Call Of Cthulhu

Creating your investigator...

These rules are designed to replace the standard Call Of Cthulhu character generation rules. One of my major gripes is that, under the regular rules, the highly educated professor gets a lot more skill points than the very experienced, but ill educated, private eye. These rules remove the dependence on the character's stats for the skill levels he can achieve, and offer the opportunity to speed the already swift process. They also limit the opportunity for very high skills and instead encourage broader based PC skill sets.
Characteristics Rolls:
STR: 3D SIZ: 2D+6 EDU: 3D+3 Know: EDU*5
APP: 3D POW: 3D SAN: POW*5 Luck: POW*5
CON: 3D DEX: 3D INT:2D+6 Idea: INT*5

Doing The Numbers...

  1. Roll characteristics on the characteristics table (D = 6 sided dice) ... use whatever fudging technique seems appropriate. My current favourite is to re-roll the lowest dice... if you want to. Of course, you may prefer your characters "as they come" or you may prefer to tinker with the stats to achieve the investigator you have in your head.
  2. Decide on background and select occupation (consult the investigators handbook or use one of the samples below).
  3. Skills (the list in the rule books is not exhaustive) :
  4. Damage Bonus:
    STR+SIZ Bonus
    2-12 -D6
    13-16 -D4
    17-24 None
    25-32 +D4
    33-40 +D6
  5. In either event, skills should reflect the character as a person, not just an investigating machine. Try to have at least one skill in the "art (wine appreciation)" vein.
  6. Select equipment and weapons (if any).
  7. War experience. Investigators with suitable age and nationality may have served in the war. See later.
  8. Compute your damage bonus by adding STR and SIZ and comparing with the damage bonus table.
  9. Hit Points = (CON + SIZ)/2
  10. Magic Points = POW

Sample Occupations

War Experience

Investigators with appropriate ages and nationalities may have served in the war. As a prerequisite, they must have STR and CON of at least 10, though CON may be reduced by wounds. The procedure for this is:
Service Benefits
Infantry +5%/year to First Aid, Listen, Spot Hidden, Conceal or Hide, Sneak, Rifle or Knife.
Artillery +5%/year to Accounting or Navigate, Rifle, Speak (French or German), Mechanical Repair, Operate Heavy Machinery, Ride Horse, Physics.
-5%/year to Listen
Air Force Pilot Aircraft: base skill (DEX+INT+POW)
+5%/year to Electrical or Mechanical Repair, Handgun, Machine Gun, Navigate, Pilot Aircraft, Speak (French or German).
Battlefield Medic +5% to First Aid, Drive Automobile, Fast Talk, Navigate, Psychology, Speak (French or German).
Medical Doctor +5% to First Aid, Pharmacy, Medicine, Fast Talk, Psychology, Speak (French or German).
Press +5% to 6 of (Make Maps, Photography, Psychology, Drive Automobile, Debate, Fast Talk, Persuade, Speak French, Speak German)).
Cavalry + 5%/year Speak (French or German), Ride Horse, First Aid, Navigate, Rifle, Sword.
Armoured (2 years max.) + 5%/year Speak (French or German), Drive Auto, First Aid or Make Maps, Operate Heavy Machinery, Electrical Repair or Mechanical Repair, Machine Gun.
Officers May replace any gun skill with Handgun, and any "heavy work" skill with any of Fast Talk, Persuade or Credit Rating

End Of Document. Last Updated 23-Nov-1999 by Mike Lay.