Apr 12, 2025 8:56 pm
Character Generation Info
Use the Condensed Rules to pick a profession and assign points, etc. 65 build points on general abilities and 16 on investigative abilities. Let's 'switch off' pulp and other optional rules for this first play-through just to keep things simple.
(Edit: @Dr_B has kindly offered to run up a custom sheet for us, so ignore this ; however please see my request below for character ideas). From a GM perspective its easier for me if you make a stat block for your character like the one below. I think that updating/showing current skill pools is going to be the main admin challenge of the game. One solution is to record the pool/rating figures in our post headers? Like:
Academic Abilities: Accounting 1/1, Anthropology* 1/2, Archaeology* 3/4, etc?
Dr. Andrew Pyke
Drive: Scholarship
Occupation: Professor
Occupational Benefits: access to restricted library stacks, private and government archives, Credit Rating of 3+
Pillars of Sanity: • increasingly firm foundation of human history • the scientific method • concept of civilisation
Background: You are a local boy from an educated but financially struggling Arkham family. You won scholarships to study in Boston and returned to teach (and gain tenure) at the Miskatonic University. As a child you were fascinated with local monuments and artefacts that suggested an impressive pre-European civilisation but were [etc.]
Personality: You are a shy fellow with
Academic Abilities: Accounting 1, Anthropology* 2, Archaeology* 4, Architecture 1, Art History 1, Biology 0, Cthulhu Mythos 0, Cryptography 1, Geology 0, History* 2, Languages* 2 (Egyptian, Sumerian), Law 0, Library Use* 2, Medicine 0, Occult 1, Physics 0 {1}, Theology 1
Interpersonal Abilities: Assess Honesty 0, Bargain 0, Bureaucracy* 2, Cop Talk 0, Credit Rating 3, Flattery 0, Interrogation 0, Intimidation 0, Oral History* 2, Reassurance 0, Streetwise 0
Technical Abilities: Art 0, Astronomy 1, Chemistry 0, Craft 0, Evidence Collection 1, Forensics 0, Locksmith 0, Outdoorsman 0, Pharmacy 0, Photography 0
General Abilities: Athletics 2, Conceal 0, Disguise 0, Driving 3, Electrical Repair 0, Explosives 0, Filch 0, Firearms 0, First Aid 4, Fleeing 8, Health 11, Hypnosis 0, Mechanical Repair 3, Piloting 0, Preparedness 3, Psychoanalysis 0, Riding 0, Sanity 10, Scuffling 4, Sense Trouble 8, Shadowing 0, Stability 11, Stealth 4, Weapons 3
Personal gear: Shabby tweed suit, crumpled hat,
Use the Condensed Rules to pick a profession and assign points, etc. 65 build points on general abilities and 16 on investigative abilities. Let's 'switch off' pulp and other optional rules for this first play-through just to keep things simple.
(Edit: @Dr_B has kindly offered to run up a custom sheet for us, so ignore this ; however please see my request below for character ideas). From a GM perspective its easier for me if you make a stat block for your character like the one below. I think that updating/showing current skill pools is going to be the main admin challenge of the game. One solution is to record the pool/rating figures in our post headers? Like:
Academic Abilities: Accounting 1/1, Anthropology* 1/2, Archaeology* 3/4, etc?
Dr. Andrew Pyke
Drive: Scholarship
Occupation: Professor
Occupational Benefits: access to restricted library stacks, private and government archives, Credit Rating of 3+
Pillars of Sanity: • increasingly firm foundation of human history • the scientific method • concept of civilisation
Background: You are a local boy from an educated but financially struggling Arkham family. You won scholarships to study in Boston and returned to teach (and gain tenure) at the Miskatonic University. As a child you were fascinated with local monuments and artefacts that suggested an impressive pre-European civilisation but were [etc.]
Personality: You are a shy fellow with
Academic Abilities: Accounting 1, Anthropology* 2, Archaeology* 4, Architecture 1, Art History 1, Biology 0, Cthulhu Mythos 0, Cryptography 1, Geology 0, History* 2, Languages* 2 (Egyptian, Sumerian), Law 0, Library Use* 2, Medicine 0, Occult 1, Physics 0 {1}, Theology 1
Interpersonal Abilities: Assess Honesty 0, Bargain 0, Bureaucracy* 2, Cop Talk 0, Credit Rating 3, Flattery 0, Interrogation 0, Intimidation 0, Oral History* 2, Reassurance 0, Streetwise 0
Technical Abilities: Art 0, Astronomy 1, Chemistry 0, Craft 0, Evidence Collection 1, Forensics 0, Locksmith 0, Outdoorsman 0, Pharmacy 0, Photography 0
General Abilities: Athletics 2, Conceal 0, Disguise 0, Driving 3, Electrical Repair 0, Explosives 0, Filch 0, Firearms 0, First Aid 4, Fleeing 8, Health 11, Hypnosis 0, Mechanical Repair 3, Piloting 0, Preparedness 3, Psychoanalysis 0, Riding 0, Sanity 10, Scuffling 4, Sense Trouble 8, Shadowing 0, Stability 11, Stealth 4, Weapons 3
Personal gear: Shabby tweed suit, crumpled hat,