> **Note:** Individual Bonds **cannot** be increased with Bonus Picks — they are tied to CHA.
Resources
15Install
npx skillscat add jonassode/cthulhu-forever Install via the SkillsCat registry.
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.