Call of Cthulhu: Island Dreams OOC
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		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Human Small Groups =&gt; Topic started by: ChicagoOkie on 17-04-2019, 21:32:51</h2>
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				Title: <strong>Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>ChicagoOkie</strong> on <strong>17-04-2019, 21:32:51</strong>
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				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 onclick="hideSecond (this);" role="button" class="spoiler_header"> 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 onclick="hideSecond (this);" role="button" class="spoiler_header">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):&nbsp; 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):&nbsp; 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):&nbsp; 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):&nbsp; 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):&nbsp; 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):&nbsp; 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):&nbsp; 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):&nbsp; 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:&nbsp; 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:&nbsp; 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 onclick="hideSecond (this);" role="button" class="spoiler_header">Example Character Generation</div><div class="spoiler_body">Roll Dice<br>3D6:&nbsp; 12, 14, 12, 12, 11<br>2D6+6:&nbsp; 15, 12, 9<br>Luck:&nbsp; 9<br><br>Multiply each by 5<br>3D6:&nbsp; 60, 70, 60, 60, 55<br>2D6+6:&nbsp; 57, 60, 45<br>Luck:&nbsp; 45<br><br>Place 3D6 rolls in Characteristics<br>STR:&nbsp; 70<br>CON:&nbsp; 60<br>DEX:&nbsp; 60<br>APP:&nbsp; 60<br>POW:&nbsp; 55<br><br>Place 2D6+6 rolls in Characteristics<br><br>SIZ:&nbsp; 57<br>INT:&nbsp; 60<br>EDU:&nbsp; 45<br><br>Only thing left is Luck, which you do not get to decide on.<br><br>Luck:&nbsp; 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):&nbsp; 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:&nbsp; Starts at 05%, he isn’t much at disguises so I’m leaving it as is.<br>Law:&nbsp; 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:&nbsp; Starts at 20%, he also isn’t great in a library so it will stay the same too.<br>Persuade:&nbsp; 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:&nbsp; 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:&nbsp; Starts at 25%, he is a detective so I want this to be around 60%. That will cast me 35 points.<br>Firearms (Handgun):&nbsp; 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%):&nbsp; 45%<br>Listen (20%):&nbsp; 40%<br>Locksmith (01%):&nbsp; 41%<br>Stealth (20%):&nbsp; 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 onclick="hideSecond (this);" role="button" class="spoiler_header">Character Template</div><div class="spoiler_body"><div class="codeheader">Code: <a href="javascript:void(0);" onclick="return smfSelectText(this);" class="codeoperation">[Select]</a></div><pre style="margin: 0; padding: 0;"><code class="bbc_code">[b]Name:[/b]<br>[b]Face Claim:[/b] Optional&nbsp; &nbsp; &nbsp;[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]&nbsp; Arkham, Mass.<br>[b]Birthplace:[/b]<br><br>[b]Strength:[/b]&nbsp; &nbsp; &nbsp;[b]Dexterity:[/b]&nbsp; &nbsp; &nbsp;[b]Intelligence:[/b]<br>[b]Constitution:[/b]&nbsp; &nbsp; &nbsp;[b]Appearance:[/b]&nbsp; &nbsp; &nbsp;[b]Power:[/b]<br>[b]Size:[/b]&nbsp; &nbsp; &nbsp;[b]Education:[/b]&nbsp; &nbsp; &nbsp;[b]Movement Rate:[/b]<br><br>[b]Hit Points:[/b]&nbsp; &nbsp; &nbsp;[b]Sanity:[/b]&nbsp; Start/Max<br>[b]Luck:[/b]&nbsp; &nbsp; &nbsp;[b]Magic Points:[/b]<br><br>[b]Damage Bonus:[/b]&nbsp; &nbsp; &nbsp;[b]Build:[/b]<br><br>[center][b]Investigator Skills[/b][/center]<br><br>[b]Accounting (05%):[/b]&nbsp; &nbsp; &nbsp;[b]Anthropology (01%):[/b]&nbsp; &nbsp; &nbsp;[b]Appraise (05%):[/b]&nbsp; &nbsp; &nbsp;[b]Archaeology (01%):[/b]&nbsp; &nbsp; &nbsp;[b]Art/Craft (05%):[/b]&nbsp; &nbsp; &nbsp;[b]Charm (15%):[/b]&nbsp; &nbsp; &nbsp;[b]Climb (20%):[/b]&nbsp; &nbsp; &nbsp;[b]Credit Rating (00%):[/b]&nbsp; &nbsp; &nbsp;[b]Cthulhu Mythos (00%):[/b]<br>[b]Disguise (05%):[/b]&nbsp; &nbsp; &nbsp;[b]Dodge (Half DEX):[/b]&nbsp; &nbsp; &nbsp;[b]Drive Auto (20%):[/b]&nbsp; &nbsp; &nbsp;[b]Elec. Repair (10%):[/b]&nbsp; &nbsp; &nbsp;[b]Fast Talk (05%):[/b]&nbsp; &nbsp; &nbsp;[b]Fighting (Brawl) (25%):[/b]&nbsp; &nbsp; &nbsp;[b]Firearms (Handgun) (20%):[/b]&nbsp; &nbsp; &nbsp;[b]Firearms (Rifle/Shotgun) (25%):[/b]<br>[b]First Aid (30%):[/b]&nbsp; &nbsp; &nbsp;[b]History (05%):[/b]&nbsp; &nbsp; &nbsp;[b]Intimidate (15%):[/b]&nbsp; &nbsp; &nbsp;[b]Jump (20%):[/b]&nbsp; &nbsp; &nbsp;[b]Language (Other) (01%):[/b]&nbsp; &nbsp; &nbsp;[b]Language (Own) (EDU):[/b]&nbsp; &nbsp; &nbsp;[b]Law (05%):[/b]&nbsp; &nbsp; &nbsp;[b]Library Use (20%):[/b]&nbsp; &nbsp; &nbsp;[b]Listen (20%):[/b]<br>[b]Locksmith (01%):[/b]&nbsp; &nbsp; &nbsp;[b]Mech. Repair (10%):[/b]&nbsp; &nbsp; &nbsp;[b]Medicine (01%):[/b]&nbsp; &nbsp; &nbsp;[b]Natural World (10%):[/b]&nbsp; &nbsp; &nbsp;[b]Navigate (10%):[/b]&nbsp; &nbsp; &nbsp;[b]Occult (05%):[/b]&nbsp; &nbsp; &nbsp;[b]Op. Hv. Machine (01%):[/b]&nbsp; &nbsp; &nbsp;[b]Persuade (10%)[/b]&nbsp; &nbsp; &nbsp;[b]Pilot (01%):[/b]<br>[b]Psychology (10%):[/b]&nbsp; &nbsp; &nbsp;[b]Psychoanalysis (01%):[/b]&nbsp; &nbsp; &nbsp;[b]Ride (05%):[/b]&nbsp; &nbsp; &nbsp;[b]Science (01%):[/b]&nbsp; &nbsp; &nbsp;[b]Sleight of Hand (10%):[/b]&nbsp; &nbsp; &nbsp;[b]Spot Hidden (25%):[/b]&nbsp; &nbsp; &nbsp;[b]Stealth (20%):[/b]&nbsp; &nbsp; &nbsp;[b]Survival (10%):[/b]&nbsp; &nbsp; &nbsp;[b]Swim (20%):[/b]<br>[b]Throw (20%):[/b]&nbsp; &nbsp; &nbsp;[b]Track (10%):[/b]<br><br>[center][b]Skill Specialties[/b][/center]<br><br>List any specialties in the same format. Ex:&nbsp; [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]&nbsp; &nbsp; &nbsp;[b]Cash:[/b]<br>[b]Assets:[/b]<br><br>[center][b]Backstory[/b][/center]<br><br>[b]Personal Description:[/b]&nbsp; What your character looks like. Think about what the character's Appearance score says about them.<br><br>[b]Traits:[/b]&nbsp; 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]&nbsp; 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]&nbsp; 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]&nbsp; Any locations that might be significant to the character.<br><br>[b]Treasured Possessions:[/b]&nbsp; Any possessions that your character might have that has meaning to them.<br><br>[b]Injuries &amp; Scars:[/b]&nbsp; Any scars or injuries the character starts with or accumulates through the game.<br><br>[b]Phobias &amp; Manias:[/b]&nbsp; 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]&nbsp; Things the characters gains through the game.<br><br>[b]Encounters with Strange Entities:[/b]&nbsp; Starts empty, but will be added to as the game goes.<br><br></code></pre></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Sample Character</div><div class="spoiler_body"><strong>Name:</strong>&nbsp; Xavier Sample<br><strong>Face Claim:</strong> Question Mark Face&nbsp; &nbsp; <div class="floatright">(https://image.shutterstock.com/image-vector/male-silhouette-profile-picture-question-260nw-151266383.jpg)</div><strong>Age:</strong>&nbsp; 33<br><strong>Occupation:</strong>&nbsp; Private Investigator<br><strong>Sex:</strong>&nbsp; Male<br><strong>Residence:</strong>&nbsp; Arkham, Mass.<br><strong>Birthplace:</strong>&nbsp; Chicago, IL<br><br><strong>Strength:</strong>&nbsp; 70&nbsp; &nbsp;<strong>Dexterity:</strong>&nbsp; 60&nbsp; &nbsp;<strong>Intelligence:</strong>&nbsp; 60<br><strong>Constitution:</strong>&nbsp; 60&nbsp; &nbsp;<strong>Appearance:</strong>&nbsp; 60&nbsp; &nbsp;<strong>Power:</strong>&nbsp; 55<br><strong>Size:</strong>&nbsp; 57&nbsp; &nbsp;<strong>Education:</strong>&nbsp; 47&nbsp; &nbsp;<strong>Movement Rate:</strong>&nbsp; 9<br><br><strong>Hit Points:</strong>&nbsp; 11&nbsp; &nbsp;<strong>Sanity:</strong>&nbsp; 55/55<br><strong>Luck:</strong>&nbsp; 45&nbsp; &nbsp;<strong>Magic Points:</strong>&nbsp; 11<br><br><strong>Damage Bonus:</strong>&nbsp; +1d4&nbsp; &nbsp;<strong>Build:</strong>&nbsp; 1<br><br><div align="center"><strong>Investigator Skills</strong></div><br><strong>Accounting (05%):</strong>&nbsp; 05%&nbsp; &nbsp;<strong>Anthropology (01%):</strong>&nbsp; 01%&nbsp; &nbsp;<strong>Appraise (05%):</strong>&nbsp; 05%&nbsp; &nbsp;<strong>Archaeology (01%):</strong>&nbsp; 01%&nbsp; &nbsp;<strong>Art/Craft (05%):</strong>&nbsp; 05%&nbsp; &nbsp;<strong>Charm (15%):</strong>&nbsp; 15%&nbsp; &nbsp;<strong>Climb (20%):</strong>&nbsp; 20%&nbsp; &nbsp;<strong>Credit Rating (00%):</strong>&nbsp; 20%&nbsp; &nbsp;<strong>Cthulhu Mythos (00%):</strong>&nbsp; 00%<br><strong>Disguise (05%):</strong>&nbsp; 05%&nbsp; &nbsp;<strong>Dodge (Half DEX):</strong>&nbsp; 30%&nbsp; &nbsp;<strong>Drive Auto (20%):</strong>&nbsp; 20%&nbsp; &nbsp;<strong>Elec. Repair (10%):</strong>&nbsp; 10%&nbsp; &nbsp;<strong>Fast Talk (05%):</strong>&nbsp; 05%&nbsp; &nbsp;<strong>Fighting (Brawl) (25%):</strong>&nbsp; 45%&nbsp; &nbsp;<strong>Firearms (Handgun) (20%):</strong>&nbsp; 60%&nbsp; &nbsp;<strong>Firearms (Rifle/Shotgun) (25%):</strong>&nbsp; 25%<br><strong>First Aid (30%):</strong>&nbsp; 30%&nbsp; &nbsp;<strong>History (05%):</strong>&nbsp; 05%&nbsp; &nbsp;<strong>Intimidate (15%):</strong>&nbsp; 15%&nbsp; &nbsp;<strong>Jump (20%):</strong>&nbsp; 20%&nbsp; &nbsp;<strong>Language (Other) (01%):</strong>&nbsp; 01%&nbsp; &nbsp;<strong>Language (Own) (EDU):</strong>&nbsp; 47%&nbsp; &nbsp;<strong>Law (05%):</strong>&nbsp; 40%&nbsp; &nbsp;<strong>Library Use (20%):</strong>&nbsp; 20%&nbsp; &nbsp;<strong>Listen (20%):</strong>&nbsp; 40%<br><strong>Locksmith (01%):</strong>&nbsp; 41%&nbsp; &nbsp;<strong>Mech. Repair (10%):</strong>&nbsp; 10%&nbsp; &nbsp;<strong>Medicine (01%):</strong>&nbsp; 01%&nbsp; &nbsp;<strong>Natural World (10%):</strong>&nbsp; 10%&nbsp; &nbsp;<strong>Navigate (10%):</strong>&nbsp; 10%&nbsp; &nbsp;<strong>Occult (05%):</strong>&nbsp; 05%&nbsp; &nbsp;<strong>Op. Hv. Machine (01%):</strong>&nbsp; 01%&nbsp; &nbsp;<strong>Persuade (10%)</strong>&nbsp; 60%&nbsp; &nbsp;<strong>Pilot (01%):</strong>&nbsp; 01%<br><strong>Psychology (10%):</strong>&nbsp; 34%&nbsp; &nbsp;<strong>Psychoanalysis (01%):</strong>&nbsp; 01%&nbsp; &nbsp;<strong>Ride (05%):</strong>&nbsp; 05%&nbsp; &nbsp;<strong>Science (01%):</strong>&nbsp; 01%&nbsp; &nbsp;<strong>Sleight of Hand (10%):</strong>&nbsp; 10%&nbsp; &nbsp;<strong>Spot Hidden (25%):</strong>&nbsp; 60%&nbsp; &nbsp;<strong>Stealth (20%):</strong>&nbsp; 60%&nbsp; &nbsp;<strong>Survival (10%):</strong>&nbsp; 10%&nbsp; &nbsp;<strong>Swim (20%):</strong>&nbsp; 20%<br><strong>Throw (20%):</strong>&nbsp; 20%&nbsp; &nbsp;<strong>Track (10%):</strong>&nbsp; 10%<br><br><div align="center"><strong>Skill Specialties</strong></div><br><strong>Art/Craft (Photography) (05%):</strong>&nbsp; 55%&nbsp; &nbsp;<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>&nbsp; $10&nbsp; &nbsp;<strong>Cash:</strong>&nbsp; $40<br><strong>Assets:</strong>&nbsp; Various assets up to $1000<br><br><div align="center"><strong>Backstory</strong></div><br><strong>Personal Description:</strong>&nbsp; What your character looks like. Think about what the character's Appearance score says about them.<br><br><strong>Traits:</strong>&nbsp; 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>&nbsp; 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>&nbsp; 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>&nbsp; <br><br><strong>Treasured Possessions:</strong>&nbsp; <br><br><strong>Injuries &amp; Scars:</strong>&nbsp; <br><br><strong>Phobias &amp; Manias:</strong>&nbsp; <br><br><strong>Arcane Tomes, Spells, and Artifacts:</strong>&nbsp; <br><br><strong>Encounters with Strange Entities:</strong>&nbsp; <br></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">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:&nbsp; She looks around the room hoping to find something useful.<br>GM:&nbsp; She searches the room but there isn't anything of interest.<br><br>Something there with a success<br>Player:&nbsp; She digs through the desk looking for the key to unlock the door.<br>GM:&nbsp; Roll a regular spot hidden check<br>Player:&nbsp; Rolls a 45 and succeeds<br>GM:&nbsp; She finds a hidden compartment with the key and a sheet of paper inside with strange writing on it.<br>Player:&nbsp; 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:&nbsp; She digs through the desk looking for the key to unlock the door.<br>GM:&nbsp; Roll a regular spot hidden check<br>Player:&nbsp; Rolls a 75 and fails<br>GM:&nbsp; She doesn't find anything more than some random paperwork.<br>Player:&nbsp; Sally dejectedly stops searching the desk and looks around the rest of the room.<br><br>Failure and then a Push success<br>Player:&nbsp; She digs through the desk looking for the key to unlock the door.<br>GM:&nbsp; Roll a regular spot hidden check<br>Player:&nbsp; Rolls a 75 and fails<br>GM:&nbsp; She doesn't find anything more than paperwork and some office supplies.<br>Player:&nbsp; 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:&nbsp; Roll again<br>Player:&nbsp; Rolls a 15<br>GM:&nbsp; She finds a hidden compartment with the key and a sheet of paper inside with strange writing on it.<br>Player:&nbsp; 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:&nbsp; She digs through the desk looking for the key to unlock the door.<br>GM:&nbsp; Roll a regular spot hidden check<br>Player:&nbsp; Rolls a 75 and fails<br>GM:&nbsp; She doesn't find anything more than paperwork and some office supplies.<br>Player:&nbsp; 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:&nbsp; Roll again<br>Player:&nbsp; Rolls a 68<br>GM:&nbsp; 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)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>ChicagoOkie</strong> on <strong>19-04-2019, 23:13:56</strong>
			</dt>
			<dd class="postbody">
				<div align="center"><strong><span style="font-size: 14pt;" class="bbc_size">Major NPC</span></strong></div><br><strong>Name:</strong>&nbsp; Patrick "Paddy" O'Brian<br><strong>Age:</strong>&nbsp; 42<br><strong>Occupation:</strong>&nbsp; Aviator<br><strong>Sex:</strong>&nbsp; Male<br><strong>Residence:</strong>&nbsp; Fernandina Beach, Fl<br><strong>Birthplace:</strong>&nbsp; Jacksonville, Fl<br><br><div align="center"><strong>Gear &amp; Possessions</strong></div><br>Colt M1911 with holster<br>Aviator's Helmet and Goggles<br>Leather Aviator Jacket<br>Khaki Pants and White buttoned shirt<br>Crucifix and medal of Our Lady of Loreto<br>Pocket Knife<br>Small Toolkit, kept on the plane.<br><br><div align="center"><strong>Backstory</strong></div><br><strong>Personal Description:</strong>&nbsp; Hank is Tall man standing at nearly 6'7" and weighs around 280 pounds. He has red hair and blue eyes. He isn't ugly, but not what most would call good looking either. He has a bulbous nose and big bushy eyebrows that draw the eye.<br><br><strong>Traits:</strong>&nbsp; He is generous to a fault and will always help someone in need.<br><br><strong>Ideology/Beliefs:</strong>&nbsp; Patrick believes in a higher power. He is a staunch catholic and even wears a crucifix and saint medal around his neck.<br><br><strong>Significant People:</strong>&nbsp; Clara O'Brian: she is his wife and his everything. He wants nothing more than for her to be happy.<br><br><strong>Meaningful Locations:</strong>&nbsp; Fernandina, Fl is his home and where his wife lives.<br><br><strong>Treasured Possessions:</strong>&nbsp; His Our Lady of Loreto medal, M1911 service sidearm<br><br><strong>Injuries &amp; Scars:</strong>&nbsp; He has a scar on his chest from the great war.<br><br>Paddy was a pilot in the Great War. He wasn't an ace, but he shot down his fair share of enemy planes. After the war, he went home to Florida where his wife was waiting for him. He managed to get his hands on a plane and started his taxi business.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>PixelatedPixie</strong> on <strong>20-04-2019, 01:47:59</strong>
			</dt>
			<dd class="postbody">
				<strong>Name:</strong> Celeste Lake<br><strong>Face Claim:</strong> Bioshock's Elizabeth (cosplay by sladkoslava)&nbsp; &nbsp; &nbsp;<div class="floatright">(https://i.imgur.com/NCsOhwA.jpg)</div><strong>Age:</strong>&nbsp; 24 (DOB January 13, 1898)<br><strong>Occupation:</strong> Explorer<br><strong>Sex:</strong> Female<br><strong>Residence:</strong> Arkham, Mass.<br><strong>Birthplace:</strong> New York<br><br><tt class="bbc_tt"><strong>Strength:</strong>&nbsp; &nbsp; &nbsp;45&nbsp; &nbsp; <strong>Dexterity:</strong>&nbsp; 65&nbsp; &nbsp; &nbsp;<strong>Intelligence:</strong> 65<br><strong>Constitution:</strong> 55&nbsp; &nbsp; <strong>Appearance:</strong> 75&nbsp; &nbsp; &nbsp;<strong>Power:</strong>&nbsp; &nbsp; &nbsp; &nbsp; 40<br><strong>Size:</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;60&nbsp; &nbsp; <strong>Education:</strong>&nbsp; 80&nbsp; &nbsp; &nbsp;<strong>Movement Rate:</strong> 8<br><br><strong>Hit Points:</strong> 11&nbsp; &nbsp; &nbsp; <strong>Sanity:</strong>&nbsp; 40<br><strong>Luck:</strong>&nbsp; &nbsp; &nbsp; &nbsp;80&nbsp; &nbsp; &nbsp; <strong>Magic Points:</strong> 8<br><br><strong>Damage Bonus:</strong> None&nbsp; <strong>Build:</strong> 0</tt><br><br><div align="center"><strong>Investigator Skills</strong></div><br><tt class="bbc_tt"><strong>Accounting (05%):</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <strong>Anthropology (01%):</strong>&nbsp; &nbsp; &nbsp; &nbsp;<strong>Appraise (05%):</strong> <br><strong>Archaeology (01%):</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<strong>Art/Craft (05%):</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <strong>Charm (15%):</strong> 55%<br><strong>Climb (20%):</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<strong>Credit Rating (00%):</strong> 80%&nbsp; <strong>Cthulhu Mythos (00%):</strong>&nbsp; &nbsp; <br><strong>Disguise (05%):</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <strong>Dodge (Half DEX):</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<strong>Drive Auto (20%):</strong> <br><strong>Elec. Repair (10%):</strong>&nbsp; &nbsp; &nbsp; &nbsp; <strong>Fast Talk (05%):</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <strong>Fighting (Brawl) (25%):</strong> 30%<br><strong>Firearms (Handgun) (20%):</strong> 60%&nbsp; <strong>Firearms (Rifle/Shotgun) (25%):</strong><br><strong>First Aid (30%):</strong> 40%&nbsp; &nbsp; &nbsp; &nbsp;<strong>History (05%):</strong> 60%&nbsp; &nbsp; &nbsp; &nbsp; <strong>Intimidate (15%):</strong> <br><strong>Jump (20%):</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <strong>Language (Other) (01%):</strong>*&nbsp; <strong>Language (Own) (EDU):</strong> 80%<br><strong>Law (05%):</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<strong>Library Use (20%):</strong> 30%&nbsp; &nbsp; <strong>Listen (20%):</strong> 30%<br><strong>Locksmith (01%):</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<strong>Mech. Repair (10%):</strong>&nbsp; &nbsp; &nbsp; &nbsp;<strong>Medicine (01%):</strong>&nbsp; &nbsp; &nbsp;<br><strong>Natural World (10%):</strong> 40%&nbsp; &nbsp;<strong>Navigate (10%):</strong> 30%&nbsp; &nbsp; &nbsp; &nbsp;<strong>Occult (05%):</strong> 25%<br><strong>Op. Hv. Machine (01%):</strong>&nbsp; &nbsp; &nbsp;<strong>Persuade (10%)</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <strong>Pilot (01%):</strong>&nbsp; <br><strong>Psychology (10%):</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <strong>Psychoanalysis (01%):</strong>&nbsp; &nbsp; &nbsp;<strong>Ride (05%):</strong>&nbsp; &nbsp; &nbsp;<br><strong>Science (01%):</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<strong>Sleight of Hand (10%):</strong>&nbsp; &nbsp; <strong>Spot Hidden (25%):</strong> 30%<br><strong>Stealth (20%):</strong> 30%&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<strong>Survival (10%):</strong> *&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<strong>Swim (20%):</strong> 30%<br><strong>Throw (20%):</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<strong>Track (10%):</strong></tt><br><br><div align="center"><strong>Skill Specialties</strong></div><strong>Language (English) (EDU):</strong> 80%<br><strong>Language (Arabic) (01%):</strong>&nbsp; 41%<br><strong>Language (Latin) (01%):</strong>&nbsp; &nbsp;26%<br><strong>Survival (Desert) (10%):</strong>&nbsp; 20%<br><strong>Survival (Jungle) (10%):</strong>&nbsp; 20%<br><br><div align="center"><strong>Weapons</strong></div><br><strong>Weapon Name -- Damage, Range, Attacks, Ammo, Malfunction</strong><br><span class="bbc_u">.45 Revolver (Webley .455)-- 1d10+2, 15 yards, 1 (3), 6, 100</span><br><span class="bbc_u">Knife, Small -- 1d4+DB, Touch, 1, -, -</span><br><span class="bbc_u">Unarmed -- 1d3+damage bonus, none, 1, none, none</span><br><br><div align="center"><strong>Gear &amp; Possessions</strong></div>Gold Pocket Watch<br>Knife, Small<br>.45 Revolver (Box of 100 ammunition)<br>Clothes, Various<br><br><div align="center"><strong>Cash &amp; Assets</strong></div>Lakehaunt Manor (Country House)<br>Various exploration gear in storage<br>Ford Model T<br><br><strong>Spending Level:</strong> $50&nbsp; &nbsp; &nbsp;<strong>Cash:</strong> $400<br><strong>Assets:</strong> $40,000<br><br><div align="center"><strong>Backstory</strong></div><br><strong>Personal Description:</strong> Attractive, despite being a bit soft after years in the field&nbsp; &nbsp;<br><br><strong>Traits:</strong> Gambler and Risk Taker, she is willing to risk her life on a whim in pursuit of a goal<br><br><strong>Ideology/Beliefs:</strong>&nbsp; The occult.&nbsp; There is too much in the world to be explained by science.&nbsp; There is too much knowledge lost to time and ruins.<br><br><strong>Significant People:</strong>&nbsp; Her father, Lord Lake, who instilled in her the belief that there is always more to discover.<br><br><strong>Meaningful Locations:</strong>&nbsp; Lakehaunt Manor, her mother’s ancestral home which she didn’t know existed until her mother’s death. It is a connection to her past, and just shows how much mystery there is.<br><br><strong>Treasured Possessions:</strong>&nbsp; A collection of old books her parents gathered, including one in a unidentified language that her father was convinced lead to some lost city.<br><br><strong>Injuries &amp; Scars:</strong>&nbsp; <br><br><strong>Phobias &amp; Manias:</strong>&nbsp; <br><br><strong>Arcane Tomes, Spells, and Artifacts:</strong>&nbsp; <br><br><strong>Encounters with Strange Entities:</strong>&nbsp; <br><br><br>The daughter of the British explorer Lord William Lake and his American mistress Nora Farwell, Celeste spent much of her childhood in various locations around the world.&nbsp; She grew up on the move and, while her parents insisted that she get the finest education money could buy, Celeste was struck with her parent’s wanderlust at a young age.&nbsp; Her earliest memories are of watching the sun rise over the Sahara Desert, of poking a massive beetle with a stick in the Brazilian Jungle, and of ruins that seemed as old as the rocks around them.<br><br>At six Celeste was sent off to study at a boarding school in England.&nbsp; She despised every minute of it.&nbsp; She was taught to be act ‘properly,’ she was forced to learn how to dress, how to act, how to carry herself, and generally everything that she despised about civilized society.&nbsp; She rebelled as much as she could, but with little real success.&nbsp; She spent what breaks and free time she had with her parents and, although they insisted she attend college, was finally able to join them as a semi-equal when she graduated.<br><br>Lord Lake died in the war fighting the Germans in West Africa.&nbsp; Nora Lake, the pair finally having gotten married during the war, fell into despondency and passed away herself not long after.&nbsp; Celeste took up their quest, but it was never the same.&nbsp; She, like her father before, spent years and more than one fortune on trying to decipher a map from an archaic old book he had ‘borrowed’ from a library in London.&nbsp; The book was in no language that either had ever been able to identify and seemed to indicate the location of a lost city, but that was as far as either was ever able to get.&nbsp; <br><br>Arkham was the birthplace of her mother and, as she had no inherited title from her father, Celeste chose to settle down in the area.&nbsp; She told herself that it was only temporary, a regroup and not a retirement, a base of operations, a chance to sort out the business interests she had inherited, but at the same time the world seemed to be growing ever smaller, ever less mysterious.&nbsp; She had inherited an old country house from her mother known as Lakehaunt Manor.&nbsp; It was not all that impressive in truth, a run-down and poorly maintained old house on a few dozen sprawling acres.&nbsp; It sat on a marshy old lake, but otherwise was largely unremarkable.&nbsp; &nbsp; <br><br>Celeste prefers to dress in trousers and a blouse, despite how it may scandalize anyone else.&nbsp; She drives a beat up old Model T, and keeps a Webley .455 Mark VI Revolver either in her house or in her glove compartment, depending on just how violent she feels the day may end up being.&nbsp; 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>Arcanist</strong> on <strong>20-04-2019, 02:08:29</strong>
			</dt>
			<dd class="postbody">
				<strong>Name:</strong> Lucienne Petit<br><strong>Face Claim:</strong> Louise Bourgoin&nbsp; &nbsp; &nbsp;<div class="floatright">(https://www.frenchentree.com/wp-content/uploads/2015/06/Louise-Bourgoin.jpg)</div><strong>Age:</strong> 23<br><strong>Occupation:</strong> Field Researcher<br><strong>Sex:</strong> Female<br><strong>Residence:</strong>&nbsp; Arkham, Mass.<br><strong>Birthplace:</strong> France<br><br><strong>Strength:</strong>&nbsp; 40&nbsp; &nbsp;<strong>Dexterity:</strong>&nbsp; 85&nbsp; &nbsp;<strong>Intelligence:</strong>&nbsp; 65<br><strong>Constitution:</strong>&nbsp; 45&nbsp; <strong>Appearance:</strong>&nbsp; 55&nbsp; &nbsp;<strong>Power:</strong>&nbsp; 70<br><strong>Size:</strong>&nbsp; 65&nbsp; &nbsp;<strong>Education:</strong>&nbsp; 80&nbsp; &nbsp;<strong>Movement Rate:</strong>&nbsp; 8<br><br><strong>Hit Points:</strong>&nbsp; 11&nbsp; <strong>Sanity:</strong> 70/70 Start/Max<br><strong>Luck:</strong>&nbsp; 45&nbsp; &nbsp;<strong>Magic Points:</strong>&nbsp; 16<br><br><strong>Damage Bonus:</strong>&nbsp; 0&nbsp; &nbsp;<strong>Build:</strong>&nbsp; 0<br><br><div align="center"><strong>Investigator Skills</strong></div><br><strong>Accounting (05%):</strong>&nbsp; 05%&nbsp; &nbsp;<strong>Anthropology (01%):</strong>&nbsp; 50%&nbsp; &nbsp;<strong>Appraise (05%):</strong>&nbsp; 05%&nbsp; <strong>Archaeology (01%):</strong>&nbsp; 01%&nbsp; &nbsp;<strong>Art/Craft (05%):</strong>&nbsp; 05%&nbsp; &nbsp;<strong>Charm (15%):</strong>&nbsp; 15%&nbsp; &nbsp;<br><strong>Climb (20%):</strong>&nbsp; 20% <strong>Credit Rating (00%):</strong>&nbsp; 20%&nbsp; <strong>Cthulhu Mythos (00%):</strong> 00%&nbsp; <strong>Disguise (05%):</strong>&nbsp; 05%&nbsp; <strong>Dodge (Half DEX):</strong>&nbsp; 42%&nbsp; &nbsp;<strong>Drive Auto (20%):</strong>&nbsp; 20%&nbsp; <br><strong>Elec. Repair (10%):</strong>&nbsp; 10%&nbsp; &nbsp;<strong>Fast Talk (05%):</strong>&nbsp; 05%&nbsp; &nbsp;<strong>Fighting (Brawl) (25%):</strong>&nbsp; 50%&nbsp; <strong>Fighting (Sword):</strong>&nbsp; 30%&nbsp; <strong>Firearms (Handgun) (20%):</strong>&nbsp; 20% <br><strong>Firearms (Rifle/Shotgun) (25%):</strong> 25% <strong>First Aid (30%):</strong> 40% <strong>History (05%):</strong>&nbsp; 20%&nbsp; <strong>Intimidate (15%):</strong> 15%&nbsp; <strong>Jump (20%):</strong>&nbsp; 20%&nbsp; <strong>Language (Latin) (01%):</strong>&nbsp; 50% <br><strong>Language (Spanish) (01%):</strong>&nbsp; 50% <strong>&nbsp; Language (English) (EDU):</strong>&nbsp; 80%&nbsp; &nbsp;<strong>Law (05%):</strong> 05%&nbsp; &nbsp; <strong>Library Use (20%):</strong>&nbsp; 40%&nbsp; &nbsp;<strong>Listen (20%):</strong> 20%&nbsp; <strong>Locksmith (01%):</strong> 01%&nbsp; <br><strong>Mech. Repair (10%):</strong>&nbsp; 10%&nbsp; &nbsp;<strong>Medicine (01%):</strong>&nbsp; 50%&nbsp; <strong>Natural World (10%):</strong>&nbsp; 10%&nbsp; <strong>Navigate (10%):</strong>&nbsp; 10%&nbsp; <strong>Occult (05%):</strong> 45%&nbsp; <strong>Op. Hv. Machine (01%):</strong>&nbsp; 01% <br><strong>Persuade (10%)</strong> 45%&nbsp; <strong>Pilot (01%):</strong> 01%&nbsp; <strong>Psychology (10%):</strong> 45%&nbsp; &nbsp;<strong>Psychoanalysis (01%):</strong>&nbsp; &nbsp;01%&nbsp; &nbsp;<strong>Ride (05%):</strong>&nbsp; 05%&nbsp; &nbsp;<strong>Science - Pharmacy (01%):</strong>&nbsp; 50% <br><strong>Sleight of Hand (10%):</strong>&nbsp; &nbsp;10% <strong>Spot Hidden (25%):</strong> 40%&nbsp; &nbsp; <strong>Stealth (20%):</strong>&nbsp; 20%&nbsp; &nbsp;<strong>Survival - Jungle (10%):</strong>&nbsp; 50%&nbsp; &nbsp;<strong>Swim (20%):</strong>&nbsp; 20%<br><strong>Throw (20%):</strong>&nbsp; 20%&nbsp; &nbsp;<strong>Track (10%):</strong>&nbsp; 10%<br><br><div align="center"><strong>Skill Specialties</strong></div><br><strong>Science - Pharmacy (01%):</strong>&nbsp; 50%<br><strong>Survival - Jungle (10%):</strong>&nbsp; 50% <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">Machete - 1d8+db, none, 1, none, none</span><br><br><div align="center"><strong>Gear &amp; Possessions</strong></div><br>Machete, Compass, Medical Case with First Aid Supplies, 2 Journals, Notebook, 2 Pens, Pencil &amp; 5 changes of clothes (1 Dress and 4 utility)<br><br><div align="center"><strong>Cash &amp; Assets</strong></div><br><strong>Spending Level:</strong> $10&nbsp; &nbsp; <strong>Cash:</strong>&nbsp; $40<br><strong>Assets:</strong>&nbsp; Various assets up to $1000<br><br><div align="center"><strong>Backstory</strong></div>Graduating top of her class at Havard Univerisity in the Field of Medicine, Even with her minors in Anthropology and Pharmacy,&nbsp; Lucienne found it hard to find a job as a Doctor in a mainly male-dominated occupation. At best, she was offered a job as a nurse. An opportunity came when her Anthropology Professor was tasked to conduct research among the Chibcha people in South America. Heading down to South America was an adventure and she took many months convincing her family who wanted to marry her off. They already found it difficult because of her education. Hitting the ground running, she soon worked and studied among the Chibcha people at the same time she was fascinated with their ability to heal the sick and injured with berries, herbs, and poisons. When it was time for her Anthropological team to leave, she decided to stay on with the blessings of the Professor and Chief of the Chibcha. Weeks become months and soon Lucienne was one of the tribe, learning all she could about the culture, medicines, and beliefs. During her last few months there, the Chicha people warred with another, many were injured including the Chief who was shot with a poisoned arrow. Without care for her life, she started immediate treatment and pulled the poisoned out of the Chief. Grateful, the Chief adopted her into his family, gifting her with his own Machete. She left just before he was about to offer her a husband. <br><br><strong>Personal Description:</strong>&nbsp; With a bit of makeup, hair brought up into a bun and dressed in the latest fashion, Lucienne may be called quite attractive. However, out in the field, there was no cause of doing all of this. The smells of the makeup and perfumes would draw predators, besides it would just run with the humidity of South America and could you imagine wearing a dress in the middle of the South American rainforest. Out there, especially among the Chibcha tribe, one would be shunned as useless at best, use as bait at worst. Lucienne normally out in the field is without makeup, her hair will be down and comfortable in men's clothes, or in some cases, topless. Her parents would absolutely have a fit.<br><br><strong>Traits:</strong>&nbsp; Caregiver and Healer<br><br><strong>Ideology/Beliefs:</strong> <br>There is a cure to be found in the superstitious and occult beliefs of indigenous people. We just have to rediscover them<br><br><strong>Significant People:</strong>&nbsp; Dr Mary Edwards Walker, the first wave of women in the United States to earn an MD degree and also thought to be the first female surgeon. It was the inspirational talk that Dr. Mary Edwards Walker gave to a young girl that made her go into Medicine.<br><br><strong>Meaningful Locations:</strong> A waterfall in the middle of the South American Rainforest where she discovered an alternative to an antibiotic in a newt.<br><br><strong>Treasured Possessions:</strong>&nbsp; Her compass and Machete<br><br><strong>Injuries &amp; Scars:</strong>&nbsp; <br><br><strong>Phobias &amp; Manias:</strong>&nbsp; <br><br><strong>Arcane Tomes, Spells, and Artifacts:</strong>&nbsp; <br><br><strong>Encounters with Strange Entities:</strong>&nbsp; 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>Arcanist</strong> on <strong>26-04-2019, 13:35:40</strong>
			</dt>
			<dd class="postbody">
				How are the characters going? Are we going to start soon?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>ChicagoOkie</strong> on <strong>26-04-2019, 17:55:54</strong>
			</dt>
			<dd class="postbody">
				There was an issue with their computer, and they said they would get it to me this weekend. But, I'm thinking of starting things tomorrow night regardless. I would like to have more investigators, but it will work with what we have.<br><br>Expect the opening post in about 36 hours.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>ChicagoOkie</strong> on <strong>28-04-2019, 07:46:02</strong>
			</dt>
			<dd class="postbody">
				I have posted the start of the game.<br><br>A couple of notes<br><br>1.) If anyone decides to invite Tina off the plane, she will politely decline with a shake of her head and continue staring out the window. She is painfully shy. So, feel free to roleplay that part yourselves.<br><br>2.) Abraham is still on the dock and is unloading packages. He looks strange, I will describe him more later if anyone wants to interact with him. Also, he is moving the couple of crates like they were nothing.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>Athem</strong> on <strong>29-04-2019, 07:28:46</strong>
			</dt>
			<dd class="postbody">
				<strong>Name:</strong> Mattie Green<br><strong>Face Claim:</strong> -&nbsp; &nbsp; <br><strong>Age:</strong> 22<br><strong>Occupation:</strong> Dillettante (Socialite)<br><strong>Sex:</strong> Female<br><strong>Residence:</strong>&nbsp; Arkham, Mass.<br><strong>Birthplace:</strong>&nbsp; Beverly, Mass.<br><br><strong>Strength:</strong> 55&nbsp; <strong>Dexterity:</strong> 80&nbsp; <strong>Intelligence:</strong> 85<br><strong>Constitution:</strong> 60&nbsp; <strong>Appearance:</strong> 80&nbsp; <strong>Power:</strong> 65<br><strong>Size:</strong> 50&nbsp; <strong>Education:</strong> 80&nbsp; <strong>Movement Rate:</strong> 9<br><br><strong>Hit Points:</strong> 11&nbsp; <strong>Sanity:</strong> 65/65 Start/Max<br><strong>Luck:</strong> 20&nbsp; <strong>Magic Points:</strong> 13<br><br><strong>Damage Bonus:</strong> None <strong>Build:</strong> 0<br><br><div align="center"><strong>Investigator Skills</strong></div><br><strong>Accounting (05%):</strong> 60%&nbsp; <strong>Anthropology (01%):</strong>&nbsp; &nbsp; &nbsp;<strong>Appraise (05%):</strong>&nbsp; &nbsp; &nbsp;<strong>Archaeology (01%):</strong>&nbsp; &nbsp; &nbsp;<strong>Art/Craft (05%):</strong>&nbsp; <strong>Charm (15%):</strong> 60%&nbsp; <strong>Climb (20%):</strong> 60%&nbsp; <strong>Credit Rating (00%):</strong> 60% <strong>Cthulhu Mythos (00%):</strong> <strong>Disguise (05%):</strong>&nbsp; &nbsp; &nbsp;<strong>Dodge (Half DEX):</strong> 60% <strong>Drive Auto (20%):</strong> 60% <strong>Elec. Repair (10%):</strong>&nbsp; &nbsp; &nbsp;<strong>Fast Talk (05%):</strong> 60% <strong>Fighting (Brawl) (25%):</strong>&nbsp; &nbsp; &nbsp;<strong>Firearms (Handgun) (20%):</strong> 50% <strong>Firearms (Rifle/Shotgun) (25%):</strong> <strong>First Aid (30%):</strong>&nbsp; &nbsp; &nbsp;<strong>History (05%):</strong>&nbsp; &nbsp; &nbsp;<strong>Intimidate (15%):</strong>&nbsp; &nbsp; &nbsp;<strong>Jump (20%):</strong> 60% <strong>Language (Other) (01%):</strong>&nbsp; &nbsp; &nbsp;<strong>Language (Own) (EDU):</strong>&nbsp; &nbsp; &nbsp;<strong>Law (05%):</strong>&nbsp; &nbsp; &nbsp;<strong>Library Use (20%):</strong>&nbsp; &nbsp; &nbsp;<strong>Listen (20%):</strong> <strong>Locksmith (01%):</strong>&nbsp; &nbsp; &nbsp;<strong>Mech. Repair (10%):</strong> 25% <strong>Medicine (01%):</strong>&nbsp; &nbsp; &nbsp;<strong>Natural World (10%):</strong>&nbsp; &nbsp; &nbsp;<strong>Navigate (10%):</strong>&nbsp; &nbsp; &nbsp;<strong>Occult (05%):</strong>&nbsp; &nbsp; &nbsp;<strong>Op. Hv. Machine (01%):</strong>&nbsp; &nbsp; &nbsp;<strong>Persuade (10%)</strong>&nbsp; &nbsp; &nbsp;<strong>Pilot (01%):</strong> <strong>Psychology (10%):</strong>&nbsp; &nbsp; &nbsp;<strong>Psychoanalysis (01%):</strong>&nbsp; &nbsp; &nbsp;<strong>Ride (05%):</strong> 25% <strong>Science (01%):</strong>&nbsp; &nbsp; &nbsp;<strong>Sleight of Hand (10%):</strong>&nbsp; &nbsp; &nbsp;<strong>Spot Hidden (25%):</strong>&nbsp; &nbsp; &nbsp;<strong>Stealth (20%):</strong>&nbsp; &nbsp; &nbsp;<strong>Survival (10%):</strong>&nbsp; &nbsp; &nbsp;<strong>Swim (20%):</strong> 60% <strong>Throw (20%):</strong>&nbsp; &nbsp; &nbsp;<strong>Track (10%):</strong><br><br><div align="center"><strong>Skill Specialties</strong></div><br><strong>Art/Craft (Dancer) (05%):</strong> 35%<br><br><div align="center"><strong>Weapons</strong></div><br><strong>Weapon Name -- Damage, Range, Attacks, Ammo, Malfunction</strong><br><span class="bbc_u">.32 automatic (Colt Model 1903 Pocket Hammerless) -- 1d8, 15 yards, 1(3), 8, 99</span><br><span class="bbc_u">Unarmed -- 1d3+damage bonus, none, 1, none, none</span><br><br><div align="center"><strong>Gear &amp; Possessions</strong></div><br>Box of 100 .32 ACP rounds (92 left, 8 in gun)<br>Lots of clothes in 2 suitcases<br><br><div align="center"><strong>Cash &amp; Assets</strong></div><br><strong>Spending Level:</strong> $50&nbsp; <strong>Cash:</strong> $300<br><strong>Assets:</strong> $30,000<br>Bright yellow roadster (currently at home)<br><br><div align="center"><strong>Backstory</strong></div><br>Matilda Green, usually known as Mattie, comes from a wealthy New England family, distant relatives of businessman Edward Howland Robinson Green. She went to an expensive boarding school, which nurtured her independence to a greater extent than her parents intended. It was set in spacious grounds, with open countryside beyond; Mattie fell in with a group of girls with an adventurous streak, climbing trees and swimming in lakes when they were supposed to be studying.<br><br>Somewhat to everyone's surprise, including her own, Mattie had a head for figures and business. She's made use of this to surreptitiously check on investment opportunities: a lot of young businessmen have spilled things they shouldn't to the attractive and seemingly naive socialite. In fact, she's currently on her way back home after checking out investment opportunities in the Florida land boom: she's going to warn her family that it looks like speculation based on hot air, and to steer clear.<br><br><strong>Personal Description:</strong>&nbsp; Fashionably slim build, innocent face with enchanting eyes, auburn hair.<br><br><strong>Traits:</strong> Seeks adventure and excitement, will try anything once. Loves to swim (and has been known to - gasp! - skinny-dip). Still likes to climb trees occasionally.<br><br><strong>Ideology/Beliefs:</strong> A Christian out of habit, but her worship is by rote rather than belief.<br><br><strong>Significant People:</strong>&nbsp; Her elder brother Archibald. He served in the Great War and they had a row when he was home on leave. He was killed during the Ludendorff Offensive. The shock of his death, and her feeling of regret that she never got the chance to patch up their quarrel, drives Mattie's slightly frivolous manner and tendency to think only of the present.<br><br><strong>Meaningful Locations:</strong>&nbsp; -<br><br><strong>Treasured Possessions:</strong>&nbsp; Any possessions that your character might have that has meaning to them.<br><br><strong>Injuries &amp; Scars:</strong>&nbsp; -<br><br><strong>Phobias &amp; Manias:</strong>&nbsp; -<br><br><strong>Arcane Tomes, Spells, and Artifacts:</strong>&nbsp; -<br><br><strong>Encounters with Strange Entities:</strong>&nbsp; -<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>Athem</strong> on <strong>30-04-2019, 08:26:21</strong>
			</dt>
			<dd class="postbody">
				BTW, I've had the chance to fly as a passenger in a Dragon Rapide, a small 1930s airliner. The seating was small wicker chairs that made modern economy seats look roomy&nbsp; :-)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>ChicagoOkie</strong> on <strong>30-04-2019, 08:37:10</strong>
			</dt>
			<dd class="postbody">
				I saw a picture of the interior of the plane I was using as inspiration. It was basically four seats, padded, might as well been stools. I can't find the pic, but it reminded my of a small cabin in a boat.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>ChicagoOkie</strong> on <strong>30-04-2019, 09:26:33</strong>
			</dt>
			<dd class="postbody">
				Added a map of the Island to the first post for reference. It is pretty basic, but I wanted you all to have an idea of the island and town look like.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>Athem</strong> on <strong>01-05-2019, 08:59:48</strong>
			</dt>
			<dd class="postbody">
				I'm guessing it looks a bit like the cabin in this picture: https://www.ssplprints.com/image/130887/four-men-in-the-passenger-cabin-of-a-supermarine-swan-flying-boat-c-1924<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>ChicagoOkie</strong> on <strong>02-05-2019, 02:53:02</strong>
			</dt>
			<dd class="postbody">
				No, the picture I saw was actual upholstered chairs. No wicker. The plane I was looking at was the Loening model 23, which was actually designed for rich people. They called it the flying yacht. It saw service as an air taxi from 21 to 23 but stopped use due to lots of crashes.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>ChicagoOkie</strong> on <strong>02-05-2019, 06:13:20</strong>
			</dt>
			<dd class="postbody">
				I hope I'm not moving things along too fast. If I am let me know. Especially if you all want to spend more time in the moment.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>ChicagoOkie</strong> on <strong>02-05-2019, 23:17:37</strong>
			</dt>
			<dd class="postbody">
				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:&nbsp; She looks around the room hoping to find something useful.<br>GM:&nbsp; She searches the room but there isn't anything of interest.<br><br>Something there with a success<br>Player:&nbsp; She digs through the desk looking for the key to unlock the door.<br>GM:&nbsp; Roll a regular spot hidden check<br>Player:&nbsp; Rolls a 45 and succeeds<br>GM:&nbsp; She finds a hidden compartment with the key and a sheet of paper inside with strange writing on it.<br>Player:&nbsp; 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:&nbsp; She digs through the desk looking for the key to unlock the door.<br>GM:&nbsp; Roll a regular spot hidden check<br>Player:&nbsp; Rolls a 75 and fails<br>GM:&nbsp; She doesn't find anything more than some random paperwork.<br>Player:&nbsp; Sally dejectedly stops searching the desk and looks around the rest of the room.<br><br>Failure and then a Push success<br>Player:&nbsp; She digs through the desk looking for the key to unlock the door.<br>GM:&nbsp; Roll a regular spot hidden check<br>Player:&nbsp; Rolls a 75 and fails<br>GM:&nbsp; She doesn't find anything more than paperwork and some office supplies.<br>Player:&nbsp; 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:&nbsp; Roll again<br>Player:&nbsp; Rolls a 15<br>GM:&nbsp; She finds a hidden compartment with the key and a sheet of paper inside with strange writing on it.<br>Player:&nbsp; 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:&nbsp; She digs through the desk looking for the key to unlock the door.<br>GM:&nbsp; Roll a regular spot hidden check<br>Player:&nbsp; Rolls a 75 and fails<br>GM:&nbsp; She doesn't find anything more than paperwork and some office supplies.<br>Player:&nbsp; 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:&nbsp; Roll again<br>Player:&nbsp; Rolls a 68<br>GM:&nbsp; 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.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>Arcanist</strong> on <strong>03-05-2019, 00:15:39</strong>
			</dt>
			<dd class="postbody">
				My bad!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>ChicagoOkie</strong> on <strong>03-05-2019, 00:33:51</strong>
			</dt>
			<dd class="postbody">
				No worries. I forgot to clarify that in the beginning. Growing pains.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>Writersblockade</strong> on <strong>17-05-2019, 04:40:44</strong>
			</dt>
			<dd class="postbody">
				Hi Folks! Looking to crash this partaaaay!<br><br><br><strong>Name:</strong> Edward "Teddy Bear" Freeman<br><strong>Face Claim:</strong> Optional&nbsp; &nbsp; &nbsp;<div class="floatright">(https://i0.wp.com/theballerlife.com/wp-content/uploads/2018/02/winston-duke-wiki-bio-pics-photos.jpg)</div><strong>Age:</strong> 27<br><strong>Occupation:</strong> Musician<br><strong>Sex:</strong> Male<br><strong>Residence:</strong>&nbsp; Arkham, Mass.<br><strong>Birthplace:</strong>&nbsp; Baton Rouge, Louisiana (Though moved to NY at early age)<br><br><strong>Strength:</strong> 70&nbsp; &nbsp; <strong>Dexterity:</strong> 45&nbsp; <strong>Intelligence:</strong> 80<br><strong>Constitution:</strong> 35&nbsp; &nbsp; <strong>Appearance:</strong> 55 <strong>Power:</strong> 60<br><strong>Size:</strong> 70&nbsp; &nbsp;<strong>Education:</strong> 75&nbsp; &nbsp; <strong>Movement Rate:</strong> 8<br><br><strong>Hit Points:</strong>10&nbsp; &nbsp; <strong>Sanity:</strong> Start/Max 60<br><strong>Luck:</strong> 45&nbsp; &nbsp; <strong>Magic Points:</strong><br><br><strong>Damage Bonus:</strong> +1D4&nbsp; &nbsp; <strong>Build:</strong> 1<br><br><div align="center"><strong>Investigator Skills</strong></div><br><strong>Accounting (05%):</strong>&nbsp; &nbsp; &nbsp;<strong>Anthropology (01%):</strong>&nbsp; <strong>Appraise (05%):</strong> <strong>Archaeology (01%):</strong>&nbsp; &nbsp; &nbsp;<strong>Art/Craft (05%):</strong> Trumpet 25 <strong>Charm (15%):</strong> <strong>Climb (20%):</strong> 25&nbsp; &nbsp; &nbsp;<strong>Credit Rating (00%):</strong>10 <strong>Cthulhu Mythos (00%):</strong><br><strong>Disguise (05%):</strong>&nbsp; &nbsp; &nbsp;<strong>Dodge (Half DEX):</strong> 55&nbsp; <strong>Drive Auto (20%):</strong> <strong>Elec. Repair (10%):</strong>&nbsp; &nbsp; &nbsp;<strong>Fast Talk (05%):</strong> <strong>Fighting (Brawl) (25%):</strong> 60&nbsp; <strong>Firearms (Handgun) (20%):</strong> 30<strong>Firearms (Rifle/Shotgun) (25%):</strong> 63<br><strong>First Aid (30%):</strong>&nbsp; <strong>History (05%):</strong> <strong>Intimidate (15%):</strong> 40&nbsp; &nbsp; &nbsp;<strong>Jump (20%):</strong> <strong>Language (French) (01%):</strong>30&nbsp; <strong>Language (Own) (EDU):</strong> 75 <strong>Law (05%):</strong> <strong>Library Use (20%):</strong> 25&nbsp; &nbsp; <strong>Listen (20%):</strong> 50<br><strong>Locksmith (01%):</strong>&nbsp; &nbsp; &nbsp;<strong>Mech. Repair (10%):</strong> 25&nbsp; &nbsp;<strong>Medicine (01%):</strong> <strong>Natural World (10%):</strong>&nbsp; &nbsp; &nbsp;<strong>Navigate (10%):</strong>20 <strong>Occult (05%):</strong> <strong>Op. Hv. Machine (01%):</strong>&nbsp; &nbsp; &nbsp;<strong>Persuade (10%)</strong> <strong>Pilot (01%):</strong><br><strong>Psychology (10%):</strong>30&nbsp; &nbsp; &nbsp;<strong>Psychoanalysis (01%):</strong>&nbsp; &nbsp; <strong>Ride (05%):</strong> <strong>Science (01%):</strong>&nbsp; &nbsp; &nbsp;<strong>Sleight of Hand (10%):</strong> <strong>Spot Hidden (25%):</strong>35&nbsp; &nbsp; &nbsp;<strong>Stealth (20%):</strong>25 <strong>Survival (10%):</strong>20 <strong>Swim (20%):</strong>25<br><strong>Throw (20%):</strong>&nbsp; &nbsp; &nbsp;<strong>Track (10%):</strong> 15<br><br><div align="center"><strong>Skill Specialties</strong></div><br>List any specialties in the same format. Ex:&nbsp; <strong>Science (Physics) (01%):</strong> Then the value.<br><strong>Art/Craft (05%):Trumpet</strong> 25<br><strong>Survival (10%): Forest</strong> 20<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><br><div align="center"><strong>Gear &amp; Possessions</strong></div><br>List any any possessions your character travels with.<br>Trumpet w. case<br>2 box of matches<br>&nbsp;<div align="center"><strong>Cash &amp; Assets</strong></div><br><strong>Spending Level:</strong> $10&nbsp; &nbsp; <strong>Cash:</strong> $20<br><strong>Assets:</strong> $500<br><br><div align="center"><strong>Backstory</strong></div> Edward was raised by two equally hard-working parents that moved to New York on a gamble for a better life, and placed into him their hopes and dreams for the future. Edward, to his credit, did not disappoint, but the world was cruel, and despite both of his parent's feelings regarding his signing up to fight in a war that didn't involve them, Edward saw it as an opportunity to show that they shouldn't be afraid to fight for the place they wanted to call home, and that because it was their home, they <strong>should</strong> fight. He volunteered to leave behind all that he knew for the National Guard, and found himself serving his country in a very different way than he'd imagined. Namely digging, carrying, and serving up drinks. Through a stroke of luck, or maybe fate, his people ended up stiffening the French forces. He'd like to think it was better than being some glorified busboy, but war had a way of making you really ponder those high and mighty opinions.<br><br>But was he saw, and through it he'd experienced his fair share of Joys. He learned to play the Trumpet (because nobody, and I mean nobody joins Dickie's Devil Dogs without knowing a damn instrument) and also learned French on the line, which made him an oddity of sorts, but served to keep him from going crazy when they had nothing to do in their trenches but wait. When the war ended, he went back to France to live, having hated the truth he was forced to face about the state of his liberties. He managed to live on his wits, his fists, and his music until a faithful day when a voice from his past came to find him.<br><br><strong>Personal Description:</strong>&nbsp; Country-bred, tall and strong-looking. Broad shouldered, dark-chocolate skin, and eyes that seem to have an intelligence behind them that one would underestimate. Brown eyes, that somehow always look in the middle of a smile and a scowl at the same time.<br><br><strong>Traits:</strong>&nbsp; Worker, Loyal, Comedian<br><br><strong>Ideology/Beliefs:</strong>&nbsp; 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;"></ul><strong></strong><ul class="bbc_list"><li>Mankind can do fine without religions - Has seen the religious and non-religious die just the same, with nothing left of their prayers or wisecracks put those they left behind.</li></ul><br><br><strong>Significant People:</strong>&nbsp; Franklin Cooper, who brought him his trumpet when he finally learned to play, and for whom he still plays in hopes of one day sounding good enough to merit the gift.<br><br><strong>Meaningful Locations:</strong>&nbsp; Only in France. A few battlefields.<br><br><strong>Treasured Possessions:</strong>&nbsp; His Trumpet<br><br><strong>Injuries &amp; Scars:</strong>&nbsp; Bullet wound on his left shoulder, multiple scars on his person, one scar on his neck from a very close bullet shave (right side)<br><br><strong>Phobias &amp; Manias:</strong>&nbsp; <br><br><strong>Arcane Tomes, Spells, and Artifacts:</strong>&nbsp; Things the characters gains through the game.<br><br><strong>Encounters with Strange Entities:</strong>&nbsp; Starts empty, but will be added to as the game goes.[/list]<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>Arcanist</strong> on <strong>17-05-2019, 05:18:12</strong>
			</dt>
			<dd class="postbody">
				Woohoo!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>ChicagoOkie</strong> on <strong>19-05-2019, 03:53:08</strong>
			</dt>
			<dd class="postbody">
				Edward has been officially tagged. It's a bit short to start. He still on the boat. Feel free to describe the person piloting the boat how ever you like. No one else is on the boat.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>Arcanist</strong> on <strong>19-05-2019, 14:45:00</strong>
			</dt>
			<dd class="postbody">
				I got to stop rolling high. 59 spot hidden
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>ChicagoOkie</strong> on <strong>19-05-2019, 20:56:25</strong>
			</dt>
			<dd class="postbody">
				Let's just hope you roll low when you really need it.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>PixelatedPixie</strong> on <strong>07-06-2019, 06:39:49</strong>
			</dt>
			<dd class="postbody">
				Apologies, I forgot I hadn't posted.&nbsp; Unfortunately though I should probably back out of this one.&nbsp; Apologies again, thank you for the opportunity, and I hope you all have fun!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Call of Cthulhu: Island Dreams OOC</strong><br>
				Post by: <strong>Writersblockade</strong> on <strong>22-06-2019, 18:58:01</strong>
			</dt>
			<dd class="postbody">
				It looks like this is down? Which would be a shame, as there's no other system CoC games in this forum. If the keeper should ever get it back going, I'm more than happy to join in. 
			</dd>
		</dl>
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