The Fox River Affair
Here’s how I recommend going about building your character. First, get the quick start guide. I’m thinking of putting together an editable PDF of the character sheet, but that might have to wait until next week.
- Choose a profession first. Most people are defined somewhat by their work, so that’s a reasonable starting point. You don’t need to pick something from the book. You can be a professor or a newspaper photographer, but you could also be a visual artist, performance artist, or con artist. You can work at the Aurora YMCA. You could be a priest or a pastor. A gangster. An FBI agent. Anything you like. You may wish to hide this from/lie about this to other players (but you have to tell the GM). This might be a good time to sketch out a bit of a background: how much schooling does the character have? How did he/she decide on this career? Where did he/she grow up? Is there family in town or out of country?
- Stats are next. You have 100 points to distribute among the following stats, with minimum and maximum values for each given by the following table. You can go one or two points beyond these, but you need to give me a really good reason for doing so.
minimum description statistic maximum description 3 six year old child STR (strength) 18 Hulk Hogan 3 suffers anemia CON (constitution) 18 marathon runner 3 chronic addict POW (willpower) 18 Shaolin monk 3 semi-crippled clutz DEX (dexterity) 18 Olympic gymnast 3 hunchback of Notre Dame APP (appearance) 18 Cinderella 8 midget, anorexic SIZ (size) 18 pro football player 8 Dumb & Dumber INT (intelligence) 18 Albert Einstein 6 kindergarten EDU (education) 21 Ph.D. 1 barely above welfare Income 10 bank managers know you by name
- Figure out your derived attributes.
- Idea = INT x 5
- Luck = POW x 5
- Know = EDU x 5
- Hit points = (CON + SIZ) / 2
- Magic = POW
- SAN (maximum sanity) = POW x 5
- Yearly income and starting cash = Income x $1000 + $3500
- Damage bonus for hand-to-hand combat is based on (STR + SIZ) / 2
- 0-12 = -1d6
- 13-16 = -1d4
- 17-24 = 0
- 25-32 = +1d4
- 33-40 = +1d6
- 41-56 = +2d6
- Skills. You get EDU x 20 points to put into skills specific to your profession. If you’ve chosen something off the standard list, then send me a list of proposed skills that go with the profession and I’ll approve it. You get INT x 10 points to put into any skills you want except Cthulhu Mythos, but including weapon skills. Some skills have base values you don’t need to pay for, so if it starts at 15%, then you can add 20 points to get it up to 35%. No skill can start higher than 70%.
- Age. Your character is at least EDU + 6 years old, unless you have 16 or higher INT, in which case you can be EDU + 5.
- Background. Really flesh it out now. You might think about how you developed that photography skill, or how you came across your ability to spot hidden things. Don’t go insane with fifty pages, but have a good idea of who your character is. Cthulhu games can be very lethal… indeed, it’s unlikely you’ll all survive all the adventures. Just warning you now. (It probably couldn’t hurt to start a backup character when you have some free time.)
- Buy gear. Anything your character would normally have, I’ll assume you have. Stuff like guns, especially expensive clothes, and vehicles will have to be purchased with your starting money.