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Call of Cthulhu

Compendium

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Step Five (Decide Skills and Allocate Skill Points)

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STEP FIVE: DECIDE SKILLS AND ALLOCATE SKILL POINTS

Pulp Cthulhu skills, in the main, use the same skill descriptions as found in the Call of Cthulhu Rulebook, and so the majority are not repeated here. A number of skills have been adapted for Pulp Cthulhu and these skill descriptions can be found starting on the following page.

Occupation Skills

After you have chosen an occupation, calculate your occupation skill points using the characteristics specified alongside the occupation. Allocate the resulting total as percentage points among those skills listed for the occupation—your hero’s professional skills. Points must also be allocated to Credit Rating (see following) within the range indicated for the occupation.

Not all the skills need to have points allotted to them; however, any unused points are lost. Note that each skill has a number in brackets next to it on the pulp hero sheet: this is the base chance of success in that skill, and any points allocated to that skill are added to this base number. There is no cap on the number of points that can be invested into a skill, although players are advised that a hero with a variety of skills in the 40%–80% range (rather than possessing only three or four skills at 90%–100+%) is liable to be more useful in the game, as their breadth of ability means they won’t become “one-trick ponies.”

Write down the total points for each skill on the pulp hero sheet (the points you’ve allocated plus the base chance printed and fifth values for each skill, allowing you to reference them quickly in the middle of a game. It is advised that you allocate occupation skill points, archetype skill points, and then personal interest skill points before writing in the half and fifth values alongside the full value for each skill.

Archetype Skills

Decide which of the skills listed under the chosen archetype you wish to allocate the bonus points to. Some of the archetype skills may be the same as ones listed under the chosen occupation; decide whether to bolster such skills or round out the hero further by electing to use the bonus points for non-occupation skills. Archetype bonus skill points cannot be used for skills not listed under the archetype, and if unallocated are lost.

Note that if your hero has a psychic skill, (see Step Three: Determine Pulp Talents) then you will also need to invest skill points into that skill.

Personal Interests

Multiply the hero’s INT by 2 and allocate the result as points to any skills (which can include adding further points to occupation skills). Note that points cannot be allocated to the Cthulhu Mythos skill unless otherwise agreed with the Keeper.

Write down the total points for each skill on the pulp hero sheet (the points you’ve allocated plus the base chance printed on the sheet).

Credit Rating

A hero’s starting Credit Rating (CR) is determined during character creation, based on the hero’s chosen occupation. In play, Credit Rating determines the amount of money a character has available on hand, as well as their assets and general living conditions.

A hero’s Credit Rating skill begins at zero. The range of starting levels for each occupation can be broad, and the level chosen should reflect the hero’s rank in that occupation. For example, a criminal could be a poor, lone pickpocket (Credit Rating 9) or for a wealthy gang boss (Credit Rating 90). Any number of skill points can be invested in Credit Rating within the recommended limits for that occupation.

SKILL DESCRIPTIONS

The vast majority of Pulp Cthulhu skills are identical to those used in standard Call of Cthulhu. Thus, skills which are unchanged from standard Call of Cthulhu are not repeated here (see Chapter 5: Skills, Call of Cthulhu Rulebook for their full descriptions).

In some cases, certain skills have been tweaked to better align with pulp games. Additionally, a new set of skills is introduced: Psychic Skills, which provide a range of mental abilities suitable for the pulp milieu.

SKILL LIST

Key:

Bold Text denotes the skill has been tweaked for Pulp Cthulhu and a description follows. All other skill descriptions are not repeated here and can be found in Chapter 5: Skills of the Call of Cthulhu Rulebook.

[Uncommon] denotes an uncommon skill not written on the Pulp Cthulhu Hero Sheet.

[Specializations] denotes a skill that is broken up into various separate, allied skills.

  • Accounting (05%)
  • Animal Handling (05%) [Uncommon]
  • Anthropology (01%) [Uncommon]
  • Appraise (05%)
  • Archaeology (01%)
  • Art and Craft (05%) [Specializations]
  • Artillery (01%) [Uncommon]
  • Charm (15%)
  • Climb (20%)
  • Computer Use (00%)
  • Credit Rating (00%)
  • Cthulhu Mythos (00%)
  • Demolitions (01%) [Uncommon]
  • Disguise (05%)
  • Diving (01%)
  • Dodge (half DEX)
  • Drive Auto (20%)
  • Electrical Repair (10%)
  • Fast Talk (05%)
  • Fighting (varies) [Specializations]
    • Axe (15%)
    • Bow (15%)
    • Brawl (25%)
    • Chainsaw (10%)
    • Flail (10%)
    • Garrote (15%)
    • Sword (20%)
    • Whip (05%)
  • Firearms (varies) [Specializations]
    • Flamethrower (10%)
    • Handgun (20%)
    • Heavy Weapons (10%)
    • Machine Gun (10%)
    • Rifle/Shotgun (25%)
    • Spear (20%)
    • Submachine Gun (15%)
  • First Aid (30%)
  • History (05%)
  • Hypnosis (01%) [Uncommon]
  • Intimidate (15%)
  • Jump (20%)
  • Language (Other) (01) [Specializations]
  • Language (Own) (EDU)
  • Law (05%)
  • Library Use (20%)
  • Listen (20%)
  • Locksmith (01%)
  • Lore (01%) [Specializations]
  • Mechanical Repair (10%)
  • Medicine (01%)
  • Natural World (10%)
  • Navigate (10%)
  • Occult (05%)
  • Operate Heavy Machinery (01%)
  • Persuade (10%)
  • Pilot (01%) [Specializations]
  • Psychoanalysis (01%)
  • Psychology (10%)
  • Read Lips (01%)
  • Ride (05%)
  • Science (01%) [Specializations]
  • Sleight of Hand (10%)
  • Spot Hidden (25%)
  • Stealth (20%)
  • Survival (10%) [Specializations]
  • Swim (20%)
  • Throw (20%)
  • Track (10%)

Computer Use (00%)

Computer Use is the province of scientists and inventors in the 1930s era, and it is highly unlikely that those outside of such professions would have any skill at all, or even know how to turn a computer on.

The skill enables the programming, operation, and repair of computers and other logic device operation. These devices are not small desktop appliances; rather they can fill entire floors and usually can’t be moved. Row upon row of glass tubed valves, jumbles of wires, flashing lights, and strange popping sounds are common. Such machines are programmed by adjusting dials and inputting hole-punched cards, with computational results displayed via light boards and gauges.

The scope of 1930s pulp computers is very much the province of the Keeper. Some suggestions include:

  • Predicting the percentage chance of specific events happening (e.g. “It says there’s a 90 percent chance of the Statue of Liberty becoming sentient if the ritual is performed”).
  • Decoding ciphers or translating ancient texts (e.g. “The computer says we were wrong, the message is a warning not a call for help!”).
  • Powering the brain of servant, helper robots (e.g. “Look, the computer sends the robot orders by radio waves. Of course nothing can go wrong. The computer is our friend”).
  • Solve complex mathematical problems (e.g. “Great! The computer has worked out that if we draw this geometric shape on the floor then it’ll open up a non-Euclidian portal, allowing us to cross into other dimensions!”).

Timescales for computer or logic device operation are uncertain and Keepers are advised to adjust times by the success of the skill roll, although very complex operations and highly unusual programming will always be in hours or days rather than minutes.

In the pulp era, computers are in their infancy, strange devices that no one really understands, with a propensity to cause more harm than good. Those with any skill should approach a computer with caution.

Opposing skill/Difficulty level:

  • Regular difficulty: program a computer to perform a specific activity.
  • Hard difficulty: quickly repair a computer that’s been smashed up.
  • Extreme difficulty: connect a human brain to a computer in order to download its contents.

Pushing examples: taking longer to devise the program; using experimental components; rewiring the instruments.

Sample consequences of failing a Pushed roll: provides inaccurate results that could lead the heroes into disaster; the computer blows up; becomes sentient and believes all humans are its servants.

If an insane hero fails a pushed roll, the consequences are limitless, for example: the computer begins to randomly generate gates, allowing all manner of Mythos entities through.

Cthulhu Mythos (00%)

In addition to the standard description for this skill, users have the option of spontaneous use of Cthulhu Mythos, allowing the user to improvise magical effects akin to spells. This is resolved in the same way as any regular skill use. The player first states an aim; the Keeper then considers if the aim is acceptable, suggesting a lesser aim (in preference to blocking the player’s proposal) if possible.

The default difficulty level for use of the Cthulhu Mythos skill in this way is Regular (the player needs to roll equal to or under the hero’s Cthulhu Mythos skill). Alternatively, if the character is using their Cthulhu Mythos skill to affect a target that is resisting them, treat this as an opposed roll between the caster’s Cthulhu Mythos skill and the target’s POW. In addition, the Keeper must decide on a cost in magic points and Sanity points. The Keeper should gauge the cost and make it similar to a comparable spell.

The cost and consequence of pushing the Cthulhu Mythos skill roll and failing are the same as those for failing a pushed spell casting roll. The Keeper may allow the player’s aim to be achieved when a pushed roll is failed, however, this is not guaranteed. Unlike casting a spell, using the Cthulhu Mythos skill to achieve a given effect must be rolled for every time.

Some examples of spontaneous Cthulhu Mythos skill use:

  • To cause physical harm to one target: the caster chooses the number of magic points expended, and loses half that number of Sanity points. To be effective, the caster needs to beat the target in an opposed Cthulhu Mythos versus POW roll. If the caster wins the roll, the target takes damage equal to the number of magic points expended. Damage caused in this manner is always horrific, with skin blistering, blood boiling, and so on.
  • To banish a monster: the caster spends magic points equal to one-fifth of the monster’s POW and 1D4 Sanity points. The caster must then succeed in an opposed Cthulhu Mythos versus POW roll against the monster.
  • To commune with the recently deceased: costs the caster 10 magic points plus 1D10 Sanity points. The effect last 1D6 rounds before the deceased speaks no more.
  • To commune with the long-term dead: costs the caster 15 magic points plus 1D10 Sanity points. The effect lasts 1D4 rounds before the bones of the corpse speak no more.
  • To create a physical ward: costs the caster variable magic points plus variable Sanity points. Each magic point invested in the barrier acts as if armor, on a one-for-one basis. Such a ward does not prevent mental and psychic attacks, nor Mythos spells.
  • To comprehend Mythos languages: costs the caster 8 magic points plus 1D6 Sanity points. The caster is able to comprehend Mythos languages, such as Aklo, Elder Thing murals, R’lyehian, and so on. This ability to read and understand lasts for around 1 hour.

First Aid (30%)

For Pulp Cthulhu, First Aid grants 1D4 hit points of recovery with a successful application; otherwise, the skill performs exactly as described in the Call of Cthulhu Rulebook.

As an option, Keepers may award an automatic 4 hit points recovery with an Extreme success.

Hypnosis (01%) [Uncommon]

The user is able to induce a trancelike state in a target causing them to experience heightened suggestibility, relaxation, and possible recall of forgotten memories.

Using hypnosis is an opposed roll between the user’s Hypnosis skill and the target’s POW or Psychology (with a willing and compliant target the hypnotist only needs to succeed in their Hypnosis skill roll). Only one target at a time can be affected by hypnosis. Use of hypnosis for devious or malignant purposes should always come at the cost of Sanity points.

Possible uses for hypnosis:

  • Alleviate mental trauma: Hypnosis may also be attempted on a character suffering mental trauma, eliminating the effects of a phobia or mania for one occasion. A series of successful hypnotherapy sessions are needed to fully cure someone of a phobia (minimum of 1D6 sessions, at the Keeper’s discretion).
  • Post-hypnotic suggestion: an implanted suggestion prompts the target to perform a single particular action without forethought and without perceiving that he or she is doing it. The urgency of the suggestion usually fades rapidly.
  • Aid recollection: fragmented or suppressed memories might be recalled to consciousness. Someone who went temporarily insane from seeing the darkness move at the bottom of a well may remember the fear but not remember what was seen. Hypnosis might bring such a memory to light, but could also cost Sanity points in the process since fear was the reason for repressing the memory in the first place. When a successful Hypnosis roll uncovers the sanity-threatening memory, an Intelligence roll should be made for the hypnotized subject; if successful, it means that the subject fully recalls the repressed memory and suffers the appropriate Sanity loss, while a failed roll means that the subject only recalls vague portions and loses no Sanity.
  • Alleviate pain: Hypnosis can ease symptomatic pain or temporarily erase it, but the pain does not cease so much as it is ignored. If the subject is in physical pain, the hypnotist may staunch the pain, allowing the character to perform as if uninjured for 1D6 rounds. At the end of this period, the subject’s wounds are fully felt and, depending on the situation, the Keeper may impose additional hit point loss or call for a CON roll to avoid unconsciousness.
  • Freeze a target: using a focus (such as a gemstone, watch on a chain, and so on) the hypnotist is able to hold the attention of a target for as long as they like, as long as they remain focused on the target. This effect can be used during combat to essentially freeze an opponent, who is unable to do anything but stare at the focus. However, if the hypnotist or target takes damage during this time the hypnosis is broken and the target may act normally. If the hypnotist fails their skill roll, the target gets an immediate free attack on the hypnotist (counts as a “Surprise” attack, giving the target a bonus attack die, with the hypnotist unable to react (fight back or dodge)). Using hypnosis in this way means that the roll cannot be pushed.
  • Misinformation: the hypnotist changes a memory of a non-player character. The Keeper may supply false and misleading replies to future inquiries regarding those memories from the same subject. An unscrupulous hypnotist can effect considerable change in the memories of a trusting subject, confusing real and unreal memories so thoroughly that the subject is unable to distinguish real and manufactured recollections.
  • Cause a subject to concentrate: with hypnotic aid, the target can diligently focus on a specific subject, like a book, a code, or problem. The subject may be able to memorize long passages or strings of unrelated numbers. The outcome is dependent on the subject’s focus:
    • If a book, reduce the reading time.
    • If a problem, allow a bonus die to the associated skill roll (e.g. Mechanical Repair, Mathematics, Physics, etc.).
    • If memory, the subject has remembered the passage or number sequence, able to recall it at the drop of a hat.

Opposing skill/Difficulty level:

  • Hypnosis is opposed with Psychology or POW for an unwilling subject.

Pushing examples: increasing your influence on the target by ensuring their full and undivided attention, or by making a Hard Charm or Persuade roll to increase your influence; assaulting the target’s senses with confusing lights or props; the use of drugs to make the target more susceptible to suggestion.

Sample consequences of failing a Pushed roll: some past memory or trauma is bought to the surface, causing the target 1D6 Sanity loss; the target falls into a trance, causing them to walk in front of a bus at a later time; the target’s mind (or the hero’s mind) is temporarily emptied, allowing possession by a malevolent entity.

If an insane hero fails a pushed roll, his or her mind regresses to a childlike state until treatment is administered.

Medicine (01%)

For Pulp Cthulhu, a person treated successfully with Medicine recovers 1D4 hit points (in addition to any First Aid they have received), otherwise, the skill performs exactly as described in the Call of Cthulhu Rulebook.

Psychoanalysis (01%)

For Pulp Cthulhu, this skill refers to not only to clinical therapy but also to “dime store” emotional therapy, which includes the intuitive support of a friend (a shoulder to cry on, or a slap in the face to “bring them to their senses”). Such mental first aid reflects that, in pulp fiction, certain people have a way with words and sometimes a good talking to is all that is needed to bring a character out of a fugue or emotional crisis. Such dime store medicine can only ever be a short-term fix and specific, long-term treatment by a professional is actually required if the character is ever to properly recover (see Call of Cthulhu Rulebook).

Quick and dirty, dime store psychoanalysis by a non-medically trained person can return Sanity points to hero patient. Make a Psychoanalysis skill roll; if successful then the patient gains 1D3 Sanity points; in addition, the successful application also reduces the length of time by half for the effects of temporary insanity. If the roll fails, add no points. If the roll is fumbled, then the patient loses 1D6 Sanity points, and can never be treated by that same person again. Psychoanalysis cannot increase a person’s Sanity points above 99–Cthulhu Mythos.

The skill can also be used to allow a hero to ignore the effects of a phobia or mania for a brief period (1D6 minutes), allowing a claustrophobe to hide in a broom cupboard, or an arachnophobe to touch a spider, and so on. Equally, Psychoanalysis might be used to help a delusional hero see through their hallucination for a brief period.

Opposing skill/Difficulty level for dime store psychoanalysis:

  • Regular difficulty: plenty of time to talk things out in a relaxing environment.
  • Hard difficulty: in the middle of dramatic action (such as a fight or tense situation).

Sample consequences of failing a Pushed dime store psychoanalysis roll: the patient strikes back in a fit of uncontrolled aggression; the patient seems OK and then goes and does something like smash up the psychoanalyst’s car with a baseball bat; the patient loses 1D8 or 1D10 sanity points.

Attributes

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