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Alone Against the Dark-Ironmaster's d20 Call of Cthulhu game [OOC-Full]
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<blockquote data-quote="Ironmaster" data-source="post: 2586612" data-attributes="member: 36274"><p><strong>Characters</strong></p><p></p><p>Character Generation</p><p></p><p>All characters are first level.</p><p></p><p>Ability Scores: Use Invisible Castle to roll 4d6 (take highest 3) and arrange to taste. You may reroll if your total modifiers are zero (0) or less OR if your highest score is <strong>less than</strong> 13.</p><p></p><p>Race: All characters are human.</p><p></p><p>Class: There is no class per se, but all characters receive d6 hit dice per level, and 8 skill points per level. CoC characters are defined by their skills rather than any major combat craziness. Players may choose a defensive character option, or an offensive character option.</p><p></p><p>Defensive options give poor BAB (+0 BAB at first level) and two good saves (your choice). Offensive characters get medium BAB (+1 BAB at first level, though) and one good save (your choice).</p><p></p><p>Feats: All characters start with two feats. No character stars with any Weapon Proficiency unless they take the offensive option.</p><p></p><p>A COMPLETE LIST OF FEATS</p><p>Acrobatic</p><p>Alertness</p><p>Ambidexterity</p><p>Animal Affinity</p><p>Athletic</p><p>Blind-Fight</p><p>Cautious</p><p>Combat Casting</p><p>Dodge</p><p> Mobility</p><p> Spring Attack</p><p>Drive-by Attack</p><p>Endurance</p><p>Expertise</p><p>Gearhead</p><p>Great Fortitude</p><p>Improved Critical (BAB 8+)</p><p>Improved Initiative</p><p>Iron Will</p><p>Lightning Reflexes</p><p>Martial Artist</p><p>Nimble</p><p>Persuasive</p><p>Point Blank Shot</p><p> Far Shot</p><p> Precise Shot</p><p> Rapid Shot</p><p> Multishot</p><p> Shot on the Run</p><p> Rolling Shot</p><p>Power Attack</p><p> Cleave</p><p>Quick Draw</p><p>Run</p><p>Sharp-Eyed</p><p>Skill Emphasis (per skill)</p><p>Stealthy</p><p>Toughness</p><p>Track</p><p>Trustworthy</p><p>Two-Weapon Fighting</p><p>Wealth</p><p>Weapon Finesse (per weapon)</p><p>Weapon Focus (per weapon)</p><p>Weapon Proficiency, includes melee weapon, thrown weapon, pistol, rifle, shotgun, sub-machine gun</p><p></p><p>Skills: A character has a profession template that describes the role they play in society. This profession template determines what skills are class skills. Some examples of profession templates include: Agent, Antiquarian, Archaeologist, Artist/Musician, Blue-Collar Worker, Criminal, Detective/Private Investigator, Dilettante, Doctor/Nurse, Parapsychologist, Priest/Clergyman, Professor, Psychologist, Soldier, Technician, White-Collar Worker/Businessman, Writer/Reporter.</p><p></p><p>ARCHAEOLOGIST</p><p>Appraise, Climb, Knowledge (archaeology), Knowledge (history), Knowledge (any one), Research, Search, Speak Other Language, Spot, plus three more of players choice.</p><p></p><p>PRIEST/CLERGYMAN</p><p>Concentration, Diplomacy, Knowledge (religion), Knowledge (any one), Knowledge (any one), Listen, Sense Motive, Speak Other Language, Spot, plus three more of players choice.</p><p></p><p>PROFESSOR</p><p>Concentration, Diplomacy, Gather Information, Knowledge (any one), Knowledge (any one), Knowledge (any one), Research, Speak Other Language, Spot, plus three more of players choice</p><p></p><p>WRITER/REPORTER</p><p>Craft (photography), Craft (writing), Diplomacy, Gather Information, Innuendo, Knowledge (any one), Knowledge (any one), Research, Sense Motive, plus three more of players choice.</p><p></p><p>A COMPLETE LIST OF SKILLS</p><p></p><p>Animal Empathy (Cha)</p><p>Appraise (Int)</p><p>Balance (Dex)</p><p>Bluff (Cha)</p><p>Climb (Str)</p><p>Concentration (Con)</p><p>Craft (Int) includes Carpentry, Chemistry, Clockwork, Gunsmith, Photography, Sculpting, Songwriting, Writing</p><p>Cthulhu Mythos (None, may not start with this skill)</p><p>Demolitions (Int)*</p><p>Disable Device (Int)*</p><p>Disguise (Cha)</p><p>Drive (Dex)</p><p>Escape Artist (Dex)</p><p>Forgery (Int)</p><p>Gather Information (Cha)</p><p>Handle Animal (Cha)*</p><p>Heal (Wis)</p><p>Hide (Dex)</p><p>Innuendo (Wis)</p><p>Intimidate (Cha)</p><p>Jump (Str)</p><p>Knowledge (Int) *, Included Accounting, Anthropology, Archaeology, Architecture, Art, Astronomy, Biology, Chemistry, Engineering, Geography, Geology, History, Law, Local, Mathematics, MEdicine, Meteorology, Occult, Philosophy, Physics, Psychology, Religion, Streetwise</p><p>Listen (Wis)</p><p>Move Silently (Dex)</p><p>Open Lock (Dex)*</p><p>Operate Heavy Machinery (Dex)*, such as a crane, bulldozer, industrial machine, etc.</p><p>Performance (Cha)* each as a seperate skill</p><p>Pilot (Dex)* includes Small Aircraft, Hot Air Balloon, Motor Boat, Dirigible, Sailboat/Sailing Ship</p><p>Psychic Focus (Wis)*</p><p>Psychoanalysis (Wis)*</p><p>Read Lips (Int)*</p><p>Repair (Int)* repair damaged machinery as opposed to making them from scratch (Craft)</p><p>Research (Int) to obtain information from books, filing systems, libraries, newspaper morgues, etc.</p><p>Ride (Dex)</p><p>Search (Int)</p><p>Sense Motive (Wis)</p><p>Sleight of Hand (Dex)* includes picking pockets, palming small objects, etc.</p><p>Speak Other Language (Int)* unlike DND, 1 rank makes you the ability to speak the language and read it, BUT skill checks can be make (mostly against DC 15) to see how well you understand less obvious stuff, make yourself understood, or intuit vague references or dialects. Reading Mythos tombs requires high DC checks to understand them.</p><p>Spellcraft (Int)* only works if you know the spell, or a variation of it, or have deciphered them in a Mythos tome. Starting characters with this skill have it as purely academic knowledge, not practical knowledge.</p><p>Spot (Wis)</p><p>Swim (Str)</p><p>Tumble (Dex) *</p><p>Use Rope (Dex)</p><p>Wilderness Lore (Wis)</p><p></p><p></p><p>Defense Bonus: Characters get a bonus to AC depending on level. For defensive characters this amounts to +2 AC at level one, and for offensive characters +0 AC at level one. Offensive characters do get an extra Weapon Proficiency feat at first level. It should be noted that no character starts proficient in any type of weapon, so this feat is a big deal.</p><p></p><p>Wounds/Hit Points: Characters will use the W/VP system of Star Wars d20. Basically, Wounds = Con. You normally take damage to hit points. If you suffer a critical hit, you take points to Wounds. When wounds = 0 you are dead. If you are out of hit points, you take wound points instead. For Hit Points, everyone should take four (4) hit points at first level, and ROLL 1d6 at invisible castle at each level thereafter.</p><p></p><p>Sanity: Characters have a score to reflect their mental health. This score starts at Wis x 5, but may go up (and more likely down!). After the start of the game, you will NOT know your current Sanity score, I will take care of managing it.</p><p></p><p>I WILL DETERMINE YOUR STARTING WEALTH, ONCE YOU HAVE FINISHED EVERYTHING ELSE.</p><p></p><p></p><p>CHARACTER SHEET</p><p></p><p>Name </p><p>Gender Profession Template Nationality??st lvl </p><p></p><p>Str ?? </p><p>Dex ?? </p><p>Con ?? </p><p>Int ?? </p><p>Wis ?? </p><p>Cha ?? </p><p></p><p>Hit Points ??</p><p>AC ??, Touch ??, Flat ??</p><p>Init +?? </p><p>BAB +??, Grap +??</p><p>Speed ?? (base ??, load 0/33)</p><p>Fort +??, Ref +??, Will +??</p><p></p><p>+?? Melee, weaponname, 1d6+??, 20/x2</p><p>+??/+?? Melee, weaponname/weaponname, 1d6+??/1d6+??, 20/x2</p><p>+?? Ranged, weaponname, 1d6+??, 20/x2, 30'r </p><p>+??/+?? Ranged, weaponname/weaponname, 1d6+??/1d6+??, 20/x2, 30'r</p><p></p><p>??'??" tall, ?? wt, ?? yrs old</p><p>Colortype hair, colortype eyes, tonetype skin </p><p></p><p>+?? Skillname (4) </p><p>+?? Skillname (4)</p><p>+?? Skillname (4) </p><p>+?? Skillname (4acp) add acp if susceptible to armor penalties</p><p>+?? Skillname (2cc) add cc if cross classed</p><p>+?? Skillname (4 + 2cc) show multiclass ranks seperately</p><p>+0 Listen (0) </p><p>+0 Spot (0)</p><p></p><p>Feats</p><p>-featname (optional brief summary here)</p><p>-featname (optional brief summary here)</p><p></p><p> </p><p></p><p>Profession Template Skills</p><p>-skill</p><p>-skill</p><p>-skill</p><p></p><p></p><p></p><p>Write a long paragraph of character background and history here. Try to take advantage of using this section to make your character interesting instead of just a "video-gamish" list of D&D statistics. But don't write so much that it makes people's eyes fall out, keep it focused and stick to the highlights.</p><p></p><p>Write a paragraph that describes the characters personality, manners, attitude, motivations, likes, desires, goals, aspirations, fears, habits, quirks, and similar things. Thinking about that stuff and writing it down will help you role-play much much better and your games will become more fun for you and everybody else playing with you. Who knows, your role-playing might help you win an Academy Award someday (riiiight).</p><p></p><p>Write out another paragraph with details describing the way your PC looks when first encountered. Make him/her unique enough so that your character isn't just another boring face in the crowd. Also be sure to describe all your clothing colors and materials so that everyone isn't walking around looking like perfect clones wearing duplicate copies of Adventurer Jumpsuit Outfit #9!!</p><p></p><p></p><p>Equipment Carried</p><p></p><p>Item (location, wt, cost)</p><p></p><p>Money</p></blockquote><p></p>
[QUOTE="Ironmaster, post: 2586612, member: 36274"] [b]Characters[/b] Character Generation All characters are first level. Ability Scores: Use Invisible Castle to roll 4d6 (take highest 3) and arrange to taste. You may reroll if your total modifiers are zero (0) or less OR if your highest score is [B]less than[/B] 13. Race: All characters are human. Class: There is no class per se, but all characters receive d6 hit dice per level, and 8 skill points per level. CoC characters are defined by their skills rather than any major combat craziness. Players may choose a defensive character option, or an offensive character option. Defensive options give poor BAB (+0 BAB at first level) and two good saves (your choice). Offensive characters get medium BAB (+1 BAB at first level, though) and one good save (your choice). Feats: All characters start with two feats. No character stars with any Weapon Proficiency unless they take the offensive option. A COMPLETE LIST OF FEATS Acrobatic Alertness Ambidexterity Animal Affinity Athletic Blind-Fight Cautious Combat Casting Dodge Mobility Spring Attack Drive-by Attack Endurance Expertise Gearhead Great Fortitude Improved Critical (BAB 8+) Improved Initiative Iron Will Lightning Reflexes Martial Artist Nimble Persuasive Point Blank Shot Far Shot Precise Shot Rapid Shot Multishot Shot on the Run Rolling Shot Power Attack Cleave Quick Draw Run Sharp-Eyed Skill Emphasis (per skill) Stealthy Toughness Track Trustworthy Two-Weapon Fighting Wealth Weapon Finesse (per weapon) Weapon Focus (per weapon) Weapon Proficiency, includes melee weapon, thrown weapon, pistol, rifle, shotgun, sub-machine gun Skills: A character has a profession template that describes the role they play in society. This profession template determines what skills are class skills. Some examples of profession templates include: Agent, Antiquarian, Archaeologist, Artist/Musician, Blue-Collar Worker, Criminal, Detective/Private Investigator, Dilettante, Doctor/Nurse, Parapsychologist, Priest/Clergyman, Professor, Psychologist, Soldier, Technician, White-Collar Worker/Businessman, Writer/Reporter. ARCHAEOLOGIST Appraise, Climb, Knowledge (archaeology), Knowledge (history), Knowledge (any one), Research, Search, Speak Other Language, Spot, plus three more of players choice. PRIEST/CLERGYMAN Concentration, Diplomacy, Knowledge (religion), Knowledge (any one), Knowledge (any one), Listen, Sense Motive, Speak Other Language, Spot, plus three more of players choice. PROFESSOR Concentration, Diplomacy, Gather Information, Knowledge (any one), Knowledge (any one), Knowledge (any one), Research, Speak Other Language, Spot, plus three more of players choice WRITER/REPORTER Craft (photography), Craft (writing), Diplomacy, Gather Information, Innuendo, Knowledge (any one), Knowledge (any one), Research, Sense Motive, plus three more of players choice. A COMPLETE LIST OF SKILLS Animal Empathy (Cha) Appraise (Int) Balance (Dex) Bluff (Cha) Climb (Str) Concentration (Con) Craft (Int) includes Carpentry, Chemistry, Clockwork, Gunsmith, Photography, Sculpting, Songwriting, Writing Cthulhu Mythos (None, may not start with this skill) Demolitions (Int)* Disable Device (Int)* Disguise (Cha) Drive (Dex) Escape Artist (Dex) Forgery (Int) Gather Information (Cha) Handle Animal (Cha)* Heal (Wis) Hide (Dex) Innuendo (Wis) Intimidate (Cha) Jump (Str) Knowledge (Int) *, Included Accounting, Anthropology, Archaeology, Architecture, Art, Astronomy, Biology, Chemistry, Engineering, Geography, Geology, History, Law, Local, Mathematics, MEdicine, Meteorology, Occult, Philosophy, Physics, Psychology, Religion, Streetwise Listen (Wis) Move Silently (Dex) Open Lock (Dex)* Operate Heavy Machinery (Dex)*, such as a crane, bulldozer, industrial machine, etc. Performance (Cha)* each as a seperate skill Pilot (Dex)* includes Small Aircraft, Hot Air Balloon, Motor Boat, Dirigible, Sailboat/Sailing Ship Psychic Focus (Wis)* Psychoanalysis (Wis)* Read Lips (Int)* Repair (Int)* repair damaged machinery as opposed to making them from scratch (Craft) Research (Int) to obtain information from books, filing systems, libraries, newspaper morgues, etc. Ride (Dex) Search (Int) Sense Motive (Wis) Sleight of Hand (Dex)* includes picking pockets, palming small objects, etc. Speak Other Language (Int)* unlike DND, 1 rank makes you the ability to speak the language and read it, BUT skill checks can be make (mostly against DC 15) to see how well you understand less obvious stuff, make yourself understood, or intuit vague references or dialects. Reading Mythos tombs requires high DC checks to understand them. Spellcraft (Int)* only works if you know the spell, or a variation of it, or have deciphered them in a Mythos tome. Starting characters with this skill have it as purely academic knowledge, not practical knowledge. Spot (Wis) Swim (Str) Tumble (Dex) * Use Rope (Dex) Wilderness Lore (Wis) Defense Bonus: Characters get a bonus to AC depending on level. For defensive characters this amounts to +2 AC at level one, and for offensive characters +0 AC at level one. Offensive characters do get an extra Weapon Proficiency feat at first level. It should be noted that no character starts proficient in any type of weapon, so this feat is a big deal. Wounds/Hit Points: Characters will use the W/VP system of Star Wars d20. Basically, Wounds = Con. You normally take damage to hit points. If you suffer a critical hit, you take points to Wounds. When wounds = 0 you are dead. If you are out of hit points, you take wound points instead. For Hit Points, everyone should take four (4) hit points at first level, and ROLL 1d6 at invisible castle at each level thereafter. Sanity: Characters have a score to reflect their mental health. This score starts at Wis x 5, but may go up (and more likely down!). After the start of the game, you will NOT know your current Sanity score, I will take care of managing it. I WILL DETERMINE YOUR STARTING WEALTH, ONCE YOU HAVE FINISHED EVERYTHING ELSE. CHARACTER SHEET Name Gender Profession Template Nationality??st lvl Str ?? Dex ?? Con ?? Int ?? Wis ?? Cha ?? Hit Points ?? AC ??, Touch ??, Flat ?? Init +?? BAB +??, Grap +?? Speed ?? (base ??, load 0/33) Fort +??, Ref +??, Will +?? +?? Melee, weaponname, 1d6+??, 20/x2 +??/+?? Melee, weaponname/weaponname, 1d6+??/1d6+??, 20/x2 +?? Ranged, weaponname, 1d6+??, 20/x2, 30'r +??/+?? Ranged, weaponname/weaponname, 1d6+??/1d6+??, 20/x2, 30'r ??'??" tall, ?? wt, ?? yrs old Colortype hair, colortype eyes, tonetype skin +?? Skillname (4) +?? Skillname (4) +?? Skillname (4) +?? Skillname (4acp) add acp if susceptible to armor penalties +?? Skillname (2cc) add cc if cross classed +?? Skillname (4 + 2cc) show multiclass ranks seperately +0 Listen (0) +0 Spot (0) Feats -featname (optional brief summary here) -featname (optional brief summary here) Profession Template Skills -skill -skill -skill Write a long paragraph of character background and history here. Try to take advantage of using this section to make your character interesting instead of just a "video-gamish" list of D&D statistics. But don't write so much that it makes people's eyes fall out, keep it focused and stick to the highlights. Write a paragraph that describes the characters personality, manners, attitude, motivations, likes, desires, goals, aspirations, fears, habits, quirks, and similar things. Thinking about that stuff and writing it down will help you role-play much much better and your games will become more fun for you and everybody else playing with you. Who knows, your role-playing might help you win an Academy Award someday (riiiight). Write out another paragraph with details describing the way your PC looks when first encountered. Make him/her unique enough so that your character isn't just another boring face in the crowd. Also be sure to describe all your clothing colors and materials so that everyone isn't walking around looking like perfect clones wearing duplicate copies of Adventurer Jumpsuit Outfit #9!! Equipment Carried Item (location, wt, cost) Money [/QUOTE]
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Alone Against the Dark-Ironmaster's d20 Call of Cthulhu game [OOC-Full]
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