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 Creating your character guide

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Rayne
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Rayne


Posts : 6
Join date : 2010-01-20
Location : Earth

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Name: : David Tompson
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PostSubject: Creating your character guide   Creating your character guide I_icon_minitimeSun Jan 24, 2010 12:26 am

1. Design your character
Give your character's personality and appearance a thought, develop who they are first. A visual aid picture would also be good so we can get a better visualization of what your character looks like, if you can't find a picture it's not a problem.

2. Create their stats.
A character's stats consist of 6 abilities:
Strength: Strength measures your character's muscle and physical power. It's most important to those intending to get into hand-to-hand combat. You apply your character's strength modifier to: melee offense, range offense of thrown weapons, and to gauge strength use abilities (kicking down doors, using rusted handles, etc).

Dexterity: Dexterity measures hand-eye coordination, agility, reflexes, and balance. If you want your character to be a marksman or good at avoiding damage, put a high score in Dexterity. You apply your character's dexterity modifier to: ranged offense, reaction, and reflex defense.

Constitution: Constitution represents your character's health and stamina. Since a good Constitution improves your health, it's important to everyone. You apply your constitution modifier to: fortitude defense, ability to survive damage, and breath holding duration.

Intelligence: Intelligence determines how well your character learns and reasons. If you want your character to have a lot of skills and be smart, put a high score in intelligence. You apply your character's intelligence modifier to: the number of languages known, the number of starting skills, and logic based actions (solving a puzzle, finding a pattern, etc).

Wisdom: Wisdom describes a character's willpower, common sense, perception, and intuition. While intelligence represents one's ability to analyze information, wisdom is more a case of being in tune with and aware of one's surroundings. An "absentminded professor" has low wisdom but high intelligence. A holy hermit might be unsophisticated (low intelligence) yet have a great insight (high wisdom). If you want your character to have keen senses or a sense of spirituality, put a high score in wisdom. Wisdom determines: starting sanity and will defense.

Charisma: Charisma measures a character's force of personality, persuasiveness, personal magnetism, leadership ability, and physical attractiveness. It represents actual inner strength or strength of personality, not merely how one is perceived by others in a given social setting. You apply your character's charisma score to influence others.

Once you have an idea of what you want your character to be, the next step is to buy your stats (no level 1 stat can go above 18 points):

Each stat begins at 8.
A stat of 9 costs 1 point.
A stat of 10 costs 2 points.
A stat of 11 costs 3 points.
A stat of 12 costs 4 points.
A stat of 13 costs 5 points.
A stat of 14 costs 6 points.
A stat of 15 costs 8 points.
A stat of 16 costs 10 points.
A stat of 17 costs 13 points.
A stat of 18 costs 16 points.

Each character is given 40 points to spend, so if you wanted to create an athlete type character, you could have: STR 16, DEX 15, CON 16, INT 10, WIS 10, CHA 15 (10+8+10+2+2+8 = 40 points spent)

Now what do these high numbers mean you may ask, obviously a higher ability number means a character is better in that area than others, letting them do things that others can't.

3.Select their skills and languages known
Skills: Every character selects twelve skills that they can use, a full list of skills is located here (link).
Languages: For every two points of Intelligence over 10, a character has the ability to speak one more language (1 additional at 12 INT, 2 more at 14, so on). English is always known.

4. Fill out character sheet
Once you have completed the steps up until this one, it's time to fill out your character sheet.


Last edited by Rayne on Sun Jan 24, 2010 10:51 pm; edited 1 time in total
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