Bounty Head Bebop Comlink

Please login or register.

Login with username, password and session length
Advanced search  

News:

BountyHeadBebop.com | BHB Hardcopy Available at IPR | BHB Products Now Available On-Site | Free Preview Here | GenCon 2015!

Pages: [1]   Go Down

Author Topic: Bad Seed Characters (d20 Call of Cthulhu)  (Read 4613 times)

BerkaZerka

  • Administrator
  • BHB Magistrate
  • *****
  • Posts: 20543
    • View Profile
Bad Seed Characters (d20 Call of Cthulhu)
« on: May 29, 2013, 01:59:37 pm »

Here's the Character Write-ups for my d20 Call of Cthulhu adventure - Bad Seed   8)

Bad Seed
Pulp Cthulhu in a wealthy Connecticut town, 1928. Kidnappers, baby snatching cultists, or alien abductors – what’s happening to the local children? Find out – and please, try not to get eaten!
« Last Edit: September 01, 2016, 04:02:32 pm by BerkaZerka »
Logged

BerkaZerka

  • Administrator
  • BHB Magistrate
  • *****
  • Posts: 20543
    • View Profile
Re: Bad Seed Characters (d20 Call of Cthulhu)
« Reply #1 on: May 29, 2013, 02:15:15 pm »

Henri Lamarre

Level 9 (Defensive) Magazine Editor

Stats
Age 46; Gender Male; Height 5’10”; Weight 175; Eyes Blue; Hair Gray; Skin Olive
Hit Points 56
Armor Class 13; Touch 13; Flat 13

Abilities
Str 13; Dex 11; Con 15; Int 18; Wis 9; Cha 10

Saves
Fort +8; Ref +3; Will +5
Sanity Points 43; Max 90; Break Point 5; 20% 9

Movement
Init +4; Speed 30 ft

Attacks
Base +4; Melee +6; Ranged +4
Unarmed +6; Damage 1d3+2s; Crit x2
Heckler & Koch P9 +4 (or) +0/+0; Damage 1d10; Crit x3; Range 20; Semi/S; Capacity 9; Spare 31

Skills
Appraise +4; Balance +0; Bluff +10; Climb +2; Concentration +2; Craft(general) +4; Craft(writing) +14; Cthulhu Mythos +9; Diplomacy +2; Disguise +0; Drive +2; Escape Artist +0; Forgery +7; Gather Information +12; Gizmo Use +12; Heal –1; Hide +10; Innuendo +5; Intimidate +2; Jump +2; Knowledge(general) +4; Knowledge(occult) +16; Listen +1; Move Silently +10; Open Lock +10; Research +14; Ride +0; Search +8; Sense Motive +9; Spot +7; Swim +2; Use Rope +0; Wilderness Lore –1

Feats
Pistol; Rifle; Alertness; Gearhead; Improved Initiative

Languages
French(native); English

Mythos Tombs Read
Cultes des Ghouls (CdG)
Powers of Faith; The True Interpretation of The Bible’s Hidden Code (PoF)

Spells
Healing Touch from (PoF)
Create Holy Water from (PoF)
Dismissal from (PoF)

Possessions of Note
  • Heckler & Koch P9 Pistol From The Future, 9mm Ammo
  • Bible (Focus), Cigarettes, Expensive Wristwatch, Gold Cigarette Lighter, Hip Flask of ‘The Good Stuff’, Notebook and Pen, Small Gold Cross (Focus), Sunglasses, Trendy & Hip Clothing
  • Car – 1926 Chevrolet Phaeton 4 Door, Flashlight, Lock Picking Tools
  • Printing Office, Film Exposures (10 rolls of 6), Photo Lab, Printing Press, Telephone, Typewriter
  • High Class Bachelor Pad
  • Resources: $1,000

Notes
Casting the Create Holy Water spell requires purified water (a medical supply in the 1920’s), a clean open container, and a small gold cross that has been kissed by a baby born on Eastern Morning.

The spell must be cast in a consecrated area (such as a church), though there is no set time of day that this must be done, so sneaking in after hours still works.  The purified water is poured into the clean open container and the small gold cross is suspended over the water.  Specific sections of the Bible are then formally read aloud in a set order as the small gold cross is repeatedly dipped in the water.

The ritual takes three hours to complete, though it can be shortened to one hour if the Bible passages are read in Latin, and creates 3d4 vials of holy water.  To be successful, a DC 18 Knowledge: Religion (or Occult) roll must be made.  This should be rolled by the GM however, because the caster won’t know if the ritual was successful until the holy water is actually used.  Holy water does not radiate magic, so trying to detect magic is a poor way to test if the ritual was a success.

Casting the Create Holy Water spell is taxing and costs 4 points of temporary Strength damage.  In addition, the caster loses 1 point of Sanity if the Knowledge: Religion skill was used to make the success roll.  If the Knowledge: Occult skill was used instead, the caster loses 1d4 points of Sanity.

When directly splashed onto a creature of one or more of the following types: Greater Servitor Race, Lesser Servitor Race, Outsider, or Undead – The holy water does 2d4 points of Extraordinary damage.  The holy water does not work if thrown as a grenade-like weapon.  It must actually be splashed out of hand within ten feet of the intended target, which requires a ranged touch attack that does not provoke an attack of opportunity.  

Background
Henri Lamarre Born 1882

Henri started out as an agent for Deuxieme Bureau, the French Military Intelligence Agency.  His duties took him into a number of paranormal investigations, one of which involved a time-traveling Nazi from the future. The Nazi perished in a firefight with the Bureau and Henri ended up with the time-traveler’s pistol, a Heckler & Koch P9.  This is Henri’s most prized possession; he is very proud of it and won’t part with it, even to let someone inspect it.

It was also during his service to Deuxieme Bureau that he stumbles across a copy of “Cultes des Ghoules,” though at the time he read the book, he did not understand that it contained spells – probably a good thing.

When his service to the French government ended, Henri emigrated to America and settled in Ansonia Connecticut.  He started a French bi-monthly tabloid called L’Informateur, which turned out to be quite a success among the French immigrants throughout New England, New York, and Eastern Canada.

Henri regularly investigates strange or unexplained happenings in the area to dredge up material for his tabloid.  During one investigation, he came upon a manuscript called “Powers of Faith; The True Interpretation of The Bible’s Hidden Code.”  Upon studying the cryptic text, he discovered that it truly did reference hidden powers locked away in the Bible.  Through his research, he managed to learn the spells Healing Touch, Create Holy Water, and Dismissal.  Though not religious, Henri never goes anywhere without his copy of the Bible, because he can’t cast his spells without it.  Henry no longer has the manuscript itself, it mysteriously vanished from his study years ago.  Henri suspects that followers of a cult of Tsathoggua knew he had the book and stole it.

Because of Henri’s frequent dealings with knowledge better left unknown, he has become somewhat of a heavy drinker.  Though he rarely gets drunk, spirits keep his mind at ease, so he carries a hip flask of ‘the good stuff’ with him at all times.  He knows the location and passwords to half a dozen speakeasies and will never turn down a drink if offered.  Though Henri doesn’t like the stuff, he also knows where to get moonshine if need be.

Since early last year, Henri has started to experience infrequent blackouts.  The periods range from a few hours to (in one case) two whole days.  Henri knows he should cut back on the booze, but figures he probably doesn’t need to know what’s happening during the blackouts anyway.

Recently, Henri has established “The New England Beacon Society,” a group of investigators dedicated to “Shining the light of truth to reveal all mysteries.”  Membership includes Henri himself; Earl Simpson, a local tow-truck driver and alien abductee; Henri’s beautiful young reporter Zoe Bodine; and ‘Lucky’ Lucy McKinley, a local private eye.  The society has extended membership to Arnold Penshaw, a local retired antiquarian turned social worker, but he has yet to join.  He has helped the society on so many occasions with his amazing knowledge of the occult, that the society has given him “Honorary Membership” status, despite his polite declinations.

Family:  Henri has no family.  He left France alone and remains alone still, though he does fancy himself as a ladies’ man.

What Henri Knows About The Others
  • Earl Simpson A mechanic with a repair shop in town who runs moonshine and was once abducted by aliens.
  • Zoe Bodine Works for Henri as a reporter/photographer – Packs heat.
  • ‘Lucky’ Lucy McKinley A strait forward private investigator whose father was Chief of Police.
  • Freada Van Hoff An Austrian national and noted psychologist, who travels frequently, runs a psychiatric clinic in town, and holds an office at the local sanitarium.  Cured Arnold Penshaw’s insanity.
  • Arnold Penshaw A social worker with an amazing knowledge of the occult who was completely insane a year ago, but was cured by Freada Van Hoff.  Keeps a strange book in a local bank box.
« Last Edit: August 18, 2013, 02:34:25 pm by BerkaZerka »
Logged

BerkaZerka

  • Administrator
  • BHB Magistrate
  • *****
  • Posts: 20543
    • View Profile
Re: Bad Seed Characters (d20 Call of Cthulhu)
« Reply #2 on: May 29, 2013, 02:18:29 pm »

Zoe Bodine

Level 8 (Offensive) Reporter

Stats
Age 23; Gender Female; Height 5’8”; Weight 120; Eyes Brown; Hair Black; Skin Brown
Hit Points 38
Armor Class 13; Touch 13; Flat 11

Abilities
Str 8; Dex 13; Con 10; Int 12; Wis 18; Cha 15

Saves
Fort +2; Ref +7; Will +6
Sanity Points 64; Max 99; Break Point 9; 20% 13

Movement
Init +5; Speed 30 ft

Attacks
Base +6/+1; Melee +5/+0; Ranged +7/+2
Unarmed +5/+0; Damage 1d3–1s; Crit x2
Sap +5/+0; Damage 1d6–1s; Crit x2
Hand Grenade +3/–2; Damage 3d6 20’r; Crit n/a; Range 10; Grenades 1
Colt .38 Special +7/+2 (or) +3/+3/–2; Damage 1d10; Crit x3; Range 20; Revolver; Capacity 6; Spare 14

Skills
Appraise +1; Balance +6; Bluff +9; Climb –1; Concentration +0; Craft(general) +1; Craft(photography) +6; Cthulhu Mythos +2; Diplomacy +8; Disguise +2; Drive +1; Escape Artist +1; Forgery +1; Gather Information +12; Gizmo Use +1; Heal +4; Hide +1; Innuendo +9; Intimidate +14; Jump –1; Knowledge(general) +1; Knowledge(local) +6; Knowledge(streetwise) +11; Listen +12; Move Silently +1; Research +6; Ride +1; Search +1; Sense Motive +14; Spot +14; Swim –1; Use Rope +1; Wilderness Lore +4

Feats
Melee; Pistol; Dodge; Mobility; Improved Initiative

Languages
English(native)

Mythos Tombs Read
none

Spells
none

Possessions of Note
  • Colt .38 Special, .38 Ammo, Hand Grenade, Sap
  • Bible, Camera and 12 Exposures of Film, Cheap Wristwatch, Conservative Yet Clever Clothing, Flashlight, Notepad and Pen, Silver Plated Cross
  • Lives with Mama Bodine
  • Resources: $100

Notes
none

Background
Zoe Bodine Born 1905
Zoe Bodine was the youngest and only girl among five older brothers.  Her family was poor and did what it had to for survival in the tough neighborhoods of Queens Island New York, especially since their father had abandoned them shortly after Zoe was born.  Because of her circumstance, Zoe had to grow up strong, so the mean streets would not eat her up.

Zoe was familiar with gang life; four of her brothers had lived and died in gangs – only Carl, the youngest brother, had escaped the city.  He joined the Army shortly after turning sixteen.  He wanted to help Mama Bodine move out of Queens and sent most of every paycheck back to her through certified mail.  At one time, he even mailed home a souvenir for Zoe – a Mark 4 offensive fragmentation grenade.  He told Zoe never to use it, but thought that just the sight of it would keep most gangers from bothering her.  He was right, for a while Zoe was known as “The Boom-Boom Girl – Don’t Mess With Her!”  Zoe still carries the grenade in her purse to this day.

Eventually, Mama Bodine had saved enough of Carl’s paychecks to move out of Queens.  She took Zoe and bought a place in Ansonia Connecticut.  Unfortunately, Carl would never join them; he was killed in a motor pool accident that same year.  For a time the loss seemed like it would push Mama Bodine over the edge.  She looked old and tired, but as in troubled times before, pulled out of it with stubborn tenacity and “faith in The Good Lord.”

In her new surroundings Zoe was determined to kick the image of tough street girl and try to fit in with polite society.  She attended an etiquette school and got a job as a reporter/photographer for a local magazine editor named Henri Lamarre.  Henri writes a French paper of the paranormal.  Though Zoe doesn’t read French, some of the stories she’s covered have been pretty bizarre – Sasquatch, alien abductions, government conspiracies…  Henri likes to kid about his last reporter being eaten by ghouls living in the massive garbage dumps outside New York City.  Henri has such a weird sense of humor.  Just in case though, Zoe has taken to keeping a loaded .38 special in her purse next to her hand grenade.  A girl can’t be too careful (or well armed).

Henri Lamarre recently formed a group of paranormal investigators called “The New England Beacon Society.”  Their motto is “Shining the light of truth to reveal all mysteries.”  Because Zoe has proven to be such a good reporter (not to mention having not been eaten yet) Henri has made her a member.  This hasn’t done much for Zoe however, who finds membership in “The New England Beacon Society” to be a lot like working for Henri (same job, different title).  The Membership includes Henri Lamarre; Zoe Bodine herself; Earl Simpson, a local tow-truck driver and alien abductee; and ‘Lucky’ Luci McKinley, a local private eye.  The society has also extended “Honorary Membership” to Arnold Penshaw, a local retired antiquarian turned social worker, who has helped the society on many occasions with his amazing knowledge of the occult.

Recently Zoe was bitten on the back of the neck by a poisonous spider.  She reacted badly to the bite and had to be hospitalized for a week.  The event has had a traumatic effect on her and has caused her to start suffering from mild arachnophobia; fear of spiders.

(This fear requires a DC 15 Will Save to overcome when any spiders are present.  If the save fails, Zoe suffers a –2 morale penalty to all die rolls until the spider(s) are killed.)

Another side effect of the bite seems to be blackouts.  Though infrequent, Zoe has experienced periods of blackout ranging from a few hours to (in one case just after being bitten) two whole days.

Family:  Zoe shares a home with her mother and twelve cats, lovingly named after each of the twelve Biblical apostles, taking care of them as best she can.

What Zoe Knows About The Others
  • Henri Lamarre A French immigrant and magazine editor who runs a print shop in town.  Is a heavy drinker who knows a number of speakeasies.
  • Earl Simpson A mechanic with a repair shop in town who was once abducted by aliens.
  • ‘Lucky’ Luci McKinley A strait forward private investigator who’s father was Chief of Police.
  • Freada Van Hoff An Austrian national and noted psychologist who travels frequently and runs a psychiatric clinic in town.
  • Arnold Penshaw A social worker who performs as a stage magician on the side with an amazing knowledge of the occult.  Was completely insane a year ago, but is cured now.
« Last Edit: August 18, 2013, 02:36:25 pm by BerkaZerka »
Logged

BerkaZerka

  • Administrator
  • BHB Magistrate
  • *****
  • Posts: 20543
    • View Profile
Re: Bad Seed Characters (d20 Call of Cthulhu)
« Reply #3 on: May 29, 2013, 02:22:38 pm »

‘Lucky’ Lucy McKinley

Level 8 (Offensive) Private Investigator

Stats
Age 33; Gender Female; Height 6’; Weight 150; Eyes Green; Hair Red; Skin Tan
Hit Points 38
Armor Class 15; Touch 15; Flat 11

Abilities
Str 10; Dex 18; Con 10; Int 15; Wis 11; Cha 12

Saves
Fort +2; Ref +6; Will +6
Sanity Points 59; Max 99; Break Point 6; 20% 12

Movement
Init +8; Speed 30 ft

Attacks
Base +6/+1; Melee +6/+1; Ranged +10/+5
Unarmed +6/+1; Damage 1d3s; Crit x2
Smith & Wesson .45 +10/+5 (or) +7/+7/+2; Damage 2d8; Crit x3; Range 20; Revolver; Capacity 6; Spare 14

Skills
Appraise +2; Balance +6; Bluff +8; Climb +0; Concentration +0; Craft(general) +2; Diplomacy +3; Disguise +0; Drive +6; Escape Artist +4; Forgery +2; Gather Information +10; Gizmo Use +2; Heal +5; Hide +16; Innuendo +0; Intimidate +16; Jump +2; Knowledge(general) +2; Knowledge(streetwise) +10; Listen +8; Move Silently +16; Open Lock +14; Read Lips +7; Research +2; Ride +4; Search +12; Sense Motive +8; Spot +12; Swim +0; Tumble +14; Use Rope +4; Wilderness Lore +0

Feats
Pistol; Alertness; Stealthy; Persuasive; Improved Initiative

Languages
English(native); Latin

Mythos Tombs Read
none

Spells
none

Possessions of Note
  • Smith & Wesson .45 Revolver
  • Cigarettes, Expensive Wrist Watch, Fashion Savvy & Chic Clothing, Gold Cigarette Lighter, Handcuffs, Leather Driving Gloves, Lock Picking Tools, Notepad and Pen
  • Car – 1926 Ford Roadster 2 Door ‘Rod’, Flashlight, x6 Binoculars
  • Nice House in a Good Neighborhood
  • Resources: $200

Notes
none

Background
‘Lucky’ Lucy McKinley Born 1895
Lucy was born and raised in Ansonia Connecticut, the oldest of three girls.  She was something of a tomboy from the start, perhaps because her father had really wanted his first child to be a boy.  She grew up playing baseball, was the class bully, and a dead-aim with a slingshot.  At one point, she decided that ‘Lucy’ was too girlish a name and started making everyone call her ‘Lucky.’  The nickname has stuck ever since.

Lucy’s father was Chief of Police when Lucy graduated High School.  He wanted her to pursue law enforcement, as he had, and helped her get into the Hartford Connecticut Regional Police Academy.  Though interested in the field, Lucy was too willful to finish training at the academy and decided to go it alone as a private investigator.

Since then, she has investigated mostly domestic cases, but has helped to solve a murder or two.  One case in particular was so grizzly, that Lucy had to ‘bag’ the remains herself, because the coroner couldn’t stop throwing up.

Recently however, Lucy has had a run of bad luck.  First, when she got the goods on some kidnappers and arranged the bust that freed the hostage, local officers Cray and Smith got all the credit.  Her client then refused to pay her fee because “the police department had done all the work.”  Only after Lucy’s father got involved (he is retired as Police Chief, but still carries a lot of weight) did the department offer a formal apology for its oversight.  Lucy’s client never did pay her though.

A week later Lucy’s car broke down less than a mile from her home.  Because it was late, she simply left the car and walked the rest of the way.  Returning in the morning with the local towing service, she found her car on blocks with all four tires and the battery gone.

Lastly, a recent investigation turned sour when a woman hired Lucy to get proof of her abusive husband’s infidelity so she’d have grounds for divorce.  While tailing the husband, Lucy failed to notice him circle back behind her until she woke up the next morning in the ally with a splitting headache and a Louisville slugger on the ground next to her.  If that had not been enough, her client dropped the case, saying that she had made up with her husband and no longer needed Lucy’s services.

They say bad luck comes in three’s, so Lucy is hoping her bad luck has played out.  Even so, that crack to the head has caused Lucy to start experiencing infrequent blackouts.  The periods range from a few hours to (in one case) two whole days.  Lucy hopes they will go away soon, but otherwise feels in perfect health.

Also recently, Lucy was asked to join a paranormal investigators society called “The New England Beacon Society.”  Their motto is “Shining the light of truth to reveal all mysteries.”  The study of the paranormal sounded interesting to Lucy, and besides, it’s good to have many sources of information, so Lucy accepted.  Membership currently includes Henri Lamarre, founder of the society and local French magazine editor; Henri’s beautiful young reporter Zoe Bodine; Earl Simpson, a local tow-truck driver and alien abductee (don’t ask); and Lucy McKinley herself.  The society has also extended “Honorary Membership” to Arnold Penshaw; a local retired antiquarian turned social worker, who has helped the society on many occasions with his amazing knowledge of the occult.

Family:  Lucy’s mother and father still live in Ansonia, not too far from Lucy’s home.  Laura Kennedy (Lucy’s first sister) also lives in Ansonia with her wealthy husband Roger Kennedy.  Laura is having a baby and is due any day now.  Lucy’s youngest sister Mary is going to school in Concord New Hampshire.

What Lucy Knows About The Others
  • Henri Lamarre A French immigrant and magazine editor who runs a print shop in town.  May have been some kind of secret agent for France.  Knows a number of speakeasies.
  • Earl Simpson A mechanic with a repair shop in town who runs moonshine and claims to have been abducted by aliens.
  • Zoe Bodine A reporter for Henri Lamarre’s tabloid – She packs heat.
  • Freada Van Hoff An Austrian national and noted psychologist who travels frequently and runs a psychiatric clinic in town.  Cured Arnold Penshaw’s insanity.
  • Arnold Penshaw A social worker who performs as a stage magician on the side with an amazing knowledge of the occult.  Was completely insane a year ago, but is cured now.
« Last Edit: August 18, 2013, 02:38:22 pm by BerkaZerka »
Logged

BerkaZerka

  • Administrator
  • BHB Magistrate
  • *****
  • Posts: 20543
    • View Profile
Re: Bad Seed Characters (d20 Call of Cthulhu)
« Reply #4 on: May 29, 2013, 02:26:25 pm »

Earl Simpson

Level 8 (Offensive) Mechanic

Stats
Age 21; Gender Male; Height 5’8”; Weight 210; Eyes Blue; Hair Blond; Skin White
Hit Points 54
Armor Class 13; Touch 13; Flat 11

Abilities
Str 18; Dex 15; Con 14; Int 10; Wis 8; Cha 11

Saves
Fort +8; Ref +4; Will +1
Sanity Points 44; Max 95; Break Point 4; 20% 9

Movement
Init +2; Speed 30 ft

Attacks
Base +6/+1; Melee +10/+5; Ranged +8/+3 (+1 to hit and damage within 30’)
Unarmed +10/+5; Damage 1d3+4s; Crit x2
Huge Name Belt Buckle +10/+5; Damage 1d4+4s; Crit x2
Hunting Knife +10/+5; Damage 1d4+4; Crit 19-20x2
Heavy Tool +10/+5; Damage 1d6+4; Crit x2
Axe +10/+5; Damage 1d8+4; Crit x3
Winchester 10 Gauge +8/+3 (or) +3/+3/–2; Damage 3d8/2d8/1d8; Crit x3; Range 50; Shotgun; Capacity 4; Spare 16
Winchester ‘30-30’ +8/+3 (or) +3/+3/–2; Damage 2d10; Crit x3; Range 200; Rifle; Capacity 8; Spare 12
Dynamite +4/–1; Damage 4d6 10’r; Crit n/a; Range 10; Note +1d6 Damage & +1’r per additional stick; Sticks 3

Skills
Appraise +0; Balance +2; Bluff +0; Climb +12; Concentration +2; Craft(general) +0; Craft(gunsmith) +5; Cthulhu Mythos +4; Demolitions +6; Diplomacy +0; Disable Device +5; Disguise +0; Drive +12; Escape Artist +2; Forgery +0; Gather Information +5; Gizmo Use +0; Handle Animal +5; Heal –1; Hide +2; Innuendo –1; Intimidate +0; Jump +4; Knowledge(general) +0; Listen –1; Move Silently +2; Operate Heavy Machinery +7; Repair +11; Research +0; Ride +4; Search +0; Sense Motive –1; Spot +9; Swim +6; Use Rope +7; Wilderness Lore +4

Feats
Melee; Shotgun; Rifle; Point Blank Shot; Athletic

Languages
English(native)

Mythos Tombs Read
none

Spells
none

Possessions of Note
  • Winchester ‘30-30’ Lever-Action Hunting Rifle, ‘30-30’ Ammo, Winchester 10 Gauge Lever-Action Shotgun, 10 Gauge Shotgun Shells, Hunting Knife
  • Blue Collar Clothing, Huge Name Belt Buckle
  • Tow-Truck – 1926 Reo Speedwagon 2 Door, Gun Rack, 100’ Heavy Rope, 50’ Heavy Chain, Axe, Fire Extinguisher, Kerosene Lantern, Searchlight (Mounted on Truck), Shovel, Tire Iron, Crowbar, Monkey Wrench, Tool Kit With Lock, 1 Jar of Moonshine, 3 Sticks of Dynamite, Box of Matches, Compass
  • Repair Shop, Gasoline Blowtorch, Telephone, Welders Goggles
  • Rents a Room From Aunt Em’
  • Resources: $200

Notes
none

Background
Earl Simpson Born 1907
Earl Simpson was born and raised in Ansonia Connecticut with his older brother Jake.  Earl’s mother had died giving birth to Earl and the two brothers ended up living with their aunt Em’.  Earl showed remarkable mechanical aptitude as a child, continually taking apart and repairing his toys.  His dream was to grow up to become a professional racecar driver.  Earl did eventually get into cars, but not as a racecar driver.  He owns a repair shop in town and runs a towing service on the side.  He is considered to be the town’s best mechanic.

Earl’s father continues to keep in touch.  He operates a moonshine still from a cave hidden on the family property.  Though the police have never found the still, they did catch Earl’s brother Jake running moonshine recently and tossed him in jail.  Earl occasionally runs the ‘shine for his father during the summer when demand for the stuff is at its peak.

About a year ago, while Earl was out on the family property loading up for a run, a strange thing happened.  It was late at night and dark, when suddenly there was a blinding light and a great noise like the roar of a waterfall.  Earl though it was the police, making a raid on the still, and ran blindly into the woods.  The light quickly followed him, illuminating the area from above.  Looking up, earl saw what looked like a silver metallic zeppelin hovering over the trees.  He stared in confusion at the craft when suddenly he was literally flung into the air by some unseen force.  He flew right up and into the craft, going strait through the hull as if it hadn’t been there.  What he saw inside must have been too much for his human mind, because all he’s sure about after that point is waking up near his father’s still in the family cave.  Occasionally he has a glimmer of memory about what happened on that ship – fat barrel-like alien creatures – seemingly unnecessary prodding and probing – perhaps even surgery – but above all feelings of paralyzing fear and dread.

Earl immediately went and told the people what had happened to him.  He stopped however, when they almost laughed him out of town.  Obviously, they said, he had taken one dip too many from a bad batch of his father’s ‘shine.

One person believed Earl and was genuinely interested in his story.  Henri Lamarre, the editor of some French tabloid.  Because of this, Henri has become one of Earl’s true friends.  Henri even invited Earl to join a local social group called “The New England Beacon Society.”  The society investigates strange and unexplained happenings in the area like Earl’s alien abduction.  Membership includes Henri Lamarre; Henri’s beautiful young reporter Zoe Bodine; ‘Lucky’ Lucy McKinley, a local private eye; and Earl Simpson himself; The society is often helped by their “Honorary Member,” Arnold Penshaw; a local retired antiquarian turned social worker with an amazing knowledge of the occult.

Ever since his abduction, Earl has experienced infrequent blackouts.  The periods range from a few hours to (in one case) two whole days.  Doctors say it’s from drinking too much moonshine, but Earl knows this isn’t true.

Family:  Earl’s Father still lives alone on the family property just outside Ansonia, while Earl’s older brother Jake, is currently jailed in the East Hadem Connecticut State Corrections Facility.  Earl rents a room from his aunt Em’ and has a fifteen year old cousin, Cindy Simpson, who works as a night orderly at a local maternity hospital.

What Earl Knows About The Others
  • Henri Lamarre A French immigrant and magazine editor who runs a print shop in town.  Is a heavy drinker who knows a number of speakeasies.
  • Zoe Bodine   A reporter for Henri Lamarre’s tabloid.
  • ‘Lucky’ Lucy McKinley A strait forward private investigator who’s father was Chief of Police.
  • Freada Van Hoff An Austrian national and noted psychologist who travels frequently and runs a psychiatric clinic in town.
  • Arnold Penshaw A social worker with an amazing knowledge of the occult.
« Last Edit: August 18, 2013, 02:40:58 pm by BerkaZerka »
Logged

BerkaZerka

  • Administrator
  • BHB Magistrate
  • *****
  • Posts: 20543
    • View Profile
Re: Bad Seed Characters (d20 Call of Cthulhu)
« Reply #5 on: May 29, 2013, 02:30:17 pm »

Arnold Penshaw

Level 12 (Defensive) Social Worker

Stats
Age 66; Gender Male; Height 6’1”; Weight 240; Eyes Dark; Hair Bald; Skin Pale
Hit Points 65
Armor Class 17; Touch 17; Flat 14

Abilities
Str 8; Dex 15; Con 10; Int 18; Wis 10; Cha 13

Saves
Fort +4; Ref +10; Will +8
Sanity Points 44; Max 80; Break Point 5; 20% 9

Movement
Init +2; Speed 30 ft

Attacks
Base +6/+1; Melee +5/+0; Ranged +8/+3
Unarmed +5/+0; Damage 1d3–1s; Crit x2
Walking Cane +1/–4; Damage 1d4–1; Crit 19-20x2

Skills
Appraise +10; Balance +2; Bluff +6; Climb –1; Concentration +7; Craft(general) +4; Cthulhu Mythos +19; Diplomacy +3; Disguise +1; Drive +3; Escape Artist +7; Forgery +8; Gather Information +15; Gizmo Use +8; Heal +0; Hide +8; Innuendo +4; Intimidate +3; Jump –1; Knowledge(general) +4; Knowledge(anthropology) +10; Knowledge(astronomy) +6; Knowledge(history) +10; Knowledge(occult) +12; Listen +0; Move Silently +8; Performance(magician) +5; Research +10; Ride +2; Search +12; Sense Motive +8; Slight of Hand +12; Spellcraft +16; Spot +0; Swim –1; Use Rope +2; Wilderness Lore +0

Feats
Dodge; Mobility; Nimble; Sharp-Eyed; Toughness

Languages
English(native); French; Latin

Mythos Tombs Read
Livre D’ Ivon (LD’I)
Monsters and Their Kynde (MTK)
Nameless Cults 1909 Edition (NC)
Thaumaturgical Prodigies In The New England Canaan (TPNE)

Spells
Animal Form from (MTK)
Augury from (LD’I)  
Call Tsathoggua from (Tsathoggua)
Cause Fear from (MTK)
Contact Tsathoggua from (LD’I)
Create Gate to Black Gulf of N’Kai from (Tsathoggua)
Create Gate to Hyperborea from (LD’I)
Deflect Harm from (Tsathoggua)
Detect Magic from (MTK)
Divination from (LD’I)
Message from (LD’I)
Red Sign of Shudde M’ell from (LD’I)
Speak With Dead from (MTK)
Summon/Bind Formless Spawn from (LD’I)

Possessions of Note
  • Fine Walking Cane With Silver Eagle’s Head Handle
  • Aristocratic Clothing (Somewhat Unkempt), Fancy Monocle, Fine Cuban Cigars, Fine Silver Cigarette Lighter, Gold Pocket Watch, Gold Signet Ring
  • Car – 1925 Dodge 4 Door Touring Sedan, Flashlight, Magicians Bag
  • Livre D’ Ivon (in Bank Box)
  • Low Rent Apartment
  • Resources: $10,000

Notes
Summon/Bind Formless Spawn must be cast at night below ground (such as in a basement, sewer, deep trench, or cave).  In the total darkness of a deep cavern, it may be cast at anytime, day or night.

Background
Arnold Penshaw Born 1862
An only child born to a wealthy Massachusetts family, Arnold attended Yale New Haven University, where he happened to fall in with a group of young archeologists who had recently returned from a wholly remarkable archeological dig in Malta.  They believed that they had found the ruins of Tarxien – Shrine to The Earth Mother – filled with human bones and protected by fanatical cultists.  The archeologists had dozens of tales of murder, mystery, and the occult.  Arnold was hooked.  The group was forming a society of the occult to study further some of the mysteries uncovered in Malta and invited Arnold to join.  Arnold accepted and was thus drawn into the dark world of mythos and (invariably) madness.

Not long into the next year, the group had grown into a secret and elite society known as “The Yale Brotherhood of Occult Studies.”  They had somehow gotten a copy of “Thaumaturgical Prodigies In The New England Canaan” and eagerly devoured its knowledge.  Though it did not contain spells, it did speak of them as fact, which drove the brotherhood to a determination to get real spells into its possession.  That goal was finally attained late in the year of 1898 when a group of the brotherhood’s archeologists returned from an expedition to Stonehenge with a book called “Monsters and Their Kynde.”

Research into the pages of this strange tome did indeed reveal true magical power.  The brotherhood’s charter members, Arnold included, learned those powers; the spells Animal Form, Cause Fear, Detect Magic, and Speak With Dead.

Unfortunately, with great power comes great temptation.  Shortly after learning the spells contained in “Monsters and Their Kynde,” “The Yale Brotherhood of Occult Studies” fell apart.  Split first by internal conflicts on how best to use their new found powers; then by madness, as two of the charter members inexplicably snapped, becoming drooling catatonics; and finally by terrible murder, when one member channeled the horrible demon Y’Golonac in a fit of rage which consumed all.  Arnold alone escaped the carnage, using Animal Form to become a raven before flying away.

In spite of the terrible fall of the brotherhood, Arnold could not turn away from such power.  He returned to Massachusetts and began studies for his Doctorate degree at Miskatonic University in Arkam.  During a trip to France while writing his thesis, he came across the “Livre D’ Ivon.”  Upon pursuing the tome, he learned about Hyperborea and the worship of Tsathoggua.  Desperate for more spells, the thought of worshipping a being said to reward his faithful followers with magic was alluring.  Deciding to tempt fate (and unknown gods) Arnold started to follow ritualistic instructions found in the “Livre D’ Ivon.”  Over time, he began to see things a bit differently, especially in the text of the awful tome.  It seemed to contain new writings on pages he knew he had read before.  It slowly became clear that what he was seeing was more spells.  From the “Livre D’ Ivon” Arnold learned Augury, Contact Tsathoggua, Create Gate to Hyperborea, Divination, Message, Red Sign of Shudde M’ell, and Summon/Bind Formless Spawn.

These newly added powers thrilled Arnold and for a while he was overcome with mania.  In a crazed blur he formed “The Hands of Hyperborea,” a cult of Tsathoggua worshippers that was not lacking in numbers.  Before he knew it he was a very powerful man both of the mystic and mundane.

At his height of power he decided it was time for his cult to witness their god.  The membership agreed and accepted four volunteers to appease the god’s hunger when he should appear, human sacrifices – but only if they were voluntary, Arnold was no murderer.

The moment came and Arnold cast Contact Tsathoggua.  After hours of ritualistic chanting, the Great Old One appeared.  Half the cult went mad, the other half nearly crushed themselves in a panicked mass as they fled.  Only Arnold and the four sacrifices remained, paralyzed with fear.  Tsathoggua struck down the sacrifices and bathed the area in darkness so that Arnold could see only him, yet still hear the screams of horror around him.  The Great Old One spoke and granted Arnold thee spells, Call Tsathoggua, Create Gate to Black Gulf of N’Kai, and Deflect Harm.  He then instructed Arnold as to what was required of his new Cult Sorcerer.  Arnold was horrified, but agreed for fear of utter destruction by the hand of this god.

Arnold was beside himself.  What Tsathoggua bade of him was too much, but he could not defy a god, could he?  For years he struggled within himself even as he regrouped and rebuilt “The Hands of Hyperborea.”  He had even created a gate to the Black Gulf of N’Kai in a hidden cave under Devil’s Chasm in Worchester Massachusetts.  It was shortly after the completion of the gate that Arnold resigned himself to finally deny Tsathoggua.  He had to hold onto what little humanity he had left.  With this resolution, Arnold entered the gate to confront the Great Old One.  Needless to say, Tsathoggua was not pleased.  To show his displeasure, he snatched up Arnold and stuffed him down his great maw.  Arnold could hear the crunching of his bones and feel in dazed shock his innards bursting out, then it was over – Arnold was dead.

That would have been it for poor Arnold, except that Tsathoggua wanted to be sure Arnold really got the message.  He spit him up and renewing life, proceeded to wolf him down in crunching agony three more times.  When last he renewed Arnold he was distracted (or was he?) by a figure entering his presence.  It was Nathan Yerkes, Arnold’s close friend and “Second Hand of Hyperborea.”  He had followed Arnold into the gate.  As Nathan approached the Great Old One and offered to take Arnold’s place to serve the god and fulfill his designs, Arnold slipped into the complete release of utter madness.  Somehow he managed to wander back through the gate – for it was many years later in an asylum just outside Ansonia Connecticut that he came back to himself.

All that had happened those long years ago seemed like a lost dream.  Mercifully, most of it was gone from his memory.  Arnold couldn’t remember what it was Tsathoggua had wanted of him, though his final unpleasant meeting with the Great Old One still haunted him.  It was then that Arnold vowed to give up magic.  He was released from the asylum and got a job as a social worker in an effort to pay back society as best he could.  He took up magic, in the mundane sense, and became a decent stage performer to help satisfy the draw real magic had on him.

Things have finally settled down for Arnold.  He has since modified his vow never to use real magic however, after instinctively using it to stop a bank robber from killing a teller during a recent holdup.  He feels that it’s OK in an emergency, but suffers an acute fear that Tsathoggua will ‘get him’ if he uses it too much.

(This fear manifests itself as prestidigophobia, which requires a DC 15 Will Save to overcome.  If the save fails, Arnold will be too afraid to cast the spell.  Even if he does save, he suffers a –2 morale penalty to all die rolls while casting or maintaining any spell effects.)

Currently, Arnold experiences infrequent blackouts.  The periods range from a few hours to (in one case) two whole days.  Arnold is pretty sure these happen due to the stress his insanity has had on his mind and has learned to live with them.  Some things are better left forgotten.

Arnold still has his copy of “Livre D’ Ivon.”  He keeps it locked in an Ansonia bank box and fears that should he ever lose it, Tsathoggua would come looking for him.

Lately, Arnold has been asked to join a group of paranormal investigators called “The New England Beacon Society.”  Though Arnold is happy to offer help and insight to the group, he is hesitant to become an official member due to his past experiences with “membership” in general.

Family:  Arnold was an only child and his parents have long since passed away.  Arnold is quite fond of Freada Van Hoff however, and credits his recovery to her exceptional skill and kindness.

What Arnold Knows About The Others
  • Henri Lamarre A French immigrant and magazine editor who runs a print shop in town.  May know a spell or two.
  • Earl Simpson A mechanic with a repair shop in town who was once abducted by aliens.
  • Zoe Bodine A reporter/photographer for Henri Lamarre’s tabloid.
  • ‘Lucky’ Lucy McKinley A strait forward private investigator who’s had a run of bad luck recently.
  • Freada Van Hoff An Austrian national and noted psychologist, who travels frequently, runs a psychiatric clinic in town, and holds an office at the local sanitarium.  Cured Arnold’s insanity.
« Last Edit: August 18, 2013, 02:43:45 pm by BerkaZerka »
Logged

BerkaZerka

  • Administrator
  • BHB Magistrate
  • *****
  • Posts: 20543
    • View Profile
Re: Bad Seed Characters (d20 Call of Cthulhu)
« Reply #6 on: May 29, 2013, 02:33:50 pm »

Freada Van Hoff

Level 9 (Defensive) Psychologist

Stats
Age 42; Gender Female; Height 5’5”; Weight 185; Eyes Brown; Hair Brown; Skin White
Hit Points 65
Armor Class 12; Touch 12; Flat 13

Abilities
Str 10; Dex 9; Con 10; Int 14; Wis 18; Cha 15

Saves
Fort +6; Ref +2; Will +10
Sanity Points 74; Max 99; Break Point 9; 20% 15

Movement
Init +3; Speed 30 ft

Attacks
Base +4; Melee +4; Ranged +3
Unarmed +4; Damage 1d3s; Crit x2

Skills
Appraise +2; Balance –1; Bluff +12; Climb +0; Concentration +0; Craft(general) +2; Diplomacy +10; Disguise +2; Drive +0; Escape Artist –1; Forgery +2; Gather Information +12; Gizmo Use +2; Heal +16; Hide +1; Innuendo +4; Intimidate +6; Jump +0; Knowledge(general) +2; Knowledge(chemistry) +10; Knowledge(medicine) +12; Knowledge(psychology) +14; Listen +6; Move Silently +7; Psychoanalysis +21; Research +8; Ride –1; Search +12; Sense Motive +12; Spot +4; Swim +0; Use Rope –1; Wilderness Lore +4

Feats
Persuasive; Trustworthy; Stealthy; Skill Emphasis(psychoanalysis); Improved Initiative

Languages
German(native); English

Mythos Tombs Read
none

Spells
none

Possessions of Note
  • Bottle of Chloroform and Rag, Conservative and Professional Clothing, Examination Gloves, Hypodermic Syringes, Medical Bag, Notepad and Pen, Psychotropic Drugs (4 doses each: Anti-Anxiety, Sleep Inducing, Uber-Lobotomy, Waking), Silver Pocket Watch
  • Car – 1927 Rolls Royce Phantom 4 Door, Blankets, Flashlight, Fold-Up Stretcher, Strait Jacket
  • Office in Asylum
  • Psychiatric Clinic, Short Wave Radio, Telephone, Typewriter
  • Small Estate in Wealthy Neighborhood
  • Resources: $1,000

Notes
Use of a hypodermic syringe or chloroform in combat first requires a successful grapple, which does not provoke an attack of opportunity from the defender.  Once the grapple has been initiated, a successful hold indicates injection of the syringe or application the chloroform to the defender’s face.  It takes a full round action to prepare a hypodermic syringe or chloroform rag for use.  A loaded hypodermic syringe can last indefinitely, though chloroform evaporates off a rag in about a minute.  A hypodermic syringe can hold up to four doses, injecting one to all doses in a single action.

Chloroform:  Fort DC 15 – Induces unconsciousness for 1d6 minutes.  A natural ‘one’ on the saving throw results in coma followed by death in 1d100 days.

Anti-Anxiety:  Will DC 18 – Induces calm for 1d4+4 hours as well as 1d6 points of temporary Dexterity damage and 2d4 points of temporary Wisdom damage.  While under the influence, the subject is immune to fear effects and gains sanity reduction 1.  The drug is extremely addictive however, subjects suffering withdrawal symptoms for up to 1d4 months after each use.  Episodes occur during stressful events and require a Will DC 18 save to overcome.  Those who fail suffer a -2 moral penalty to all attack rolls, saves, and checks for the duration of the event.  Additional doses of this drug do not stack, except for the temporary Dexterity and Wisdom damage.  This temporary ability loss comes back immediately after the duration of effect.

Sleep Inducing:  Fort DC 27 – Induces sleep for 3d6+6 hours.  A second dose administered while the first is still in effect adds an additional 4d6 hours but requires a Fort DC 18 save against death.  A third dose administered during this time will induce a coma lasting 4d6 weeks but requires a Fort DC 24 save against death.  A forth dose automatically causes death, no save.

Uber-lobotomy:  Will DC 20 – Effectively reduces Wisdom to 1 and induces absolute calm for 1d6 hours.  The subject views everything in an unemotional and detached way, regardless of the situation, being immune to fear effects and sanity loss while under the influence.  The subject can move no faster than a walk and will not defend himself or seek cover, being effectively helpless against all attacks, though he may make a single ranged attack per round with a firearm as a full round action.  Additional doses of this drug do not stack, but overlap in duration.  The subject immediately gains normal Wisdom and senses after the duration of effect.

Waking:  See below – Immediately brings a subject out of any sleep or unconsciousness not related to catatonia caused by ability damage or coma.  The subject will be immune to knockout or unconsciousness, even that caused by negative hit points, for 1d6 minutes.  Each dose requires a Will DC 18 save to avoid an associated 1d4 points of temporary Intelligence damage.  This temporary loss does not come back immediately after duration of effect, but must be regained at the standard recovery rate.

Background
Freada Van Hoff Born 1886
Freada is an Austrian National living in America on a diplomatic visa.  She frequently travels to Washington DC, New York, and Massachusetts to speak at various gatherings of the top U.S. Neurologists.

As a child, Freada showed a remarkable penchant for the sciences.  She finished public school early and became the youngest person ever to enroll in the German Medical Collage of Munich.  Not much longer, Freada graduated top of her class and caught the attentions of Dr. Sigmund Freud, a well respected psychoanalyst, who took her on as an understudy.  In 1909 Freada accompanied Dr. Freud on a trip to America where he spoke at Clark University in Worchester Massachusetts.  Freada fell in love with New England and vowed to one day return.  In time, Freada became a well respected psychoanalyst in her own right and began to travel Europe giving lectures and attending important neurological summits.

During this time, Freada was contacted and recruited by the newly formed German SS.  They promised to send Freada to America if she would simply be the eyes-and-ears of the SS while she was there.  This seemed easy enough, so Freada accepted and shortly after settled in Ansonia Connecticut.  She got a job at a local asylum and set up a clinic of her own in town.

The German SS occasionally asks Freada to do a little espionage work, sending her to various places to spy under the pretense of scientific exchange in the field of psychoanalysis.  The information they want always seems unimportant and besides, Freada really does love to talk to scholars about her field of study, so she regularly accepts these missions.  She would refuse if she believed there was some harm her spying could cause.

Freada has been provided with a short-wave radio, hidden in her clinic, which allows her to communicate with the SS when necessary.

Recently Freada has received a new mission from the SS.  It seems that the United States has been working on the development of a physically advanced human – strong, healthy, beautiful, with a superior intellect.  The SS wants Freada to find out where this research is taking place and to then gather any information that the SS could use in its own human development projects.

Freada’s investigations have revealed that a large number of small children in Ansonia have strange behavioral disorders and violent propensities.  They seem to be limited to children three years old and younger, making Freada suspect that they may be the failed results of a new human development project here in Ansonia…

Family:  Freada’s mother and sister still live in Austria, keeping in touch with Freada through infrequent letters.  Arnold Penshaw, an ex-asylum patient of hers, has become a close friend (in a grandfatherly way) since his remarkable recovery from complete insanity about a year ago.

What Freada Knows About The Others
  • Henri Lamarre A French immigrant with a penchant for heavy drinking.
  • Earl Simpson A mechanic with a repair shop in town who harbors delusional fantasies about having been abducted by aliens.
  • Zoe Bodine A local reporter who suffers a mild spider phobia.
  • ‘Lucky’ Lucy McKinley A strait forward private investigator.
  • Arnold Penshaw A retired antiquarian turned social worker who performs as a stage magician on the side.  Was completely insane a year ago, but suddenly (if not inexplicably) came to himself and has been fine ever since.
« Last Edit: August 18, 2013, 02:45:58 pm by BerkaZerka »
Logged

BerkaZerka

  • Administrator
  • BHB Magistrate
  • *****
  • Posts: 20543
    • View Profile
Re: Bad Seed Characters (d20 Call of Cthulhu)
« Reply #7 on: May 29, 2013, 02:36:06 pm »

Too bad they all get eaten in the end...  ;)
Logged

Not Aman

  • Global Moderator
  • BHB Superstar
  • *****
  • Posts: 16107
  • Bagdhaddy
    • View Profile
Re: Bad Seed Characters (d20 Call of Cthulhu)
« Reply #8 on: July 31, 2013, 12:27:17 am »

Quote
‘Lucky’ Lucy McKinley A strait forward private investigator.

Straight.  ;D
Logged

Aeon_spiral

  • BHB Titan
  • Cowboy
  • *****
  • Posts: 3259
  • Keitaro Hokusai, the Drunken Ox of Sendai.
    • View Profile
Re: Bad Seed Characters (d20 Call of Cthulhu)
« Reply #9 on: August 18, 2013, 05:32:10 pm »

I am in love with Arnold's Character still lol.
Logged
Suffering is permanent, obscure and dark, And shares the nature of infinity. ~William Wordsworth
Pages: [1]   Go Up