Classes

Characters

The idea is that you're all freshmen at Miskatonic University (MU). Starting skills are slightly lower than from regular character generation by only about EDU x 1, by about 60 skill points. EDU is in a more narrow range as you've all graduated from high school and are starting college. But each semester, you automatically gain skill points by taking classes and extra-curricular activities. Your EDU would also increase each semester. So, after 1 or 2 semesters, you'll probably have more skill points than the average character. I'm hoping the adventures the PCs encounter would also cause the PCs to take classes in things they otherwise would not have and gain skills in esoteric areas of knowledge. Also the college experience should mold the characters and create contacts for the characters. MU and Arkham is also a slightly strange place, so that should also afford chances for running into strange and interesting adventures.

I also plan on having mini-interludes for each character to highlight some part of campus life.

It behooves Players to read both the Initial Character Creation and Course Load sections before creating a character.

Initial Character Creation:

Character Creation:

1. Roll Stats as normal, except Age 18-20 and EDU 50 + (1d3 x 5). You can use www.DholesHouse.org, rerolls are allowed if you don't like your stats. Put your College and Major as your occupation. Either roll EDU separately or just do a EDU MIN 55 (raise if too low), MAX 65 (lower if too high).

2. Credit Rating starts at 0%, but can be purchased with Occupation and Personal Skill points. It can be raised to any level. But see notes below about spending levels.

3. Pick a College (LL&A, SCI, MED, LAW) and Major (School of). Occupation skill pts from the College go into Core Skills for the College and Skills in your Major (skills max 70%, note that skills already at 70%+ cannot be increased by taking classes).

4. Add Personal Skill points (INT x 2) to any skills to a max of 70%. Add MU Lore at base 0% or 10% for locals. Personal Skill pts can be added to MU Lore (See notes below for MU Lore).

5. Fill out your classes for 1921 Fall (See Course Load below), this will give you more skill pts at the end of semester in addition to the normal gain for scenarios.

6. Randomly roll or invent Character Backstory elements. Pick one Backstory entry that is the Most important to your character; This is your Key Background Connection. Losing a Key Connection causes a SAN Loss of 1/1d6. A Key Connection is stronger than the other Backstory entries. Random Backstory Tables.

7. These rules are for starting skills only. Each semester, you can take any classes you want. e.g. You don't have to be a Business major to take Accounting. Students are encouraged to get a good education, in breath and depth. Students are also known to switch majors. See Course Load below for details.

Notes:

Age: 18-20 (PCs should be freshmen undergraduates )

EDU: 50 + (1d3 x 5). You're all mostly high school graduates.

MU Lore (default base 10% for locals, 0% for non-locals): Locals can purchase to 30%, non-locals to 5%. Locals = Grew in Arkham area. MU Lore are stories about Miskatonic University.

Credit Rating (0%): Can be purchased to any level, but it is your Parent's Credit Rating. e.g. You'll have the social standing of your parents, but probably not the money at this time. So for game purposes, pocket money will be limited and definitely less than what you would have with your Parent's Credit Rating. Real spending level Credit Rating will be 1/5 of your Parent's Credit Rating (0%-20%), the stereotypical poor student. As per standard CoC 7th rules, Credit Rating starts at 0% and must be increased with Occupation or Personal Skill Points.

Personal Interests Skill Points (follow standard CoC 7th rules): INT x 2

College of Language, Literature, and the Arts (LL&A)

Occupation Skill Points: EDU x 1 + POW x 2

Suggested Contacts: Academics and other students, while graduate students may also know working writers and/or artists

Skills (Core): Credit Rating, History, Language (Other), Language (Own), Library Use, Listen, and Art/Craft (Art History) or Physical Education (pick one: Climb, Dodge, Fighting (Brawl), Jump, Swim, or Throw)

Skills (School of Antiquities): Archaeology, and Language (Other Classic – Greek or Latin)

Skills (School of Fine Arts): Art/Craft (Specific Discipline), and Psychology

Skills (School of Human Conduct): Anthropology, and Geography

Skills (School of Rhetoric): Language (Other Classic – Greek or Latin), and Language (Other Modern)

Skills (School of Natural and Revealed Religion): Occult, and Science (Philosophy)


College of Science (SCI)

Occupation Skill Points: EDU x 1 + INT x 2

Suggested Contacts: Academics and other students, while interns and graduate students may also know scientists, physicians, and/or business people in the scientific community

Skills (Core): Credit Rating, History, Language (Other), Language (Own), Library Use, Listen, and Physical Education (pick one: Climb, Dodge, Fighting (Brawl), Jump, Swim, or Throw)

Skills (School of Applied Sciences): Science (Engineering), and Science (Metallurgy)

Skills (School of Natural Sciences): Science (Biology), and Science (Geology)

Skills (School of Physical Sciences): Science (Chemistry), and Science (Physics)

Skills (Astor School of Mathematics): Science (Applied Mathematics), and Science (Mathematics)


College of Medicine (MED)

Occupational Skill Points: EDU x 3

Suggested Contacts: Academics and other students, while interns and graduate students may also know scientists, physicians, and nurses in the medical community

Skills (Core): Credit Rating, First Aid, Language (Latin), Language (Own), Library Use, Medicine, and Science (Biology)

Skills (School of Medicine): Psychology, and Science (Chemistry)

Skills (School of Nursing): Charm, and Psychology

Skills (School of Physical Education): Physical Education (pick two: Climb, Dodge, Fighting (Brawl), Jump, Swim, or Throw)


College of Law and Business (LAW)

Occupation Skill Points: EDU x 2 + INT x 1

Suggested Contacts: Academics and other students, while interns and graduate students may also know lawyers, judges, law enforcement officers, and business people in the community

Skills (Core): Credit Rating, Accounting, History, Language (Own), Library Use, Listen, and Physical Education (pick one: Dodge, Fighting (Brawl), Fighting (Fencing), Jump, Swim, Throw, or Climb)

Skills (School Law): Law, and Social Skill (pick one: Charm, Fast Talk, Intimidate, or Persuade)

Skills (School of Business): Persuade, and Psychology

Course Load:

Figure out your semester's classes. 3 semesters a year (Fall, Spring, Summer).

A full class schedule for Fall and Spring includes:

  • 4 Classes.

  • 1 Varsity Sport or Other Activity.

  • 1 Optional Additional Activity.

Summer is a shortened semester and not all classes are available. A full summer class schedule includes:

  • 2 Classes.

  • 1 Optional Additional Activity.

or

  • A Special Summer Project (class field trip or scenario adventure)

or

  • Summer Vacation. See p.167 Keeper Rulebook, Self-Help. Possibly gain 1d6 SAN with bonus die.

    • Roll SAN with bonus die. If success, gain 1d6 SAN. If fail -1 SAN and modify PC's source of stability/background.

    • If spending quality time with a Key Connection (p.45 Keeper Rulebook, Key Background Connection), roll SAN with 2 bonus dice. If success, gain 1d6 SAN and recover from indefinite insanity. If fail, remove that Key Connection, roll SAN again for 1/1d6 SAN loss for loss of Key Connection, update source of stability/background.

Classes

Course Catalog (for flavor)

After completing a class each semester:

  1. Skill Gain: Roll 1d10, add this to a skill related to your course work as long as that skill is below 70% for undergraduates, 90% for graduate work.

  2. Update EDU: Add 0.5 EDU per Class completed.

Varsity Sport

If you pick a sport, you can only gain 1d10 in ONE of the listed skills if more than one skill is listed, you get to choose the most appropriate skill you want to improve. Baseball Bat, Foil, Epee, Grapple, Fist/Punch, Kick are just Fighting (Brawl). See Skill Limitations below. All varsity sports are ungraded, so they do not affect your grades even if your major is Physical Education.

Other Activity

Employment: If you have a low credit rating, this allows you to have extra cash, 2x spending level or treat as CR 10 which ever is higher.

Hobbies: Art, Writing, Riding, Sailing, Hunting, Mapping Campus Tunnels, etc. Gain 1d10 Skill Points in one related skill. See Skill Limitations below.

Stress relief: Goofing off, partying, relaxing, spending time with sources of stability/background. Possible SAN gain 1d6. See p.167 Keeper Rulebook, Self-help.

  • Roll SAN. If success, gain 1d6 SAN. If fail -1 SAN and modify PC's source of stability/background.

  • If using a Key Connection (p.45 Keeper Rulebook, Key Background Connection), roll SAN with a bonus die. If success, gain 1d6 SAN and also recover from an indefinite insanity. If fail, remove that Key Connection, roll SAN again for 1/1d6 SAN loss for loss of Key Connection, update source of stability/background.

Mythos Study: If you have access to the Restricted Collection of the Orne Library. Gains are based on which books are studied. Taking this will be equal to 18 weeks of study for a Mythos Tome.

Organizations / Clubs: Marching Band, Glee Club, Drama Club, Speech and Debate Team, School Government, Fraternity Fund Raising, Chess Club, Shooting Club, ROTC, etc. Gain 1d10 Skill Points in one related skill. Examples: Debate (Fast Talk or Persuade), Club Treasurer (Accounting), Refreshment Committee (Stealth or Law). See Skill Limitations below.

Optional Additional Activity

You sacrifice sleep, eating regularly, bathing regularly, socializing with other students, for 1 more Class, Varsity Sport, or Other Activity. You are burning the candle at both ends in order to squeeze in more per semester.

Doing this costs 0/1d3 SAN (perm loss), -15 APP (temp), and being shunned except by closest friends. -15 APP is temporary and 15 APP is recovered for each semester you do not take on an Optional Additional Activity. Keep track of this temporary loss. If you graduate before recovering all your lost APP, remaining APP loss is permanent.

Skill Limitations

Skills from classes, sports, and other activities can only be increased if the skill is below 70% for undergraduates and 90% for graduate students. Once above these limits, the skill can only increase through normal advancement after a scenario (check marks and failing the skill roll).

Sample Class Schedule

Miskatonic U - Student Grades