Cthulhu Rising - ICM Character Generation.pdf

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CHARACTER GENERATION
INTRODUCTION:
The following information should allow a
Keeper who has experience running Call of
Cthulhu adventures to generate Interstellar
Colonial Marine characters for Cthulhu Rising.
Strike Ranks Summary:
DEX SR
SIZ SRM
Weapon Mod
Example
01-09 = 4
01-09 = 3
0.0-0.3m = 3
Fist/knife
10-15 = 3
10-15 = 2
0.4-1.1m = 2
1H weapon
16-19 = 2
16-19 = 1
1.2-2.1m = 1
2H weapon
20+ = 1
20+ = 0
2.2m+ = 0
Pike/tree?
All stages of character generation prior to the
choosing of a character profession are
identical to the rules found in the Call of
Cthulhu rulebook except with the following
additions:
Melee Strike Rank Modifier:
The sum of the DEX SR and the SIZ SRM.
Weapons Strike Rank Modifier:
This only really applies to melee weapons.
Consult the above table to determine.
CHARACTERISTICS AND SELECTED
ATTRIBUTES:
Characteristics and Selected Attributes are
generated as for the Call of Cthulhu character
generation rules, with the following additions:
Movement Rate:
All humans move at 3 metres per Melee
Round Strike Rank, unless specified.
Humanoid Hit Points per Location:
Location:
Skill Category Modifiers:
Skills in Cthulhu Rising are broken down into
category groups, each of which has a modifier,
based on certain characteristics. Total the
values of the influences of each characteristic
and apply them as follows:
Total
HP:
Leg
Abd*
Chest
Arm
Head
1
1
2
1
1
01-03
04-06
2
2
3
2
2
07-09
3
3
4
3
3
10-12
4
4
5
3
4
13-15
5
5
6
4
5
Primary
Secondary
Negative
16-18
6
6
8
5
6
+1 per 1 over 10
+1 per 2 over 10
Converse of
Primary
19-21
7
7
9 6 7
* Abbreviation of Abdomen
-1 per 1 under 10
-1 per 2 under 10
Agility:
DEX = Primary
STR = Secondary
SIZ = Negative
Communication:
INT = Primary
POW/APP = Secondary
Damage Modifier:
Total your Investigator’s STR+SIZ, then
consult the following table:
Perception:
INT = Primary
POW/CON = Secondary
Total
Bonus
Knowledge:
INT = Primary
01-12
-1d4
13-24
0
25-32
+1d4
Manipulation:
INT/DEX = Primary
STR = Secondary
Stealth:
DEX = Primary
SIZ/POW = Negative
33-40
+1d6
41-56
+2d6
every +16
+1d6 extra
Weapon Skills:
Attack % = Manipulation Modifier
Parry % = Agility Modifier
DEX Strike Rank:
Find your Investigator’s DEX on the table
below and read across to find their DEX Strike
Rank.
If applicable, Psychic Rules are generated
using the Psychic Powers Rules (see separate
document).
SIZ Strike Rank Modifier:
Find your Investigator’s SIZ on the table below
and read across to find their SIZ Strike Rank
Modifier.
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For more details about the Interstellar Colonial
Marines, see the document available from the
Cthulhu Rising website.
PsiCorps Military Attaché (psi-tech)
Search and Rescue Specialist (Rescue-
tech)
Sniper/Scout (Recon)
BACKGROUND AND LIMITATIONS:
In the 23rd century Humanity has spread out to
the stars. Although many colonial marines
come from Earth, many more have been born
and raised in the offworld colonies. In the
military of the 23rd Century, males and
females are treated equal in all possible
respects. The characters are highly trained
and expensively equipped specialists. Each
Marine has signed for at least six years. Basic
training takes at least one year. After two more
years as Private ("Grunt") the Marine has
received military occupational specialty (MOS)
training. The minimum number of years in
service for characters made with this template
is 4. Minimum rank is Private First Class.
A player chooses from one of the above MOS
classes, and depending on type chosen,
receives EDU x 10 to allocate to the following
skills:
Arms Technician (Arms-tech):
Responsible for the maintaining and repair of
offensive/defensive equipment and the placing
and use of demolition explosives, an arms-tech
is tasked with meeting mobility, counter-
mobility and survivability requirements of the
marine force he/she is assigned to, both
onboard ship and in the combat zone. As a
secondary role, arms-techs are also called
upon to fight as infantry when the need arises.
MOS Skills:
Armoury; Demolitions; Electronics (Systems);
Mechanical;
Powered
Armour;
Science
BASIC TRAINING:
Basic Training gives the marine the following
skills:
(Chemistry).
Combat Rifleman (Grunt):
A combat rifleman could best be described as
a career grunt, but this is selling them short.
They are infantrymen through and through,
and form the backbone of any fighting force.
MOS Skills:
MOS skill points are allocated to the Basic
Training skills list again. Note that the rules
regarding starting maximums still apply.
Armoury; Dodge; EVA; Unarmed Combat;
Zero G Combat; Computer Operation; Medical
First Aid; Navigation; Survival; Vacc Suit;
Sneak; Blade; Gun Combat (Rifle); Gun
Combat (Handgun); Gun Combat (user defined
– usually Shotgun or Machinegun); Vehicle.
The PC gets EDU x15 to allocate between the
above skills as percentiles. All the above skills
do not have to have points given to them, but
points undistributed are lost. No skill can start
at higher than 75% (including bonuses).
Computer Technician (Com-tech):
In the 23rd century, computers are essential to
every division of the military. Com-techs have
the responsibility of maintaining, processing
and troubleshooting military computer and
communications systems, as well as providing
technical skills in the combat zone should they
be required. As a secondary role, Drive-techs
are also called upon to fight as infantry when
the need arises.
MOS Skills:
Administration; Computer (Programming,
Security); Data Analysis; Electronics (Comm-
unications, Security, Systems).
MILITARY OCCUPATIONAL SPECIALTIES
To show that someone has successfully
passed Military Occupational Specialty (MOS)
training the term "Specialist" is often place
before his rank (e.g. Specialist Corporal). The
short form given in parenthesis behind the
MOS name is the standard designation. The
different MOS are:
Arms Technician (arms-tech)
Combat Rifleman (Rifleman)
Communications/Computer Technician
(com-tech)
Drive-tech:
Responsible for driving and maintaining any
ground vehicles assigned to the unit. As a
secondary role, Drive-techs are also called
upon to fight as infantry when the need arises.
MOS Skills:
Electronics (Communications); Gunnery;
Mechanic (Vehicle); Spot Hidden; Vehicle.
Driver Technician (drive-tech)
Flight-Engineer/Co-pilot Technician (flight-
tech)
Heavy Weapons Specialist
Medical Technician (med-tech)
NCO or Officer
Pilot Technician (pilot-tech)
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Flight-tech:
Except on small craft, two pilots usually make
up the cockpit crew. The co-pilot, often called
the Flight-tech, shares flying and other duties,
such as communicating with air traffic
controllers and monitoring the instruments.
The Flight-tech also monitors and operates
navigation and weapons systems, as well as
making minor in-flight repairs. As a secondary
role, Flight-techs are also called upon to fight
as infantry when the need arises.
MOS Skills:
Astrogation; Electronics (Communications);
Gunnery; Mechanic (Rockets, Turbo-Ramjet);
Navigation; Pilot (Aerospace, VTOL); Spot
Hidden.
monitoring the instruments with a co-pilot. As
a secondary role, Pilots are also called upon to
fight as infantry when the need arises.
MOS Skills:
Astrogation; Electronics (Communications);
Gunnery; Mechanic (Rockets, Turbo-Ramjet);
Navigation; Pilot (Aerospace, Starcraft; VTOL);
Science (Physics); Spot Hidden.
PsiCorps:
A quasi-military branch of the MAA, PsiCorps
operatives are usually assigned as ‘psychic
security’ to government officials, or attached to
UEAF units on missions that might benefit from
the availability of psychic powers. As a
secondary role, PsiCorps are also called upon
to fight as infantry when the need arises.
MOS Skills:
Administration; Fast talk; Interrogation;
Streetwise; Computer (Programming); Science
(choose).
Heavy Weapons Specialist:
Essentially a Combat Rifleman trained in
operation of heavy squad and platoon support
weapons, as well as vehicle and ship mounted
ordinance. Each squad usually has at least
one Weapons-tech.
MOS Skills:
Gun Combat x2: (PCs choice); Gunnery;
Unarmed Combat; Forward Observer.
Recon:
Marine Recon specialists are tasked with
providing the commander of a larger force of
Marines with information about his operational
area. Their missions usually focus on specific
information requirements which cannot be
obtained by means other than putting a soldier
on the ground to observe and report. Recon
Marines are, by nature, capable of
independent action in support of the larger
unit's mission.
MOS Skills:
Climb; Survival; Electronics (Communications);
Conceal; Devise; Forward Observer; Listen;
Recon; Spot Hidden; Search; Hide; Sneak;
Gun Combat (Gauss Rifle).
Med-tech
Essentially army-paramedics, Med-techs are
trained to give emergency medical treatment in
the field, or assist military doctors. As a
secondary role, Med-techs are also called
upon to fight as infantry when the need arises.
MOS Skills:
Fast Talk; Electronics (Systems); Medical
(First Aid, Surgery); Science (Biology,
Chemistry); Xeno-medicine; Survival;
Interrogation.
Rescue-tech:
Combining their marine training with a broad
technical and paramedic skillset, Rescue-techs
are specially trained for search and rescue
missions in the cold depths of space or on
hostile worlds.
MOS Skills:
Computer (Systems); Climb; Electronics
(Systems); Engineering; EVA; Jump;
Mechanical; Medical (First Aid).
NCO/Officer:
From squad leaders up to platoon
commanders, this MOS covers all ranks that a
player can start as. If you want to play a non-
commissioned or commissioned officer, first
choose an MOS speciality, then add the
following list of extra skills to choose from. The
Keeper has final say on who can play an NCO
or Officer and who cannot.
MOS Skills:
Administration; Fast Talk; Instruction;
Interrogation; Leader; Orate; Speak Language;
Strategy (Planetary); Tactics (Small Unit).
PERSONAL DEVELOPMENT:
PCs also have skills in other areas. Allocate
INTx5% to any skill or skills, except those at
75%, or Cthulhu Mythos.
Pilot:
Pilots are highly trained professionals who are
trained to fly interstellar, interplanetary and
aerospace craft to carry out a wide variety of
tasks. They usually share duties such as
communicating with air traffic controllers and
PERSONALISATION:
Write down the characters name, his/her
appearance (including civilian clothing), his/her
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beliefs and goals, his/her place of birth,
relatives, education, military service and why
he/she joined the Colonial Marines. To
generate MOS, sex and birthplace at random,
see the Appendix A at the end of this chapter.
military/company ‘machine’ works will assist in
dealing with them.
Armoury:
The marine is trained in the maintenance and
repair of military hardware. When this skill is
gained during basic training, it applies to small
arms, i.e. rifles, handguns, machine guns. The
Armoury skill is used to repair damaged
weapons, clear weapon jams, etc.
SKILL DEFINITIONS:
Cthulhu Rising is set almost 300 years into the
future. As a result of this, certain skills have
been added that didn’t exist in the original
rules. They are listed below, followed by their
descriptions.
Astronomy:
An individual with astronomy skill knows how
to determine which stars and planets overhead
at a particular time and when celestial events
(meteor showers, comet arrivals, eclipses)
occur. Academically trained individuals
(typically those in a science profession) will
typically be able to calculate orbits and have
substantial general knowledge about
astronomical objects. NPCs will often have a
specialized version of this skill (radio
astronomy, for example).
Administration
Armoury
Astronomy
Astrogation
Computer Programming
Computer Security
Data Analysis
Demolitions
Electronics Communications
Electronics Security
Electronics Systems
Engineering
EVA
Forward Observer
Gun Combat
Gunnery
Instruction
Interrogation
Leader
Mechanical Rockets
Mechanical Turbo-Ramjet
Mechanical Vehicle
Medical Surgery
Occult
Pilot Aerospace
Pilot Starcraft
Pilot VTOL
Powered Armour
Recon
Strategy (Planetary)
Streetwise
Survival
Tactics (Small Unit)
Unarmed Combat
Vehicle
Xeno medicine
Zero G Combat
Astrogation:
This skill applies to navigating in deep space,
outside of atmosphere. PCs with this skill can
plot efficient courses, work out distances
between star systems, explain deep space
phenomena etc. In the event of a computer
failure aboard a star craft, this skill is used to
program the navigation computer.
Computer Programming:
A PC with Computer Operation as a skill is
literate in the use of computers. A PC with
programming skills however, can write new
software for computers.
Computer Security:
The Computer Security skill is the ability to
bypass security software to in effect ‘hack’ into
secure computer systems. Using this skill may
take anything from mere minutes to hours.
Depending on the sophistication of the
software, modifiers to the roll may be applied
by the GM.
Data Analysis:
This skill governs a PCs talent at working with
stored information in a variety of forms. The
time required to use the skill depends on the
organization of the media in question and the
search method. If the media is totally
uncatalogued, each use of the skill may take
eight hours. If the media is only cataloged (like
ordered folders on a computer network) each
use of the skill requires four hours. If the media
also includes a search aid (such as a computer
Administration:
The individual with this skill has had
experience with bureaucratic agencies, and
understands the requirements of dealing with
them how they work. When contact with
officials is required, understanding the way the
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search program), each use of the skill may
require three, two, or one hours (GMs
discretion). Most computer database systems
require three hours for use of the skill, while
high priority use may only require a matter of
minutes. Of course, the amount of time spent
and the results will depend on the nature of the
information sought and whether it is actually
present. While this skill can be used to locate
secured information, it does not permit access.
This may require Computer Security, Fast
Talk, or good old fashioned breaking and
entering.
Forward Observer:
Marine’s with this skill have been trained to call
on and adjust artillery (projectile, missile and
energy) fire from distant batteries and from
ships in orbit. If artillery of any form is
available (including communication with the
firing battery), the first shots will invariably miss
the target. On each subsequent round that fire
is delivered, the marine must roll his skill to
adjust the fire to successfully hit the target.
Gun Combat:
Gun Combat is a specific skill in the use of one
of several military small arms. Marines who
acquire the skill Gun Combat without the type
being specified must immediately choose one
category of small arms to apply it to:
Demolitions:
A marine with this skill is trained and
experienced in the handling, placement and
efficient use of explosives.
Handgun (Pistol);
Machine Gun (Machine Gun, Mini Gun, Smart
Gun);
Rifle (Combat Rifle, Assault Rifle, Gauss Rifle);
Heavy Weapons (Rocket Launchers, Grenade
Launcher, Particle Phalanx, Rail Gun, Man
Portable Missile Systems);
High Energy Weapons (Plasma Weapons,
Fusion Gun);
Shotgun (Shotgun): 30%.
Electronics Communications:
The marine is trained in the use, repair and
maintenance of communications devices.
Whilst nearly anyone can operate a
communicator, this skill is necessary to
understand why the device does not work
correctly, or to be aware of device limitations.
The Communications skill enables the marine
to jam and evade jamming, and to make minor
repairs.
Gunnery:
The marine is trained in the use of one or more
heavy infantry support weapons, either ground
mounted or vehicle mounted. Upon gaining
this skill, it must be applied to a specific heavy
infantry support weapon system listed below:
Electronics Security:
This skill enables a marine to bypass physical
security features, such as locked doors or
alarm systems.
Electronics Systems:
The marine with this skill has the ability to
repair basic electronic devices. This does not
include weaponry, for which the Armoury skill
is needed.
Machine Gun
High Energy Weapon
Rocket Launcher
Guided Missile System
Artillery
Medium Tank
Heavy Tank
Multiple-launch mortar
Multiple Launch Rocket System (MLRS)
Quad Gatling System
Remote Sentry Weapons System (RSWS)
Engineering:
This skill enables the marine to operate and
maintain the vital drives of starships and
interplanetary craft, which include starship
manoeuvre drives, power plants, and star
drives.
Instruction:
Marines with this skill have extensive training
in instructing students in a clear and lucid
manner and providing motivation for learning.
Any skill that the PC becomes a master in (i.e.
over 90%) then they can act as a Trainer to
improve fellow PCs skill in that area.
EVA:
EVA, or Extra Vehicular Activities, is the term
given to any non-combat operations engaged
in by the individual outside of the space craft
whilst in space. This skill essentially is the
ability to ‘space walk’ safely. Skill rolls in EVA
are only needed if an individual is performing
non-standard manoeuvres outside of the
spacecraft.
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