Character Thread - yullybear

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Oct 13, 2022 11:40 pm
No these are great choices. Don’t forget that EDU improvement roll, you might get even more points
Oct 14, 2022 6:59 am
Education roll 60

Rolls

EDU 60 - (1q100)

() + 101 = 101

Oct 14, 2022 7:00 am
False roll

Rolls

Education 60 - (1d100)

(71) = 71

Oct 14, 2022 7:01 am
Add 1d10

Rolls

New EDU - (1d10+60)

(1) + 60 = 61

Oct 14, 2022 7:02 am
Not much improvement, it is however better than nothing at all.
2 more points I will spend on Charm. 50->52

Attributes
STR75APP65SIZ65
CON55INT75POW70
DEX50EDU61


Skills
Appraise*40Art/Craft*: Acting30Brawl60
Charm*52Fire Arm, Handgun40Language* Cherokee10
Occult20Persuade*60Psychoanalysis30
Psychology*60
Last edited October 14, 2022 7:19 am
Oct 14, 2022 7:10 am
Remember your skill points are 2 per EDU point so actually that gives 4 extra skill points rather than 2
Oct 14, 2022 4:50 pm
Don't forget the skills have a default which you can add to what you spent. Fight - Brawl for example starts at 25, so if you added 60, your skill would be 85
Oct 14, 2022 4:51 pm
https://i.imgur.com/itoDbnf.png The defaults are in brackets
Oct 14, 2022 5:58 pm
Knifesedgegames says:
Don't forget the skills have a default which you can add to what you spent. Fight - Brawl for example starts at 25, so if you added 60, your skill would be 85
I did not realized the minimum added to the score, I thought you'd have to pay up to the minimum before seeing a bonus. I my change some things then.
Oct 14, 2022 7:38 pm
So here is the final choice for skills
Skills Occupation (*) = 252 <=> (EDU 61 + APP 65) * 2 = 252
Free Skills = 150 <=> Int 75 * 2 = 150

Skills
Appraise*40+5=45Art/Craft*: Acting30+5=35Charm*50+15=65
Fighting : Brawl45+25=70Fire Arm, Handgun40+20=60Language* Cherokee11+1=12
Library Use5+20=25Occult20+5=25Persuade*60+10=70
Psychoanalysis40+1=41Psychology*60+10=70
Last edited October 14, 2022 7:39 pm
Oct 14, 2022 8:08 pm
You didn't want anything Sleight of Hand?
Oct 14, 2022 8:32 pm
I hesitated, but I went for a con artist much more focused on Psychology to do his dirty work, so I figured that lock picking and sleight of hands wasn't really his modus operandi.

And I wouldn't know where to get points to add them on sleight o hands.
Last edited October 14, 2022 8:34 pm
Oct 14, 2022 11:38 pm
No problem, was just checking :)
Oct 15, 2022 11:02 am
So if I understood correctly now it is

3d6 x 5 for luck

and also

Ideology 1d10
Significant People 1d10
Why significant? 1d10
Meaningful location 1d10
Treasured possession 1d10
Trait 1d10

Rolls

Luck x5 - (3d6)

(165) = 12

Ideology - (1d10)

(3) = 3

Significant People - (1d10)

(9) = 9

Why Significant ? - (1d10)

(4) = 4

Meaningful location - (1d10)

(3) = 3

Reasured possession - (1d10)

(6) = 6

Trait - (1d10)

(1) = 1

Oct 15, 2022 11:33 am
Great! That's a good luck roll, that will be useful

Here's the background details. These are optional, so if any don't fit with your idea of the character, feel free to amend. :

Ideology: Science has all the answers. Pick a particular aspect of interest (e.g. evolution, cryogenics, space exploration)
Significant person: A famous person. Your idol or hero. You may never have even met (e.g. film star, politician, musician)
Why? You wronged them and seek reconciliation. What did you do? (e.g. stole money from them, informed the police about them, refused to help when they were desperate).
Meaningful location: The place you met your first love (e.g. a music concert, on holiday, a bomb shelter).
Possession: Your collection. What is it? (e.g. bus tickets, stuffed animals, records)
Trait: Generous (e.g. generous tipper, always helps out a person in need, philanthropist).
Oct 15, 2022 1:11 pm
Burt Burgh begin his life in a gutter, rapidly he studied boxing to defend himself, and at an early age he got involved in a gang and began his carrier in organized crime, quickly it seemed that he was not really cut for ruthlessness. He was however always recognized for his help and once he gave his word it was like a law to him, it is certainly for these reason and because he was rather liked the gang let him leave and live. Even though he is still prudent and change his name to Max Wolf

Max Wolf was, or rather is still, a con artist, he always wanted to get rich quickly and found that psychology was a rather good way to get people to give him money. Usually he presents himself, or arrange for an accidental encounter, as a sort of guru using his knowledge on occult and psychology and enters the life of people trying to manipulate them to get what he wants.

Some years ago he found out about psychotherapy and began to study it to add it to his arsenal against septic victims, he found out it was a good idea and mixing Freud, Jung, hypnosis and even some occult, he found out he was able to manipulate even better and getting away with it.

One of his biggest regret was to con Zelda Sayre a novelist and painter called "the first American flapper" by her husband F. Scott Fitzgerald, since she went to several specialists clinics, he feels it is partly his fault and her beauty enhanced even more his sense of guilt. But to be true it is not before he tried to con an M.D. he began to feel remorse for what he did.

Not too long ago he "met" Dr Milton, MD and was ready to get a large sum of money from this wealthy practitioner, he had a daughter that suffered from an psychotic disorder ; he began to treat her with his knowledge and also card and crystal reading and began to convince her a wonderful and expensive cure was just discovered for her illness. Not long after, he became really ill and the M.D. cured him for free as a thank for all he did for his daughter; this awoke his remorse and he tried his hardest to help her, this time using really his knowledge. He succeeded and confessed to Dr Milton his first intention promising him he will try to aid those in need.

Since then he is much more careful to choose his victims, never someone really in need of help, and he found out that psychology is able to help real people and he began more and more to study, to help other; he never really abandoned occultism for he found it is a minor help for those who believe.

Since then he collects mementos of those he truly helps, most of the time just a piece of paper with a thanks and a name or even a child drawing he keeps them all in a small case and treasure them.
Oct 15, 2022 1:12 pm
I hope it is not too much for a background, nor too far fetched.
Oct 15, 2022 1:57 pm
Not at all, it's perfect!

As you mentioned involvement in organized crime, I'd like to offer you a bonus package, that will give you some bonus skills at the cost of the little sanity.

The Organized Crime Experience Package

Choose a starting age of 20 or over. (You've done this already)
Deduct 1D10 from Temp SAN.
Add one of the following to the investigator’s backstory: Injury/Scar or a Phobia/Mania associated with criminal experience.
Add 60 bonus skill points divided among any of the following skills: Climb, Drive Auto, Fighting (any), Firearms (any), any one interpersonal skill (Charm, Fast Talk, Persuade, or Intimidate), Law, Listen, Locksmith, Psychology, Sleight of Hand, Stealth,
Spot Hidden.
Note on the investigator sheet: Immune to sanity losses resulting from viewing a corpse, witnessing or performing a murder, or seeing violence perpetrated against a human being.
Oct 15, 2022 2:18 pm
Sounds real good :

Phobia : Places with only one exit (he was once in a shootout that nearly kill him pinned in a room with only one door)

Stealth 10+20 = 30
Locksmith 30 + 1 = 31
Sleight of Hand 20 + 10 = 20

If it is good with you I will update the character sheet.

Rolls

Temp SAN malus - (1d10)

(8) = 8

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