Characters for the Last Voyage


The characters for Sunday's Call of Cthulhu one-shot, The Last Voyage of the Ivory Coast, are listed below. Take a look at them and see what you like:


Mycroft Jones     Great White Hunter
Elizabeth Tuttle  Jaded Heiress
Dr. Byron Figgs   Deranged Professor
Joseph Mneke      Steamer Captain
Louis Chenoir     French Army Captain
Lester McAnders   Art Collector
Detlef Stark      Boer Gunrunner


Mycroft Jones, The Great White Hunter

STR     16     Damage Bonus     +1d4
CON     15     Hit points       15
SIZ     14     Magic Points     10
INT     13     Idea Roll        65%
POW     10     Luck Roll        50%
DEX     15
APP     13
EDU     14     Know Roll        70%
SAN     50

Skills

Climb 50%, Dodge 50%, Electrical Repair 40%, First Aid 70%, Hide 30%, Mechanical Repair 40%, Natural History 60%, Operate Heavy Machinery 20%, Rifle 75%, Sneak 50%, Spot Hidden 25%, Track 40%

Gear

Bush clothing, .30-06 Rifle (2d6+4, 50 yards, RoF 1, Shots 5), Box of 50 .30-06 Shells, .38 Revolver (1d10, 15 yards, RoF 2, Shots 6), Box of 100 .38 Shells

Background

Jones makes his money guiding rich Europeans around the wilds of Africa, hunting ferocious animals. He is a competent sort, and usually has little patience for his lace-pants patrons. He is returning from Johannesburg to try and organize a new expedition into the veldt in London.

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Elizabeth Tuttle, The Jaded Heiress

STR     10     Damage Bonus     none
CON     12     Hit points       12
SIZ     12     Magic Points     17
INT     16     Idea Roll        80%
POW     17     Luck Roll        85%
DEX     13
APP     13
EDU     14     Know Roll        70%
SAN     85

Skills

Art 85%, Credit Rating 75%, Dodge 36%, Fast Talk 45%, German 40%, Occult 65%, Persuade 75%, Photography 60%, Ride 25%, Sneak 40%, Spot Hidden 40%, Handgun 20%

Gear

Fine clothing, .25 Derringer (1d6, 3 yards, RoF 1, Shots 1), Box of 20 .25 Shells, Small Occult library in cabin, Beautiful gold necklace, Lots of Jewelry, $20,000 (lots of money)

Background

The only child of Sir William Tuttle, a wealthy English noble with sizable business interests, Elizabeth has spent much of her young life traveling the world seeking adventure. She cannot stand the social limits placed upon her by her father and his peers, and continually strives to shock them. She has spent much time and money dabbling in occult phenomena, in particular in means to contact the dead. She is acquainted with Aleistair Crowley, and has been to a number of his infamous parties. Most recently, she toured the South of Africa in the company of Mycroft Jones along with several other bored, rich Europeans. She has contemplated having an affair with Jones, but has reservations as he is almost too crude even for her.

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Dr. Byron Figgs, The Deranged Professor

STR     9      Damage Bonus    +1d4
CON     11     Hit points      11
SIZ     11     Magic Points    14
INT     18     Idea Roll       90%
POW     14     Luck Roll       70%
DEX     15
APP     13
EDU     20     Know Roll       99%
SAN     70 (45)

Skills

Archaeology 80%, Credit Rating 35%, Cthulhu Mythos 20%, Cuneiform 40%, Dodge 30%, Egyptian 80%, Geology 45%, German 50%, Library Use 65%, Locksmith 20%, Medicine 55%, Natural History 30%, Persuade 55%, Psychology 65%, Rifle 35%

Spells

Elder Sign

Gear

Tweed jackets, Briar-stem pipe, Three crates of documents on Mesopotamian culture, One crate of cuneiform tablets

Background

Dr. Byron Figgs is a man with a mission. He is one of the foremost experts in the world upon the cuneiform script of the ancient Mesopotamian peoples. He believes that Mesopotamian civilization had contact with the Aztecs of South America, and seeks to prove it. Most of his colleagues call him a fool and a dreamer, but he is bound to prove his theory true, no matter what the cost. In the course of his travels and investigations, he has seen a number of very strange things. His most recent journey has netted him a crate full of very promising cuneiform tablets, recovered from a previously-unknown site. He is sure that these tablets will vindicate him. Figgs is acquainted with Lester McAnders, the Art Collector, and regards the man with scorn. He knows that all McAnders does is loot the treasures of the past and sell them to wealthy ignoramuses who care nothing for the knowledge they are destroying. Seeing how smugly happy McAnders is at the moment makes Figgs fume with rage: he must have some particularly choice artifacts hidden away in the hold.

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Joseph Mneke, The Steamer Captain

STR     14     Damage Bonus     +1d4
CON     17     Hit points       16
SIZ     14     Magic Points     13
INT     13     Idea Roll        65%
POW     13     Luck Roll        65%
DEX     10
APP     15
EDU     14     Know Roll        70%
SAN     65

Skills

Accounting 20%, Astronomy 15%, Bargain 35%, Climb 60%, Dodge 40%, Handgun 50%, Jump 50%, Knife 50%, Mechanical Repair 70%, Navigate 60%, Operate Heavy Machinery 30%, Pilot Boat 60%, Rifle 50%, Swim 45%

Gear

Captain's Jacket, Warm Sweatshirt, .45 Revolver (1d10+2, 15 yards, RoF 1, Shots 6), Box of 100 .45 Shells in cabin, Fighting knife (1d4+2+db), the Key to the arms locker

Background

Joseph Mneke is a simple man with ambition. Born in French Guiana, he was educated in a Catholic school and has worked his way from a simple deckhand to the captain of the Ivory Coast. He knows that being the captain of a tramp steamer isn't a particularly glamorous job, but he has his eyes on bigger things. Unfortunately, that has lately meant taking on whatever passengers he's been offered to try and save up some money. He knows that his crew are a surly, undisciplined lot, and he isn't afraid to be harsh with them. He will treat his passengers as well as possible, considering the quality of the accomodations he can offer.

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Captain Louis Chanoir, The French Officer

STR     12     Damage Bonus     +1d4
CON     16     Hit points       15
SIZ     13     Magic Points     13
INT     14     Idea Roll        70%
POW     13     Luck Roll        65%
DEX     14
APP     14
EDU     14     Know Roll        70%
SAN     70 (60)

Skills

Accounting 30%, Bargain 35%, Credit Rating 25%, Dodge 48%, German 40%, Handgun 80%, History 50%, Listen 50%, Make Maps 55%, Persuade 55%, Psychology 45%, Rifle 60%, Spot Hidden 35%

Gear

French Army uniforms, Several Medals, .45 Revolver (1d10+2, 15 yards, RoF 1, Shots 6), Box of 100 .45 Shells in cabin

Background

Captain Chanoir has had a short but distinguished career in the French Army. He joined in the days before the Great War, and served with honor in the trenches. Since then, he has traveled around the world keeping tabs upon France's former possessions. He has seen a lot of horrible things in the war, and isn't sure that all of them can't be written off to "shell shock" and the fog of war.

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Lester McAnders, The Art Collector

STR     8      Damage Bonus     +1d4
CON     13     Hit points       16
SIZ     18     Magic Points     12
INT     17     Idea Roll        85%
POW     12     Luck Roll        60%
DEX     12
APP     12
EDU     18     Know Roll        90%
SAN     60 (55)

Skills

Art 75%, Bargain 75%, Credit Rating 60%, Dodge 24%, Egyptian 30%, Handgun 30%, History 80%, Law 25%, Library Use 55%, Persuade 65%, Physics 20%, Psychology 70%, Spot Hidden 85%, Cthulhu Mythos 10%

Gear

Fine Clothing, $10,000 in cabin (lots of money), Inventory and contact book (large ledger book), Three crates of clay fertility figurines (purchased in Port Caraou) in forward cargo hold

Background

Where there's money to be made, Lester McAnders is there. He's not like Figgs and his lot, full of useless theories and highfalutin' ideals. He knows what it's like to work for a living, and he knows what his clients want. The three crates of fertility figurines he found in Port Caraou will do far more good in the mansions of the glitterati than they ever would locked away in one of Figgs' dusty museums.

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Detlef Stark, The Boer Gunrunner

STR     13     Damage Bonus     +1d4
CON     13     Hit points       13
SIZ     12     Magic Points     15
INT     15     Idea Roll        75%
POW     15     Luck Roll        75%
DEX     17
APP     11
EDU     14     Know Roll        70%
SAN     75 (60)

Skills

Acting 55%, Conceal 75%, Credit Rating 35%, Dodge 34%, English 50%, Fast Talk 55%, Handgun 50%, Hide 40%, Knife 75%, Martial Arts 30%, Persuade 35%, Rifle 65%, Spot Hidden 75%

Gear

Shabby clothing, .45 Revolver (1d10+2, 15 yards, RoF 1, Shots 6), Box of 50 .45 Shells, Wicked-looking Knife (1d4+2+db), Three crates of tubers in forward cargo hold, One crate of dynamite disguised as tubers in forward cargo hold, 60 1-oz. gold coins hidden in luggage (lots of money!)

Background

Of all the passengers, Detlef Stark has the least interest in the archeological treasures of Africa. He's in a very simple business: his people need guns and bullets to protect themselves against the savage Zulus, and it's his job to get them. If it takes a bit of secrecy and bloodshed to do it, then that's what it takes.

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