This the OOC for Call of Cthulhu: Island Dreams. Here you will post your character sheets when approved. It will also be used to discuss what the players want their characters to do before posting in the IC thread.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"> IC Thread</div><div class="spoiler_body">https://elliquiy.com/forums/index.php?topic=303938.0 (https://elliquiy.com/forums/index.php?topic=303938.0)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Generation</div><div class="spoiler_body">First you need to generate characteristics. CoC has nine rolled stats. They are strength, constitution, size, dexterity, appearance, intelligence, power, education, and luck.<br/><br/>To generate the characteristics you will, roll a 3d6 5 times and a 2d6+6 3 times, and multiply each roll by 5. Place a 3d6 roll in STR, CON, DEX, APP, and POW. Place a 2d6+6 in Size, INT, and EDU.<br/><br/>Luck is separate and is decided completely at random. Roll a 3D6 and multiply it by 5.<br/><br/>Strength (STR):  Strength measures the muscle power of an investigator. The higher it is, the more the investigator can lift or tightly cling to something. This characteristic determines the damage an investigator inflicts in hand-to-hand combat. Reduced to STR 0, an investigator is an invalid, unable to get out of bed.<br/>0 -- Enfeebled: unable to even stand up or lift a cup of tea.<br/>15 -- Puny, weak.<br/>50 -- Average human strength.<br/>90 -- One of the strongest people you’ve ever met.<br/>99 -- World-class (Olympic weightlifter). Human maximum.<br/>140 -- Beyond human strength (gorilla or horse).<br/><br/>Constitution (CON):  Constitution represents health, vigor, and vitality. Poisons and diseases may directly challenge an investigator’s constitution. Investigators with a high constitution often have more hit points, the better to resist injury and attack. Serious physical injury or magical attack might lower the statistic, and if Constitution reaches zero the investigator dies.<br/>0 -- Dead.<br/>1 -- Sickly, prone to prolonged illness and probably unable to operate without assistance.<br/>15 -- Weak health, prone to bouts of ill health, great propensity for feeling pain.<br/>50 -- Average healthy human.<br/>90 -- Shrugs off colds, hardy and hale.<br/>99 -- Iron constitution, able to withstand great amounts of pain. Human maximum.<br/>140 -- Beyond human constitution (e.g. elephant).<br/><br/>Size (SIZ):  Size averages both height and weight into a single number. To see over a wall, to squeeze through a small opening, or even to judge whose head might be sticking up out of the grass, use size. Size helps determine hit points, damage bonus, and build. One might decrease SIZ to indicate the loss of a limb, though lowering DEX is more often the solution. Presumably if investigators lose all SIZ points they disappear to goodness knows to where!<br/>1 -- A baby (1 to 12 pounds).<br/>15 -- Child, very short in stature (dwarf) (33 pounds / 15 kg).<br/>60 -- Average human size (moderate height and weight) (170 pounds / 75 kg).<br/>80 -- Very tall, strongly built, or obese. (240 pounds / 110 kg).<br/>99 -- Oversize in some respect (330 pounds / 150 kg).<br/>150 -- Horse or cow (960 pounds / 436 kg).<br/>180 -- Heaviest human ever recorded (1400 pounds / 634 kg).<br/>Note: Some humans may exceed SIZ 99.<br/><br/>Dexterity (DEX):  Investigators with higher Dexterity scores are quicker, nimbler, and more physically flexible. A DEX roll might be made to grab a support to keep from falling, to move faster than an opponent or to accomplish some delicate task. An investigator with zero DEX is uncoordinated and unable to perform physical tasks. In combat, the character with the highest DEX acts first.<br/>0 -- Unable to move without assistance.<br/>15 -- Slow, clumsy with poor motor skills for fine manipulation.<br/>50 -- Average human dexterity.<br/>90 -- Fast, nimble and able to perform feats of fine manipulation (e.g. acrobat, great dancer).<br/>99 -- World-class athlete (e.g. Olympic standard). Human maximum.<br/>120 -- Beyond human dexterity (e.g. tiger).<br/><br/>Appearance (APP):  Appearance measures both physical attractiveness and personality. A person with high APP is charming and likeable, but may lack conventional good looks. An investigator with APP of 0 is appallingly ugly or someone with a wholly detestable demeanor, provoking comment and shock everywhere. APP may be useful in social encounters or when trying to make a good impression.<br/>0 -- So unsightly that others are affected by fear, revulsion, or pity.<br/>15 -- Ugly, possibly disfigured due to injury or at birth.<br/>50 -- Average human appearance.<br/>90 -- One of the most charming people you could meet, natural magnetism.<br/>99* -- The height of glamour and cool (supermodel or world renowned film star). Human maximum.<br/>Note: *APP is used only for humans, and does not exceed 99.<br/><br/>Intelligence (INT):  Intelligence represents how well investigators learn, remember, analyze information, and solve complex puzzles. An investigator with zero INT is a babbling, drooling idiot. If the amount of INT seems to contradict another characteristic, that’s another chance for roleplaying and further defining your investigator. For example, an investigator with high EDU and low INT might be a pedantic teacher or a sideshow performer, someone who knows facts but not their meanings. Conversely, high INT and low EDU might mean ignorance—such as an uneducated farm boy, new to the Big City, however this person would not be dull-witted.<br/>0 -- No intellect, unable to comprehend the world around them.<br/>15 -- Slow learner, able to undertake only the most basic math, or read beginner-level books.<br/>50 -- Average human intellect.<br/>90 -- Quick-witted, probably able to comprehend multiple languages or theorems.<br/>99 -- Genius (Einstein, Da Vinci, Tesla, etc.). Human maximum.<br/><br/>Power (POW):  Power indicates force of will: the higher the POW, the higher the aptitude for, and resistance to, magic. An investigator with zero POW is zombie-like and without purpose, as well as being unable to use magic. The POW of ordinary characters and investigators rarely changes. However, those adroit in the mysteries of the magic of the Cthulhu Mythos may be able to increase their personal POW.<br/>0 -- Enfeebled mind, no willpower or drive, no magical potential.<br/>15 -- Weak-willed, easily dominated by those with a greater intellect or willpower.<br/>50 -- Average human.<br/>90 -- Strong willed, driven, a high potential to connect with the unseen and magical.<br/>100 -- Iron will, strong connection to the spiritual "realm" or unseen world.<br/>140 -- Beyond human, possibly alien.<br/>Note: Human POW can exceed 100, but this is exceptional.<br/><br/>Education (EDU):  Education is a measure of the formal and factual knowledge possessed by the investigator, as well as indicating the time the investigator has spent in full-time education. EDU measures retained information, not the intelligent application of that information. An investigator without EDU would be like a newborn baby or an amnesiac; without knowledge of the world, probably very curious and credulous. An EDU of 60 suggests the investigator is a high school graduate, while a score of around 70 indicates a person with some college years. Those with an EDU greater than 80 have most likely conducted graduate level work and have a degree, as expected of a person who has been to a university of some kind. Note that sometimes a person with a high Education may not necessarily be schooled in the traditional sense, but rather may be self-taught and possess a highly studious and observant nature.<br/>0 -- A newborn baby.<br/>15 -- Completely uneducated in every way.<br/>60 -- High school graduate.<br/>70 -- College graduate (Bachelor degree).<br/>80 -- Degree level graduate (Master's degree).<br/>90 -- Doctorate, professor.<br/>96 -- World-class authority in their field of study.<br/>99 -- Human maximum.<br/><br/>Luck:  Luck rolls are often called for by the Keeper when circumstances external to an investigator are in question, and when determining the fickle hand of fate.<br/><br/>Next is the character’s age. Age modifies certain stats.<br/><br/>15 to 19: Deduct 5 points among STR and SIZ. Deduct 5 points from EDU. Roll twice to generate a Luck score and use the higher value.<br/>20 to 39: Make an improvement check for EDU.<br/>40 to 49: Make 2 improvement checks for EDU and deduct 5 points among STR, CON or DEX, and reduce APP by 5.<br/>50 to 59: Make 3 improvement checks for EDU and deduct 10 points among STR, CON or DEX, and reduce APP by 10.<br/>60 to 69: Make 4 improvement checks for EDU and deduct 20 points among STR, CON or DEX, and reduce APP by 15.<br/>70 to 79: Make 4 improvement checks for EDU and deduct 40 points among STR, CON or DEX, and reduce APP by 20.<br/>80 to 89: Make 4 improvement checks for EDU and deduct 80 points among STR, CON or DEX, and reduce APP by 25.<br/><br/>To make an EDU improvement check, simply roll percentage dice. If the result is greater than your present EDU add 1D10 percentage points to your EDU characteristic (note<br/>that EDU cannot go above 99).<br/><br/>Sanity and Magic Points are also important stats. Sanity is equal to your Power and your Magic Points are 1/5th of Power.<br/><br/>Next we determine the Damage Bonus &amp; Build of the character. This is done by adding the character’s STR &amp; SIZ together and looking it up on the following table.<br/><br/><br/>Damage Bonus and Build<br/>STR+SIZ, Damage Bonus, Build<br/>2--64, -2, -2<br/>65--84, -1, -1<br/>85--124, 0, 0<br/>125--164, +1D4, 1<br/>165--204, +1D6, 2<br/>205--284, +2D6, 3<br/>285--364, +3D6, 4<br/>365--444, +4D6, 5<br/>445--524, +5D6, 6<br/><br/>Next is the character’s Hit Points, which is determined by adding CON &amp; SIZ and dividing by ten. All fractions are rounded down.<br/><br/>Now we come up to character movement rate (MOV). Investigators can move upto a number of yards five times their MOV value in one round. MOV is determined by three stats STR, DEX, and SIZ.<br/><br/>If both DEX and STR are each less than SIZ: MOV is 7<br/>If either STR or DEX is equal to or greater than SIZ, or if all three are equal: MOV is 8<br/>If both STR and DEX are each greater than SIZ:MOV is 9<br/>If age is in the 40s: deduct 1 from MOV<br/>If age is in the 50s: deduct 2 from MOV<br/>If age is in the 60s: deduct 3 from MOV<br/>If age is in the 70s: deduct 4 from MOV<br/>If age is in the 80s: deduct 5 from MOV<br/><br/>With all the Characteristics determined we can move onto the character’s occupation. The character’s occupation determines what skills the character starts with and helps define their backstory. Once you choose an occupation let me know and I will assist you in determining your character’s skills. The following is a list of possible occupations.<br/><br/>Accountant, Acrobat, Actor, Agency Detective, Alienist, Animal Trainer, Antiquarian, Antique Dealer, Archaeologist, Architect, Artist, Asylum Attendant, Assassin, Athlete, Author, Aviator, Bank Robber, Bartender, Big Game Hunter, Book Dealer, Bootlegger, Bounty Hunter, Boxer/Wrestler, Burglar, Butler/Valet/Maid, Chauffeur, Clergy, Conman, Cowboy/girl, Craftsperson, Criminal, Designer,Dilettante, Diver, Doctor of Medicine, Psychiatrist, Drifter, Driver, Editor, Elected Official, Engineer, Entertainer, Explorer, Farmer, Federal Agent, Fence, Firefighter, Foreign Correspondent, Forensic Surgeon, Forger/Counterfeiter, Gambler, Gangster, Gun Moll, Gentleman/Lady, Hobo, Hospital Orderly, Journalist, Judge, Laboratory Assistant, Laborer, Lawyer, Librarian, Lumberjack, Mechanic (and Skilled Trades), Military Officer, Miner, Missionary, Mountain Climber, Museum Curator, Musician, Nurse, Occultist, Outdoorsman/Outdoorswoman, Parapsychologist, Pharmacist, Photographer, Photojournalist, Pilot, Police Detective/Officer, Private Investigator, Professor, Prospector, Prostitute, Psychiatrist, Psychologist/Psychoanalyst, Reporter, Researcher, Sailor, Salesperson, Scientist, Secretary, Shopkeeper, Smuggler, Soldier/Marine, Spy, Street Punk, Student/Intern, Stuntman, Taxi Driver, Thug, Undertaker, Union Activist, Waitress/Waiter, White-collar Worker, and Zookeeper<br/><br/>Then we look at skills. Each occupation comes with a way of determining how many Occupation Skill Points, Credit Rating, Suggested Contacts, and a list of skills that comprise the occupation.<br/><br/>For Example:  Journalist has two sub occupations, Investigative Journalist and Reporter. Investigative Journalist comes with Occupation Skill Points: EDU × 4, a Credit Rating: 9–30, Suggested Contacts: News industry, politicians, street-level crime or law enforcement, and a list of Skills: Art/Craft (Art or Photography), one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), History, Library Use, Own Language, Psychology, and any two other skills as personal or era specialties.<br/><br/>Let’s say that the character has an EDU of 73. They would have 292 points to spend on their skills. One skill point buys one skill percentage. If the player wanted the character to have a Library Use skill of 60 they would spend 40 points because Library Use starts at 20%, the number in parenthesis next to the skill.<br/><br/>What do Skill Points mean?<br/>01% to 05% Novice: Complete amateur<br/>06% to 19% Neophyte: Beginner with a small amount of knowledge.<br/>20% to 49% Amateur: Possesses some talent or rudimentary training (hobby level).<br/>50% to 74% Professional: Allows a character to eke out a living from the skill. Equivalent to a bachelor’s degree in a specific subject.<br/>75% to 89% Expert: Advanced expertise. Corresponds with a master’s degree or Ph.D.<br/>90%+ Master: Among the world’s best in the skill.<br/><br/>It is important to know that all character’s have all skills. The number in parenthesis is the starting number for all.<br/><br/>There are also Personal Skill Points which is INTx2 and be spent on any skills you want except for Cthulhu Mythos.<br/><br/>Next is Credit Rating, the chosen occupation comes with a credit rating range. For example, Journalist comes with a range of 09-30. The rating determines what the character’s pocket cash is like, what assets they have, and what their spending level is.<br/><br/>0 -- is penniless, the character has at most 50 cents, no assets, and a spending level of 50 cents.<br/>1 to 9 -- is poor, cash on hand is the CR or $1 to $9, they have assets of CRx10 in dollars, and a $2 spending level.<br/>10 to 49 -- is average, cash on hand is CRx2 $20 to $98, assets are CRx50 in dollars, and a $10 spending level.<br/>50 to 89 -- is wealthy, cash on hand is CRx5 $250 to $445, assets are CRx500 in dollars, and a $50 spending level.<br/>90 to 98 -- is rich, cash on hand is CRx20 $1800 to $1960, assets are CRx2000 in dollars, and a $250 spending level.<br/>99 -- is super rich, cash on hand is $50,000, assets are $5M+, and a $5000 spending level.<br/><br/>Spending level is how much money a character can realistically spend in a day. Assets are things like their home and car if they have one.<br/><br/>Next we start the backstory. Flesh out your character. Then we look at gear. What gear you have I can help with figuring that out.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Example Character Generation</div><div class="spoiler_body">Roll Dice<br/>3D6:  12, 14, 12, 12, 11<br/>2D6+6:  15, 12, 9<br/>Luck:  9<br/><br/>Multiply each by 5<br/>3D6:  60, 70, 60, 60, 55<br/>2D6+6:  57, 60, 45<br/>Luck:  45<br/><br/>Place 3D6 rolls in Characteristics<br/>STR:  70<br/>CON:  60<br/>DEX:  60<br/>APP:  60<br/>POW:  55<br/><br/>Place 2D6+6 rolls in Characteristics<br/><br/>SIZ:  57<br/>INT:  60<br/>EDU:  45<br/><br/>Only thing left is Luck, which you do not get to decide on.<br/><br/>Luck:  45<br/><br/>These are not the final Stats. The age of the character will alter them.<br/><br/>I’m going to say that my character is 33. Because he is between 20 and 39, all I have to do is make an education improvement check. I rolled a 76. My current education is at 45. Since 76 is higher than 45, I get to up his education by rolling a 1d10. I rolled a 2.<br/><br/>My new EDU stat is 47.<br/><br/>The Sanity and Magic Points are next. Sanity is the same as Power, which is 55 for my character. Magic Points is 1/5th Power, which is 11 for my character.<br/><br/>Now to determine the Damage Bonus &amp; Build by adding the STR and SIZ. With a STR of 70 and a SIZ of 57 I get 127, which gives him a Damage Bonus of +1D4 and a Build of 1.<br/><br/>Now to determine the Hit Points. I add his constitution and size together. His CON of 60 and SIZ of 57 comes out to 117. Then divide by ten, which is 11.7 but since all fractions are rounded down his Hit Points come to 11.<br/><br/>Next is his Movement Rate (MOV). First I look at his STR, DEX, and SIZ. His STR is 70, DEX is 60, and SIZ is 57. Since both his STR and DEX are higher than his SIZ he has a MOV of 9. He isn’t over 40 years old so there is no change to his MOV.<br/><br/>I decided early on that my character was going to be a Private Investigator. A Private Investigator has a number of occupational skill points equal to EDUx2+(DEXx2 or STRx2). With EDU of 47x2+STR of 70x2, I chose STR because it was higher than his DEX. He has 234 occupational skill points.<br/><br/>A Private Investigator has the skills of Art/Craft (photography), Disguise, Law, Library Use, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Psychology, Spot Hidden and any one other skill as personal or era specialty (e.g. Computer Use, Locksmith, Fighting, Firearms).<br/><br/>Art/craft (photography):  Starts at 05%, this is probably one of the primary way he makes his money so I want it to be high. I will make it 55% which costs me 50 points.<br/>Disguise:  Starts at 05%, he isn’t much at disguises so I’m leaving it as is.<br/>Law:  Starts at 05%, he needs to know the law but not as well as a lawyer or police officer. He will have a Law of 40% which costs 35 Points.<br/>Library Use:  Starts at 20%, he also isn’t great in a library so it will stay the same too.<br/>Persuade:  Starts at 10%, his job requires hims to be persuasive so I think this should be rather high too. Let’s set it to 60% which will cost another 50 Points.<br/>Psychology:  Starts at 10%, he is okay at reading people so I will spend what’s left on this bringing it to 34% at 24 Points.<br/>Spot Hidden:  Starts at 25%, he is a detective so I want this to be around 60%. That will cast me 35 points.<br/>Firearms (Handgun):  Starts at 20%, I feel like he would be handy with a handgun so I want to make it 60% which costs 40 Points.<br/><br/>Next is Credit Rating, the Private Investigator has a CR of 9 to 30. I figure he is doing okay so his CR is toward to top. I’m going with a 20. That makes him of average wealth. He has $40 in readily available cash, personal assets worth $1000, and can spend $10 a day.<br/><br/>Personal Skill Points are next. They are derived by take INT and multiplying by 2. My character's INT is 60 so I have another 120 points to spend. These can be spent on anything except for Cthulhu Mythos.<br/><br/>Fighting (Brawl) (25%):  45%<br/>Listen (20%):  40%<br/>Locksmith (01%):  41%<br/>Stealth (20%):  60%<br/><br/>Next I would figure out his backstory. Maybe he is an ex-cop or a soldier home from the way.<br/><br/>Finally we look at gear. He would obviously have a handgun and a camera.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Template</div><div class="spoiler_body"><div class="codeheader">Code: <a class="codeoperation" href="javascript:void(0);" onclick="return smfSelectText(this);">[Select]</a></div><pre style="margin: 0; padding: 0;"><code class="bbc_code">[b]Name:[/b]<br/>[b]Face Claim:[/b] Optional     [floatright][img]Face Claim Image if any[/img][/floatright]<br/>[b]Age:[/b]<br/>[b]Occupation:[/b]<br/>[b]Sex:[/b]<br/>[b]Residence:[/b]  Arkham, Mass.<br/>[b]Birthplace:[/b]<br/><br/>[b]Strength:[/b]     [b]Dexterity:[/b]     [b]Intelligence:[/b]<br/>[b]Constitution:[/b]     [b]Appearance:[/b]     [b]Power:[/b]<br/>[b]Size:[/b]     [b]Education:[/b]     [b]Movement Rate:[/b]<br/><br/>[b]Hit Points:[/b]     [b]Sanity:[/b]  Start/Max<br/>[b]Luck:[/b]     [b]Magic Points:[/b]<br/><br/>[b]Damage Bonus:[/b]     [b]Build:[/b]<br/><br/>[center][b]Investigator Skills[/b][/center]<br/><br/>[b]Accounting (05%):[/b]     [b]Anthropology (01%):[/b]     [b]Appraise (05%):[/b]     [b]Archaeology (01%):[/b]     [b]Art/Craft (05%):[/b]     [b]Charm (15%):[/b]     [b]Climb (20%):[/b]     [b]Credit Rating (00%):[/b]     [b]Cthulhu Mythos (00%):[/b]<br/>[b]Disguise (05%):[/b]     [b]Dodge (Half DEX):[/b]     [b]Drive Auto (20%):[/b]     [b]Elec. Repair (10%):[/b]     [b]Fast Talk (05%):[/b]     [b]Fighting (Brawl) (25%):[/b]     [b]Firearms (Handgun) (20%):[/b]     [b]Firearms (Rifle/Shotgun) (25%):[/b]<br/>[b]First Aid (30%):[/b]     [b]History (05%):[/b]     [b]Intimidate (15%):[/b]     [b]Jump (20%):[/b]     [b]Language (Other) (01%):[/b]     [b]Language (Own) (EDU):[/b]     [b]Law (05%):[/b]     [b]Library Use (20%):[/b]     [b]Listen (20%):[/b]<br/>[b]Locksmith (01%):[/b]     [b]Mech. Repair (10%):[/b]     [b]Medicine (01%):[/b]     [b]Natural World (10%):[/b]     [b]Navigate (10%):[/b]     [b]Occult (05%):[/b]     [b]Op. Hv. Machine (01%):[/b]     [b]Persuade (10%)[/b]     [b]Pilot (01%):[/b]<br/>[b]Psychology (10%):[/b]     [b]Psychoanalysis (01%):[/b]     [b]Ride (05%):[/b]     [b]Science (01%):[/b]     [b]Sleight of Hand (10%):[/b]     [b]Spot Hidden (25%):[/b]     [b]Stealth (20%):[/b]     [b]Survival (10%):[/b]     [b]Swim (20%):[/b]<br/>[b]Throw (20%):[/b]     [b]Track (10%):[/b]<br/><br/>[center][b]Skill Specialties[/b][/center]<br/><br/>List any specialties in the same format. Ex:  [b]Science (Physics) (01%):[/b] Then the value.<br/><br/>[center][b]Weapons[/b][/center]<br/><br/>[b]Weapon Name -- Damage, Range, Attacks, Ammo, Malfunction[/b]<br/><br/>[u]Unarmed -- 1d3+damage bonus, none, 1, none, none[/u]<br/><br/>[center][b]Gear &amp; Possessions[/b][/center]<br/><br/>List any any possessions your character travels with.<br/><br/>[center][b]Cash &amp; Assets[/b][/center]<br/><br/>[b]Spending Level:[/b]     [b]Cash:[/b]<br/>[b]Assets:[/b]<br/><br/>[center][b]Backstory[/b][/center]<br/><br/>[b]Personal Description:[/b]  What your character looks like. Think about what the character's Appearance score says about them.<br/><br/>[b]Traits:[/b]  Any traits that might describe the character. Like generous (e.g. generous tipper, always helps out a person in need, philanthropist), good with animals (e.g. loves cats, grew up on a farm, good with horses), dreamer (e.g. given to flights of fancy, visionary, highly creative), hedonist (e.g. life and soul of the party, entertaining drunk, "live fast and die young"), gambler and a risk-taker (e.g. poker-faced, try anything once, lives on the edge), good Cook (e.g. bakes wonderful cakes, can make a meal from almost nothing, refined palate), ladies’ man/seductress (e.g. suave, charming voice, enchanting eyes), loyal (e.g. stands by his or her friends, never breaks a promise, would die for his or her beliefs), a good reputation (e.g. the best after-dinner speaker in the country, the most pious of men, fearless in the face of danger), or ambitious (e.g. to achieve a goal, to become the boss, to have it all).<br/><br/>[b]Ideology/Beliefs:[/b]  Pick one of the following or roll a 1d10. Then make it specific to your character.<br/>[list type=decimal]<br/>[li]There is a higher power that you worship and pray to. (e.g. Vishnu, Jesus Christ, Haile Selassie I).[/li]<br/>[li]Mankind can do fine without religions (e.g. staunch atheist, humanist, secularist).[/li]<br/>[li]Science has all the answers. Pick a particular aspect of interest (e.g. evolution, cryogenics, space exploration).[/li]<br/>[li]A belief in fate (e.g. karma, the class system, superstitious).[/li]<br/>[li]Member of a society or secret society (e.g. Freemason, Women’s Institute, Anonymous).[/li]<br/>[li]There is evil in society that should be rooted out. What is this evil? (e.g. drugs, violence, racism).[/li]<br/>[li]The occult (e.g. astrology, spiritualism, tarot).[/li]<br/>[li]Politics (e.g. conservative, socialist, liberal).[/li]<br/>[li]“Money is power, and I’m going to get all I can” (e.g. greedy, enterprising, ruthless).[/li]<br/>[li]Campaigner/Activist (e.g. feminism, gay rights, union power).[/li]<br/>[/list]<br/><br/>[b]Significant People:[/b]  Name at least one significant person in your character's life. Who they are, and what they did to make them significant.<br/><br/>[b]Meaningful Locations:[/b]  Any locations that might be significant to the character.<br/><br/>[b]Treasured Possessions:[/b]  Any possessions that your character might have that has meaning to them.<br/><br/>[b]Injuries &amp; Scars:[/b]  Any scars or injuries the character starts with or accumulates through the game.<br/><br/>[b]Phobias &amp; Manias:[/b]  These could be ones your character starts with, but also ones the character might pick up along the way.<br/><br/>[b]Arcane Tomes, Spells, and Artifacts:[/b]  Things the characters gains through the game.<br/><br/>[b]Encounters with Strange Entities:[/b]  Starts empty, but will be added to as the game goes.<br/><br/></code></pre></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sample Character</div><div class="spoiler_body"><strong>Name:</strong>  Xavier Sample<br/><strong>Face Claim:</strong> Question Mark Face    <div class="floatright">(https://image.shutterstock.com/image-vector/male-silhouette-profile-picture-question-260nw-151266383.jpg)</div><strong>Age:</strong>  33<br/><strong>Occupation:</strong>  Private Investigator<br/><strong>Sex:</strong>  Male<br/><strong>Residence:</strong>  Arkham, Mass.<br/><strong>Birthplace:</strong>  Chicago, IL<br/><br/><strong>Strength:</strong>  70   <strong>Dexterity:</strong>  60   <strong>Intelligence:</strong>  60<br/><strong>Constitution:</strong>  60   <strong>Appearance:</strong>  60   <strong>Power:</strong>  55<br/><strong>Size:</strong>  57   <strong>Education:</strong>  47   <strong>Movement Rate:</strong>  9<br/><br/><strong>Hit Points:</strong>  11   <strong>Sanity:</strong>  55/55<br/><strong>Luck:</strong>  45   <strong>Magic Points:</strong>  11<br/><br/><strong>Damage Bonus:</strong>  +1d4   <strong>Build:</strong>  1<br/><br/><div align="center"><strong>Investigator Skills</strong></div><br/><strong>Accounting (05%):</strong>  05%   <strong>Anthropology (01%):</strong>  01%   <strong>Appraise (05%):</strong>  05%   <strong>Archaeology (01%):</strong>  01%   <strong>Art/Craft (05%):</strong>  05%   <strong>Charm (15%):</strong>  15%   <strong>Climb (20%):</strong>  20%   <strong>Credit Rating (00%):</strong>  20%   <strong>Cthulhu Mythos (00%):</strong>  00%<br/><strong>Disguise (05%):</strong>  05%   <strong>Dodge (Half DEX):</strong>  30%   <strong>Drive Auto (20%):</strong>  20%   <strong>Elec. Repair (10%):</strong>  10%   <strong>Fast Talk (05%):</strong>  05%   <strong>Fighting (Brawl) (25%):</strong>  45%   <strong>Firearms (Handgun) (20%):</strong>  60%   <strong>Firearms (Rifle/Shotgun) (25%):</strong>  25%<br/><strong>First Aid (30%):</strong>  30%   <strong>History (05%):</strong>  05%   <strong>Intimidate (15%):</strong>  15%   <strong>Jump (20%):</strong>  20%   <strong>Language (Other) (01%):</strong>  01%   <strong>Language (Own) (EDU):</strong>  47%   <strong>Law (05%):</strong>  40%   <strong>Library Use (20%):</strong>  20%   <strong>Listen (20%):</strong>  40%<br/><strong>Locksmith (01%):</strong>  41%   <strong>Mech. Repair (10%):</strong>  10%   <strong>Medicine (01%):</strong>  01%   <strong>Natural World (10%):</strong>  10%   <strong>Navigate (10%):</strong>  10%   <strong>Occult (05%):</strong>  05%   <strong>Op. Hv. Machine (01%):</strong>  01%   <strong>Persuade (10%)</strong>  60%   <strong>Pilot (01%):</strong>  01%<br/><strong>Psychology (10%):</strong>  34%   <strong>Psychoanalysis (01%):</strong>  01%   <strong>Ride (05%):</strong>  05%   <strong>Science (01%):</strong>  01%   <strong>Sleight of Hand (10%):</strong>  10%   <strong>Spot Hidden (25%):</strong>  60%   <strong>Stealth (20%):</strong>  60%   <strong>Survival (10%):</strong>  10%   <strong>Swim (20%):</strong>  20%<br/><strong>Throw (20%):</strong>  20%   <strong>Track (10%):</strong>  10%<br/><br/><div align="center"><strong>Skill Specialties</strong></div><br/><strong>Art/Craft (Photography) (05%):</strong>  55%   <br/><br/><div align="center"><strong>Weapons</strong></div><br/><strong>Weapon Name -- Damage, Range, Attacks, Ammo, Malfunction</strong><br/><br/><span class="bbc_u">Unarmed -- 1d3+damage bonus, none, 1, none, none</span><br/><span class="bbc_u">.38 Revolver -- 1d10, 15 yards, 1, 6 bullets in gun, 100</span><br/><br/><div align="center"><strong>Gear &amp; Possessions</strong></div><br/>List any any possessions your character travels with.<br/><br/><div align="center"><strong>Cash &amp; Assets</strong></div><br/><strong>Spending Level:</strong>  $10   <strong>Cash:</strong>  $40<br/><strong>Assets:</strong>  Various assets up to $1000<br/><br/><div align="center"><strong>Backstory</strong></div><br/><strong>Personal Description:</strong>  What your character looks like. Think about what the character's Appearance score says about them.<br/><br/><strong>Traits:</strong>  Any traits that might describe the character. Like generous (e.g. generous tipper, always helps out a person in need, philanthropist), good with animals (e.g. loves cats, grew up on a farm, good with horses), dreamer (e.g. given to flights of fancy, visionary, highly creative), hedonist (e.g. life and soul of the party, entertaining drunk, "live fast and die young"), gambler and a risk-taker (e.g. poker-faced, try anything once, lives on the edge), good Cook (e.g. bakes wonderful cakes, can make a meal from almost nothing, refined palate), ladies’ man/seductress (e.g. suave, charming voice, enchanting eyes), loyal (e.g. stands by his or her friends, never breaks a promise, would die for his or her beliefs), a good reputation (e.g. the best after-dinner speaker in the country, the most pious of men, fearless in the face of danger), or ambitious (e.g. to achieve a goal, to become the boss, to have it all).<br/><br/><strong>Ideology/Beliefs:</strong>  Pick one of the following or roll a 1d10. Then make it specific to your character.<br/><ul class="bbc_list" style="list-style-type: decimal;"><li>There is a higher power that you worship and pray to. (e.g. Vishnu, Jesus Christ, Haile Selassie I).</li><li>Mankind can do fine without religions (e.g. staunch atheist, humanist, secularist).</li><li>Science has all the answers. Pick a particular aspect of interest (e.g. evolution, cryogenics, space exploration).</li><li>A belief in fate (e.g. karma, the class system, superstitious).</li><li>Member of a society or secret society (e.g. Freemason, Women’s Institute, Anonymous).</li><li>There is evil in society that should be rooted out. What is this evil? (e.g. drugs, violence, racism).</li><li>The occult (e.g. astrology, spiritualism, tarot).</li><li>Politics (e.g. conservative, socialist, liberal).</li><li>“Money is power, and I’m going to get all I can” (e.g. greedy, enterprising, ruthless).</li><li>Campaigner/Activist (e.g. feminism, gay rights, union power).</li></ul><br/><strong>Significant People:</strong>  Name at least one significant person in your character's life. Who they are, and what they did to make them significant.<br/><br/><strong>Meaningful Locations:</strong>  <br/><br/><strong>Treasured Possessions:</strong>  <br/><br/><strong>Injuries &amp; Scars:</strong>  <br/><br/><strong>Phobias &amp; Manias:</strong>  <br/><br/><strong>Arcane Tomes, Spells, and Artifacts:</strong>  <br/><br/><strong>Encounters with Strange Entities:</strong>  <br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Example of game play</div><div class="spoiler_body">To clarify for everyone, if you are attempting something that you think you might need a roll for describe it in the IC thread or ask about it in the OOC thread. Then I will let you know if a roll is needed. Then we can roleplay based on the results. Normally in the game, the Keeper rps failures and the Investigator rps successes. I'm going to tell you what did or didn't happen and let you roleplay it. The only exception will be madness or push failures.<br/><br/>Examples<br/><br/>Nothing there<br/>Player:  She looks around the room hoping to find something useful.<br/>GM:  She searches the room but there isn't anything of interest.<br/><br/>Something there with a success<br/>Player:  She digs through the desk looking for the key to unlock the door.<br/>GM:  Roll a regular spot hidden check<br/>Player:  Rolls a 45 and succeeds<br/>GM:  She finds a hidden compartment with the key and a sheet of paper inside with strange writing on it.<br/>Player:  Sally pulls open drawer after drawer. Her hand hits something and a small compartment pops open. She sees the key and a strange sheet of paper. Quickly she grabs them both, pocketing the paper, and dashes for the door.<br/><br/>Something there with a failure<br/>Player:  She digs through the desk looking for the key to unlock the door.<br/>GM:  Roll a regular spot hidden check<br/>Player:  Rolls a 75 and fails<br/>GM:  She doesn't find anything more than some random paperwork.<br/>Player:  Sally dejectedly stops searching the desk and looks around the rest of the room.<br/><br/>Failure and then a Push success<br/>Player:  She digs through the desk looking for the key to unlock the door.<br/>GM:  Roll a regular spot hidden check<br/>Player:  Rolls a 75 and fails<br/>GM:  She doesn't find anything more than paperwork and some office supplies.<br/>Player:  Sally, thinking that there must be something in the desk she starts knocking around on the desk and pulling drawers out of it looking for hidden compartments.<br/>GM:  Roll again<br/>Player:  Rolls a 15<br/>GM:  She finds a hidden compartment with the key and a sheet of paper inside with strange writing on it.<br/>Player:  Sally pulls a drawer out of the desk. As the drawer hits the floor a compartment pops open and the key and paper fall out. She pockets the paper to look at later and dashes to the door.<br/><br/>Failure and push failure<br/>Player:  She digs through the desk looking for the key to unlock the door.<br/>GM:  Roll a regular spot hidden check<br/>Player:  Rolls a 75 and fails<br/>GM:  She doesn't find anything more than paperwork and some office supplies.<br/>Player:  Sally, thinking that there must be something in the desk she starts knocking around on the desk and pulling drawers out of it looking for hidden compartments.<br/>GM:  Roll again<br/>Player:  Rolls a 68<br/>GM:  Sally makes a mess of the desk. As she pulls out a drawer and tosses it to the ground, a small compartment pops open. The key flies across the floor and slides under a large bookshelf. The piece of paper with the key was small and is now lost among the papers that are scattered across the floor.</div></div><br/><br/>I made a basic map of the island to give you all an idea of what it looks like. Click it for a larger image.<br/><br/>(https://i.imgur.com/MMCGDN7.jpg)