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[Recruiting] CoC D20 Dunwich Return to the Forgotten Village

Ohh, I would like to bring this up. During the game you will have to request your own checks (spot, knowledge, craft, etc.). I will not do this automatically. You can just do your normall in charater post detailing what your character is doing and at the end of that paragragh just do the following.

OOC: Spot Check/3

the number following the check is your skill/ability modifier
 

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Nick Oppenheimer

Defensive Character
Profession: Parapsychologist

Age: 34
Height: 6’ 1”
Weight: 182 lb
Hair: Dusty Blonde

Str 10
Dex 12
Con 14
Int 17
Wis 14
Cha 15

HP: 8
BAB: +0
Melee AB: +0
Ranged AB: +1


Defense Bonus: +2
Dex bonus: +1
AC: 13

Fort: 4 Ref: 1 Will: 4

Sanity: 70

Savings: $3500 Income: $2000

Languages: English, German, French, Portuguese

Feats: Weapon Proficiency(Pistol), Sensitive

Skills: (rank+ability)
Gather Info 6 (4+2)
Knowledge (history) 7 (4+3)
Knowledge (occult) 7 (4+3)
Knowledge (religion) 7 (4+3)
Listen 6 (4+2)
Psychoanalysis 6 (4+2)
Psychic Focus 6 (4+2)
Research 7 (4+3)
Search 7 (4+3)
Sense Motive 6 (4+2)
Spot 6 (4+2)

Equipment:
Pistol 1d10 x3 20ft. 9 rounds
50 Pistol rounds
2 spare magazines
pistol holster
Fountain Pen
Clothing
Photo Equipment
Backpack
Canteen
Bedroll
Flashlight
Compass
Binoculars
Pocket Watch
Rations

For as long as Nick can remember, he has been plagued by strange happenings and sightings. These abnormal events also pervade his dreams. He is an insomniac, afraid to go to sleep, afraid to see the ghastly horrors of his subconscious. As Nick worked through college, a time when his insomnia was useful, he decided to go into paranormal studies in hopes of understanding his own otherworldly phenomenon. Nick graduated specializing in parapsychology; unfortunately, his studies had done nothing to help him understand his dreams. Since graduation Nick has become a foremost expert in his field, traveling the world exploring paranormal activity, always hoping to unlock the mysteries that surround his own life.
 
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Gaming thread has begun

I need to hear from Ankh-Morpork Guard and Shattered Archon as to your intentions. Are you still in the game or not.


Everyone else have fun, I should have part 2 up latter tonight, no later than tomorrow evening.

Have fun!!!!
 
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Johann Von Schramm
Male Archaeologist
Level: 1
Height: 6'2"
Weight: 165 lbs.
Age: 37
Hair: Short and blonde
Eyes: Blue

8 Str
14 Dex
12 Con
16 Int
15 Wis
11 Cha

Hit Points: 7
Armor Class: 12 (10 base, +2 Dex)
Initiative: +6

Offense Option
Fort +1 (Con)
Ref +2 (Dex)
Will +4 (Offense, Wis)

Base Attack +1 (Melee 0, Ranged +3, Ranged 30' +4)
9mm Handgun +3/+4 1d10 x3, 9 ammo 20'
Shotgun -1/0 3d6/2d6/1d6 x3, 5 ammo, 25 ft.
Machete -4 1d6-1 19-20/x2

Class Skills: (44 Points (8+3)x4)

+4 Appraise (1 Ranks +3 Int)
+0 Climb (1 Ranks -1 Str)
+5 Hide (4 Ranks +1 Dex)
+7 Knowledge-Archeolosgy) (4 Ranks +3 Int)
+5 Knowledge-History) (2 Ranks +3 Int)
+7 Knowledge-Occult (4 Ranks +3 Int)
+5 Move Silently (4 Ranks +1 Dex)
+6 Listen (4 Ranks +2 Wis)
+7 Research (4 Ranks +3 Int)
+7 Search (4 Ranks +3 Int)
+5 Speak Language-German (2 Rank +3 Int.)
+4 Spot (4 Ranks +2 Wis)

Cross-Class Skills:
+4 Speak Language-Latin (2 Rank +3 Int)
+5 Demolitions (4 rank +3 Int)

Feats:
Weapon Proficiency (Pistol)
Point Blank Shot
Improved Initiative


Sanity: 75

Equipment:

9mm Handgun (P08 Luger, ammo 9) 30
Two Spare Magazines (loaded, ammo 9) 7.95
Shoulder holster 1.25
Union Suit 1.50
Leather Shoes 4.95
Topcoat (if appropriate) 14
Pocket Knife 1
Gold Pocket Watch 60
Silver Matchbox, 60 matches 60
Cigarette Lighter .35


In Apartment:
Handgun Ammunition (23 rounds)
Shotgun (pump-action 12 gauge) 60
20 sticks dynamite 20
Detonator
12 gauge shells, slug (25) .92
Tailered silk suit 75
Fedora 8.95
Machete 1
Folding Shovel 1.09
Field Jacket 4.50
Combat Boots 3.85
Leather Gloves 1.75
Suitcase 9.95
Backpack 5.45
Bedroll 2.79
First Aid Kit 2.57
Carbide Spelunker Lamp 2.59
8xCarbide Batter 2.02
Map Case 1.29
Canteen 1.69
10xC-rations 5.50
Pen, writing tablet 3.20


6 months Apartment rent paid 60

Cash: $2,435 (app)
Income: $2,000


Johann is tall and pale, and appears almost sickly at times. He has a long, straight scar on his forehead, a souvenie of the Great War. This scar makes him look daring and distinguished rather than damaged. He dresses well, and has impeccable manners. Having survived the horrors of war, Johann recklessly believes he has no fear, but in truth he is brittle and can quickly become scared to the point of inaction.

The son of German aristocats, Johann volunteered to defend the Fatherland against the French and Russian armies in World War One. Commissioned as a Leutnant in the infantry, he fought bravely and well but quickly grew sickened at the senseless slaughter of trench warfare. Johann quickly rose to the rank of Hauptmann as the war killed the other officers in his regiment. He was known as a deadly shot with his Luger, although he often carried his hunting shotgun he used in his youth.

Once he realized that the Americans had joined the war against Germany, Johann knew that defeat was near. He grew bitter that his country could waste so many lives for so little. In the winter of 1918 Johann grew deathly ill from pneumonia. His strength destroyed, he convalesced in his parents manor in the Eastern countryside. To escape news of Germany's impending defeat, Johann began reading of the exciting discoveries made in the 19th century in Egypt and Central America, and began to dabble in the occult philosophies that sprang out from these discoveries. His studies showed hints of darker secrets as yet unfound.

During the ‘20's and early 30's, Johann grew increasingly worried over the waxing Nazi power. He spoke against their tyrannical actins, but also noted the attention the National Socialist's lavished on esoteric occult philosophy. In 1932, he realized he would be in danger if he stayed, and he emigrated to the United States. There, he continued his studies in archeology, history, and ancient civilizations, assisting on exploration when possible, and often studying at the many Boston universities. He has worked at dangerous locations, and is always prepared for trouble . . .
 
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Okay I wont.

DallasPA said:
And Shatterstone, losing you at this point would be a major setback, why dont you do your ability rolls and assign them to strength, Dex, Intelligence, Wisdom, Dexterity, and Charisma and from there we can help you with the rest.[/B]

I can do that, and I will do that tonight when I get home from work. (Uncle Sam has issues with me throwing dice around at work... :rolleyes: )

Maybe I can play a WWI vet (18 at the time of the war, late 20's early 30's now) That would take a weapon skill slot so someone who doesn't want one won't have to take one too. :)
 
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Okay my roles where:
13
17
14
15
18
12


I'll go with the WWI vet that seen hell on earth. (aka trench warfare of the western front during the war) If their some skill or feat that reduces your chance of insanity or such he would be a good candidate for it. He will also speaks German and be quite the ladies man. Strong and with good conditioning. If insanity isn't based upon certain ability go with this:

STR: 15
DEX: 17
CON: 18
WIS: 12
INT: 14
CHA: 13
 
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Heh, looks like my gun comment whipped up a storm. Anyway, since I'm playing a criminal or ex-criminal type, he'll probably be packing anyway. I'll have him up a little later tonight.

Brother Shatterstone, your current sanity is 5 times your wisdom score, just so you know. The game also keeps track of a maximum sanity score, which is capped at 99 and decreases whenever your mythos skill increases.

Edit: dang shadow beat me to it.
 
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ShadowX said:
Starting Sanity is 5 x wisdom score so you may want to change your scores to reflect that.
Gotcha, kind of thought that wisdom would be involved do any of the other abilities function any different than D&D or d20 Modern? Also are the bonus different at all or are they a straight transfer their of?
 

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