Call of Cthulhu - Colours of the blitz

V

Vay

Guest
Its 1940 and London is aflame. America stubbornly refuses to enter the war and England stands virtually alone against the might of the Luftwaffe and operation sealion was its gaze firmly set on grinding southern England beneath amroured treads.

You are a citizen of the still neutral U.S.A. For whatever reason brought you to England you're now stranded by a blockade of u-boats and fighter patrols. For some reason you are contacted via telegram by a Mr. Bill Donovan, a New York Lawyer requesting that you meet him in the coastal town of Birling Gap to investigate strange happenings there.

This uses the Call of Cthulhu core Rulebook 5.6, all 1920 occupations are allowed while equipment should be 1930s
 
Name:
Age:
Occupation:
Appearance:
Personality:
History:

ATTRIBUTES
84 point buy up to a max of 18 per attribute and a minimum of 3

STR: (strength)
CON: (constitution)
POW: (Will Power)
DEX: (Dexterity)
APP: (Appearance)
SIZ: (Size)
INT: (Intelligence)
EDU: (Education. May be up to 21 points)

SAN: (Sanity, POW x5, represents only your starting sanity)

CHARACTERISTIC ROLLS

Idea: (INT x5)
Luck (POW x5)
Know (EDU x5)

Damage Bonus: Add SIZ + STR and use the result below

2 to 12 = -1D6
13 to 16 = -1D4
17 to 24 = 0
25 to 32 = +1D4
33 to 40 = +1D6
41 to 56 = +2D6
57 to 72 = +3D6
73 to 88 = +4D6

For every 16 points over 88 add anther 1D6

Hit Points: (CON + SIZ divided by 2 rounded up)
Magic Points: (This is equal to your POW)
Sanity Points (This starts as equal to your SAN, maximum is 99 - Cthulhu Mythos skill)

SKILLS

Available skills are determined by you investigator's occupation, Skill points is EDU x20.
Maximum points per skill is 99. After that you get INT x10 More points to reflect hobbies and personal interests, these points may be assigned me any base chance. The number in brackets is the bass chance of success, you buy points over that amount.

Accounting (10%):
Anthropology (01%):
Archaeology (01%):
Art (specify) (05%):
Astronomy (01%):
Bargain (05%):
Biology (01%):
Chemistry (01%):
Climb (40%):
Conceal (15%):
Craft (Specify) (05%):
Credit Rating (15%):
Cthulhu Mythos (00%): 00 (points may not be assigned at the start)
Disguise (01%):
Dodge (DEX x2%):
Drive Auto (20%):
Electr. Repair (10%):
Fast Talk (05%):
First Aid (30%):
Geology (01%):
Hide (10%):
History (20%):
Jump (25%):
LAW (05%):
Library Use (25%):
Listen (25%):
Locksmith (01%):
Marshal Arts (01%):
Mech. Repair (20%):
Medicine (05%):
Natural History (10%):
Navigate (10%):
Occult (05%)
Opr Hvy Mech: (EDU x5%):
Other Language (specify) (01%):
Own Language (specify) (EDU x5%):
Persuade (15%):
Pharmacy (01%):
Photography (10%):
Physics (01%):
Pilot (specify) (01%):
Psychoanalysis (01%)
Psychology (05%):
Ride (5%):
Sneak (10%):
Spot Hidden (25%):
Swim (25%):
Throw (25%):
Track (10%):

Firearms

Handgun (20%):
Machine Guns (15%):
Rifle (25%):
Shotgun (30%):
SMG (15%):

Weapons:
Melee

Fist (50%):
Damage: 1d3 + DB (damage dealt to target)
hnd: 1 (hands needed to use weapon)
rng: touch (range)
#att 1 (number of attacks per round)
hp n/a (amount of damage weapon can take before becoming useless)

Grapple (25%):
Damage: special
hnd: 2
rng: touch
#att: 1
hp: n/a

Headbutt (10%):
Damage: 1D4 + DB
hnd: 0
rng: touch
#att: 1
hp: n/a

Kick (10%):
Damage: 1D6 + DB
hnd: 0
rng: touch
#att: 1
hp: n/a

Firearms

Equipment
 
Name: Charles "Chuck" Parker
Age: 26
Occupation: Police Detective
Appearance: Unassuming but for a viscous looking scar across his face. Chuck almost looks like the stereotypical detective in his Leather Overcoat and Hat, he keeps his handgun holstered on his right and shotgun slung underneath his coat.
Personality: A relatively easygoing soul, chuck likes to go bird hunting on weekends and is a successful amateur boxer
History: not much of chuck's life has been out of the ordinary, that changed one night about five years ago when he got called into a domsetic disturbance late at night, that ended with his partner dead and a nasty scar on his face from the drunkards knife. Now he's much more cautious, and prefers not to lose his cool in a given situation. He's currently in England on a multinational investigation.

ATTRIBUTES

STR: (strength) 11
CON: (constitution) 11
POW: (Will Power) 13
DEX: (Dexterity) 11
APP: (Appearance) 6
SIZ: (Size) 9
INT: (Intelligence) 12
EDU: (Education. May be up to 21 points) 11

SAN: 65

CHARACTERISTIC ROLLS

Idea: (INT x5) 60
Luck (POW x5) 65
Know (EDU x5) 55

Damage Bonus: (str+siz=20) 0
2 to 12 = -1D6
13 to 16 = -1D4
17 to 24 = 0
25 to 32 = +1D4
33 to 40 = +1D6
41 to 56 = +2D6
57 to 72 = +3D6
73 to 88 = +4D6

Hit Points: 10
Magic Points: 13
Sanity Points 65

SKILLS


Bargain - 32%
Fast-Talk - 32%
Law - 32%
Listen - 53%
Pursuade - 43%
Psychology - 43%
Spot Hidden - 53%
Handgun - 48%
Shotgun - 80%
Dodge - 76%

Unarmed
Punch - 99%
Kick - 60%
Headbutt - 60%
Grapple - 75%

Weapons:
Melee

Fist (99%):
Damage: 1d3
hnd: 1
rng: touch
#att 1
hp n/a

Grapple (75%):
Damage: special
hnd: 2
rng: touch
#att: 1
hp: n/a

Headbutt (60%):
Damage: 1D4
hnd: 0
rng: touch
#att: 1
hp: n/a

Kick (60%):
Damage: 1D6
hnd: 0
rng: touch
#att: 1
hp: n/a

Firearms

Police Issue .45 Automatic 1d10+2 range 15 yards, 7 round clip, 8 hp
Police Issue 12 gauge pump action shotgun 4d6/2d6/1d6 range 10/20/50 yards 5 shells, 10 hp

Equipment
Heavy Kevlar Vest (stops 8 hp damage)
5 clips for .45 ammunition
bandoleer of 30 shotgun shells
Pressed Suit
Leather Overcoat
Hat
Carton of Cigarettes
Lighter
Handcuffs x2
 
Looks good though you should have your Damage Bonus as 0 and its a stretch having such firepower as an American in war-torn England without an explanation and you might want a pair of $3 handcuffs. If you give me an explanation as to why hes allowed armour and a shotgun (perhaps hes helping out in an investigation) I'll allow it.
 
I DON'T WANNA LEARN ANOTHER RULE SYSTEM!
 
Yes, acctually he was on an Investigation in England, forgot about the cuffs thanks for reminding me, multinational cases always suck.
 
Compared to other systems this ones fairly easy to learn I got it down in a day (though i did have help) BUT, if people are lazy I can run a parallel CoC D20 game (Basically DnD with added sanity rules and Compatible with DnD characters)

Last thing GMK you should list the skills for each type of firearm next to or near the weapon for easy reference I.E. Handgun 20% and Shotgun 30%.
 
I'm semi interested...haven't gotten a chance to run with my own Call of Cthulu rule book...this might be an opportunity for me to learn the system a bit better.
 
Name: Angela Lanceford
Age: 20
Occupation: Antiquarian
Appearance: A young woman who stands 5'5 and weighs approximately 120 lbs. She has shoulder-length dark brown hair always kept up in a tidy bun and large dark brown eyes. She has fair skin from being indoors so much and is slim.
Personality: Scholar. Bookworm. Quiet as a mouse. Angela keeps to herself rather than mingles and in case of conflicts, does whatever she can to avoid them. She will agree with something to keep the peace and is full of doubt when it comes to dealing with people. She is much more confident when dealing with books and the knowledge they possess.
History: The only daughter of two archaeologists, Angela was born in the United States but raised in England by her grandmother. She returned to the U.S. for school, having developed a love for antiques and the vast history they contained. But an emergency called her back to England; her grandmother is very ill. Unfortunately, now she's stuck in England and has received a strange yet curious letter ...

ATTRIBUTES

STR: 8
CON: 10
POW: 15
DEX: 8
APP: 10
SIZ: 6
INT: 13
EDU: 14

SAN: 75

CHARACTERISTIC ROLLS

Idea: 70
Luck 75
Know 70

Damage Bonus: 6+8=14 -1D4

2 to 12 = -1D6
13 to 16 = -1D4
17 to 24 = 0
25 to 32 = +1D4
33 to 40 = +1D6
41 to 56 = +2D6
57 to 72 = +3D6
73 to 88 = +4D6

For every 16 points over 88 add anther 1D6

Hit Points: 8
Magic Points: 15
Sanity Points 75

SKILLS

Art (Violin, 05%): 35%
Bargain (05%): 35%
Biology (01%): 14%
Chemistry (01%): 14%
Craft (Restore antiques, 05%) 15%
Cthulhu Mythos (00%): 00 (points may not be assigned at the start)
First Aid (30%): 70%
Hide (10%): 24%
History (20%): 50%
Library Use (25%): 55%
Listen (25%): 39%
Locksmith (01%): 14%
Natural History (10%): 23%
Occult (05%) 18%
Other Language (specify) (01%): (Latin, 01%) 16% (Ancient Greek, 01%) 16%
Psychoanalysis (01%) 14%
Sneak (10%): 24%
Spot Hidden (25%): 65%

Firearms

Handgun (20%):
Machine Guns (15%):
Rifle (25%):
Shotgun (30%):
SMG (15%):

Weapons:
Melee

Fist (50%):
Damage: 1d3 + DB (damage dealt to target)
hnd: 1 (hands needed to use weapon)
rng: touch (range)
#att 1 (number of attacks per round)
hp n/a (amount of damage weapon can take before becoming useless)

Grapple (25%):
Damage: special
hnd: 2
rng: touch
#att: 1
hp: n/a

Headbutt (10%):
Damage: 1D4 + DB
hnd: 0
rng: touch
#att: 1
hp: n/a

Kick (10%):
Damage: 1D6 + DB
hnd: 0
rng: touch
#att: 1
hp: n/a

Firearms

Equipment
Locksmith kit
Medical kit
2 books
Leather one-strap slippers
Ankle-length black skirt
Silver pocketwatch
Jacket
Pen and notepad
 
name: Ashtiana Vyth
age: 21
occupation: criminal
appearance: ashtiana stands at a height of 5'7" and weighs about 135 pounds. medium length red hair and beautiful blue eyes. she is also very flexible to boot.

personality: ashtiana doesnt mess around. if she has a job she gets it done no questions asked. if she is talking to you she will get along with you just fine and she is always as polite as she can be with others. she is easy to get along with she isn't very picky about things. but if you are the one she is after then she will most likely kill you from a long distance from behind and if you manage to get away from it then she gets up close and personal. its just how she is. and her opinion is that if you dont like it then you can get over it and deal with it.

history: most of her life she was training to be a killer and at that time it wasnt considered a crime but now it is and she doesnt care. she gets paid to kill others. and now at this point in time she is found in england on a contract that was given to her by the us government to take out a rouge agent that had been sent there two years earlier. and she was getting nowhere fast.

attributes:
str: 12
con: 10
pow: 11
dex: 10
app: 10
int: 13
edu:13
siz: 5

san:55

characteristic rolls
idea: 65
luck: 55
know: 65

dmg bonus
0

hit points: 8
magic points: 11
sanity points: 55

weapons

fist(50%)
dmg: 1d3+DB
hnd:1
rng: touch
#att:1
hp: n/a

grapple(25%)
dmg: speacial
hnd:2
#att:1
hp:n/a

kick(10%)
dmg:1d6+DB
hnd:0
rng: touch
#att:1
hp:n/a

firearms
rifle(80%) bolt action kar (russian model)
dmg:1d6+DB, 5 round mag
hnd:2
rng:100yd
#att:1
hp:10

equipment
5 mags of kar ammunition
dark skin tight(flexible) cloths
1 set normal cloths
face cover
picture of target
small purse of euros
 
Sheets look good so far, this group is more combat heave than most but they should still manage I'll ask Grumpy if hes still interested and wait i bit longer to see if I get more bites but we already have enough investigators to get started.

Just one small note, Ostera this is 1940 there are no euros, UK uses pounds while Germany occupied Europe uses Marks. You also don't seem to have any skills.
 
Well, we have a cop, and a criminal, that should be funny.
 
kk when i get a chance ill go back in and fix that.........i am dealing with a game hacker right now for my fiances WoW account......
 
I stopped palying Wow after my second account got hacked.
 
well we caught it in time so that he hackewr was unsuccessful. so rigt now i am jusgt waiting fot the game suspention to be over with so that i can play again.
 
I'll be starting this ass soon as i get one more completed sheet, two would be nice but its time to get rolling.
 
well i know that it isnt on the main sheet for me so here are my skills that you asked for vay........

Skills:
(01%)Disguise=56(57%)
(25%)listen=56(81%)
(01%)locksmith=56(57%)
(30%)first aid=55(85%)
(05%)fast talk=56(61%)
(10%)hide=56(66%)
(25%)rifles=55(80%)
 
GMK, you are on 96 attribute points, 12 above the buy in. Everones elses look good.