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Attributes

Attributes in Call of Cthulhu range between 0 (which is the lowest possible) and 99 (which is the human maximum in most attributes). The higher the number, the better. Around 60 is the human average for most attributes.

The attributes are:

  •  Strength (STR): This score determines your physical muscle might and mass. It determines how much you can lift and how tightly or for how long you can hold onto something. This score, when combined with SIZ determines your bonus damage in melee combat.
  • Constitution (CON): This score determines your physical hardiness as well as your health, vigor and vitality. Your HP is directly affected by your CON score.
  • Size (SIZ): This score averages both height and weight together to give a simple score that represents your physical mass. SIZ affects both your HP and your bonus damage in melee combat and can never be increased once the game begins.
  • Dexterity (DEX): This score represents your innate speed, as well as your flexibility and agility. Characters with a high DEX score act first in combat.
  • Appearance (APP): This score rolls together all social statistics, including your physical appearance as well as your innate charisma. For obvious reasons, it is vital in social situations.
  • Intelligence (INT): This score represents quick-wittedness, problem-solving ability and the ability to analyze, learn and remember information. It determines the number of extra personal interest skill points you receive at character creation, but a high score can cause your sanity to drop faster.
  • Power (POW): This score represents your force of will as well as your natural aptitude and resistance to magic and the forces of the unknown. This score also determines how much sanity your character begins the game with as well as your magic points.
  • Education (EDU): This score is a measure of formal and factual knowledge that the character possesses – though it is simply a measure of retained information, the ability to use that information is covered by intelligence. This score determines how many occupational skill points you receive at the beginning of the game.
  • Luck (LUCK): This is a flat score that can be used to affect the outcome of rolls throughout the game. This score represents a pool of points you can use to increase your dice rolls and lowers as it is expended. It recovers after each session or after resting.

First, we must determine your attributes. Call of Cthulhu uses a lot and they are all randomly generated, so prepare some dice. First, roll 3D6 5 times. Then, multiply each result by five. These five scores are will become your STR, CON, DEX, APP and POW scores. You may choose which roll becomes which attribute. Second, roll 2D6+6 3 times. Then, multiply each result by five. These scores become your SIZ, INT and EDU scores. Again, you may choose which roll becomes which attribute. Finally, roll 3D6 once more. Multiply this result by five. This is your luck score.

Determined scores

  • Your sanity (SAN) is your grip on the world around you. It drops whenever you perceive something not of this world or something so shocking that it forces you to question your own existence. If it ever drops by more than five at a time, you will suffer the effects of temporary insanity .If it reaches 0, you go permanently and incurably insane. Your starting sanity is equal to your POW score.
  • Your magic points (MP) represent your ability to tap into the forces of the arcane and the ether around you. They regenerate slowly on their own. Most characters will never you a single MP and the simple fact of using even a single point will cost you portions of your sanity. Your MP is equal to your POW score, divided by 5.
  • Your hit points (HP) are a representation of how much damage you have taken. If you reach 0 HP without a major wound, you fall unconscious. If you reach 0 HP and you have a major wound, you begin to die. Your starting HP is equal to your CON and your SIZ added together, then divided by 10.
  • Your damage bonus (DB) in melee combat as well as your physical build score (B) is determined by your STR and your SIZ added together. If the total is 64 or lower, you have a DB of -2 and a B of -2. If between 65 and 84, both scores are -1. If between 85 and 124, both scores are 0. If between 125 and 164, you have a DB of +1d4 and a B of 1. If between 165-204, you have a DB of +1d6 and a B of 2.
  • Your movement rate (MOV) determine how many meters you can move. You can move up to five times your MOV score in one round. If both your STR and DEX are lower than your SIZ, you have MOV 7. If both your STR and DEX are higher than your SIZ, you have MOV 9. In all other cases, you have MOV 8.

Age

  • If your character is between 15 and 19, you must deduct 5 points from among STR and SIZ (not from both, but 5 points from between the two scores). You must also deduct 5 points from your EDU. You may roll twice and take the higher result to determine your LUCK.
  • If your character is between 20 and 39, you may roll to improve your EDU once.
  • If your character is between 40 and 49, you may roll to improve your EDU twice, but you must deduct 5 points from among STR, CON and DEX. You APP also decreases by 5.
  • If your character is between 50 and 59, you may roll to improve your EDU three times, but you must deduct 10 points from among STR, CON and DEX. You APP also decreases by 10.
  • If your character is between 60 and 69, you may roll to improve your EDU four times, but you must deduct 20 points from among STR, CON and DEX. You APP also decreases by 15.
  • If your character is between 70 and 79, you may roll to improve your EDU four times, but you must deduct 40 points from among STR, CON and DEX. You APP also decreases by 20.
  • If your character is between 80 and 89, you may roll to improve your EDU four times, but you must deduct 80 points from among STR, CON and DEX. You APP also decreases by 25.

Important Note

It is wise to make a note of all of the one-half values and one-fifth values of your percentage attributes. These will come up if you attempt difficult rolls.

Occupation

See List of Occupations.

Take the number of occupational skill points and allot them among your occupational skills. The percentage presented on the character sheet is the starting score for the skill. Any skill points you spend add on to this number. No skill may be above 80% at the beginning of the game with the exception of Cthulhu Mythos which simply may not be taken. You may also add these points into your Credit Rating within the range allowed for your occupation.

Once again, it is advisable to calculate the one-half value and the one-fifth value of all of your percentage skill as these values may be used in game.

Personal Interest Skills

These skill points represent a field of interest or study outside of your occupation. You receive a number of skill points equal to your INT multiplied by 2.

As stated before, the percentage presented on the character sheet is the starting score for the skill. Any skill points you spend add on to this number. No skill may be above 80% at the beginning of the game with the exception of Cthulhu Mythos which simply may not be taken. In addition, credit rating may not be improved with personal interest points, though other occupational skills may be. It is advisable to calculate the one-half value and the one-fifth value of all of your percentage skill as these values may be used in game.

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