Escolar Documentos
Profissional Documentos
Cultura Documentos
By Jack Vogel
What follows is a list of twenty characters for Call of Cthulhu. I have only given you
twenty for two reasons, one is that, if you are absolutely in love with random
encounter tables, you can just break out the ole d20 and roll to your hearts
content. The other is that you should never need any more than these 20.
Why? Because all you have to do is change the FX and maybe one or two of the
stats (I have purposely left this in Word format so this will be easy to do), and you
have pretty much any and every character you would ever need. You want the
kings companion guard cavalry for your medieval Call of Cthulhu campaign? Give
the Foreign Legionnaires a little armor and a few destriers, change their bayonets
into lances and their rifles into broadswords, and off you go. Need American
President Teddy Roosevelt? Hes the titled nobleman, with an elephant gun added
in, of course. With slight modifications, you have all you need, and your players will
never know the difference.
Which brings me to a second point. While you are certainly free to modify these
characters as much as you like, there is almost no reason to ever have different
stats for a gang of low level enemies that are all essentially the same. I have given
dice ranges for a few of these characters, so that you can vary your forces between
elite and green troops, but giving them different stats within the same group
will only drive you crazy. My advice is to use the average stat for all of the ordinary
troops, and maybe have a beefed up one for the chief, and a couple of almost
equally beefed up fellows for his personal guards, but leave everybody else alone.
It makes things a lot easier when you are rolling a large number of luck saves, or
trying to figure out whether the guy who just took 5 points of damage from
Schenectady Monroes revolver was one of the guys with 10 hit points (and thus
unconscious) or one of the guys with 11 hit points, and thus still kicking. The
Keeper has enough work to do; keep your number crunching to a minimum.
Also, nobody has any equipment listed. Again, this just keeps things easy. Assume
that, if the character is fully equipped, he has all of the tools, weapons, whatever,
on him that his skills and profession reasonably allow for. Thus, our Foreign
Legionnaires, again, have their rifles, maybe 40 rounds apiece, bayonets, backpack,
canteen, sleeping bag, tent, mess kit and uniform on the march. If they have been
captured and are awaiting rescue, they are wearing a few rage and that is it. If they
are on leave, in a bar and trying to make time with the local damosels, they
probably have their uniforms, maybe a pocket knife for just in case, and a few coins
in their pockets. You get the idea.
1: Average Fanatical Cult Member
STR 13 CON 11 SIZ 11 INT 8 POW 10 DEX 10 APP 8 EDU 5 SAN 0 HP 11
Damage Bonus: none.
Weapons: Dagger 45%, damage 1D4 +2 +db, Sword 50%, damage 1D8 +db.
Garrote 25%, damage Strangle.
Skills: Conceal 33%, Cthulhu Mythos 4%, Dodge 37%, Fast Talk 35%, Hide 62%,
Listen 45%, Occult
23%, Sneak 57%, Speak Other Language: French 18%, Spot Hidden 40%.
Description: Obeys his priest without question, but 50% chance of cutting and
running when casualties reach 50% or if an allied monster is destroyed/driven away.
If not, he fights to the death.
2: Clever Half-Ghoul or Half-Deep-One Patriarch
STR 16 CON 14 SIZ 14 INT 16 POW 11 DEX 12 HP 14
Damage Bonus: +1D4
Weapons: Claws 41%, damage 1D6+db, Bite 30%, 1D6+automatic worry.
Spells: Shrivelling, Steal Life, Summon/Bind Star Vampires.
Description: You can negotiate with him, but dont turn your back
STR 2D6+6
13
CON 2D6+6
13
SIZ
2D6+6
13
INT
2D6+6
13
POW 3D6+1
12
DEX 3D6 11
APP 3D6 11
HP
13
Damage Bonus: +1d4.
Weapons: Fist/Punch 52%, damage 1D3+db, Bayonet 50%, damage 1D6+2+db,
Rifle 60%, damage 2D6+4
Skills: Navigate (Mountains/Deserts) 76%, Ride 84%, Survival: Desert 68%.
Description: Hardened killers with nothing to lose.
6: Foreign Legion Native Auxiliary or Nomad Guide
STR 12 CON 12 SIZ 10 INT 13 POW 11 DEX 14 APP 11 EDU 11 SAN 55 HP 12
Damage Bonus: none.
Attacks: Dagger 54%, 1D4+2+db, Rifle 50%, damage 2D6+4
Skills: Bargain 57%, Desert Survival 82%, Hide 60%, Listen 46%, Navigate 65%,
Other Language
(French) 51%, Ride (Camel) 61%, Sneak 44%, Spot Hidden 57%.
Description: Once nomads are encountered, only one member of the tribe can ever
be convinced to act as guide, and doing so requires a combined success on Fast Talk
and Bargain. Bribes of useful items such as knives, guns, spices, cloth, and animals
are always welcome and should improve the chance of success.
7: Government Minister / High Official
STR 12 CON 13 SIZ 12 INT 15 POW 10 DEX 13 APP 12 EDU 16 SAN 50 HP 13
Damage Bonus: none.
Skills: Archaeology 55%, Bargain 34%, Bureaucracy 69%, Speak Other Language:
French 60%.
Description: Travels with 1d4+1 guards of an appropriate type, plenty of money, no
time for the little people.
8: Immortal Sorcerer / High Priest of Evil Deity
STR 16 CON 14 SIZ 14 INT 17 POW 24 DEX 13 APP 10 EDU 14 SAN 0 HP 14*
*Immortal
Damage Bonus: +1D4.
Weapons: Fist/Punch 52%, damage 1D3+db, Dagger 42%, damage 1D4+db, Sword
46%, damage 1D6+1+db.
Skills: Astronomy 35%, Cthulhu Mythos 18%, Hide 35%, Listen 32%, Other
Language: French 44%.
Spells: Curse of Darkness, Flesh Ward, Send Dreams, Steal Life, Summon/Bind
Servitor of his deity.
Magic Items: 85% chance of a random blasphemous book at home, 50% chance of a
pocket sized item while out and about. Also a 50% chance to carry his fetish at all
times, or always keep it hidden.
Description: Immortal characters must have a fetish, an item such as a ring, rug,
painting, family heirloom, mirror, or something similar, which grants their
immortality and regenerates them. So long as this item is in existence, the
investigator is immortal. If it is destroyed, the character immediately dies. This
fetish must always be within 100 yards of the character.
Other means of destroying an immortal character include decapitation, burning and
mutilation
of the body to the point where it cannot regenerate. Otherwise, most wounds
regenerate after the
investigator is dead (0 Hit Points or less). The regeneration rate is 1D4 Hit Points a
minute until
the investigator is conscious3 Hit Points. Once the character is conscious, the
normal healing
process resumes.
9: Marketplace Cutpurse
STR 11 CON 12 SIZ 11 INT 11 POW 9 DEX 10 APP 10 EDU 7 SAN 45 HP 12
Damage Bonus: none.
Skills: Hide 48%, Legerdemain 56%, Listen 33%, Sneak 51%
Weapons: Knife 1d4+db
Description: Lean, hungry, and down on his luck.
10: Marketplace Merchant
STR 11 CON 12 SIZ 12 INT 13 POW 11 DEX 13 APP 10 EDU 8 SAN 55 HP 12
Skills: Bargain 58%, Conceal 22%, Fast Talk 40%, Listen 31%, Other Language:
French 44%.
Description: Insulted by your penurious offer.
11: Museum Curator
STR 12 CON 12 SIZ 13 INT 07 POW 08 DEX 10 APP 09 EDU 14 SAN 27 HP 13
Skills: Archeology 44%, Art (Carpet) 56%, Art (Jewelery) 68%, Art (Pottery) 41%,
Bargain 78%,
Credit Rating 28%, Fast Talk 34%, History 32%, Listen 5%, Other Language (French)
44%.
Description: Thrifty, professional, a tad uptight.
12: Researcher/Adventurer
STR 09 CON 10 SIZ 09 INT 13 POW 11 DEX 15 APP 15 EDU 12 SAN 55 HP 10
Damage Bonus: none
Magic Items: 25% chance of a random blasphemous book at home, 30% chance of a
pocket sized item while out and about, 30% chance of a random item of alien
technology he found as a boy when that greenish star crashed over the hill from the
oasis.
Description: Helpful, friendly fellow, until you wake up tied to the rack
04
Minor Magical Artifact: Maybe it gives a +10% to Luck rolls, or can cast a
minor spell once/week.
05
Documents: Secret maps, battle plans, or blueprints, and somebody wants
them.
06
07
Pursued: Roll for another NPC to see who wants to get him, why is up to the
Keeper.
08
Albino: -2 CON.
09
Former Combat Medic or Surgeon: Additional Skills: First Aid 75%, Medicine
65%.
10
11
Secret Identity: Is actually the Government Minister / High Official or Titled
Nobleman /
Minor Ruler, and only masquerades as whatever type was rolled
up. He is in hiding or has been deposed He has none of the skills of his false
persona. Alternatively, if the character originally
rolled was the Government
Minister / High Official or Titled Nobleman / Minor Ruler, roll
another type. This
is an impostor placed in high office by others (or himself, if sufficiently powerful).
Think The Prisoner of Zenda, or similar.
12
Shape Changed Serpentman: As SECRET IDENTITY, above, but he is actually a
Serpentman.
13
14
15
Mark of Chaos: The character is a very distant relation of Yog-Sothoth.
Additional Skills:
Cthulhu
Mythos 15%, Negotiate With Outer God or Servitor:
35% and one roll on the table below:
16
Sage:
Sages on Call of Cthulhu (From CoC 2nd Ed.)
Sages are known by many names: philosopher, guru, wise-man (or wise
woman), and so on. In Call of Cthulhu, the name indicates an optional NPC
character type to give extra Keeper flexibility during a campaign. Sages have
high Psychoanalyze and First Aid, know their locales intimately, have
considerable Occult skill, and even may have some Cthulhu Mythos. As an
NPC, the sage may be used by the Keeper to provide limited help for the
player characters, to supply the PCs with information, or even to act as a
sympathetic character whose death proves the evil villainy of the death-doer.
Sages sometimes threaten PCs, as related below.
A sage is a man or woman who has evolved a way of life in harmony with the
universe. Sages refuse involvement with worldly bustle, preferring to study
their own motives and the meanings implicit in the world. This understanding
leads them to deeper levels of perception. Though sages are very realistic,
most people who encounter them perceive sages as mystics and magicians.
All cultures at all times produce sages. Typically thought of as leading
hermit-like existences, sages actually work at every occupation not
demanding duplicity and misrepresentation. A sage can be a nurse,
carpenter, or scientist, but cannot be an advertising copywriter or a politician.
Since sages need time to recognize the truth, they normally are more than 50
years old. Sages look and dress normally. The Investigator who meets a sage
will notice keenness, a sense of humor, and warmth. PCs may notice unusual
tolerance and intolerances in a sage.
Players should not be told of the existence of sages. Sages never create
organizations or committees. Sages are often found near libraries with
extensive Occult holdings, there pursuing their spiritual progress.
Studying With a Sage
If, during the course of play, a sage demonstrates his unusual powers, playercharacters may ask to study with them. Though counselling that such study
will take years, the sage will accept as a student any who then ask, who also
can roll their POW x 5 or less on D100. Later requests will not be honored.
Every six months of study with a sage restores 1D20 points of SAN and adds
1D10 points to the Investigator's Occult skill. If the Investigator's Occult roll
happens to be 9 or 10 (9-0), the Investigator will further gain 1D6 points of
Cthulhu Mythos (added Cthulhu Mythos will decrease the Investigator's
maximum SAN by an equal amount).
Any Investigator who studies with a sage runs the risk of being converted to
the path of the sage, thereby forgetting his fellow Investigators and his
potentially world-saving mission. The player-character cannot leave the sage
until his POW has overcome the sage's POW on a Resistance Table roll. The
PC gets two chances to beat the sage, at successive six game-month periods.
Failure means that the PC is unalterably on the way to sage-dom. This
character becomes an NPC, now in possession of the Keeper.
A random Sage will have the characteristic generated per the Random CoC
NPCs Table, but POW 18 and SAN 90, regardless of Cthulhu Mythos skill.
Parry 75% with any object; will not use offensive weapons.
Spells: No spells, but makes a hypnotic pass which casts his POW vs. the POW
of any servitor race on the Resistance Table. Only good against one monster
per melee round, and not good unless the being can see or otherwise detect
the hypnotic pass.
Additional Skills: Cthulhu Mythos 05%, Occult 45%, Pharmacology 30%, Treat
Disease 30%, Treat Poison 30%, Water Divining 80%, Weather Forecasting
70%, Zoology 15%, Diagnose Disease 30%, Listen 80%, Psychology 80%,
Camouflage 70%, Hide 55%, Move Quietly 75%, Bargain 95%, Calm Mammals
85%, Commune With The Universe 95%, Credit Rating 25%, Debate 60%, Fast
Talk 75%, Green Thumb 80%, Oratory 50%, Psychoanalyze 90%, Sing 15%,
Whistle 80%, Drive Auto 25%, Electrical Repair 10%, Make Toys 90%,
Mechanical Repair 20%, Operate Heavy Machinery 10%.
Any skills of a wicked or violent nature and any spells represent abilities the
Sage had before his enlightenment. He will be loath to use them in any but
the direst of causes.
17
Witchdoctor: The character has a tribal heritage, and is a witchdoctor. He
knows 1d3 spells, his
SAN is halved, and he has the following additional skills:
zoology 30%, sneak 40%. He probably
keeps his powers a secret.
18
Cache: The character knows the location of a secret cache, containing 1d100
x $1,000 worth of treasure, a 35% chance of 1d3 Mythos tomes, a 35% chance of
1d3 magic items, and a 35%
chance of 1d3 alien weapons or other super-high
technology devices. The monetary treasure
should be something exotic like stolen paintings, uncut gems, artifacts from
an ancient tomb, etc.
19
Hidden Weapon: The character carries a spring-loaded dagger, derringer,
razor-wire garrote, or
some other exotic weapon, hidden away where it wont be easily detected.
20
21
22
Sneaky: The character gains a +25% bonus to Sneak skill, for natural
sneakiness.
23
Accursed: The character suffers from a curse. Origin and effect should be
defined by the Keeper
Being pursued by a Mythos entity and hearing chanting all
night is a good basis.
24
25
Artist: Sculptor, painter, correographer, actor, what have you. Additional
Skills: Disguise 30%,
Perform or Create Art: 68%.
26
27
Jungle Native: Only later joined modern society. Additional Skills: Camouflage
35%, Track 40%, Primitive Tribal Weapons 40%, Survival 40%
28
Lycanthrope: The character is a werewolf, or other were-type if the Keeper
has rules for
additional such creatures.
29
Deaf-Mute.
30
Charlatan: False spiritualist who makes his living, at least in part, by fleecing
the nave.
Additional skills: Sneak 20%, Pick Pocket 50%, Occult 25%, Fake a spell,
sance, levitation, etc.
60%.
31
Blind.
32
Sailor: Or seaman, deep water fisherman, etc. Additional skills: Watercraft
55%, Fishing 50%, Navigation 40%.
33
Bald. Light reflecting off his head gives any opponent a -2% to hit him.
34
Superstitious: The character tends to believe in magic and anything
mysterious.
35
36
37
38
Lost Arm: The character is at half skill to climb, swim, or do anything
requiring two hands.
39
40
41
42
Dabbler: The character learned a single spell from a hedge wizard, or by
library study.
Additional Skills: Occult 15%, Cthulhu Mythos 3%.
43
Psychopathic Killer: The character is completely normal until his second
personality is triggered, when he tries to kill all those around him. They are
monsters or conspirators, you see.
Additional Skills when triggered only: Club,
Hatchet, Butcher Knife, etc. 60%, Sneak 60%.
44
Disease Carrier: May be knowing or unknowing. Possible diseases include
Leprosy, Typhus,
Tuberculosis, Influenza, Plague and Measles. Chance to avoid
contagion is CON x 5% per day of
exposure. Chance to survive once caught
varies by disease and is up to the Keeper.
45
Personality Trait: Code of Honor, will not fight a foe at an obvious advantage
(e.g. armed while the foe is unarmed).
46
Master Swordsman: Additional Skills: Rapier, Saber, Epee, Foil, Scimitar, etc.
75%, parry 75%.
47
Restless Spirit: The character is, in fact, an undead spirit, here to complete
business or avenge a
wrong. He cannot affect or be affected by the living
physically, nor even by the powers of Mythos creatures, though he can offer
advice. He will tend to arrange circumstances so that it is
not obvious that he
is dead.
48
49
50
Personality Trait: Cowardly. Will try to flee any battle if there is a reasonable
possibility, and he is outnumbered.
51
Hobo: The characters type represents his skills and former occupation. Now
he is penniless,
and wandering the world. Any Hobo has a 10% chance to also
be a Sage (q.v.).
52
Alchemist: Considered witchcraft in many cultures, and often
indistinguishable from it, the
alchemist tends to keep his abilities secret.
Additional skills: Brew Invisibility Potion 25%, Brew Flying Potion 25%, Brew Healing
Potion 25%, Transmute 1d6 Pounds of Lead Into Gold In One
Week: 35%.
53
Personality Trait: Insanely brave. Can never suffer any fear effect for any
reason.
54
Drunk or Addict: 50% chance he starts the day either hungover or with the
shakes, unless hes
been kept of whatever it is, for at least two weeks. He
will get drunk again as soon as possible
if forcibly kept sober. A hangover and
the shakes both have the same effect: -10% to all skill and
statistic rolls.
55
Practical Joker: Carries whoopee cushion, exploding cigars, joy buzzers, paint
and tacks both for chairs and benches. Practical jokes can give a surprise effect, if
the Keeper allows. Additional
skill: Play Practical Joke 55%.
56
57
Hidden Item sewn into his clothing, of which he is unaware, such as a
treasure map or evidence
of a crime.
58
Accomplished Dreamer (see Dreamlands); Dreaming Skill 43%, Dream Lore
Skill 43%.
59
60
Knows a scrap of information highly useful to the party. Depending on his
overall persona, he
may divulge it out of friendliness, for pay, when tricked, or
only under torture.
61
Member of a Secret Society: This may be the Illuminati, Freemasons, Men In
Black, or whatever.
Once per adventure he has a 40% chance of contacting a
brother by secret means.
62
63
64
65
Personality Trait: Spendthrift, will spend a minimum of 5% of his wealth each
day, until he is
broke.
66
Balloonist: Skill 60%. 50% chance he knows the location of a hidden balloon
within a mile of
here.
67
Uncontrolled Prophet/Seer: On a successful POW roll (once per adventure) he
will tall a true but cryptic prophecy.
68
Inventor: Skill 54%. There is a 50% chance he carries a strange invention,
such as a shrink ray,
flight pack or flash-bang bombs. There is a further 50%
chance that is actually works any given
time it is used.
69
70
Iron Will: This character cannot be bind controlled in any fashion (including
torture, magic and hypnosis) and never loses SAN or goes insane for any reason.
He is also a very cold fish, and his
chance of persuading anyone is always
halved.
71
72
Carries a Copy of Goods Almanac: Once per adventure in a primitive local, he
can consult the
Almanac, and there is a 50% chance that it predicts a complete
solar eclipse (which
automatically cows the natives) within the next ten
minutes or so.
73
Personality Trait: Hot tempered, 25% chance to start fighting in any tense
situation.
74
Wears a Monocle: On a successful Luck roll it will flash the light in opponents
eye, once per
battle, making him automatically miss his attack or parry.
75
Personality Trait: Insomniac, 25% chance cannot sleep at all on any given
night. -10% to all skills next day, but can take all guard shifts the night before.
76
Pet Parrot, Raven or Bat: Sits on his shoulder and talks. In melee, it dodges in
and out at the
enemys face, causing him -10% to all attack rolls. It can only
be hit on a critical hit roll, and has
only one hit point.
77
Personality Trait: Intolerant: 15% chance to pick a fight with anyone of
different beliefs on meeting for the first time.
78
79
Personality Trait: Lazy, 25% chance to fall asleep on guard duty, or when
entrusted with some
important task or vigil.
80
81
Personality Trait: Miser, will attempt to buy poor lodging, food, or equipment,
or convince others to do so.
82
Unluck Aura: All Luck rolls (friend or foe) except the characters own made
within 20 of the
character are made at -20%.
83
Personality Trait: Loyal, will never betray his comrades, even unto death.
84
Luck Aura: All Luck rolls (friend or foe) except the characters own made
within 20 of the
character are made at +20%.
85
Psychic: If your game allows psychic powers, this character gets them, rolled
as would be done for a beginning psychic. If not, the default rule is that he can
96
Personality Trait: Talkative, 25% chance to let something damaging slip in any
conversation.
97
Teller Of Tall Tales: A real Baron Munchausen. He will tell wild tales even when
a desperate situation demands otherwise, and his skill in making himself believed is
73%.
98
99
Personality Trait: Sybaritic, loves to live well, and will spend twice the money
necessary on good foods and comfort.
00
Roll Twice More On This Table: Disregard additional rolls of 00, and do not
reroll them.