jdeleski
First Post
Please submit your character sheets in the following format and alert me to take a peek. I'll let you know if I require any changes.
THANKS!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dayton Lomax Williams
Male Mechanic/Orderly – Former Minor League Baseball Player
SELECT CHARACTER OPTION: OFFENSE OR DEFENSE
For your character, choose either the Offense Option (extra weapon specialty and attack bonuses) or the Defense Option (extra AC and saving throw bonuses).
(Offense option) 4
Height: 6’ 1"
Weight: 205lbs
Hair: Light Brown
Eyes: Green
Age: 27
ASSIGNING ABILITY SCORES
This is a very deadly campaign, therefore your character’s ability scores will be set using a generous 40 point buy system. That is, each ability score starts at 8 and the players spread 40 points out among all abilities to arrive at their final scores. For ability scores of 14 or lower, you buy additional points on a 1-for-1 basis. For ability scores higher than 14, it costs a little more (i.e. spend 5 points of your 40 for a score of 13, 6 points for a score of 14, 8 points of your 40 for a score of 15; 10 points for a score of 16, 13 points for a score of 17; and 16 points for a score of 18).
Once you’ve divided the 40 points amongst your character’s ability scores, add one more point to one of your scores because at the 4th level, you get an additional point.
Str: 17 (+3)
Dex: 18 (+4)
Con: 16 (+3)
Int: 14 (+2)
Wis: 16 (+3)
Cha: 10 (+0)
CALCULATING HIT DICE
Hit dice are equal to 4d6 (i.e. 1d6 per level) plus 4 X your Constitution bonus
Hit Dice: 4d6+12
CALCULATING HIT POINTS
Hit points are max at first level (i.e. 6HP + Con bonus), + 4HP+Con bonus for each level thereafter
HP: 30 (i.e. in Dayton's case = (6+3) + (4+3) + (4+3) + (4+3))
CALCULATING AC
Your character's armor class = 10 + your dex bonus + defense bonus
*NOTE: We are using the Variant: Defense/Offense Bonus from page 15 in the D20 CoC rulebook. If you took the Defense option, your AC should be +2 higher at level 4 as a result.
AC: 14 (+4 Dex)
Init: +4 (+4 Dex) = to your dex bonus
Speed: 30 ft = 30 feet for all human beings
Current Sanity: 80 = 5 X Wisdom score
Max Sanity: 99 = 99 maximum for all characters at start
20% sanity: 16 = 20% of total San (below this, you are considered insane)
CALCULATING SAVING THROWS
Fortitude: +4 (+1 Base, +3 Con)
Reflex: +8 (+4 Base, +4 Dex)
Will: +4 (+1 Base, +3 Wis)
CALCULATING BASE ATTACK BONUS (BAB)
- If you chose the Offense Option, your BAB = +3
- If you chose the Defense Option, your BAB = +2
- Add your Str bonus to the BAB to determine your melee attack bonus
- Add your Dex bonus to the BAB to determine your ranged attack bonus
- If you do not have a weapon proficiency feat for a specific weapon, subtract 4 from your attack bonus
BAB: +3
Melee Atk: +6 (+3 BAB, +3 Str)
-- Unarmed (1d3 + Str +3 subdual)
-- Baseball Bat (1d6 bludgeoning, Crit. 20/x2)
Ranged Atk: +7 (+3 BAB, +4 Dex)
-- .38 Revolver (1d10 piercing, Crit. 20/x3, Rng. 20)
CALCULATING SKILL POINTS
Current Skill Points: 70
Skill Points per Level: 10 (8 base, +2 Int)
Animal Empathy (untrained) +0 (Cha +0)
Appraise +2 (Int +2)
*Balance: 11 (7 Ranks, +4 Dex)
Bluff +0 (Cha +0)
*Climb: 10 (7 Ranks, +3 Str)
Concentration +3 (Wis +3)
Craft (untrained) +0 (Int +2, but untrained)
Cthulhu Mythos (untrained) +0 (no ability modifier)
*Demolitions (trained): 9 (7 Ranks, +2 Int)
Diplomacy +0 (Cha +0)
*Disable Device (trained): 9 (7 Ranks, +2 Int)
Disguise +0 (Cha +0)
*Drive: 6 (2 Ranks, +4 Dex)
Escape Artist +4 (Dex +4)
Forgery +2 (Int +2)
Gather Information +0 (Cha +0)
Handle Animal (untrained) +0 (Cha +0)
*Heal: 10 (7 Ranks, +3 Wis)
*Hide: 11 (7 Ranks, +4 Dex)
Innuendo +3 (Wis +3)
Intimidate +0 (Cha +0)
*Jump: 10 (7 Ranks, +3 Str)
Knowledge (untrained) +0 (Int +2, but untrained)
Listen +3 (Wis +3)
Move Silently +4 (Dex +4)
Open Lock (untrained) +0 (Dex +4, but untrained)
Operate Heavy Machinery (untrained) +0 (Dex +2, but untrained)
Performance (untrained) +0 (Cha +0)
Pilot (untrained) +0 (Dex +4, but untrained)
Psychic Focus (untrained) +0 (Wis +3, but untrained)
Psychoanalysis (untrained) +0 (Wis +3, but untrained)
Read Lips (untrained) +0 (Int +2, but untrained)
*Repair (trained): 9 (7 Ranks, +2 Int)
Research +2 (Int +2)
Ride +2 (Dex +2)
Search +2 (Int +2)
Sense Motive +3 (Wis +3)
Sleight of Hand (untrained) +0 (Dex +4, but untrained)
Speak Other Language (untrained) +0 (Int +2, but untrained)
Spellcraft (untrained) +0 (Int +2, but untrained)
Spot: +3 (Wis +3)
*Swim: 6 (3 Ranks, +3 Str)
*Tumble (trained): 11 (7 Ranks, +4 Dex)
*Use Rope: 6 (2 Ranks, +4 Dex)
Wilderness Lore +3 (Wis +3)
DETERMINING FEATS
- Your character begins this campaign with 3 feats.
- NOTE: We are using the Variant: Defense/Offense Bonus from page 15 in the D20 CoC rulebook. If you took the Offense option, your character receives one extra weapon proficiency feat.
Feats:
Dodge (1st Level)
Point Blank Shot (3rd Level)
Run (1st Level)
Weapon Proficiency: Pistol (Variant Offense Bonus)
Your character begins this campaign knowing your native language. You may add languages by taking a "Speak Other Language" skill for each additional language that you'd like your character to know.
Languages
English (native)
Equipment:
Original savings - $2,000. Yearly income - $2,000.
Wardrobe
4 worn collared shirts, various colors, clean and neat – $6.00
3 worn trousers, grey, black, and dark blue, clean, pressed with a crisp pleat - $6.00
1 pair of new work boots - $4.00
7 pairs of tighty whiteys - $1.00
7 pairs of black socks -$1.00
1 worn grey parka – $20.00
1 leather bomber jacket, lightly worn - $20.00
2 mechanics uniforms - $3.00
2 orderly uniforms – $3.00
1 pair of worn, tan wool gloves – $4.00
2 grey wool scarves – $3.00
2 woolen sweaters, on grey and one dark blue - $8.00
1 baseball uniform (Boston Tempests), clean and pressed – $3.00
1 baseball uniform (Worchester Red Sox), clean and pressed – $3.00
1 pair of cleats – $5.00
1 baseball mitt – $10.00
3 wooden baseball bats - $3.00
1 wooden baseball bat with lead core for practice – $3.00
12 baseballs in varying condition - $6.00
1 set of catchers padding - $5.00
3 exercise sweatshirts - $1.50
3 exercise shorts - $1.50
1 pair sneakers - $2.50
2 jockstraps - $1.00
5 pairs white socks - $0.75
.38 Revolver (purchased as a safeguard against asylum inmates) - $25
(100) .38 rounds - $5.95
Leather Holster fitted for hiding the gun in the small of his back - $5.00
Flashlight - $3.00
Rented Room - $300 per year (paid up for 1 year)
Duffle Bag - $3.00
Shaving Kit and toiletries - $3.00
Gold pocket watch (heirloom from grandfather) - $25.00
Wind-up alarm clock - $1.00
1 fountain pen and ink - $1.00
20 pencils - $0.20
5 writing tablets - $1.00
2 sets of stationary - $2.00
Toolset that includes:
- Full range of mechanic tools (purchased new) – $50.00
- Average set of carpentry tools (from his grandfather) – gift
- Average set of plumbing tools (from his grandfather) – gift
- Average set of masonry tools (from his grandfather) – gift
- Mechanic’s “Bible” - $5.00
Healing kit, purchased by himself, that includes -$30.00
- Stethoscope
- Thermometer
- Restraints
- Bandage kit
- Hot water bag
- Ice bag
- Aspirin
- Smelling salts
- 2 ampules of morphine
- Scissors
- 2 boxes of matches
- First aid manual
Savings left - $1,418.60
Appearance:
Dayton Williams is a tall, strapping young male. He exercises religiously, jogging 5 miles every morning at sunrise, then performing calisthetics and weightlifting for an hour or two until he eats breakfast and gets ready for work. If time permits after work, he spends time in batting and fielding practice, or playing in nonleague ballgames with friends. He does not smoke cigarettes, but occasionally can be found drinking with buddies.
He keeps his hair in a tight brushcut and is fastidious about hygiene. If he’s not wearing his exercising outfits or work uniforms, he prefers to wear a collared shirt with rolled-up sleeves, no tie, and loose-fitting slacks. His clothing is well-worn since he cannot afford much on his meager salary as a mechanic and orderly, but they are always cleaned and pressed. He just purchased a new pair of workboots that he often wears both on and off duty.
He continues to keep his baseball uniforms, cleats, and ballplaying equipment hung and sorted in a separate closet, well maintained, and ready for use.
Personality:
Dayton is determined, but outgoing and happy-go-lucky. Because of his moderate success and frequent travels in his minor league baseball career, he has a large number of friends in cities along the East Coast and in a variety of occupations. Once his exercise routines are out of the way for the day, he loves to spend his free time playing cards and chatting with friends and colleagues. He always has a joke or funny story at hand. Although not particularly well read, he is of better-than-average intelligence and knows whom to contact if he has questions.
When Dayton encounters trouble, he turns to his disciplined side, sizes up the problem, and works quietly and diligently towards its solution. Once the problem is overcome, he returns to his normal, joking self. Although Dayton is certainly capable of handling himself physically, he usually thinks before he acts, however he does have a temper that occasionally gets the best of him.
Dayton believes himself to be firmly grounded in “reality” and does not believe in ghosts, extraterrestrials, or spiritual phenomena. Lately, however, since he began working at the Arkham Asylum, Dayton has begun hearing strange, whispered comments and has occasionally noticed disjointed, unusual writings that have caused him concern. The other day, he noticed a team of investigators who visited the Asylum to speak with Professor Witherspoon and, after warmly smiling and flirting a bit with Nurse Taylor, he managed to pry a little information loose and even eavesdropped a bit at the door. He intends to confront the team about their intentions.
Background:
Born July 7, 1909 in Albany, Indiana. Dayton grew up in a strong, loving family environment. His father unfortunately passed away in a car accident when he was 16, and they were very close, but Dayton recovered well from the tragedy. His father schooled him well in baseball fundamentals. Afterwards, Dayton’s mom took a keen interest in his activities and progress, helped him through his trials and tribulations with the army and his baseball career, and he still calls her once a week.
Dayton joined the Army immediately after graduating from high school. He was assigned and trained as a mechanic, but also showed promise in firearms and demolitions. He was well prepared both physically and mentally for combat, but saw no action. He attained the rank of Corporal, but had no interest in a career in the service and was given an honorable discharge after 4 years.
Dayton traveled to the Massachusetts area after high school to join the Boston Tempests, a minor league team. He later moved to Arkham when his second minor league assignment ended, and vows to get in the best shape of his life to make another attempt at breaking into the major leagues. Dayton bats right, and throws right.
FOLLOW-UP QUESTIONS FOR THE PLAYERS
1. Have you read the campaign book from Chaosium, "Beyond the Mountains of Madness"?
2. Have you read H.P. Lovecraft's story, "At the Mountains of Madness"?
If you have not read them, please refrain from doing so. I assume that you won't read them,
but this may become important later in the campaign.
THANKS!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dayton Lomax Williams
Male Mechanic/Orderly – Former Minor League Baseball Player
SELECT CHARACTER OPTION: OFFENSE OR DEFENSE
For your character, choose either the Offense Option (extra weapon specialty and attack bonuses) or the Defense Option (extra AC and saving throw bonuses).
(Offense option) 4
Height: 6’ 1"
Weight: 205lbs
Hair: Light Brown
Eyes: Green
Age: 27
ASSIGNING ABILITY SCORES
This is a very deadly campaign, therefore your character’s ability scores will be set using a generous 40 point buy system. That is, each ability score starts at 8 and the players spread 40 points out among all abilities to arrive at their final scores. For ability scores of 14 or lower, you buy additional points on a 1-for-1 basis. For ability scores higher than 14, it costs a little more (i.e. spend 5 points of your 40 for a score of 13, 6 points for a score of 14, 8 points of your 40 for a score of 15; 10 points for a score of 16, 13 points for a score of 17; and 16 points for a score of 18).
Once you’ve divided the 40 points amongst your character’s ability scores, add one more point to one of your scores because at the 4th level, you get an additional point.
Str: 17 (+3)
Dex: 18 (+4)
Con: 16 (+3)
Int: 14 (+2)
Wis: 16 (+3)
Cha: 10 (+0)
CALCULATING HIT DICE
Hit dice are equal to 4d6 (i.e. 1d6 per level) plus 4 X your Constitution bonus
Hit Dice: 4d6+12
CALCULATING HIT POINTS
Hit points are max at first level (i.e. 6HP + Con bonus), + 4HP+Con bonus for each level thereafter
HP: 30 (i.e. in Dayton's case = (6+3) + (4+3) + (4+3) + (4+3))
CALCULATING AC
Your character's armor class = 10 + your dex bonus + defense bonus
*NOTE: We are using the Variant: Defense/Offense Bonus from page 15 in the D20 CoC rulebook. If you took the Defense option, your AC should be +2 higher at level 4 as a result.
AC: 14 (+4 Dex)
Init: +4 (+4 Dex) = to your dex bonus
Speed: 30 ft = 30 feet for all human beings
Current Sanity: 80 = 5 X Wisdom score
Max Sanity: 99 = 99 maximum for all characters at start
20% sanity: 16 = 20% of total San (below this, you are considered insane)
CALCULATING SAVING THROWS
- If you chose the Offense Option, you begin play in this campaign with one “good” save (starting at +4) and two “bad” saves (starting at +1).
- If you chose the Defense Option, you begin play in this campaign with two “good” saves (starting at +4) and one “bad” save (starting at +1).
- Select which save to apply each of these “good” and “bad” saves, and this selection doesn’t change throughout your character’s life.
- Add your Dex bonus to your Reflex Save
- Add your Con bonus to your Fortitude Save
- Add your Wis bonus to your Will Save
Fortitude: +4 (+1 Base, +3 Con)
Reflex: +8 (+4 Base, +4 Dex)
Will: +4 (+1 Base, +3 Wis)
CALCULATING BASE ATTACK BONUS (BAB)
- If you chose the Offense Option, your BAB = +3
- If you chose the Defense Option, your BAB = +2
- Add your Str bonus to the BAB to determine your melee attack bonus
- Add your Dex bonus to the BAB to determine your ranged attack bonus
- If you do not have a weapon proficiency feat for a specific weapon, subtract 4 from your attack bonus
BAB: +3
Melee Atk: +6 (+3 BAB, +3 Str)
-- Unarmed (1d3 + Str +3 subdual)
-- Baseball Bat (1d6 bludgeoning, Crit. 20/x2)
Ranged Atk: +7 (+3 BAB, +4 Dex)
-- .38 Revolver (1d10 piercing, Crit. 20/x3, Rng. 20)
CALCULATING SKILL POINTS
- The number of Skill Points that your character gets at each level = 8 + Int bonus
- The Total Skill Points that your character can divide amongst all skills at the start of this campaign = 7 X Skill Points per level
- Choose 12 Core Skills from the list below; these skills should be the key skills that fit your character background and will go up one rank for every skill point you allocate to it. To help me quickly see which skills are your Core Skills, please highlight all of them with an asterisk (*). All other skills are considered Non-Core Skills and will go up one rank for every 2 skill points that you allocate to it.
- Divide your total skill points amongst all skills, taking care to raise the correct number of ranks depending on whether it is a Core vs. Non-Core skill.
Current Skill Points: 70
Skill Points per Level: 10 (8 base, +2 Int)
Animal Empathy (untrained) +0 (Cha +0)
Appraise +2 (Int +2)
*Balance: 11 (7 Ranks, +4 Dex)
Bluff +0 (Cha +0)
*Climb: 10 (7 Ranks, +3 Str)
Concentration +3 (Wis +3)
Craft (untrained) +0 (Int +2, but untrained)
Cthulhu Mythos (untrained) +0 (no ability modifier)
*Demolitions (trained): 9 (7 Ranks, +2 Int)
Diplomacy +0 (Cha +0)
*Disable Device (trained): 9 (7 Ranks, +2 Int)
Disguise +0 (Cha +0)
*Drive: 6 (2 Ranks, +4 Dex)
Escape Artist +4 (Dex +4)
Forgery +2 (Int +2)
Gather Information +0 (Cha +0)
Handle Animal (untrained) +0 (Cha +0)
*Heal: 10 (7 Ranks, +3 Wis)
*Hide: 11 (7 Ranks, +4 Dex)
Innuendo +3 (Wis +3)
Intimidate +0 (Cha +0)
*Jump: 10 (7 Ranks, +3 Str)
Knowledge (untrained) +0 (Int +2, but untrained)
Listen +3 (Wis +3)
Move Silently +4 (Dex +4)
Open Lock (untrained) +0 (Dex +4, but untrained)
Operate Heavy Machinery (untrained) +0 (Dex +2, but untrained)
Performance (untrained) +0 (Cha +0)
Pilot (untrained) +0 (Dex +4, but untrained)
Psychic Focus (untrained) +0 (Wis +3, but untrained)
Psychoanalysis (untrained) +0 (Wis +3, but untrained)
Read Lips (untrained) +0 (Int +2, but untrained)
*Repair (trained): 9 (7 Ranks, +2 Int)
Research +2 (Int +2)
Ride +2 (Dex +2)
Search +2 (Int +2)
Sense Motive +3 (Wis +3)
Sleight of Hand (untrained) +0 (Dex +4, but untrained)
Speak Other Language (untrained) +0 (Int +2, but untrained)
Spellcraft (untrained) +0 (Int +2, but untrained)
Spot: +3 (Wis +3)
*Swim: 6 (3 Ranks, +3 Str)
*Tumble (trained): 11 (7 Ranks, +4 Dex)
*Use Rope: 6 (2 Ranks, +4 Dex)
Wilderness Lore +3 (Wis +3)
DETERMINING FEATS
- Your character begins this campaign with 3 feats.
- NOTE: We are using the Variant: Defense/Offense Bonus from page 15 in the D20 CoC rulebook. If you took the Offense option, your character receives one extra weapon proficiency feat.
Feats:
Dodge (1st Level)
Point Blank Shot (3rd Level)
Run (1st Level)
Weapon Proficiency: Pistol (Variant Offense Bonus)
Your character begins this campaign knowing your native language. You may add languages by taking a "Speak Other Language" skill for each additional language that you'd like your character to know.
Languages
English (native)
Equipment:
Original savings - $2,000. Yearly income - $2,000.
Wardrobe
4 worn collared shirts, various colors, clean and neat – $6.00
3 worn trousers, grey, black, and dark blue, clean, pressed with a crisp pleat - $6.00
1 pair of new work boots - $4.00
7 pairs of tighty whiteys - $1.00
7 pairs of black socks -$1.00
1 worn grey parka – $20.00
1 leather bomber jacket, lightly worn - $20.00
2 mechanics uniforms - $3.00
2 orderly uniforms – $3.00
1 pair of worn, tan wool gloves – $4.00
2 grey wool scarves – $3.00
2 woolen sweaters, on grey and one dark blue - $8.00
1 baseball uniform (Boston Tempests), clean and pressed – $3.00
1 baseball uniform (Worchester Red Sox), clean and pressed – $3.00
1 pair of cleats – $5.00
1 baseball mitt – $10.00
3 wooden baseball bats - $3.00
1 wooden baseball bat with lead core for practice – $3.00
12 baseballs in varying condition - $6.00
1 set of catchers padding - $5.00
3 exercise sweatshirts - $1.50
3 exercise shorts - $1.50
1 pair sneakers - $2.50
2 jockstraps - $1.00
5 pairs white socks - $0.75
.38 Revolver (purchased as a safeguard against asylum inmates) - $25
(100) .38 rounds - $5.95
Leather Holster fitted for hiding the gun in the small of his back - $5.00
Flashlight - $3.00
Rented Room - $300 per year (paid up for 1 year)
Duffle Bag - $3.00
Shaving Kit and toiletries - $3.00
Gold pocket watch (heirloom from grandfather) - $25.00
Wind-up alarm clock - $1.00
1 fountain pen and ink - $1.00
20 pencils - $0.20
5 writing tablets - $1.00
2 sets of stationary - $2.00
Toolset that includes:
- Full range of mechanic tools (purchased new) – $50.00
- Average set of carpentry tools (from his grandfather) – gift
- Average set of plumbing tools (from his grandfather) – gift
- Average set of masonry tools (from his grandfather) – gift
- Mechanic’s “Bible” - $5.00
Healing kit, purchased by himself, that includes -$30.00
- Stethoscope
- Thermometer
- Restraints
- Bandage kit
- Hot water bag
- Ice bag
- Aspirin
- Smelling salts
- 2 ampules of morphine
- Scissors
- 2 boxes of matches
- First aid manual
Savings left - $1,418.60
Appearance:
Dayton Williams is a tall, strapping young male. He exercises religiously, jogging 5 miles every morning at sunrise, then performing calisthetics and weightlifting for an hour or two until he eats breakfast and gets ready for work. If time permits after work, he spends time in batting and fielding practice, or playing in nonleague ballgames with friends. He does not smoke cigarettes, but occasionally can be found drinking with buddies.
He keeps his hair in a tight brushcut and is fastidious about hygiene. If he’s not wearing his exercising outfits or work uniforms, he prefers to wear a collared shirt with rolled-up sleeves, no tie, and loose-fitting slacks. His clothing is well-worn since he cannot afford much on his meager salary as a mechanic and orderly, but they are always cleaned and pressed. He just purchased a new pair of workboots that he often wears both on and off duty.
He continues to keep his baseball uniforms, cleats, and ballplaying equipment hung and sorted in a separate closet, well maintained, and ready for use.
Personality:
Dayton is determined, but outgoing and happy-go-lucky. Because of his moderate success and frequent travels in his minor league baseball career, he has a large number of friends in cities along the East Coast and in a variety of occupations. Once his exercise routines are out of the way for the day, he loves to spend his free time playing cards and chatting with friends and colleagues. He always has a joke or funny story at hand. Although not particularly well read, he is of better-than-average intelligence and knows whom to contact if he has questions.
When Dayton encounters trouble, he turns to his disciplined side, sizes up the problem, and works quietly and diligently towards its solution. Once the problem is overcome, he returns to his normal, joking self. Although Dayton is certainly capable of handling himself physically, he usually thinks before he acts, however he does have a temper that occasionally gets the best of him.
Dayton believes himself to be firmly grounded in “reality” and does not believe in ghosts, extraterrestrials, or spiritual phenomena. Lately, however, since he began working at the Arkham Asylum, Dayton has begun hearing strange, whispered comments and has occasionally noticed disjointed, unusual writings that have caused him concern. The other day, he noticed a team of investigators who visited the Asylum to speak with Professor Witherspoon and, after warmly smiling and flirting a bit with Nurse Taylor, he managed to pry a little information loose and even eavesdropped a bit at the door. He intends to confront the team about their intentions.
Background:
Born July 7, 1909 in Albany, Indiana. Dayton grew up in a strong, loving family environment. His father unfortunately passed away in a car accident when he was 16, and they were very close, but Dayton recovered well from the tragedy. His father schooled him well in baseball fundamentals. Afterwards, Dayton’s mom took a keen interest in his activities and progress, helped him through his trials and tribulations with the army and his baseball career, and he still calls her once a week.
Dayton joined the Army immediately after graduating from high school. He was assigned and trained as a mechanic, but also showed promise in firearms and demolitions. He was well prepared both physically and mentally for combat, but saw no action. He attained the rank of Corporal, but had no interest in a career in the service and was given an honorable discharge after 4 years.
Dayton traveled to the Massachusetts area after high school to join the Boston Tempests, a minor league team. He later moved to Arkham when his second minor league assignment ended, and vows to get in the best shape of his life to make another attempt at breaking into the major leagues. Dayton bats right, and throws right.
FOLLOW-UP QUESTIONS FOR THE PLAYERS
1. Have you read the campaign book from Chaosium, "Beyond the Mountains of Madness"?
2. Have you read H.P. Lovecraft's story, "At the Mountains of Madness"?
If you have not read them, please refrain from doing so. I assume that you won't read them,

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