth values for each characteristic on the investigator sheet. Divide the percentage value by two, rounding down, and write in the "half percentage value. Divide the percentage value by five, rounding down, and enter the "fifth" value after the half value. When a "characteristic value" is referred to in the text, this means the full value (highest number). Where half or fifth values are required, this will be clearly stated, normally called Hard (half value) and Extreme (fifth value) rolls. Half and fifth are the only fractions used in relation to characteristics and skills in the game and all the numbers are calculated up front so that play is not hindered by mental calculations.

Damage Bonus and Build [STR+SIZ]
All investigators have attributes known as "Damage Bonus" (DB) and Build. Larger and stronger creatures and humans do more physical damage than their lesser brethren. To determine damage bonus, add STR to SIZ and look up the total. Each range of results correlates with a die modifier or dice roll. Build is determined using the same figures. In hand-to-hand combat, add the indicated modifier or roll to all the character’s blows, whether using a natural weapon, such as a fist, or a melee weapon, such as a club or knife. Build is used in fighting maneuvers and also to give a sense of scale.
Note: Damage bonus is not applied to firearms attacks.


STR + SIZ Damage Bonus Build
2 — 64 –2 –2
65 — 84 –1 –1
85 — 124 None 0
125 — 164 +1D4 +1
165 — 204 +1D6 +2

Hit Points [CON & SIZ]
Hit points are used to track the cumulative damage inflicted upon an investigator, non-player character, or monster during the game and indicates how long he or she can stay in the action before collapsing from pain, exhaustion, or death. Figure out the character’s hit point total by adding CON and SIZ, then dividing the total by ten (rounding down any fractions).

Movement Rate (MOV)
An investigator can move a number of yards (or meters) up to five times their MOV value in one round.

If both DEX and STR are each less than SIZ: MOV 7
If either STR or DEX is equal to or greater than SIZ, or if all three are equal: MOV 8
If both STR and DEX are each greater than SIZ: MOV 9
If age is in the 40s: deduct 1 from MOV
If age is in the 50s: deduct 2 from MOV
If age is in the 60s: deduct 3 from MOV
If age is in the 70s: deduct 4 from MOV
If age is in the 80s: deduct 5 from MOV

After getting all your stats you work with making your investigator's occupation. Have something in mind and I can try to help you out.
Jan 27, 2016 4:38 pm
I'm familiar with how character creation works, I played in a (slightly more than a) year long (usually) monthly game, but the refresher is nice, so thanks for that.

Couple questions. How do you want us to roll up our characters? Here on the site? In this forum?
Next. Do the characters have links to each other? Do we have any more background info to build from?
You labeled the first chapter as Through the Alps but said we are based out of London in the description. Should we know that we are headed on a whirlwind adventure or just build normal people?
Jan 27, 2016 5:58 pm
You're more than welcome. I'll answer all the questions in order.

1. For the character sheets, use the custom sheets available on the site, I'm in talks with the creator about getting the official Chaosium sheet on the site.

2. The characters don't have to have links to each other, if you guys would like to I'm fine with that if not that is also fine.

3. You wouldn't necessarily know that you're about to go on a crazy adventure. To help remove any confusion the campaign we're about to play is by Chaosium which leads you throughout Europe. I should probably change the name to help remove some confusion for the first part seeing as Through the Alps is the name of the first book of five.
Jan 27, 2016 6:09 pm
Well, I only played Masks of Nyarlathotep. There was a chance of more adventure so I stayed away form all the printed material.

Also, you missed one question. Do you want us to roll stats in this forum or another?
Jan 27, 2016 6:17 pm
Note that the fifth value for a starting character is actually what you initially roll on the dice.

For age, you mention improvement rolls. Are these d100 checks against the characteristic? If so, what happens with a success (exceeding the characteristic value)?
Jan 27, 2016 6:19 pm
I'm doing it here.

Santos Malzarian
Gambler

STR: 35 (half: 17, fifth: 7)
SIZ: 70 (half: 35, fifth: 14)
DEX: 65 (half: 32, fifth: 13)
APP: 35 (half: 17, fifth: 7)
CON: 50 (half: 25, fifth: 10)
INT: 50 (half: 25, fifth: 10)
POW: 35 (half: 17, fifth: 7)
EDU: 60 (half: 30, fifth: 12)
LUCK: 85 (half: 42, fifth: 17)
MOV: 7

Damage Bonus: 0
Build: 0
Hit Points: 12

Age: 37

Earnings: Upper Middle class.
Contacts and connections: Bookies, organized crime, street scene
Skills: Accounting, Bargain, Conceal, Fast Talk, Listen, Persuade, Psychology, Spot Hidden
Special: Add +2 to POW for purposes of calculating Luck
Last edited February 8, 2016 3:59 pm

Rolls

STR - (3d6)

(133) = 7

SIZ - (2d6+6)

(44) + 6 = 14

DEX - (3d6)

(526) = 13

APP - (3d6)

(133) = 7

CON - (3d6)

(334) = 10

INT - (2d6+6)

(13) + 6 = 10

POW - (3d6)

(322) = 7

EDU - (2d6+6)

(13) + 6 = 10

LUCK - (2d6+6)

(56) + 6 = 17

Improvement roll on EDU for age (vs 50) - (1d100)

(94) = 94

Jan 27, 2016 6:19 pm
foolsmask says:
Well, I only played Masks of Nyarlathotep. There was a chance of more adventure so I stayed away form all the printed material.

Also, you missed one question. Do you want us to roll stats in this forum or another?
Oops sorry about that. You can roll stats on this forum.
Jan 27, 2016 6:21 pm
spaceseeker19 says:
Note that the fifth value for a starting character is actually what you initially roll on the dice.

For age, you mention improvement rolls. Are these d100 checks against the characteristic? If so, what happens with a success (exceeding the characteristic value)?
I'll take a look at the Keeper's Guide and see for sure but I believe it can go up by 10 or so.
Jan 27, 2016 6:24 pm
Cool.

STR: 65 (half: 32, fifth: 13)
SIZ: 45 (half: 22, fifth: 9)
DEX: 50 (half: 25, fifth: 10)
APP: 30 (half: 15, fifth: 6)
CON: 70 (half: 35, fifth: 14)
INT: 60 (half: 30, fifth: 12)
POW: 50 (half: 20, fifth: 10)
EDU: 75 (half: 37, fifth 15)
Luck: 40 (half 20, fifth 8)

DB: 0
HP: 11
MOV: 9

And my streak of CoC with bad luck continues.
Last edited January 27, 2016 7:05 pm

Rolls

Str - (3d6)

(652) = 13

Siz - (2d6)

(21) = 3

Dex - (3d6)

(262) = 10

App - (3d6)

(141) = 6

Con - (3d6)

(455) = 14

Int - (2d6)

(15) = 6

Pow - (3d6)

(253) = 10

Edu - (2d6)

(63) = 9

Luck - (2d6)

(11) = 2

Jan 27, 2016 8:14 pm
Looks good. What kind or occupations do you guys want to have? I'm trying to track down something online you guys can link to to kind of see what professions are available but if we're playing the honesty game you can pretty much be anything just give me an idea and we can whip something up from the books. I do also have the PDF of the handbook handy if you'd like me to just copy and paste stuff from there or send you it yourself.
Jan 27, 2016 8:27 pm
OK, so I've had some time to think. I'm debating exactly which direction I want to go with my character. His stats are good if not terrific, except for APP and LUCK.

I want to play something akin to a parapsychology debunker. A complete skeptic in all things supernatural, including religion.

My first thought is to make him the third of fourth son of some well to do nobility. Maybe not Peerage level, but up there. This guy doesn't stand a chance of actually getting the title. He is well to do though, doesn't want for money. Given his EDU stat he may actually be a solicitor(lawyer) who doesn't regularly practice but he prefers to spend his time going around and exposing fraudulent paranormal claims. This has gotten him into a scrape or two, thus his APP is down do to some bad fights.

I'm thinking Dilettante as the basis for his profession, based on what I read from this book. I don't know if this is the book you were going to use or not, but just going off what it says there, I get the Credit Raiting to explain the money, then four other skills so I can diversify accordingly. I'm thinking Fist(punching) and either Grapple or Headbutt, Law and Library Use for his knowledge in the ring and the courts. But then dabble here and there around the other skills that make sense. Occult might be helpful, or other things. This is a first idea.
Last edited January 27, 2016 8:28 pm
Jan 27, 2016 8:40 pm
Sounds really good to me. The book I'm using is the 7e Investigator's Handbook, also by Chaosium. From comparing the two books they're similar with the professions so that works.
Jan 28, 2016 2:56 am
Hello.

Here are my stats

STR: 80 (half: 40, fifth: 16)
SIZ: 65 (half: 32, fifth: 13)
DEX: 70 (half: 35, fifth: 14)
APP: 65 (half: 32, fifth: 13)
CON: 50 (half: 25, fifth: 10)
INT: 50 (half: 25, fifth: 10)
POW: 45 (half: 22, fifth: 9)
EDU: 55 (half: 27, fifth: 11)
LUCK: 70 (half: 35, fifth: 14)

DB 1d4
HP 11
move 9
Jan 28, 2016 8:37 am
With my character's LUCK and SIZ so much higher than the other characteristics, I'm imagining an overweight gambler. Do you want to craft a new profession for gambler, or do you want me to choose another profession and we'll modify it to show that his gambling habit is diminishing his capacity in areas of the other occupation?

I could see a Doctor, Clergyman, or Journalist all being overweight and having a gambling problem, but I'm interested in what you think.
Last edited February 7, 2016 3:56 pm
Jan 28, 2016 5:13 pm
Gambler used to be a profession in previous editions. I know it's old but this book might provide a basis to work from. Gambler can be found in the criminal section.
Jan 28, 2016 5:32 pm
We can make a gambler and use the book Fool linked. That's one of my fave things about CoC is because of the fact that you can use professions already made or make us their own. I was say for the gambler you could have something of a journalist background. Like he had to cover some kind of gambling ring or something along those lines and just kind of got hooked.
Jan 28, 2016 8:00 pm
I was originally thinking of making him a criminal since he had a high dexterity and strength, but low education and intellect. I like the idea of a gambler though, so maybe he gambled, lost all of his money, and resorted to crime to try and get it back.
Feb 3, 2016 11:50 pm
So we're both going to play gamblers? I wonder how we could make our two gamblers distinct from one another... Or maybe they're eerily similar? If so, do they like that, or are they each compelled to try to be different/better than the other?
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