Friday, November 9, 2018

Let's Die in Call of Cthulhu Characters - Trail of Cthulhu Version

This is just a bunch of characters based on those played by the members of Kikoskia's roleplaying group that posts episodes on his YouTube channel. I guessing at a lot of stuff here since I don't have their character sheets and to represent the limits of 6th edition characters I'm using the low Ability point pools as suggested in Trail of Cthulhu for people that want less competent characters than usually. 

I won't go over the differences between Trail of Cthulhu and Call of Cthulhu here. I did do some discussion of GUMSHOE system when I did a one-shot using that system a couple of years back. Though I will add that the system assumes sessions of 3-4 hours in length and gives 2 Build Points for each such session at the end of each case. And sense even 1 point of an Investigative Ability is a tremendous amount of expertise, I might not add Cthulhu Mythos at places you'd expect me to.

I will note that Stability more represents the obvious degradation of a person's mental state. Sanity represents the slow divorce between the character and normal human perception. A cult leader or serial killer with an outward charming demeanor might have high Stability or low or 0 Sanity. I'm guessing at Pillars of Sanity but not Sources of Stability.

There are some weird character creation spending points. Each point of Fleeing past double your Athletics is half-cost. Occupational Abilities are half cost. You can trade General Abilities and Investigative Ability points with other players at a rate of 3 General Points to 1 Investigative point. Each Occupation has a base Credit Rating base value having low Credit Rating may actually be beneficial for interacting people at the same Credit Rating as you. I used the low-powered point buy pools meant to be closer to the doomed protagonists of most Cthulhu mythos stories.


Violet Carter


Occupation: Professor
Occupational Abilities: Bureaucracy, Languages, Library Use, Oral History, Occult, Theology, Physics
Occupational Special: As long as your Credit Rating is at least 3 you can gain access to resources in the universities. As long as your Credit Rating is at least 5, you have tenure and cannot be removed without heavy evidence of moral turpitude.

Drive: Thirst for Knowledge

Pillars of Sanity: Rational World, Worth of the Intellect

Investigative Abilities (14 pts - 4 received from Elliot)
  • Credit Rating 6 (3 pts - Base 3 for Occupation)
  • History 2 (2 pts)
  • Language 4 (2 pts)
  • Law 1 (1 pt)
  • Library Use 4 (2 pts)
  • Occult 4 (2 pts)
  • Oral History 2 (1 pt)
  • Theology 2 (1 pt)
General Abilities (48 pts - 12 traded to Elliot)
  • Filch 2 (2 pts)
  • Fleeing 10 (5 pts)
  • Health 10 (10 pts)
  • Preparedness 6 (6 pts)
  • Sanity 6 (6 pts)
  • Sense Trouble 5 (5 pts)
  • Stability 10 (10 pts)
Cases
  • The Haunted House
    •  
  • Do What I Cannot
  • A Knife in the Dark
  • A Pit of Blades
  • The Damocles Gambit - Ship
  • The Damocles Gambit - The Moon Beast
  • The Damocles Gambit - The Caverns
  • The Tears Will Flow
  • The Shadows of Twilight - The Lodge
  • The Shadows of Twilight - Murals
  • The Future is Now

Elliot Lehman

Occupation: Farmer (Homebrew)
Occupational Abilities: Assess Honesty, Athletics, Craft, Mechanical Repair, Oral History, Outdoorsman, Riding
Occupational Special: You have an understanding of how rural folk hold things back. When speaking to another farmer or similar country folk the GM gives you knowledge of how many pre-planned spends are connected to that character and what their costs. They also know which spend costs are connected to the benefit or clue.

Drive: Bad Luck

Pillars of Sanity: Rational World, Goodness of the Natural World, Moral Principals

Investigative Abilities (6 pts - 4 traded to Elliot)
  • Assess Honesty 2 (1 pt)
  • Craft 2 (1 pt)
  • Credit Rating 2 (1 pt - 1 Base from Occupation)
  • Intimidation 1 (1 pt)
  • Oral History 2 (1 pt)
  • Outdoorsman 2 (1 pt)
General Abilities (72 pts - 12 traded from Violet) 
  • Athletics 6 (3 pts)
  • Driving 4 (4 pts) 
  • Firearms 2 (2 pts)
  • Fleeing 8 (8 pts)
  • Health 12 (12 pts)
  • Mechanical Repair 6 (3 pts)
  • Preparedness 6 (6 pts)
  • Sanity 9 (9 pts)
  • Scuffling 3 (3 pts)
  • Sense Trouble 6 (6 pts)
  • Stability 8 (8 pts)
  • Stealth 2 (2 pts)
  • Weapons 6 (6 pts)
Cases
  • The Haunted House
  • Do What I Cannot - Insane
  • Interlude - Taken by what I think is a Mi-go

Jack Klyka

Occupation: Artist (Actor)
Occupational Abilities: Architecture, Art, Art History, Craft, Disguise, Flattery, Photography, Assess Honesty, Reassurance, Interrogation
Occupational Special: May refresh a point in an Ability representing your chosen art (Art: Acting for Klyka) if you have at least 30 minutes to practice your craft and help center yourself. You can do this up to four times in one session.

Drive: Sudden Shock

Pillars of Sanity: Living Life to the Fullest, Aesthetics, Moral Principles

Investigative Abilities (10 pts)
  • Assess Honesty 2 (1 pt)
  • Art: Acting 4 (2 pts)
  • Credit Rating 2 (1 pt - 1 Base from Occupation)
  • Flattery 2 (1 pt)
  • Interrogation 2 (1 pt)
  • Intimidation 1 (1 pt)
  • Oral History 2 (2 pt)
  • Reassurance 2 (1 pt)
General Abilities (60 pts) 
  • Athletics 3 (3 pts)
  • Conceal 4 (4 pts)
  • Driving 2 (2 pts)
  • Fleeing 8 (7 pts)
  • Health 8 (8 pts)
  • Preparedness 6 (6 pts)
  • Sanity 9 (9 pts)
  • Scuffling 4 (4 pts)
  • Sense Trouble 4 (4 pts)
  • Stability 9 (9 pts)
  • Weapons 4 (4 pts)
Cases
  • The Haunted House
  • Do What I Cannot
  • A Knife in the Dark
  • A Pit of Blades
  • The Damocles Gambit - Ship
  • The Damocles Gambit - The Moon Beast - Retired from investigation to Hollywood

Alex Dunin

Occupation: Hobo
Occupational Abilities: Athletics, Bargain, Filch, Outdoorsman, Sense Trouble, Stealth, Streetwise
Occupational Special: Credit Rating cannot be above 0 unless the Keeper allows you to change your Occupation. You can use Sense Trouble or Streetwise to read hobo signs and find out the lay of the land in a strange town. You can use Streetwise to activate fellow hobo contacts. Other contacts you can use might include friendly railroad guards, charity workers, or soft-hearted locals.

Drive: Curiosity

Pillars of Sanity: Rational World, Moral Principles, Living Life to the Fullest

Investigative Abilities (10 pts)
  • Assess Honesty 2 (2 pts)
  • Bargain 2 (1 pt)
  • Library Use 2 (2 pts)
  • Outdoorsman 2 (1 pt)
  • Reassurance 3 (3 pts)
  • Streetwise 2 (1 pt)
General Abilities (60 pts)
  • Athletics 4 (2 pts)
  • Firearms 3 (3 pts)
  • Fleeing 8 (8 pts) 
  • Preparedness 6 (6 pts)
  • Psychoanalysis 6 (6 pts)
  • Health 6 (6 pts)
  • Sanity 10 (10 pts)
  • Sense Trouble 8 (4 pts)
  • Shadowing 2 (2 pts)
  • Stability 10 (10 pts) 
  • Stealth 6 (3 pts)
Cases
  • The Haunted House
  • Do What I Cannot
  • A Knife in the Dark - Died by axe-wielding maniac

Dr. Daniel Grant

Occupation: Doctor
Occupational Abilities: Accounting, Assess Honesty, Bargain, First Aid, Forensics, Languages, Medicine, Pharmacy, Reassurance
Occupational Special: You can use Medicine or Reassurance to gain access to medical records normally unavailable to the public. Enhanced First Aid use.

Drive: Duty

Pillars of Sanity: Moral Principles, Worth of the Intellect, Goodness of Mankind

Investigative Abilities (10 pts)
  • Assess Honesty 2 (1 pt)
  • Credit Rating 4 (Base due to Occupation)
  • Languages 2 (1 pt)
  • Forensics 4 (2 pts)
  • Medicine 4 (2 pts)
  • Pharmacy 4 (2 pts)
  • Reassurance 4 (2 pts)
General Abilities (60 pts)
  • Athletics 4 (4 pts)
  • Fleeing 8 (8 pts)
  • Firearms 6 (6 pts)
  • First Aid 12 (6 pts)
  • Health 10 (10 pts)
  • Sanity 10 (10 pts)
  • Sense Trouble 6 (6 pts)
  • Stability 10 (10 pts)
Cases
  • A Knife in the Dark
  • A Pit of Blades
  • The Damocles Gambit - Ship
  • The Damocles Gambit - Daniel Went to Liverpool
  • The Damocles Gambit - The Caverns
  • The Tears Will Flow
  • The Shadows of Twilight - The Lodge
  • The Shadows of Twilight - Murals
  • The Future is Now

Viktor Stribinski

Occupation:  Military: Corpsman
Occupational Abilities: Athletics, Firearms, Intimidation, Outdoorsman, Scuffling, Weapons, First Aid, Medicine, Reassurance
Occupational Special: Spend Reassurance to steady Panicking characters as long as your Stability is above 0. If in active service you can gain access to your nation's military bases and supplies. Your combat difficulty numbers don't increase from injury and mental trauma until you hit -5 Health or Stability. Some Stability tests will be made at lower difficulty due to your training and/or experiences in war.

Drive: Adventure?

Pillars of Sanity: Family and Friends

Investigative Abilities (10 pts)
  • Credit Rating 2 (Base for Occupation) 
  • Interrogation 2 (2 pts)
  • Intimidation 2 (1 pt) 
  • Languages 1 (1 pt)
  • Medicine 2 (1 pt)
  • Outdoorsman 4 (2 pts)
  • Reassurance 2 (1 pt)
  • Streetwise 2 (2 pts)
General Abilities (60 pts)
  • Athletics 6 (3 pts)
  • Firearms 6 (3 pts) 
  • First Aid 6 (3 pts)
  • Fleeing 8 (8 pts)
  • Health 8 (8 pts)
  • Preparedness 7 (7 pts)
  • Sanity 5 (5 pts)
  • Scuffling 6 (3 pts)
  • Sense Trouble 8 (8 pts)
  • Stability 10 (10 pts) 
  • Weapons 4 (2 pts)
Cases
  • A Knife in the Dark
  • A Pit of Blades
  • The Shadows of Twilight - The Lodge
  • The Shadows of Twilight - Murals
  • The Future is Now

Edward Dyed

Occupation: Criminal
Occupational Abilities: Bargain, Intimidation, Locksmith, Scuffling, Sense Trouble, Shadowing, Stealth, Streetwise, Assess Honesty
Occupational Special:On Conceal, Filch, Shadowing tests may spend AFTER the roll at a cost of 2 pts per +1 to the roll. This only applies if undistracted and not directly observed. Cannot be used in contests. You must describe what almost went wrong and how you caught it in time.

Drive: Bad Luck

Pillars of Sanity: 

Investigative Abilities (10 pts)
  • Assess Honesty 2 (1 pt)
  • Bargain 2 (1 pt)
  • Credit Rating 1 (1 pt - 0 Base from Occupation)
  • Interrogation 2 (2 pts)
  • Intimidation 2 (1 pt)
  • Locksmith 4 (2 pts)
  • Streetwise 4 (2 pts)
General Abilities (60 pts)
  • Athletics 4 (4 pts)
  • Conceal 8 (4 pts)
  • Firearms 4 (4 pts) 
  • Filch 8 (4 pts)
  • Fleeing 10 (9 pts)
  • Health 8 (8 pts)
  • Preparedness 4 (4 pts)
  • Sanity 9 (9 pts)
  • Sense Trouble 8 (4 pts)
  • Stability 10 (10 pts)
Cases
  • A Pit of Blades
  • Sneaking into Trouble
  • The Damocles Gambit - Ship
  • The Damocles Gambit - The Moon Beast
  • The Damocles Gambit - The Caverns

Hasse

Occupation: Scientist
Occupational Abilities:
Occupational Special:

Drive: Scholarship

Pillars of Sanity: 

Investigative Abilities (10 pts)

General Abilities (60 pts)
Cases
  • The Damocles Gambit - The Moon Beast
  • The Damocles Gambit - The Caverns
  • The Tears Will Flow

Marten Schmidt

Occupation: Soldier: Officer
Occupational Abilities:
Occupational Special:

Drive: Duty

Pillars of Sanity: 

Investigative Abilities (10 pts)

General Abilities (60 pts)

Cases
  • The Damocles Gambit - The Caverns
  • The Tears Will Flow
  • The Shadows of Twilight - The Lodge
  • The Shadows of Twilight - Murals
  • The Future is Now

Everett

Occupation:
Occupational Abilities:
Occupational Special:

Drive:

Pillars of Sanity: 

Investigative Abilities (10 pts)

General Abilities (60 pts)
Cases
  • The Shadows of Twilight - The Lodge
  • The Shadows of Twilight - Murals

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