Pulp Character Generation Changes

Page history last edited by Michael 9 mos ago

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Changes to Call of Cthulhu 5.5 Edition character creation.

 

Stats:

 

  • Roll 3d6 each for STR, CON, DEX, and APP.
  • Roll 3d6+3 for EDU; each point roughly equals a year of school.
  • Roll 2D6+3 for POW.
  • Roll 2d6+6 for INT and SIZ.
  • Points in STR, CON, DEX, APP, and POW can be exchanged between each other.
  • Points in SIZ and INT can be exchanged between each other.

 

Initial Skills:

 

These represent your character's skills at the start of his or her career (at the end of schooling). 

 

  • Choose 12 Occupational/Professional Skills; allocate (EDU x 15) points between these skills, with a maximum of 99% in any one skill.
  • Allocate (INT x 10) points among Personal Interest skills (i.e., not to the Occupational/Professional skills), with a maximum of 99% in any one skill.

 

Career Experience:

 

To represent experience gained since the end of schooling, make a Luck roll (POW x 5%) for each year of 'experience', personal, professional, etc. (i.e. for professionals, the number of years of actual work or employment) that your character has. Career Experience begins after age 6 + EDU years.

 

For any Luck fumbles, subtract 15% from the next year's experience Luck roll. For any specials, add 1 to the 1d4 results.

 

For any Luck criticals, take it as a Luck roll check. [???]

 

For each successful Luck roll made, roll 1d4.

 

The 1d4 result represents the skill checks you get for that particular year. Split the checks for each year evenly between Occupation/Professional and Personal Interest skills. For adding entirely new skills, use 2 of the 1d4 roll results (hence, a result of '1' would mean no new skills that year).

 


 

 

The following skills aren't on the usual Call of Cthulhu sheet, but might come in handy:

 

  • Grenade Launcher:  base 25%. Covers rifle grenades, grenade launchers, flare guns, PIAT launchers, Fury Guns, and other large-projectile, low-velocity stuff.

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