Call of Cthulhu
Compendium
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Step Three (Determine Pulp Talents)
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STEP THREE: DETERMINE PULP TALENTS
Pulp talents provide a way to further customize characters, enabling certain benefits and enhancements that reflect pulp themes and styles. While they won’t turn heroes into superheroes, they do provide specific advantages allowing heroes to be particularly adept in certain circumstances.
When creating a hero, choose two talents from the ones listed below. During the course of the game, heroes may gain additional talents at the discretion of the Keeper.
This Free Basic Rules version contains a limited number of Talents. For many more player options, check out the full Call of Cthulhu Keeper Rulebook
TABLE 3: QUICKSTART TALENTS (CHOOSE OR ROLL 1D10)
Roll | Physical Talent |
1 |
Keen Vision: gain a bonus die to Spot Hidden rolls. |
2 | Tough Guy: soaks up damage, may spend 10 Luck points to shrug off up to 5 hit points worth of damage taken in one Combat round. |
3 | Smooth Talker: gain a bonus die to Charm rolls. |
4 | Hardened: ignores Sanity point loss from attacking other humans, viewing horrific injuries, or the deceased. |
5 | Strong Willed: gains a bonus die when making POW rolls. |
6 | Psychic Power: may choose one Psychic Power (Clairvoyance, Divination, Medium, Psychometry, or Telekinesis). Note that occupational and/or personal interest skill points should be invested in this skill (see Psychic Powers). |
7 | Fast Load: choose a Firearm specialism; ignore penalty die for loading and firing in the same round. |
8 | Quick Draw: does not need to have their firearm “readied” to gain +50 DEX when determining position in the DEX order for Combat. |
9 | Gadget: starts game with one Weird Science Gadget (see Weird Science). |
10 | Resourceful: always seems to have what they need to hand; may spend 10 Luck points (rather than make Luck roll) to find a certain useful piece of equipment (e.g. a flashlight, length of rope, a weapon, etc.) in their current location. |
Attributes
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