## Fog Over San Francisco

## Rules - Character Creation

## Multiple Investigators

Everyone should create two investigators and may create up to three. You will only play one investigator at a time but having one or two waiting in the wings can be beneficial. First it keeps the game moving when an investigator goes insane, is seriously injured or killed. Second it widens the pool of skills and experiences the party can draw upon.

Each investigator you create should have some relationship defined with another investigator in the pool. It need not be to another one of your investigators.

You should designate a primary investigator, the one you will start the campaign with. For the first session none of the investigators will know each other.

## Create the Investigators

**Roll Primary Attributes**- Roll 3D6 five times once each for STR, CON, POW, DEX, APP
- total each set of 3D6
- assign one total to each of the attributes STR, CON, POW, DEX,and APP

- Roll 2D6 + 6 two times once each for SIZ and INT
- total each set of 2D6 + 6
- assign one total to each of the attributes SIZ, INT

- Roll 3D6+3 for the characteristic EDU.
- SAN equals POW x 5

- Roll 3D6 five times once each for STR, CON, POW, DEX, APP
**Determine Secondary Attributes**- Multiply INT x 5 and assign to Idea
- Multiply POW x 5 and assign to Luck
- Multiply EDU x 5 and assign to Know
- Look up STR + SIZE on Damage Bonus Table
- The result is your Damage Bonus
- The roll may be positive or negative or 0

- Enter the number 99 for 99 minus Cthulhu Mythos
- If your investigator gains points in the Cthulhu Mythos Skill lower this number by the same amount.

**Determine Derived Characteristic Points**- Hit Points (
**HP**)- Add CON + STR and divide by 2; round up any fraction
- Circle the resulting number in tht hit points box
- Mark off lost hit points with pencil slashes
- Erase slash marks as the Investigator heals
- The circled number represents the investigators maximum hit points.

- Magic Points (
**MP**)- In the Magic Point circle that number equal to your
**POW.**- Mark off lost hit points with pencil slashes
- Erase slash marks as the Investigator recovers magic points
- The circled number represents the investigators maximum magic points.

- In the Magic Point circle that number equal to your
- Sanity Points (
**SP**)- In the Sanity Points box, circle the number equal to
**SAN**- Mark off lost sanity points with pencil slashes
- Erase slash marks as the Investigator recovers sanity points
- The circled number represents the investigators maximum sanity points.

- Unless
**POW**changes,**SAN**will not change - As the investigator accumulates Cthulhu Mythos skill poinls, black out an equal number of Sanity points
- starting with 99 and working down
- Blacked out Sanity points are a ceiling into current Sanity Points cannot be increased

- In the Sanity Points box, circle the number equal to

- Hit Points (
**Determine Occupation and Skill**- Roll 1D10 and find your investigator’s income by consulting the Investigator Starting Income and Property Table
- Enter the amounts in the Cash and Property box on the back of the character sheet

- Choose an occupation from the List of Occupations
- Have an explanation for any characteristics of your investigator that don’t match your occupation
- A doctor or dilettante for instance that is at the lowest income level is perhaps down on his luck

- Have an explanation for any characteristics of your investigator that don’t match your occupation
- Assign Occupation Skills
- Multiply the investigators
**EDU**by 20, this is the number of skill points you have to spend on the skills listed under your occupation- Skills can have a maximum rank of 99 (60 is considered an expert/phd level)
- Most skills don’t start at 0, add any points you spend to the skills base
- Any unallocated points are lost

- Multiply the investigators
- Assign personal interest skills
- Multiply the investigators
**INT**by 10- Personal interest skill points can be spent on any skill except Cthulhu Mythos
- Any unallocated points are lost

- Multiply the investigators

- Roll 1D10 and find your investigator’s income by consulting the Investigator Starting Income and Property Table
- Determine Weapons
- Pick any weapons an investigator might have from List of Weapons
- Add Damage Bonus to hand-to-hand weapons
- Add half Damage Bonus to thrown weapons

- Determine Additional Background
- Marks, Scars, Mental Disorders
- Investigators Age
- The minimum age for an investigator is
**EDU**+ 6 - For every ten years an investigator is older than the minumum
- Add 1 point to
**EDU** - Allocate an extra 20 Occupation Skill Points

- Add 1 point to
- For every ten years an investigator is above 40
- Subtract 1 from your choice of (
**STR**,**CON**,**DEX**, *APP)

- Subtract 1 from your choice of (

- The minimum age for an investigator is