Creating your Delta Green/Modern 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.
This page is designed to aid the costruction of modern day or
"Delta Green" investigators.
Doing The Numbers...
- Roll characteristics on the characteristics table (D = 6 sided dice,
d = D3) ... 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. Note that the values
for INT and EDU have been fudged to give higher values, consitent with the
generally university educated agents involved.
- Decide on background and select occupation (consult the
investigators handbook or use one of the samples below).
- Skills (the list in the rule books is not exhaustive) :
- Either spend 300 points on Occupational skills and 130
points on Hobby skills. One point spent gives an extra 1% on the selected skill
up to 50%. Each increase of 1% over 50% costs two points. For instance,
increasing Library use from its base chance of 25% to 50% would cost 25 points.
Increasing it to 60% would cost an additional 20 points for a total cost of 45
- Or upgrade 4 skills to 60%, 5 skills to 40% and 6 skills
to 25%. At least half the skills selected must be considered
- 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.
- Select equipment and weapons (if any).
- War experience. Investigators with suitable age and nationality may
have served in the war. See later.
- Compute your damage bonus by adding STR and SIZ and comparing with
the damage bonus table.
- Hit Points = (CON + SIZ)/2
- Magic Points = POW
- Antiquarian: Art, Bargain, History, Law, Library Use, Other
Language, Spot Hidden + one other skill as personal speciality.
- Artist: Art, Fast Talk, History, Photography, Psychology,
Spot Hidden + 2 other skills as personal specialities.
- Athlete: Climb, Dodge, Jump, Ride, Swim, Throw + 2 other
skills as personal specialities.
- Author: History, Library Use, Other Language, Own Language,
Persuade, Psychology + 2 other skills as personal specialities.
- Clergyman: Accounting, First Aid, History, Library Use,
Listen, Other Language, Persuade, Psychology.
- Criminal: Bargain, Fast Talk, Hide, Listen, Locksmith, Sneak,
Spot Hidden, Handgun + 2 other skills as personal specialities.
- Doctor of Medicine: Biology, Credit Rating, First Aid, Latin,
Medicine, Pharmacy, Psychology, Psychoanalysis.
- Hacker: Computer Use, Cryptography, Electrical Repair,
Electronics, Fast Talk, Forgery (at low levels), Library Use.
- Journalist: Fast Talk, Other Language, Own Language,
Persuade, Photography, Psychology + 2 other skills as personal
- Parapsychologist: Anthropology, History, Library Use, Occult,
Photography, Psychology, Other language + 2 other skills as personal
- Private Investigator: Bargain, Fast Talk, Handgun, Law,
Locksmith, Photography, Psychology, Hide, Listen, Sneak, Spot Hidden.
- Professor: Credit rating, Library Use, Other Language,
Persuade, Psychology + 3 other academic skills as personal specialities.
War experience is not currently being used.
End Of Document. Last Updated 23-Nov-1999 by Mike Lay.