[PEACH] House Rules for Call of Cthulhu (roughly 5e, 1920's setting)

Celebrim

Legend
Call of Cthulhu House Rules

SAN score is generated separately from POW (2d6+6 x 5).

Movement rate (MOV) is STR+DEX / 3 (rounded up). Roughly, this is how many paces you may move in a round.

Aging Rules: Investigators are assumed by middle aged and roughly between the ages of 31 and 44. Older or younger investigators adjust their starting attributes as follows.

Gain +1 EDU per 5 years beyond age 40, while reducing -1 STR or DEX per 5 years, and -1 CON or -1 MOV per 10 years aged.

Conversely, reduce EDU by -1 per 5 years below age 35, while gaining +1 STR and DEX per 5 years below age 35.

Age cannot be less than final EDU + 6, so for example a 20 year old cannot have a final EDU of 15 or higher.

Cannot make an investigator younger than 16 or older than 70 without permission. STR and DEX and cannot exceed 18. EDU is not capped, so it is possible in theory to have an EDU of 29. Note that the Know role can still never be more than 99%.

Skill Changes: Brawl is a single skill that replaces fist/punch, head butt and kick. Head butts and kicks are at ½ brawl percentage unless at least 50% in martial artist, at which point any body part can be used as a weapon equally well. ‘Stomps’ or kicks on a downed foe do not suffer this penalty and do not require high martial artist skill. Kicks add a negative damage bonus, but not a positive damage bonus unless Martial Artist is at least 25% or when stomping or kicking a downed foe. Head butts can generally only be attempted when in a grapple or other very close quarters situation.

Melee Weapon is a single skill that replaces all one handed melee weapons. Base skill is 20%.

Other combat skills are Heavy Melee Weapon with base skill of 25%. Base Grapple skill is STR+SIZ. Submachine gun, rifle, and shotgun collectively become the long guns skill with a base skill of 30%. Machine Guns are now ‘Crewed Weapons’. Other exotic weapon types do exist – ask if you are interested.

First Aid and Medicine can partially stack. If the injury has already been treated first by First Aid, then successful Medicine usage causes additional healing only if the result on a 1d3 is higher than the result on a 1d3 obtained by the Treatment by first aid. Neither Medicine nor First Aid can be used in combat except to use First Aid to save a dying character. Medicine cannot be used to deliver emergency care to a dying character, and medicine requires at least 30 minutes of consulting and care daily.

Martial Arts work slightly differently than described. If you have at least 5% in Martial Arts, you can choose when to parry when you are attacked and do not need to declare a parry at the beginning of the round. Martial arts of 25% or better allow you to add your damage bonus to your kicks. Martial arts of 50% or better allow you make kicks and head butts at your full brawl skill. Martial arts of 75% or better allow you to parry weapon attacks when unarmed, including thrown weapons but not firearms or other projectile weapons – however the chance of success is but half-normal. If a roll of a successful Brawl attack that is less than or equal to 1/5th your martial arts skill, then it does double base damage (it does not double the damage bonus).

There are slight changes in the Base value of a few skills, as follows: base Persuade is APP, base Medicine is 0%, base Conceal is DEX, base Accounting is INT, base Operate Heavy Machinery is 5%, and base Credit Rating depends on profession as noted below.

Art/Craft/Language: A second specialty in each category can be purchased for ½ cost. A third can then be purchased for 1/3rd cost; a fourth for ¼ cost, and so forth. However, no skill purchased in this manner can be at a rank higher than the prior taken skill. So if the first skill is taken at 25%, a second could be purchased at 24% for the cost of only 12 points, but 13 points could not be invested to gain a second skill at 26% unless at least 1 point was used to raise the first.

Example Arts: Acrobatics, Acting, Calligraphy, Dance, Juggle, Origami, Play Musical Instrument*, Paint, Play Game*, Play Sport*, Perform Comedy, Puppetry, Sculpt, Sing

*Must specify the particular instrument, game or sport

Example Crafts: Animal Handling, Architecture, Bead Working, Bone Carving, Book Binding, Brewing, Butchering, Carpentry, Casting, Caulking, Cooking, Decoupage, Distilling, Embossing, Embroidery, Farming, Glass Blowing, Glass Cutting, Glass Making, Grooming, Hatter, Jeweler, Lumberjack, Masonry, Machinist, Mining, Net Maker, Paper Making, Potter, Printing, Spinning, Tailoring, Tanning, Vintner, Weaving

There is some overlap between arts and crafts. Since the difference is often social distinction, and the rules mainly intended to distinguish between common types of backgrounds and professions, at the GMs option certain crafts may be considered an Art for the purpose of professional skills provided they are principally decorative (such as Bone Carving or Gilding) and can be associated with the players background and visa versa in the case of Arts which have some permanent product (such as Sculpt or Paint). For example, an Artist might know something of Pottery or Glass Blowing, while a Stone Mason might also know something of Sculpting.

If your character has Language as a professional skill, you can put professional points into either your own language or another language.

Professions
Professions must be taken from the list below. In the unlikely event you can think of a profession not coverable with the rules below and which to play an investigator with that profession, I’ll entertain suggestions.

Players normally receive 20 x EDU points to spend in professional skills. Some professions give only half as many points, or 10 x EDU, to spend on professional skills, but generally these professions give various bonuses to skills that are applied before points are allocated. If a character has a poor EDU score, this may more than make up the difference.

Characters who are 30 or older may take two professions, but with half usual number of professional skill points and half the value of the skill bonuses from each. If the two professions have different base credit ratings, take the average of the two rounded down. However, if this option is used, at least 5 points MUST be placed into every professional skill (of both classes, with at least 10 points then placed if the skill is a professional skill of both classes).

All players receive 10 x INT skill points to spend on personal interests and hobbies.

A character may not allocate points to professional skills to raise a skill above 70%. A character may not use hobby or personal interest points to raise a skill above 80%, and no more than 20 points from hobby or interest can be put into any one combat skill (including Martial Arts).

Actor/Entertainer:
The two professions are considered close enough to be mechanically identical within the rules. Actor and entertainer include professions such as film and stage actors, stunt men, musicians, singers, comedians, announcers, vaudeville acts, and so forth. Many actors are classically trained in this period and expected to perform their own stunts, gallop a horse into the sunset, sing their own musical numbers, dance, and so forth. Conversely musicians may be called on to perform in other roles. While education is of a benefit, much of the profession is raw native talent and can’t be taught. Acting and entertaining are still considered somewhat shady and disreputable professions, and this may be reflected in the contacts an entertainer has.
Knowledge: The stage, night life, and the arts
Contacts: Fellow entertainers, agents, directors, producers, socialites, night club owners, bouncers and admirers.
Professional Skills: Art, Credit Rating, Disguise, Fast Talk, Persuade, Psychology, plus 2 of the following as personal specialties: Brawl, Jump, Handguns, Language, Melee Weapon, or Ride.
Special: Points from EDU are half normal, but bonus to Credit Rating, Fast Talk, Persuade and one Art skill of twice APP, and a bonus of twice DEX to your choice of Jump, Ride, or one Art skill. Bonuses are earned before allocating points,
Base Credit Rating: APP

Alienist:
You are a rare practitioner in the field that will come to be known as psychiatry, and specializing in the study of mental illness and deviance. Your profession is poorly known and often poorly regarded in this period, and to learn it you have had to personally seek out the few scholars investigating this field. Your advice might be increasingly sought out by those seeking to practice police work and investigation with a scientific basis, and your consultation is increasingly welcome in asylums and sanitariums.
Know: Psychology, mental illness, crime and deviance, mass psychology, hysteria and panics, mob mentality
Contacts: Practicing psychologists and mental health practitioners, asylum wardens, orderlies, and the mentally ill.
Professional Skills: Accounting, Forensics, Library Use, Medicine, Persuade, Pharmacy, Psychoanalysis, Psychology
Base Credit Rating: EDU

Antiquarian:
The investigator is a collector and sometimes seller of rare and old curios and artifacts, and may publishes scholarly works on the subject of collecting or on the historical significance of objects.
Knowledge: Rare books, numismatics, philately, antiques, bric–a–brac,
Contacts: Fellow antiquarians and hobbyists, scholars and professors of history, pawn shop owners, archaeologists and museum curators.
Professional Skills: Art, Bargain, History, Law, Library Use, Language, plus two of the following as personal specialties: Anthropology, Archaeology, Fast Talk, Occult, or Spot Hidden.
Base Credit Rating: EDU

Artist:
The investigator is an artist of some skill. While the artist may have had some degree of classical education, he is more noted for the native born talent and genius for his work.
Knowledge: His art and all that pertains to it.
Contacts: Fellow artists, collectors, admirers, and possibly high society, gallery owners, museum curators and the like depending on the artist’s credit rating.
Professional Skills: Art, Craft, Bargain, Credit Rating, History, Library Use, Persuade, Psychology.
Special: EDU bonus is half normal, but add a bonus to one Art or Craft skill, Bargain, Credit Rating, and Persuade equal to twice APP, INT, or DEX (whichever is higher) before allocating points.
Base Credit Rating: APP

Athlete/Thug:
The investigator is either a professional athlete noted for their skill in a sport, or else their physical talents have come to the attention of either the famous or infamous, who employ him as a bodyguard or heavy to enforce their wishes. Gifts of this sort cannot and sometimes need not be taught, though the skills specific to a competition often are.
Knowledge: Sports, gymnasiums
Contacts: Fellow athletes, coaches, trainers, admirers and employers
Professional Skills: Climb, Brawl, Grapple, Dodge, Jump, Ride, Swim, Throw
Special: EDU bonus is half normal, but gain a bonus to Brawl, Climb, Jump, Swim, and Throw of twice STR before allocating points.
Base Credit Rating: STR

Author/Linguist:
The investigator is a writer, in either fiction, non-fiction, or perhaps both. The investigator may earn money from the royalties of book sells, or by selling small pieces to magazines. Many writers struggle financially in veritable obscurity, while others are extremely wealthy and renowned.
Know: Almost anything depending on the subject matter that they specialize in.
Contacts: Fellow authors, book publishers, book sellers, librarians, and admirers.
Professional Skills: Art, Credit Rating, History, Library Use, Language, Persuade, Psychology, plus one of the following as a personal specialty: Anthropology, Archaeology, Forensics, Occult, or Natural History.
Base Credit Rating: INT

Aviator:
Aviation is a new profession still tinged with romanticism, even as the profession becomes more and more like an ordinary trade. Aviators are employed as mail couriers, the forestry service, cartography and surveying firms, small taxi services, test pilots, and the military. A few of the more famous still work as ‘barnstormers’ at rural fairs, awing local rubes with the still new wonders of air travel. While some are still dilettante aristocrats pursuing a hobby for the wealthy, many more were trained by the military in the Great War and have more ordinary roots.
Know: Airplanes, weather, navigation, the thrill, freedom and danger of the sky
Contacts: Other aviators, airfield owners, aircraft manufacturers, and aeronautical engineers
Professional Skills: Astronomy, Electrical Repair, Mechanical Repair, Navigation, Pilot Aircraft, Spot Hidden, plus two of the following as a personal specialty: Bargain, Crewed Weapon, Pilot Parachute
Base Credit Rating: DEX

Clergy/Missionary:
You are a member of a professional clergy, or else a pious individual who has devoted themselves to spreading their particular faith. Most have been trained in academic seminaries specifically to produce individuals of particular beliefs and character, while others have come to the profession after conversion experiences or out of sudden conviction that they should help those less fortunate. Clergy of major sects are often quite serious scholars, while missionaries are often in the fore front of anthropological exploration in remote areas with no prior contact with the outside world. Others are marked more by zeal than any practical preparation and training.
Know: Religion, comparative religion, heresies, human frailty and foibles
Contacts: Fellow clergy, laity, parishioners, celebrants, philanthropists, the miserable and lost. Very high credit rating clergy or missionaries may attract the attention of politicians and coat-tail riders.
Professional Skills: Accounting, Bargain, Language, Persuade, Psychology, plus any three of the following as personal specialties: Anthropology, Art, Credit Rating, History, Library Use, Medicine, Psychoanalysis, or Occult.
Base Credit Rating: APP

Corporate Executive:
The investigator is a leader in business, and is involved in trade and manufacturing. He may be the owner of his own small business, or positioned somewhere on the rung of a corporate ladder – even perhaps the chairman of the board or director of the firm. They often have some technical or legal training, and are skilled salesmen and otherwise socially adept.
Know: Business, their business in particular, and everything that pertains to it.
Contacts: Other leaders in the same field, business leaders, captains of industry, suppliers, customers, and employees.
Professional Skills: Accounting, Bargain, Credit Rating, Fast Talk, Language, Psychology, plus any two of the following as a personal specialty: Craft, Chemistry, Electrical Repair, Geology, Law, Mechanical Repair, Persuade, or Pharmacy.
Base Credit Rating: INT

Criminal:
The investigator is a street-wise criminal that practices one of the varied trades that share in common a disregard for the law and often the well-being of others.
Know: Crime, the law, cons, the streets, how to get unsavory work, how to pick out a good mark
Contacts: Other criminals, cops good and bad, people who’ll look the other way
Professional Skills: Fast Talk, Listen, Psychology, Spot Hidden, plus 4 of the following as personal specialties: Art, Brawl, Climb, Drive Auto, Grapple, Bargain, Conceal, Disguise, Handguns, Hide, Locksmith, Pick Pocket, Sneak, Melee Weapon.
Base Credit Rating: INT

Detective:
The investigator is a detective, whether a member of a police force, or a private detective for hire. Bounty hunters, magistrates, and similar profession may also be included in this category. Some work in laboratories and are more like applied scientists, but most work in the streets and so must be the street-wise but respectable counterparts of criminals and other low-life if they are to successfully track or capture their quarry.
Know: Crime, the law, cons, the streets, how to get work (respectable or otherwise), how to avoid get set up or picked out
Contacts: Other detectives and investigators, police, criminals, fences, employers
Professional Skills: Brawl, Handguns, Listen, Psychology, Sneak, Spot Hidden, plus 2 of the following as personal specialties: Drive, Grapple, Fast Talk, Hide, Library Use, Forensics, Photography, Law, Track.
Base Credit Rating: INT

Dilettante/Socialite:
The investigator are an heir or scion of a very wealthy family, having inherited sufficient funds to never need practical employment – or having at the least, lived as if this was the case. You pursued an education because it was expected of you, but never applied yourself seriously to any subject if doing so meant interfering with your pleasures. You have indulged your whims and hobbies primarily to avoid boredom and have something less boring to talk about during cocktail parties.
Know: Who is who
Contacts: Other wealthy, fashionable, and generally dissolute people, former college friends, film stars, literati
Professional Skills: Credit Rating, plus take any seven skills as personal specialties. However, no more than one combat skill can be taken.
Special: EDU bonus is half normal, but add a bonus to Credit Rating and Fast Talk of twice APP or INT whichever is higher, and bonus to any three other personal specialties of twice INT or DEX (whichever is higher). Bonuses are earned before allocating points.
Base Credit Rating: POW

Doctor of Medicine/Physician:
The investigator is a medical professional with a doctorate in medicine.
Know: Disease, treatments, injury, medicines, medical anomalies and curiosities
Contacts: Other doctors, hospital staff, coroners, first responders, current and former patients
Professional Skills: Library Use, Medicine, Pharmacy, First Aid, Forensics, plus three of the following as personal specialties: Accounting, Biology, Credit Rating, Persuade, or Psychology.
Base Credit Rating: EDU

Drifter:
The investigator is an itinerant of some sort. He may be aimless, or he may ply a simple trade. Some may engage in petty crime, but only to gain the essentials of survival for movement and discovery and freedom is the purpose – not the acquisition of wealth. Often he differs from a Dilettante primarily by lack of funds and social standing. Not all are completely without resources, and some may even come from a more privileged background.
Know: The hard knock life, back allies, and by-ways
Contacts: Employers of temporary labor, drifters, dreamers, layabouts, vagrants, con artists, carnies, and travelers of every sort
Professional Skills: Bargain, Conceal, Fast Talk, Hide, Listen, Psychology, Sneak, plus one of the following as a personal specialty: Art, Craft, Pick Pocket, Mechanical Repair, Natural History, Spot Hidden
Base Credit Rating: POW

Engineer:
The investigator has significant training in designing and manufacturing various practical items.
Know: How to make things, how things work, how stuff gets done
Contacts: Other engineers, scientists and researchers in related fields, manufactures and factory owners in related fields, machinists, craftsmen, tradesman and other fabricators of the sort of things the Engineer designs
Professional Skills: Chemistry, Craft, Credit Rating, Electrical Repair, Geology, Mechanical Repair, Operate Heavy Machinery, Physics.
Base Credit Rating: INT

Farmer/Forester:
The investigator is a rural farmer or forester.
Know: Agriculture, rural life, crops and prices, tractors, power tools, plants, fertilizers, pests and pesticides
Contacts: Other farmers, truckers, migrant laborers, agriculture extension agents, tractor salesmen and commodity buyers
Professional Skills: Accounting, Bargain, Craft, Electrical Repair, Mechanical Repair, Natural History, Operate Heavy Machinery, and one of the following as a personal specialty: Drive, Pilot Boat, or Ride.
Base Credit Rating: CON

Guide/Hunter:
The investigator is a professional hunter or guide, usually placed in the service of the wealthy, to provide them adventurous thrills. Big game hunters, mountaineers, and those that specialize in navigating exotic locales and cultures fall into this category.
Know:
Contacts: Other guides and hunters, wealthy clients and patrons, local landowners, park rangers
Professional Skills: Craft, Climb, Natural History, Navigate, Listen, Long Gun, Spot Hidden, Track.
Base Credit Rating: CON

Journalist:
The investigator works for a newspaper, magazine, or radio service and is generally paid by the word or the column length and is paid to describe report or comment on current events and affairs. Most are comparatively struggling, and must continually get an article sold to make ends meet. Some have some significant secondary knowledge that they employ in analysis and share in their columns. Others make stuff up and rely on the fact that the audience is generally incapable of knowing the difference.
Know: The business, the rumor mill, the scoop, the grape vine, who can spill the beans, what the public wants to hear. And occasionally, even what they write about.
Contacts: Other journalists, editors, publishers. The exact contacts depend on the subject mater the journalist commonly writes about, but are generally the sorts of famous people other people want to hear about or who want to be heard. These can include politicians, entertainers, athletes, adventurers and depending on the periodical in question businessmen and scholars.
Professional Skills: Accounting, Fast Talk, Library Use, Listen, Language, Photography, Persuade, Psychology
Base Credit Rating: APP

Lawyer:
The investigator is a practitioner and student of the law, such as a prosecutor, an attorney, or even an elected official or politician. The profession is simultaneously one of high social standing and great popular derision and suspicion.
Know: The law, backroom deals, crimes, the halls of power
Contacts: Other lawyers, judges, magistrates, elected officials, clients, and people who need protection from the law or who have transgressed it
Professional Skills: Bargain, Credit Rating, Fast Talk, Law, Library Use, Language, Persuade, Psychology
Base Credit Rating: APP

Nurse:
The investigator is a medical assistant or orderly trained in hospice care of the sick or invalid. Nurses work in asylums, sanitariums, hospitals, retirement homes and in the private homes of the wealthy. The trade is considered very noble, but womanly and consequently generally commands lower salaries than similar medical professions. It however is more accessible, both to women specifically and to members of the lower social classes generally, and education of this sort is more readily obtained. They are often no nonsense sorts that are skilled in getting their way, one way or the other, from the uncooperative.
Know: Hospitals, diseases, injuries, medicines, folk remedies, gossip and rumors
Contacts: Doctors, hospital staff, patients
Professional Skills: Accounting, Grapple, First Aid, Listen, Medicine, Persuade, Pharmacy, Psychology
Base Credit Rating: CON

Noble:
The investigator is a member of a formal aristocracy, and received the training expected of a member of his rank, to live the life of a gentlemen or lady. Not all nobles are in fact wealthy, and many may have titles quite outsized compared the present advantages of their station and position in life. Some are quite penniless, and unable to pay the taxes and upkeep on their lands and holdings, and are surviving only by slowly selling off their legacy.
Know: Heraldry, heritage, bloodlines, the peerage, pomp, circumstance and the leisurely elegant life.
Contacts: Other aristocrats, gentry, socialites, and persons of leisure. May have some contact with members of government and military officers.
Professional Skills: Art, Credit Rating, History, Law, Language, Ride, and two of the following: Accounting, Craft, Long Arms, or Melee Weapon.
Base Credit Rating: APP

Parapsychologist/Occultist:
The investigator is a researcher into phenomenon considered mystical, bizarre and occult to ordinary society. The investigator might be motivated by curiosity, skepticism, or sincere belief in such things. Thus they may either observe and study the occult, or actually practice occult arts themselves. As of yet, the observations and practices have not yielded any truly tangible results, though faith of the devotee might not in the slightest be shaken by this.
Know: Secret societies of the non-mythos variety, dubious legends, widespread myths, folk tales, rumors of hauntings and paranormal activity, useless spells and rituals, astrology and other superstitions
Contacts: Practicing magicians, skeptics, students of the occult, fortune tellers, psychics, earnest believers, fakes, and con artists
Professional Skills: Art, Anthropology, History, Language, Library Use, Occult, Photography, Psychology
Base Credit Rating: POW

Professor/Scholar:
Depending on the age of the investigator, the investigator is a student (if young) or professional scholar – even likely a tenured professor.
Know: University life, sabbaticals, field work, journals, the culture and history of their academic specialties, who is who in their field
Contacts: Fellow academics, editors of journals, amateur enthusiasts, investors and inventors that might be interested in their work
Professional Skills: Credit Rating, Library Use, Language, Persuade, plus any four of the following as personal specialties: Archaeology, Anthropology, Astronomy, Biology, Chemistry, Geology, Natural History, History, Occult, Photography, or Physics.
Base Credit Rating: INT

Rancher/Veterinarian:
The investigator is a rancher, herdsman, or veterinarian.
Know: Livestock, rural life
Contacts: Ranchers and farmers, agriculture supply salesmen, commodity buyers
Professional Skills: Bargain, Craft, Credit Rating, Grapple, Medicine (Veterinary), Mechanical Repair, Natural History, Ride, Rope
Base Credit Rating: CON

Sailor:
The investigator is a sailor or boat captain.
Know: Currents, fish and sea life, weather at sea, maritime trade, ports of call, basics of maritime law, everything to do with ships and shipping
Contacts: Coast guard, sailors, ship owners, shipping magnets, stevedores, fishermen, and possibly smugglers
Professional Skills: Astronomy, Mechanical Repair, Natural History, Navigate, Pilot Boat, Spot Hidden, Swim, plus one of the following as a personal specialty: Accounting, Bargain, Climb, Craft, Crewed Weapon, Electrical Repair
Base Credit Rating: INT

Soldier:
The investigator is a professional solider, generally having trained and served in the military of some nation.
Know: Military bearing and discipline, weapons, warfare
Contacts: Military officers, former comrades
Professional Skills: Climb, Brawl, Melee Weapon, Handgun, Long gun, plus three of the following as personal specialties: Accounting, Crewed Weapon, Drive, First Aid, Navigation, Mechanical Repair, Pilot Boat, Sneak, Throw, or Ride.
Special: Half normal EDU bonus, but add twice DEX to as a bonus to any 5 professional skills (including personal specialties).
Base Credit Rating: CON

Tradesman:
The investigator is a professional skilled laborer who practices a craft or trade.
Know: How things work, distribution, infrastructure, trades, tradecraft, and the common life.
Contacts: Union bosses and members, employers, customers, colleagues in related trades
Professional Skills: Bargain, Craft, Drive, Electrical Repair, Mechanical Repair, Psychology, plus any two of the following as a personal specialty: Accounting, Climb, Fast Talk, Locksmith, Persuade
Special: Half normal EDU bonus, but add twice DEX or INT (whichever is higher) as a bonus to any 5 professional skills (including personal specialties).
Base Credit Rating: INT

Tribal Member:
The investigator was born and raised in a more primitive and isolated culture before entering the wider world and now is half or barely civilized in the eyes of modern society.
Know: A more primitive world
Contacts: Other tribal members of the same culture
Professional Skills: Climb, Jump, Listen, Natural History, Swim, plus 3 of the following as personal specialties: Archery, Brawl, Craft, Grapple, Heavy Melee, Melee Weapon, Occult, Spot Hidden, Throw, Spear, or Track
Base Credit Rating: STR


Investigator Income

Begin by cross-referencing down to determine minimum income category based on credit rating. Then roll a D10-1 (0-9) and add the result to the initial income category to determine the final income category. To determine income, multiply the investigator’s credit rating by the multiple indicated to determine annual income and cash on hand. Cash on hand represents a combination of liquid assets such as literally cash or otherwise quickly convertible assets and useful equipment (such as vehicles, weapons, cameras, clothing, tools, and so forth). If the income category is sufficiently high, the investigator also has non-liquid assets equal to some multiple of starting cash on hand, such as furniture, artwork, domestic appliances, and quite possibly a home or place of business. These assets are not readily convertible into cash or useful equipment, but greatly improve the investigators comfort and social standing. Non-liquid assets cannot be converted in large quantities into cash without some trouble and at least some temporary loss to effective credit rating.

Table 1: Investigator Starting Income
Credit Rating
Income Category
Annual Income/Cash On Hand
Non-liquid Assets
01-05
0
CR x $2
None
06-10
1
CR x $10
None
11-15
2
CR x $20
None
16-20
3
CR x $30
None
21-25
4
CR x $40
None
26-30
5
CR x $50
x1
31-35
6
CR x $60
x1
36-40
7
CR x $75
x2
41-45
8
CR x $100
x2
46-50
9
CR x $125
x2
51-55
10
CR x $150
x3
56-60
11
CR x $175
x3
61-65
12
CR x $200
x4
66-70
13
CR x $250
x4
71-75
14
CR x $300
x5
76-80
15
CR x $350
x5
81-85
16
CR x $400
x6
86-90
17
CR x $450
x6
91-95
18
CR x $500
x7
96-99
19
CR x $600
x7
-
20
CR x $700
x8
-
21
CR x $800
x8
-
22
CR x $900
x9
-
23
CR x $1000
x9
-
24
CR x $1200
x10
-
25
CR x $1400
x10
-
26
CR x $1600
x10
-
27
CR x $1800
x10
-
28
CR x $2000
x10
 
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Celebrim

Legend
I haven't seen the 7e rules entirely, but the reviews I've seen have soured me on them. Plus all the stuff I own is like 4e/5e stuff. My general theory of CoC has always been the BRP system is well suited to it, is nicely light weight and that practically every extension off the original rules has been flat out terrible. As fierce of a house ruler as I tend to be, CoC has always escaped my ire.

But one thing I never liked about CoC was the handling of professions, especially the extended lists found in supplements. I liked my professions really lightweight and basic. But one thing I heard about the 7e rules did sound nice, and that was the idea of professions that weren't totally dependent on high EDU for professional points. This prompted me to review and overhaul the profession system, and while I was doing that simplify just a little the skill system (with the intention of NOT extending it and possibly even simplifying it further).

I also never liked the income table and decided to make income more dependent on credit rating. The results are complex but seem to work well in generating close enough to believe in it numbers for the 1920's and the presumed social class of the credit rating.
 

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