As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
Options

[IC/OOC] Trail of Cthulhu: The Thousand Faced Moon

245

Posts

  • Options
    cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    edited June 2009
    Leaning towards Antiquarian Scholarship.

    cj iwakura on
    wVEsyIc.png
  • Options
    Professor PhobosProfessor Phobos Registered User regular
    edited June 2009
    Alright, so far...

    El Skid= Clergy (Nun) / Duty
    Dunedain= Archaeologist / Thirst for Knowledge
    Thetheroo= Clergyman / Arrogant
    Fatal3rror= Police Investigator / Secret
    Crimsoncoyote=Dilettante/In the Blood

    Everyone else is "leaning towards." Take your time, we're not in a rush; there's going to be a break in between chargen and game start as I have to concoct the first scenario anyway. Plus it's a PBP, so the pace will be comparatively glacial no matter what.

    I am *extremely* pleased that two characters have an obvious connection already.

    Professor Phobos on
  • Options
    ThetherooThetheroo Registered User regular
    edited June 2009
    Yeah, I need to talk to Skid about some backstory for our characters.

    Thetheroo on
  • Options
    cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    edited June 2009
    Is there a place with a more elaborate breakdown of those templates, or is it better we don't know?

    And is there anything else we should be preparing, aside from backstory? I don't suppose there's stats or anything to worry about just yet(if at all).

    cj iwakura on
    wVEsyIc.png
  • Options
    Professor PhobosProfessor Phobos Registered User regular
    edited June 2009
    Part 2 will be Abilities, which is the stats.

    There's a bunch of info about each Occupation/Drive I could give, but I didn't want to type all of them out because I am lazy. If there is one you are curious/confused about, ask away.

    Professor Phobos on
  • Options
    cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    edited June 2009
    Antiquarian being someone who specializes in antiques?

    cj iwakura on
    wVEsyIc.png
  • Options
    Professor PhobosProfessor Phobos Registered User regular
    edited June 2009
    cj iwakura wrote: »
    Antiquarian being someone who specializes in antiques?

    Basically. Antiquarians are specialists in the artifacts and relics of the past. So museum curators, antiques dealers, private collectors, rare book sellers, amateur hobbyists, etc, all qualify.

    The special ability is that they've got a bunch of junk from the past somewhere (store, house, museum, vault, etc) and it can sometimes come in handy.

    Professor Phobos on
  • Options
    El SkidEl Skid The frozen white northRegistered User regular
    edited June 2009
    Thetheroo wrote: »
    Yeah, I need to talk to Skid about some backstory for our characters.

    Are you...familiar with Father Ted? :winky:

    El Skid on
  • Options
    Fatal3RR0RFatal3RR0R Registered User regular
    edited June 2009
    After thinking on it I'll definitely be going with a police investigator/secret.

    Fatal3RR0R on
    peachip4sig.png
  • Options
    crimsoncoyotecrimsoncoyote Registered User regular
    edited June 2009
    Yep, Dilettante/In the Blood for me.

    crimsoncoyote on
  • Options
    El SkidEl Skid The frozen white northRegistered User regular
    edited June 2009
    I think TTR and I have a good start to our backstory. I'll PM it to you, Professor.

    El Skid on
  • Options
    crimsoncoyotecrimsoncoyote Registered User regular
    edited June 2009
    I suppose I should actually start writing things down for a backstory. Then again, I have a nice long car ride to think about it tomorrow night.

    crimsoncoyote on
  • Options
    Professor PhobosProfessor Phobos Registered User regular
    edited June 2009
    With the backstories, just remember you can't ever start with the Cthulhu Mythos ability (you have to pick it up in play), so extensive experience with the supernatural hasn't happened yet, though you could easily have had one or more "supernatural adjacent" experiences- stuff that was damn weird and scary, but not necessarily supernatural.

    EDIT: But don't worry about backstories just yet. And you don't have to write up an extensive one if you don't want to; I know as a player I prefer letting a character's details and personality emerge over time rather than try to froat-load it all at once.

    Professor Phobos on
  • Options
    Professor PhobosProfessor Phobos Registered User regular
    edited June 2009
    We'll try finish up character creation tomorrow. It's just putting points into abilities and determining a couple of other minor bits.

    Professor Phobos on
  • Options
    Kristmas KthulhuKristmas Kthulhu Currently Kultist Kthulhu Registered User regular
    edited June 2009
    Boy, am I sorry I didn't see this immediately after it was posted.

    I love the Mythos, so I'll try to keep up with this.

    Kristmas Kthulhu on
  • Options
    Professor PhobosProfessor Phobos Registered User regular
    edited June 2009
    Boy, am I sorry I didn't see this immediately after it was posted.

    I love the Mythos, so I'll try to keep up with this.

    If someone drops out you'll be the first in line, I just think things would get really unwieldy with 8 players.

    Professor Phobos on
  • Options
    Kristmas KthulhuKristmas Kthulhu Currently Kultist Kthulhu Registered User regular
    edited June 2009
    Right, which is why I wouldn't ask you to let the roster get any bigger. It'll certainly be interesting to see how this system works, in any case. Your description makes it sound like something I'd want to try with my friends, so I look forward to reading how it goes.

    Kristmas Kthulhu on
  • Options
    Professor PhobosProfessor Phobos Registered User regular
    edited June 2009
    Alright, let's get this party started. Trail of Cthulhu characters have two kinds of abilities- Investigative and General.

    Investigative abilities are further subdivided into Academic, Interpersonal and Technical abilities. Investigative abilities are almost never rolled; instead they automatically succeed if used in a location where there is a clue that skill could reasonably obtain. An example of an investigative ability is Evidence Collection, which represents systematic and organized searching of crime scenes, recording placement of evidence, drawing chalk lines around a body, etc.

    For example, the characters come upon a man cut in half in his bedroom. Player A says: "I will use Evidence Collection." He will automatically collect any evidence available in the room ("Three spent shell casings and a half-empty revolver...but no bullet holes in the wall!"). Player B uses a different Investigative ability- this time, Forensics. He too will automatically receive whatever clue he can get from Forensics. ("The body was cut in half by the sharpest blade I've ever seen...")

    Even one point in an Investigative ability means you're a professional in that area with substantial experience. However, you may want to put more than one point into investigative Abilities because they can be spent. Player A has Evidence Collection 4, and decides to spend 1 point in the same crime scene, above. In addition to the bit about the spent shell casings, he gets a bonus clue ("The placement of the casings indicates the gun was being fired straight up, into the ceiling...") You can spend up to two points on these 'bonus clues." If I'm doing things properly, they're not necessary, but they can be helpful. Once you've spent points from an Investigative ability pool, it stays gone until it is refreshed. I'll explain more on that later.

    General abilities actually factor into dice rolls and most of the time aren't used as Investigative abilities. Take Scuffling, for example- Scuffling is the skill for punching, kicking, biting, boxing, brawling and head-butting. I.e., unarmed, physical combat. Say Player C is being accosted by a menacing sailor with an odd, glass-eyed appearance and a strange, fishy smell in a dark alley. He has Scuffling 8. He wants to punch the sailor. So he spends 4 points of his scuffling and rolls a d6- getting a 3, for a total result of 7. I, in secret, had set the difficulty at 4, so he definitely succeeded and so the punch connects. General Abilities stay gone until they are refreshed.

    So lets get started. First, everyone gets 16 points to put into Investigative Abilities. They are:

    Academic: Accounting, Anthropology, Archaeology, Architecture, Art History, Biology, Cryptography, Geology, History, Languages, Law, Library Use, Medicine, Occult, Physics, and Theology. (and Cthulhu Mythos, but you can't put points into that at the start).

    Interpersonal: Assess Honesty, Bargain, Bureaucracy, Cop Talk, Credit Rating, Flattery, Interrogation, Intimidation, Oral History, Reassurance, Streetwise.

    Technical: Art, Astronomy, Chemistry, Craft, Evidence Collection, Forensics, Locksmith, Outdoorsman, Pharmacy, Photography.

    Professor Phobos on
  • Options
    Professor PhobosProfessor Phobos Registered User regular
    edited June 2009
    Then, you get 65 points to put into General Abilities.

    They are: Athletics, Conceal, Disguise, Driving, Electrical Repair, Explosives, Filch, Firearms, First Aid, Fleeing, Health, Mechanical Repair, Piloting, Preparedness, Psychoanalysis, Riding, Sanity, Stability, Scuffling, Sense Trouble, Shadowing, Stealth and Weapons.

    SANITY starts at 4 and is capped at 10.
    HEALTH starts at 1 and is capped at 12.
    STABILITY starts at 1 and is capped at 12.
    CREDIT RATING starts linked to your occupation (see below) and is capped at 10.

    Sanity is your long term ability to connect to human concerns. Once a point of Sanity is lost, it never, ever comes back.
    Stability is your short term ability to keep your cool under stress.

    Preparedness is the skill you roll if you want to have a useful item that you forgot to mention you were taking with you earlier, i..e, a flashlight. Within reason, it can be anything- "Luckily, I always carry my trusty pocket knife! I'll have us out of these ropes in a jiffy!" Within reason- I don't want any "Luckily, I always have my trusty geiger counter!"

    Psychoanalysis is essentially the First Aid equivalent for Stability damage.

    Each point put into "Languages" gives you fluency in 1 language of your choice.

    Special Notes: There is a price discount on Fleeing if it is more than 2x your Athletics, it costs half price. (No fractions) Set your Athletics rating first. For example, at Athletics 0, all points put into Fleeing count for double. If Athletics is 2, then Fleeing 6 would cost 5 points- four to get to Fleeing 4 (2x Athletics), but then only one point for Fleeing 5. At Athletics 2, Fleeing 8 would cost 6 points (instead of eight- 4, and then 4 for 2). If your Athletics is over 4, you are harder to hit in combat.

    Some General Abilities may be used as Investigative Abilities (and vice versa) in rare situations- Mechanical Repair, for example, might get used to see what happened to a car engine that was fueled by some strange glowing blue oil. Likewise, normally Locksmith just automatically succeeds- but if you're picking the lock to a door while a monster is chasing you, then it'll be a roll.

    How many points should you put into any given General Ability? 8-10 points for a skill you're pretty good at, and maybe 12-14 for your "main shtick", the skill you want to be doing all the damn time. It is important to note that your highest skill can not be more than double your second highest skill. So if you go all out and pump 30 points into one skill, your second highest skill has to be at least 15 points- which is 45 points sunk into two skills, which is a hefty investment.

    Professor Phobos on
  • Options
    El SkidEl Skid The frozen white northRegistered User regular
    edited June 2009
    Are these choices to be public and/or debated amongst us to get the best coverage, or should we just PM them to you, PP?

    El Skid on
  • Options
    Professor PhobosProfessor Phobos Registered User regular
    edited June 2009
    You get another price discount if you are putting points into an Occupational Ability- a skill your Occupation trains you in. 1 point counts for 2 if it is one of your Occupational Abilities. Occupations also grant a special ability which I will list here while I'm at it, as well as a "Credit Rating Band." You start out with the lower bound of Credit Rating for your occupation, and it costs normal points to get it to the upper bound- but it costs double to go past that, except for Dilettantes, who can go all the way up to Credit Rating 10.

    CLERGY: History, Languages (Latin for Catholics), Library Use, Assess Honesty, Reassurance, Theology and one other Interpersonal Ability. Special Ability: Access to Church records and you can refresh an interpersonal ability pool by speaking with one of your co-religionists once per game session. Credit Rating: 2-5

    DILETTANTE: Credit Rating, Flattery, Riding, and any five abilities you choose. Special Ability: You may use your Credit Rating pool to call on personal connections in any field. Credit Rating: 3+

    POLICE DETECTIVE: Athletics, Cop Talk, Driving, Evidence Collection, Firearms, Interrogation, Law, Assess Honesty, Sense Trouble. Special: Access to police files, evidence lockers, forensic labs, etc, within your jurisdiction. Credit Rating: 3-4

    ARCHAEOLOGIST: Archaeology, Athletics, Evidence Collection, First Aid, History, Languages, Library Use, Riding, and any two other investigative abilities. Special: Access to Museum storage, closed stacks at libraries, etc. Credit Rating: 4-5

    When our remaining two players (Bueller? Bueller? I'll let Witch Doctor in if you're not interested) pick their occupations I'll list these bits then. (I didn't want to list out the Occupational Abilities for all twenty occupations, because I'm lazy)

    Professor Phobos on
  • Options
    Professor PhobosProfessor Phobos Registered User regular
    edited June 2009
    El Skid wrote: »
    Are these choices to be public and/or debated amongst us to get the best coverage, or should we just PM them to you, PP?

    Discuss and debate here, because there is an option to TRADE ABILITIES between players. You may trade 1 Investigative Build Point for 3 General build points from another player, and vice versa. This allows the "muscle" characters to trade over some unneeded investigative abilities to the "brain" characters, and the "brains" to transfer some unneeded general abilities in reverse. Also it's good to have a wide coverage of the investigative abilities- you don't want to be stuck unable to pick any locks, for instance.

    HOWEVER, when your picks are finalized, and you are satisfied, PM them to me to make it "official."

    Professor Phobos on
  • Options
    Professor PhobosProfessor Phobos Registered User regular
    edited June 2009
    Last, there are Pillars of Sanity and Sources of Stability.

    PILLARS OF SANITY are things you believe in, human concerns important to your character. For every 3 points of Sanity you have, you MUST select one Pillar of Sanity. Examples: Religious Faith, a general trust in the goodness of human nature, human dignity and value, physical laws and the reality of scientific knowledge, the goodness and beauty of nature and the environment, aesthetics or the high principles of art, patriotism/nationalism, fascism, communism, ultimate cosmic nihilism, democracy, family, the city of Chicago, the spirit of innovation, etc.

    SOURCES OF STABILITY are individuals important to your character. For each three points of Stability you have, you may select one Source of Stability. By spending time with this person (wife, children, brother, mistress, boss, mentor, rabbi, etc) you can refresh stability in game- but there is a bit of a risk, since losing that person to, say, a brain eating monster from space, is going to hurt a lot worse than if it was some random jackass.

    Professor Phobos on
  • Options
    El SkidEl Skid The frozen white northRegistered User regular
    edited June 2009
    So a few questions.

    Discounts for occupations: What are they, exactly? Half cost?
    Pillars of Sanity: Since we can't get sanity back, what is the benefit of choosing these?
    Lastly: General Abilities- Who wants a pile of them? :P

    El Skid on
  • Options
    Professor PhobosProfessor Phobos Registered User regular
    edited June 2009
    El Skid wrote: »
    So a few questions.

    Discounts for occupations: What are they, exactly? Half cost?
    Pillars of Sanity: Since we can't get sanity back, what is the benefit of choosing these?
    Lastly: General Abilities- Who wants a pile of them? :P

    Half cost, yes (or two for one, since there are no fractions). So if one of your occupational abilities is, say, Evidence Collection, and you put two points into Evidence Collection, you'd get 4 points in the ability. It is a pretty sweet deal.

    There's no benefit to pillars of sanity; in fact when you lose them, it is extra bad. But every normal human being believes in something, so you've got to have 'em. They are mandatory. I will edit the post, since I said "May" when I meant "Must."

    Professor Phobos on
  • Options
    ThetherooThetheroo Registered User regular
    edited June 2009
    I'll have something up later today.

    Thetheroo on
  • Options
    Fatal3RR0RFatal3RR0R Registered User regular
    edited June 2009
    I have my character about done, just have to double check I divvied up the points correctly.

    Fatal3RR0R on
    peachip4sig.png
  • Options
    dunedainjedidunedainjedi Registered User regular
    edited June 2009
    Before we finalize anything I think prof phobos said we need to double check to make sure we don't have a crazy amount of overlap.

    I'll divvy up point and post stuff later today.

    dunedainjedi on
  • Options
    dunedainjedidunedainjedi Registered User regular
    edited June 2009
    So I've been working on my abilities spread, and I was thinking that El Skid should totally our bruiser character, just because I want to watch someone RP as a nun beating the shit out of space aliens while a cop stands there and does nothing.

    :P

    So as an Archaeologist(assuming I'm reading this right) I can select two investigative abilities to get double points in. Any thoughts on what those should be? And I intend to pump a shit ton of points into first aid since I think I'm the only one who has it.

    dunedainjedi on
  • Options
    Fatal3RR0RFatal3RR0R Registered User regular
    edited June 2009
    I'm all for the bruiser nun idea.

    And cryptography sounds like a good one to pick, since there will probably be quite a few seemingly indecipherable texts to come across.

    Fatal3RR0R on
    peachip4sig.png
  • Options
    El SkidEl Skid The frozen white northRegistered User regular
    edited June 2009
    I...really wasn't considering the nun to be a bruiser.

    Though I guess there's really no reason I couldn't do it. Who is going to argue with a nun that she's not supposed to kick peoples' asses? Especially when they know she'd kick their ass for suggesting it :P

    El Skid on
  • Options
    Edith UpwardsEdith Upwards Registered User regular
    edited June 2009
    I don't want any "Luckily, I always have my trusty geiger counter!"

    You just ruined my entire character concept!

    Edith Upwards on
  • Options
    dunedainjedidunedainjedi Registered User regular
    edited June 2009
    I was mostly joking, but it would be hysterical to watch.

    Do we know what classes the last two players picked? I'm trying to go with investigations no one else has but I don't see their classes in the thread.

    dunedainjedi on
  • Options
    Professor PhobosProfessor Phobos Registered User regular
    edited June 2009
    I was mostly joking, but it would be hysterical to watch.

    Do we know what classes the last two players picked? I'm trying to go with investigations no one else has but I don't see their classes in the thread.

    They still haven't picked. I'm going to give 'em a little more time, but since I got like four people PMing me interested in the game, I kind of want the laggards to at least check in so I know they haven't forgotten about the game entirely.

    Professor Phobos on
  • Options
    ThetherooThetheroo Registered User regular
    edited June 2009
    Angus Callaghan, Catholic Priest

    Sanity- 9
    Stability- 12
    Health- 10
    Credit Rating- 4

    Investigative Abilities-

    History-4
    Languages-1, Latin
    Library Use-2
    Theology-7
    Assess Honesty-6
    Credit Rating (class skill)-2 points, brings me to 4
    Intimidation-2
    Reassurance-6

    General Abilities-

    Athletics-8
    Firearms-15
    Health-9
    Preparedness-6
    Sanity-5
    Stability-11
    Weapons-11

    Pillars of Sanity-
    My own ability and actions. I believe that I can have an impact on my surroundings, and that I am in control of my own actions. I use this impact and my actions in order to serve God.

    Sources of Stability-
    El Skid's character. I've worked with her in the past and I knew her before the war, I've come to recognize that she is capable and is almost as good as I am. Our frequent theological discussions and arguments are another source of comfort.

    Short background, to be added to later-
    Grew up on the streets of Chicago, orphaned at a young age and forced to scrap out a living amongst the various gangs. At the age of 13, I was taken in by one of the local Catholic churches and quickly took to life in the church. When the Great War broke out, I did not hesitate to sign up. I knew that I could make a difference, and there was no doubt in my mind that I would be fine. I served the entire war, seeing things that would make a lesser man fall over weeping and cursing God.
    But not me. I was too strong, and my faith was too true to be corrupted by the mere actions of other men. After the war, I went to Rome to work in the Vatican, and have been called back to Chicago on several occasions. This most recent request was at the behest of Sister (El Skid's character), who I have had the pleasure of working with in the past. She is no me, but she has her own brand of skills.

    Thetheroo on
  • Options
    Professor PhobosProfessor Phobos Registered User regular
    edited June 2009
    You have 1 Pillar for each three points of Sanity, so you can get two more. From the description, I would say: "Human free will" and "God" make sense, trending from the individual to the cosmic- I have control over my actions, people have control over their actions, we have this because God gave it to us, but it could be anything.

    Professor Phobos on
  • Options
    ThetherooThetheroo Registered User regular
    edited June 2009
    Ah, my bad. Yeah, those make sense.

    Thetheroo on
  • Options
    crimsoncoyotecrimsoncoyote Registered User regular
    edited June 2009
    Just got back from being out of town.
    I'll catch up and put something up tomorrow afternoon.
    I have a cursory idea of what I want, but I know it's going to need to be refined (mainly so it fits with itself better).

    crimsoncoyote on
  • Options
    crimsoncoyotecrimsoncoyote Registered User regular
    edited June 2009
    Err... Roo, I don't think you can choose Credit Rating as an Occupational Ability (Pg 26, bottom left).
    Unless I'm misunderstanding that.

    Also, you cannot have another investigator be a Source of Stability as per the description ("... they go through the same stresses you do and remind you of the horrors you confront", pg 48, middle column, second paragraph from bottom).

    Anyway, I'm going to bed, I'll have things up tomorrow.

    crimsoncoyote on
  • Options
    ThetherooThetheroo Registered User regular
    edited June 2009
    Err... Roo, I don't think you can choose Credit Rating as an Occupational Ability (Pg 26, bottom left).
    Unless I'm misunderstanding that.

    Also, you cannot have another investigator be a Source of Stability as per the description ("... they go through the same stresses you do and remind you of the horrors you confront", pg 48, middle column, second paragraph from bottom).

    Anyway, I'm going to bed, I'll have things up tomorrow.

    I can choose one interpersonal ability to make an occupational ability. And I guess I can't do that with Skid, I might just get rid of it.

    Thetheroo on
Sign In or Register to comment.