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Cthulhu Eternal: Character Creation Reference

> **Note:** Individual Bonds **cannot** be increased with Bonus Picks — they are tied to CHA.

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SKILL.md

Cthulhu Eternal: Character Creation Reference

This document contains the core logic and data for creating Protagonists in the Cthulhu Eternal system. Use this as a schema/reference for character generation logic.


1. Core Statistics (Stats)

Protagonists have six core statistics.

Stat Name Description
STR Strength Physical power.
CON Constitution Health and resilience.
DEX Dexterity Agility and coordination.
INT Intelligence Memory and reasoning.
POW Power Willpower and psychic resilience.
CHA Charisma Charm and leadership.

Generation: Roll 4D6 (drop lowest) for each stat.

Alternative — Points-Based Allocation: Instead of rolling, distribute 72 points freely across the six stats. Each stat must be at least 3 and no higher than 18.

Distinguishing Features

A stat of 8 or below, or 13 or above (i.e., outside the average range of 9–12), is exceptional and grants a Distinguishing Feature — a descriptor that reflects how that stat manifests physically or mentally. Features in the average range (9–12 inclusive) are not listed on the character sheet.

Statistic 3–4 5–8 9–12 13–16 17–18
Strength Feeble Weak (Average) Muscular Huge
Constitution Bedridden Sickly (Average) Perfect Health Indefatigable
Dexterity Barely Mobile Clumsy (Average) Nimble Acrobatic
Intelligence Imbecilic Slow (Average) Perceptive Brilliant
Power Spineless Nervous (Average) Strong-Willed Indomitable
Charisma Unbearable Awkward (Average) Charming Magnetic

2. Derived Attributes

Attribute Calculation
Hit Points (HP) ceil((STR + CON) / 2)
Willpower (WP) POW
Sanity (SAN) POW × 5 (Normal) or POW × 4 (Harsh/Very Harsh)
Breaking Point SAN - POW
Damage Bonus STR 1–4: −2; 5–8: −1; 9–12: 0; 13–16: +1; 17–18: +2
Max SAN 99 - Unnatural skill
Recovery SAN POW × 5 (always)

Incidents of SAN loss

Violence ☐ ☐ ☐

Helplessness ☐ ☐ ☐


3. Upbringing & Adversity

Upbringing dictates starting skill modifiers and SAN.

Upbringing Stat Bonus SAN Adversity Skill Picks
Normal(-ish) None POW × 5 0
Harsh +1 to STR or CON POW × 4 1 pick (+20%)
Very Harsh +1 to both STR and CON POW × 4 2 picks (+20%)

Adversity Skills can only be used to increase: First Aid, Military Training, Regional Lore, Survival.


4. Skills & Bonus Picks

Every Protagonist starts with 10 Bonus Picks.

Use Effect
Standard Each pick adds +20% to a skill (max 80% at character creation).
Resource Sacrifice a Bonus Pick to increase Resources (see below).
Bond Sacrifice a Bonus Pick to increase a Community Bond (see below).

Special Skills

  • Unnatural: Base 0%. Cannot be increased with Bonus Picks.

5. Resources & Bonds

Resources (Rating 0–20)

Starting value is defined by the Archetype:

Starting Level Resources Value
Poor 5
Average 10
Wealthy 15

Improving Resources with Bonus Picks:

  • First Pick: +5 to Resources.
  • Subsequent Picks: +2 to Resources.
  • Capacity Cap: Regardless of rating, the maximum breakdown is 6 / 6 / 8 (At Hand / Stowed / In Storage).

Resources Capacity Table

This table dictates how many items of significant cost/rarity a Protagonist can maintain.

Resource Rating At Hand / Stowed / In Storage Check Boxes
0 0 / 0 / 0 0
1 1 / 0 / 0 1
2 2 / 0 / 0 1
3 3 / 0 / 0 1
4 4 / 0 / 0 1
5 5 / 0 / 0 1
6 6 / 0 / 0 1
7 6 / 1 / 0 2
8 6 / 2 / 0 2
9 6 / 3 / 0 2
10 6 / 4 / 0 2
11 6 / 5 / 0 2
12 6 / 6 / 0 2
13 6 / 6 / 1 3
14 6 / 6 / 2 3
15 6 / 6 / 3 3
16 6 / 6 / 4 3
17 6 / 6 / 5 3
18 6 / 6 / 6 3
19 6 / 6 / 7 3
20+ 6 / 6 / 8+ 3

Bonds

Number of Bonds is defined by the Archetype.

Bond Type Starting Rating Represents
Individual Bond CHA Specific people.
Community Bond Resources / 2 Organizations, churches, or neighborhoods.

Improving Community Bonds with Bonus Picks:

  • First Pick: +5 to a Community Bond.
  • Subsequent Picks: +2 to a Community Bond.

Note: Individual Bonds cannot be increased with Bonus Picks — they are tied to CHA.

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