*I use the D20 Modern skill list (plus Spellcraft, Psychic Focus, and Psychoanalysis) and feats (plus psychic feats), and damage values for firearms and such. I have, of course, retained the Cthulhu method of handling Languages (with ranks). Speak Language (Native) has a +5 native bonus, so DCs for a characters native language can still come into play. I have removed Cthulhu Mythos from the skill list and put it at the top of the character sheet, where level used to be.
*The new skill list is larger, so I've given more skill points. 40 + (INT mod x4) (which would be 10+[INT mod] per level, an extra 2 over the old system). "Core skills" have been eliminated, all skills are one-to-one, and my reasoning is as follows: Rarely did a character have enough skill points where their "core skills" mattered. They'd have more core skills than skill points to max them out anyway. So, now I just make sure their skill selections make sense based on the character they are creating. Also, Max Ranks = 5, just for the sake of more customization.
So how do characters increase their skills. Or are they pretty much as built with no chance of improvement.
Character creation:
Abilities: 25 (thinking of lowering this) point buy.
HP = Con + Toughness (if applicable)
Saves and Attack Bonus: Distribute these four numbers as you see fit among the three base saves and BAB: 3, 2, 1, 0. Then, of course, add the relevant ability mods for the final saves and attack bonuses.
Select 3 feats.
Distribute 40+(INT mod x4) skill points. Max Ranks = 5.
Wealth: Don't worry about it. This is basically a roleplay thing, and I, as GM, will make sure it doesn't unbalance things (my guy's a billionaire and owns several illegal weapons!)
I don't think anything else has changed.
"Advancement":
Cthulhu Mythos ranks go up. Max Sanity goes down. That's pretty much it. I haven't yet come up with a method of acquiring more feats or skill points or anything, but HP certainly will not change.
EDIT: Formatting
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