TEXT: Cthulhu Rising Character Generation 
  1
   
   
  CHARACTER GENERATION 
   
   
   
  INTRODUCTION: 
  The following information should allow a 
  Keeper who has experience running Call of 
  Cthulhu adventures to generate Interstellar 
  Colonial Marine characters for Cthulhu Rising. 
   
  All stages of character generation prior to the 
  choosing of a character profession are 
  identical to the rules found in the Call of 
  Cthulhu rulebook except with the following 
  additions: 
   
  CHARACTERISTICS AND SELECTED 
  ATTRIBUTES: 
  Characteristics and Selected Attributes are 
  generated as for the Call of Cthulhu character 
  generation rules, with the following additions: 
   
  Humanoid Hit Points per Location: 
  Location: 
   
  Total 
  HP: 
  Leg 
  Abd* 
  Chest 
  Arm 
  Head 
  01-03 
  1 
  1 
  2 
  1 
  1 
  04-06 
  2 
  2 
  3 
  2 
  2 
  07-09 
  3 
  3 
  4 
  3 
  3 
  10-12 
  4 
  4 
  5 
  3 
  4 
  13-15 
  5 
  5 
  6 
  4 
  5 
  16-18 
  6 
  6 
  8 
  5 
  6 
  19-21 
  7 
  7 
  9 
  6 
  7 
  * Abbreviation of Abdomen 
   
  Damage Modifier: 
  Total 
  your 
  Investigator’s 
  STR+SIZ, 
  then 
  consult the following table: 
   
  Total 
  Bonus 
  01-12 
  -1d4 
  13-24 
  0 
  25-32 
  +1d4 
  33-40 
  +1d6 
  41-56 
  +2d6 
  every +16 
  +1d6 extra 
   
  DEX Strike Rank: 
  Find your Investigator’s DEX on the table 
  below and read across to find their DEX Strike 
  Rank. 
   
  SIZ Strike Rank Modifier: 
  Find your Investigator’s SIZ on the table below 
  and read across to find their SIZ Strike Rank 
  Modifier. 
   
   
  Strike Ranks Summary: 
   
  DEX SR 
  SIZ SRM 
  Weapon Mod 
  Example 
  01-09 = 4 
  01-09 = 3 
  0.0-0.3m = 3 
  Fist/knife 
  10-15 = 3 
  10-15 = 2 
  0.4-1.1m = 2 
  1H weapon 
  16-19 = 2 
  16-19 = 1 
  1.2-2.1m = 1 
  2H weapon 
  20+    = 1 
  20+    = 0 
  2.2m+     = 0 
  Pike/tree? 
   
  Melee Strike Rank Modifier: 
  The sum of the DEX SR and the SIZ SRM. 
   
  Weapons Strike Rank Modifier: 
  This only really applies to melee weapons. 
  Consult the above table to determine. 
   
  Movement Rate: 
  All humans move at 3 metres per Melee 
  Round Strike Rank, unless specified. 
   
  Skill Category Modifiers: 
  Skills in Cthulhu Rising are broken down into 
  category groups, each of which has a modifier, 
  based on certain characteristics. Total the 
  values of the influences of each characteristic 
  and apply them as follows: 
   
  Primary 
  Secondary 
  Negative 
  +1 per 1 over 10 
  +1 per 2 over 10 
  -1 per 1 under 10 
  -1 per 2 under 10 
  Converse of 
  Primary 
   
  Agility: 
  DEX = Primary 
  STR = Secondary 
  SIZ   = Negative 
   
  Knowledge: 
  INT = Primary 
   
  Manipulation: 
  INT/DEX = Primary 
  STR = Secondary 
   
  Communication: 
  INT = Primary 
  POW/APP = Secondary 
   
  Perception: 
  INT = Primary 
  POW/CON = Secondary 
   
  Stealth: 
  DEX = Primary 
  SIZ/POW = Negative 
  Weapon Skills: 
  Attack % = Manipulation Modifier 
  Parry % = Agility Modifier 
   
  If applicable, Psychic Rules are generated 
  using the Psychic Powers Rules (see separate 
  document). 
   
   
  
  Cthulhu Rising Character Generation 
  2
  For more details about the Interstellar Colonial 
  Marines, see the document available from the 
  Cthulhu Rising website. 
   
  BACKGROUND AND LIMITATIONS: 
  In the 23rd century Humanity has spread out to 
  the stars. Although many colonial marines 
  come from Earth, many more have been born 
  and raised in the offworld colonies.  In the 
  military of the 23rd Century, males and 
  females are treated equal in all possible 
  respects. The characters are highly trained 
  and expensively equipped specialists. Each 
  Marine has signed for at least six years. Basic 
  training takes at least one year. After two more 
  years as Private ("Grunt") the Marine has 
  received military occupational specialty (MOS) 
  training. The minimum number of years in 
  service for characters made with this template 
  is 4. Minimum rank is Private First Class.  
   
  BASIC TRAINING: 
  Basic Training gives the marine the following 
  skills: 
   
  Armoury; Dodge; EVA; Unarmed Combat; 
  Zero G Combat; Computer Operation; Medical 
  First Aid; Navigation; Survival; Vacc Suit; 
  Sneak; Blade; Gun Combat (Rifle); Gun 
  Combat (Handgun); Gun Combat (user defined 
  – usually Shotgun or Machinegun); Vehicle. 
   
  The PC gets EDU x15 to allocate between the 
  above skills as percentiles.  All the above skills 
  do not have to have points given to them, but 
  points undistributed are lost.  No skill can start 
  at higher than 75% (including bonuses). 
   
  MILITARY OCCUPATIONAL SPECIALTIES 
  To show that someone has successfully 
  passed Military Occupational Specialty (MOS) 
  training the term "Specialist" is often place 
  before his rank (e.g. Specialist Corporal). The 
  short form given in parenthesis behind the 
  MOS name is the standard designation. The 
  different MOS are:  
   
  � 
  Arms Technician (arms-tech) 
  � 
  Combat Rifleman (Rifleman) 
  � 
  Communications/Computer Technician 
  (com-tech)  
  � 
  Driver Technician (drive-tech)  
  � 
  Flight-Engineer/Co-pilot Technician (flight-
  tech)  
  � 
  Heavy Weapons Specialist 
  � 
  Medical Technician (med-tech)  
  � 
  NCO or Officer  
  � 
  Pilot Technician (pilot-tech)  
  � 
  PsiCorps Military Attaché (psi-tech) 
  � 
  Search and Rescue Specialist (Rescue-
  tech) 
  � 
  Sniper/Scout (Recon) 
   
  A player chooses from one of the above MOS 
  classes, and depending on type chosen, 
  receives EDU x 10 to allocate to the following 
  skills: 
   
  Arms Technician (Arms-tech): 
  Responsible for the maintaining and repair of 
  offensive/defensive equipment and the placing 
  and use of demolition explosives, an arms-tech 
  is tasked with meeting mobility, counter-
  mobility and survivability requirements of the 
  marine force he/she is assigned to, both 
  onboard ship and in the combat zone. As a 
  secondary role, arms-techs are also called 
  upon to fight as infantry when the need arises. 
  MOS Skills: 
  Armoury; Demolitions; Electronics (Systems); 
  Mechanical; 
  Powered 
  Armour; 
  Science 
  (Chemistry). 
   
  Combat Rifleman (Grunt): 
  A combat rifleman could best be described as 
  a career grunt, but this is selling them short. 
  They are infantrymen through and through, 
  and form the backbone of any fighting force. 
  MOS Skills: 
  MOS skill points  are allocated to the Basic 
  Training skills list again. Note that the rules 
  regarding starting maximums still apply. 
   
  Computer Technician (Com-tech): 
  In the 23rd century, computers are essential to 
  every division of the military. Com-techs have 
  the responsibility of maintaining, processing 
  and troubleshooting military computer and 
  communications systems, as well as providing 
  technical skills in the combat zone should they 
  be required.  As a secondary role, Drive-techs 
  are also called upon to fight as infantry when 
  the need arises. 
  MOS Skills: 
  Administration; Computer (Programming, 
  Security); Data Analysis; Electronics (Comm-
  unications, Security, Systems). 
   
  Drive-tech: 
  Responsible for driving and maintaining any 
  ground vehicles assigned to the unit. As a 
  secondary role, Drive-techs are also called 
  upon to fight as infantry when the need arises. 
  MOS Skills: 
  Electronics (Communications); Gunnery; 
  Mechanic (Vehicle); Spot Hidden; Vehicle. 
   
  
  Cthulhu Rising Character Generation 
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  Flight-tech: 
  Except on small craft, two pilots usually make 
  up the cockpit crew. The co-pilot, often called 
  the Flight-tech, shares flying and other duties, 
  such 
  as 
  communicating 
  with 
  air 
  traffic 
  controllers and monitoring the instruments. 
  The Flight-tech also monitors and operates 
  navigation and weapons systems, as well as 
  making minor in-flight repairs. As a secondary 
  role, Flight-techs are also called upon to fight 
  as infantry when the need arises. 
  MOS Skills: 
  Astrogation; Electronics (Communications); 
  Gunnery; Mechanic (Rockets, Turbo-Ramjet); 
  Navigation; Pilot (Aerospace, VTOL); Spot 
  Hidden. 
   
  Heavy Weapons Specialist: 
  Essentially a Combat Rifleman trained in 
  operation of heavy squad and platoon support 
  weapons, as well as vehicle and ship mounted 
  ordinance. Each squad usually has at least 
  one Weapons-tech. 
  MOS Skills: 
  Gun Combat x2: (PCs choice); Gunnery; 
  Unarmed Combat; Forward Observer. 
   
  Med-tech 
  Essentially army-paramedics, Med-techs are 
  trained to give emergency medical treatment in 
  the field, or assist military doctors. As a 
  secondary role, Med-techs are also called 
  upon to fight as infantry when the need arises. 
  MOS Skills: 
  Fast Talk; Electronics (Systems); Medical 
  (First Aid, Surgery); Science (Biology, 
  Chemistry); Xeno-medicine; Survival; 
  Interrogation. 
   
  NCO/Officer: 
  From 
  squad 
  leaders 
  up 
  to 
  platoon 
  commanders, this MOS covers all ranks that a 
  player can start as. If you want to play a non-
  commissioned or commissioned officer, first 
  choose an MOS speciality, then add the 
  following list of extra skills to choose from. The 
  Keeper has final say on who can play an NCO 
  or Officer and who cannot. 
  MOS Skills: 
  Administration; Fast Talk; Instruction; 
  Interrogation; Leader; Orate; Speak Language; 
  Strategy (Planetary); Tactics (Small Unit).  
   
  Pilot: 
  Pilots are highly trained professionals who are 
  trained to fly interstellar, interplanetary and 
  aerospace craft to carry out a wide variety of 
  tasks. They usually share duties such as 
  communicating with air traffic controllers and 
  monitoring the instruments with a co-pilot.  As 
  a secondary role, Pilots are also called upon to 
  fight as infantry when the need arises. 
  MOS Skills: 
  Astrogation; Electronics (Communications); 
  Gunnery; Mechanic (Rockets, Turbo-Ramjet); 
  Navigation; Pilot (Aerospace, Starcraft; VTOL); 
  Science (Physics); Spot Hidden. 
   
  PsiCorps: 
  A quasi-military branch of the MAA, PsiCorps 
  operatives are usually assigned as ‘psychic 
  security’ to government officials, or attached to 
  UEAF units on missions that might benefit from 
  the availability of psychic powers. As a 
  secondary role, PsiCorps are also called upon 
  to fight as infantry when the need arises. 
  MOS Skills: 
  Administration; Fast talk; Interrogation; 
  Streetwise; Computer (Programming); Science 
  (choose). 
   
  Recon: 
  Marine Recon specialists are tasked with 
  providing the commander of a larger force of 
  Marines with information about his operational 
  area. Their missions usually focus on specific 
  information requirements which cannot be 
  obtained by means other than putting a soldier 
  on the ground to observe and report. Recon 
  Marines 
  are, 
  by 
  nature, 
  capable 
  of 
  independent action in support of the larger 
  unit's mission. 
  MOS Skills: 
  Climb; Survival; Electronics (Communications); 
  Conceal; Devise; Forward Observer; Listen; 
  Recon; Spot Hidden; Search; Hide; Sneak; 
  Gun Combat (Gauss Rifle). 
   
  Rescue-tech: 
  Combining their marine training with a broad 
  technical and paramedic skillset, Rescue-techs 
  are specially trained for search and rescue 
  missions in the cold depths of space or on 
  hostile worlds. 
  MOS Skills: 
  Computer (Systems); Climb; Electronics 
  (Systems); Engineering; EVA; Jump; 
  Mechanical; Medical (First Aid). 
   
  PERSONAL DEVELOPMENT: 
  PCs also have skills in other areas.  Allocate 
  INTx5% to any skill or skills, except those at 
  75%, or Cthulhu Mythos. 
   
  PERSONALISATION: 
  Write down the characters name, his/her 
  appearance (including civilian clothing), his/her 
  
  Cthulhu Rising Character Generation 
  4
  beliefs and goals, his/her place of birth, 
  relatives, education, military service and why 
  he/she joined the Colonial Marines. To 
  generate MOS, sex and birthplace at random, 
  see the Appendix A at the end of this chapter. 
   
   
  SKILL DEFINITIONS: 
  Cthulhu Rising is set almost 300 years into the 
  future.  As a result of this, certain skills have 
  been added that didn’t exist in the original 
  rules.  They are listed below, followed by their 
  descriptions. 
   
  Administration 
  Armoury 
  Astronomy 
  Astrogation 
  Computer Programming 
  Computer Security 
  Data Analysis 
  Demolitions 
  Electronics Communications 
  Electronics Security 
  Electronics Systems 
  Engineering 
  EVA 
  Forward Observer 
  Gun Combat 
  Gunnery 
  Instruction 
  Interrogation 
  Leader 
  Mechanical Rockets 
  Mechanical Turbo-Ramjet 
  Mechanical Vehicle 
  Medical Surgery 
  Occult 
  Pilot Aerospace 
  Pilot Starcraft 
  Pilot VTOL 
  Powered Armour 
  Recon 
  Strategy (Planetary) 
  Streetwise 
  Survival 
  Tactics (Small Unit) 
  Unarmed Combat 
  Vehicle 
  Xeno medicine 
  Zero G Combat 
   
  Administration: 
  The 
  individual 
  with 
  this 
  skill 
  has 
  had 
  experience with bureaucratic agencies, and 
  understands the requirements of dealing with 
  them how they work.  When contact with 
  officials is required, understanding the way the 
  military/company ‘machine’ works will assist in 
  dealing with them. 
   
  Armoury: 
  The marine is trained in the maintenance and 
  repair of military hardware.  When this skill is 
  gained during basic training, it applies to small 
  arms, i.e. rifles, handguns, machine guns.  The 
  Armoury skill is used to repair damaged 
  weapons, clear weapon jams, etc. 
   
  Astronomy: 
  An individual with astronomy skill knows how 
  to determine which stars and planets overhead 
  at a particular time and when celestial events 
  (meteor showers, comet arrivals, eclipses)  
  occur. 
  Academically 
  trained 
  individuals 
  (typically those in a science profession) will 
  typically be able to calculate orbits and have 
  substantial 
  general 
  knowledge 
  about 
  astronomical objects. NPCs will often have a 
  specialized 
  version 
  of 
  this 
  skill 
  (radio 
  astronomy, for example). 
   
  Astrogation: 
  This skill applies to navigating in deep space, 
  outside of atmosphere.  PCs with this skill can 
  plot efficient courses, work out distances 
  between star systems, explain deep space 
  phenomena etc.  In the event of a computer 
  failure aboard a star craft, this skill is used to 
  program the navigation computer. 
   
  Computer Programming: 
  A PC with Computer Operation as a skill is 
  literate in the use of computers.  A PC with 
  programming skills however, can write new 
  software for computers. 
   
  Computer Security: 
  The Computer Security skill is the ability to 
  bypass security software to in effect ‘hack’ into 
  secure computer systems.  Using this skill may 
  take anything from mere minutes to hours.  
  Depending on the sophistication of the 
  software, modifiers to the roll may be applied 
  by the GM. 
   
  Data Analysis: 
  This skill governs a PCs talent at working with 
  stored information in a variety of forms. The 
  time required to use the skill depends on the 
  organization of the media in question and the 
  search method. If the media is totally 
  uncatalogued, each use of the skill may take 
  eight hours. If the media is only cataloged (like 
  ordered folders on a computer network) each 
  use of the skill requires four hours. If the media 
  also includes a search aid (such as a computer 
  
  Cthulhu Rising Character Generation 
  5
  search program), each use of the skill may 
  require three, two, or one hours (GMs 
  discretion). Most computer database systems 
  require three hours for use of the skill, while 
  high priority use may only require a matter of 
  minutes. Of course, the amount of time spent 
  and the results will depend on the nature of the 
  information sought and whether it is actually 
  present. While this skill can be used to locate 
  secured information, it does not permit access. 
  This may require Computer Security, Fast 
  Talk, or good old fashioned breaking and 
  entering. 
   
  Demolitions: 
  A marine with this skill is trained and 
  experienced in the handling, placement and 
  efficient use of explosives. 
   
  Electronics Communications: 
  The marine is trained in the use, repair and 
  maintenance 
  of 
  communications 
  devices.  
  Whilst 
  nearly 
  anyone 
  can 
  operate 
  a 
  communicator, this skill is necessary to 
  understand why the device does not work 
  correctly, or to be aware of device limitations.  
  The Communications skill enables the marine 
  to jam and evade jamming, and to make minor 
  repairs. 
   
  Electronics Security: 
  This skill enables a marine to bypass physical 
  security features, such as locked doors or 
  alarm systems. 
   
  Electronics Systems:  
  The marine with this skill has the ability to 
  repair basic electronic devices.  This does not 
  include weaponry, for which the Armoury skill 
  is needed. 
   
  Engineering: 
  This skill enables the marine to operate and 
  maintain the vital drives of starships and 
  interplanetary craft, which include starship 
  manoeuvre drives, power plants, and star 
  drives. 
   
  EVA: 
  EVA, or Extra Vehicular Activities, is the term 
  given to any non-combat operations engaged 
  in by the individual outside of the space craft 
  whilst in space.  This skill essentially is the 
  ability to ‘space walk’ safely.  Skill rolls in EVA 
  are only needed if an individual is performing 
  non-standard manoeuvres outside of the 
  spacecraft. 
   
  Forward Observer: 
  Marine’s with this skill have been trained to call 
  on and adjust  artillery (projectile, missile and 
  energy) fire from distant batteries and from 
  ships in orbit.  If artillery of any form is 
  available (including communication with the 
  firing battery), the first shots will invariably miss 
  the target.  On each subsequent round that fire 
  is delivered, the marine must roll his skill to 
  adjust the fire to successfully hit the target. 
   
  Gun Combat: 
  Gun Combat is a specific skill in the use of one 
  of several military small arms.  Marines who 
  acquire the skill Gun Combat without the type 
  being specified must immediately choose one 
  category of small arms to apply it to: 
   
  Handgun (Pistol); 
  Machine Gun (Machine Gun, Mini Gun, Smart 
  Gun); 
  Rifle (Combat Rifle, Assault Rifle, Gauss Rifle); 
  Heavy Weapons (Rocket Launchers, Grenade 
  Launcher, Particle Phalanx, Rail Gun, Man 
  Portable Missile Systems); 
  High Energy Weapons (Plasma Weapons, 
  Fusion Gun); 
  Shotgun (Shotgun): 30%. 
   
  Gunnery: 
  The marine is trained in the use of one or more 
  heavy infantry support weapons, either ground 
  mounted or vehicle mounted.  Upon gaining 
  this skill, it must be applied to a specific heavy 
  infantry support weapon system listed below: 
   
  Machine Gun 
  High Energy Weapon 
  Rocket Launcher 
  Guided Missile System 
  Artillery 
  Medium Tank 
  Heavy Tank 
  Multiple-launch mortar 
  Multiple Launch Rocket System (MLRS) 
  Quad Gatling System 
  Remote Sentry Weapons System (RSWS) 
   
  Instruction: 
  Marines with this skill have extensive training 
  in instructing students in a clear and lucid 
  manner and providing motivation for learning.  
  Any skill that the PC becomes a master in (i.e. 
  over 90%) then they can act as a Trainer to 
  improve fellow PCs skill in that area. 
   
  
  Cthulhu Rising Character Generation 
  6
  Interrogation: 
  The marine is practiced in the psychological 
  arts of interrogation as a tool of Intelligence-
  gathering. 
   
  Leader: 
  Marines with the Leader skill have led troops 
  into battle situation before.  The Leader skill is 
  required to control a group of more than 6 
  NPCs.  A successful roll will make the NPCs 
  follow general orders of the marine, unless the 
  marine is of a lower rank than those he/she is 
  trying to order, or the issued orders are 
  obviously flawed. 
   
  Mechanical Chemical Rockets/Mechanical 
  Turbo-Ramjet: 
  Marines with the above skills have the ability to 
  operate and repair chemical rockets and turbo 
  ramjets, common propulsion systems used by 
  Aerospace craft of the UEAF. 
   
  Mechanical Vehicle: 
  A marine with this skill has the ability to repair 
  the inner workings of ground vehicles such as 
  APCs or tanks. 
   
  Medical Surgery: 
  Marines with medical ability beyond First Aid 
  are generally Med-Techs.  Surgery is the 
  ability to perform emergency field surgery upon 
  wounded persons under battlefield conditions. 
   
  Occult: 
  This skill represents an individual’s historical 
  knowledge of terrestrial occult practices and 
  lore. Use of this skill enables an investigator to 
  recognize occult paraphernalia, jargon, and 
  philosophy, as well as to identify various occult 
  texts and codes. Reading and understanding 
  certain works can yield skill in this area. While 
  this skill conveys no direct knowledge of the 
  Mythos, the occult is often a key or a path to 
  understanding the mythos (through decoding 
  certain references in occult texts, for example). 
  Most colonists have some knowledge of earth 
  legends and mythology and the base skill level 
  is 05%. 
   
  Pilot Aerospace: 
  Marines with this skill have the ability to pilot 
  and fly aerospace craft such as UEAF 
  dropships, 
  troop 
  transports, 
  shuttlecraft, 
  gunships, 
  cargolifters 
  and 
  any 
  other 
  atmospheric craft. 
   
  Pilot Star Craft: 
  The marine has training and experience in the 
  operation of starcraft and large interplanetary 
  ships.  The skill encompasses both the 
  interstellar and the interplanetary aspects of 
  large ship operation. 
   
  Pilot VTOL: 
  This skill applies to those craft capable of 
  Vertical TakeOff and Landing.  Many military 
  and commercial vessels now have this ability. 
   
  Powered Armour: 
  Marines with this skill have been trained 
  extensively in the use of Powered Armour and 
  the various weapon systems and features 
  normally associated with it.  This skill can be 
  used in place of Vacc Suit skill, but not vice 
  versa.  Powered Armour skill also covers 
  maintenance and minor repair. 
   
  Recon: 
  Essentially military scouting, this skill covers 
  tracking and camouflage whilst in the field. 
   
  Strategy (Planetary):  
  This skill is the ability to command large 
  military units during operations on a planetary 
  scale, including logistics and long term 
  intended goals. 
   
  Streetwise: 
  A marine with this skill is well acquainted with 
  the ways of local subcultures (which tend to be 
  similar throughout human society), and thus is 
  capable of dealing with strangers without 
  alienating them.  This does not include alien 
  contact situations. 
   
  Survival: 
  Marines with Survival expertise are adept at 
  locating food and water, constructing or finding 
  natural weapons and shelter, and finding their 
  way across harsh terrain, in a wilderness. 
   
  Tactics (Small Unit): 
  A marine with this skill has experience and 
  training in small unit (generally company 
  strength) tactics. 
   
  Unarmed Combat: 
  Martial arts training, this skill encompasses all 
  fist and kick attacks/parrys made by the 
  marine. 
   
  Vacc Suit: 
  This skill is the ability to use the standard 
  vacuum suit (space suit), including armoured 
  
  Cthulhu Rising Character Generation 
  7
  Battle Armour and suits for use on various 
  planetary surfaces in the presence of exotic, 
  toxic, corrosive or insidious atmospheres. 
   
  Vehicle: 
  The individual is skilled in the operation of 
  ground 
  based 
  military 
  and 
  non-military 
  vehicles. 
   
  Xeno-Medicine: 
  Normally, medical expertise is considered to 
  apply only to humans, and to a limited extent 
  the animals which live on human colonised 
  worlds.  This skill lessens the penalty (applied 
  by the GM) to the treatment of alien races. 
   
  Zero G Combat: 
  Virtually all weapons involve some form of 
  recoil, and in a zero-G environment this recoil 
  and disorient or render helpless individuals not 
  trained to compensate for it.  When fighting in 
  a zero-G environment, any individual has a 
  chance 
  of 
  losing 
  control 
  of 
  their 
  movement/position each combat round.  Roll 
  this skill to avoid losing control and apply the 
  following modifiers: 
   
  Firing weapon: -20% 
  Firing low-recoil (zero-G) weapon: -10% 
  Using a handhold: +25% 
  Striking in melee combat: -30% 
  Wearing powered armour: +10% (+25% if 
  powered armour roll made successfully) 
  DEX: +5% per pot over 15. 
   
   
  PROMOTION: 
  At the end of every year every Marine's record 
  is evaluated, and the past year's performance 
  reviewed, by the Section's ranking officer.  
   
  The ranking officer's record is sent on to the 
  division commander, usually a Major or above, 
  for review by the same process. The Marine 
  also gets to make a rank test every year to see 
  if he increases a rank. The player makes a test 
  against his Leadership skill with the following 
  modifiers: 
   
  Enlisted Men Promotion Chance: 
  When a Marine attempts to rise to the next 
  Enlisted Man rank. May be attempted each 
  year. Successful Leadership roll required. 
    
  Non-Commissioned Officer Promotion 
  Chance: 
  When a Marine attempts to rise to the next 
  Non-com rank. May be attempted every two 
  years. Leadership roll required.  Going from 
  Corporal to Sergeant requires a Special 
  success. 
   
  Officer Promotion Chance: 
  When a Marine attempts to rise to the next 
  Officer rank. May be attempted every three 
  years.  A Special success in Leadership is 
  required. 
   
  Note: modifiers may be applied by the GM as 
  he/she sees fit. 
   
  PAY: 
  Pay is based on the rank of the character and 
  is provided per month. This pay is above 
  board, food and clothing (parade uniform, 
  utility fatigues and CDUs or flight suit). Marine 
  and Aerospace Force ranks are the same.  
   
  Despite several attempts to create a global 
  currency, corporate control and a resurgence 
  of nationality in the face of colonial expansion 
  has ensured that the Network (a term which 
  simultaneously refers to a computer and 
  comms 
  network 
  linking 
  Earth 
  and 
  the 
  colonised systems [an interstellar version of 
  the Internet/World Wide Web] and the entirety 
  of ICA-colonised space) still uses several 
  forms of currency.  America and the American 
  Arm of colonised space, and Europe and the 
  European colonies use the Euro dollar (E$) 
  (which is what all UEAF material is priced in). 
   
  Getting Paid: 
  PCs have 1D10% of the total money s/he has 
  earned over his/her time in service. 
   
  For a full list of ICM salaries, see Appendix B. 
   
   
   
  
  Cthulhu Rising Character Generation 
  8
   
   
  APPENDIX A: TABLES FOR RANDOM CHARACTER GENERATION 
   
   
  1. SEX: 
  The male to female ratio in the Colonial Marine 
  Corps is roughly 3:1. Roll 1d100. A result of 
  01-75 means the PC is male. 76-00 means the 
  PC is female. 
   
  2. BIRTHPLACE: 
  Colonial Marines usually come from Earth, 
  however a sizable minority have been born 
  and raised in the Colonies, and this number 
  continues to grow. 
   
  First a PC must determine whether he/she was 
  born on Earth or one of the colonies: 
   
  Table 1: Roll 1d100 
  01-70 
  Character was born on Earth. Go to 
  table 2. 
  71-85 
  Character was born in the Sol system 
  but not on Earth. Go to table 3. 
  86-98 
  Character was born in the Core 
  Systems. Go to table 4. 
  99-00 
  Character was born on one of the 
  Inner Colonies. Discuss with GM. 
   
  Table 2: Earth (Roll 1d100) 
  01-10 
  Islamic Holy Republic 
  11-20 
  Japan 
  21-40 
  United Americas 
  41-55 
  Russian Republic 
  56-70 
  European Federation 
  71-85 
  Chinese Consortium 
  86-95 
  Australian Territories 
  96-00 
  Central African Bloc 
   
  Table 3: Sol System (Roll 1d100) 
  01-15 
  Luna, Earth’s moon colony. 
  Population 10 million 
  16-21 
  Olympus Space Station. 
  Population 0.15 million 
  21-70 
  Mars. 
  Population 100 million 
  71-90 
  Titan. 
  Population 4.7 million 
  91-00 
  Europa. 
  Population 0.85 million 
   
   
   
   
   
  APPENDIX B: COLONIAL MARINE CORPS RANK, STANDARD EQUIPMENT AND PAY 
   
   
  ICM FIELD RANKS 
   
  Division 
   
  ICMC Rank 
   
  UEASF Rank 
   
  Pay/Month 
   
  Enlisted Men 
  Private 
  Aerotech 
  E$200 
   
  Private First Class 
  Aerotech 
  E$225 
  Non-Commissioned Officers 
  Lance Corporal 
  Aerotech First Class 
  E$250 
   
  Corporal 
  Senior Aerotech 
  E$300 
   
  Sergeant 
  Sergeant 
  E$400 
   
  Staff Sergeant 
  Staff Sergeant 
  E$450 
   
  Gunnery Sergeant 
  Technical Sergeant 
  E$500 
   
  Master Sergeant 
  First Sergeant 
  E$750 
  Warrant Officers 
  Warrant Officer 
  Warrant Officer 
  E$750 
   
  Chief Warrant Officer 
  Chief Warrant Officer 
  E$800 
  Commissioned Officers 
  2nd. Lieutenant 
  Pilot Officer 
  E$1000 
   
  1st. Lieutenant 
  Flight Officer 
  E$1500 
   
  Captain 
  Captain 
  E$2000 
   
  Major 
  Major 
  E$3000 
   
  Lt. Colonel 
  Lt. Colonel 
  E$4000 
   
  Colonel 
  Colonel 
  E$5000 
   
   
  
  Cthulhu Rising Character Generation 
  9
  STANDARD ISSUE KIT: 
  Although the ICM are assigned to missions of 
  a widely differing nature on a regular basis, the 
  following is the standard kit that they are 
  issued.  This can vary, however, depending on 
  the operation. 
   
  Infantry Kit  
  Utility Fatigues, CDUs  
  M3 Combat Armour (8AP) 
  Bed Roll (1 kg)  
  Canteen (1 kg)  
  Entrenching/Utility Tool (1 kg)  
  MedKit (0.5 kg)  
  6x Flares (0.5 kg)  
  Individual Marine Pack (IMP);  
  metal frame backpack (1 kg)  
  4x HE Hand Grenades (1 kg)  
  Knife (0.5 kg)  
  Mess Kit (0.5 kg)  
  7x days M Rations (2.5 kg)  
  IR Poncho (0.25 kg)  
  M11P Automatic Pistol w/5 magazines 
  M29 Assault Rifle w/2 magazines 
  4x HE Rifle grenades 
  Short range tac comlink 
  Rebreather/Respirator 
   
  Aerospace Pilot Kit  
  Flight Fatigues and G-Suit 
  M3 Combat Armour (8AP) or Vacc Suit (4AP) 
  Canteen (1 kg)  
  MedKit (0.5 kg, only with First Aid Skill)  
  Bed Roll (1 kg)  
  6x Flares (0.5 kg)  
  Knife (0.5 kg)  
  Mess Kit (0.5 kg)  
  7x Days Rations (2.5 kg)  
  M11P Automatic Pistol w/5 magazines 
  M41 SMG w/5 magazines 
   
  Officer Kit 
  Utility Fatigues (ICMC Officers) or Flight Fatigues 
  and G-Suit (UEASF Officers)  
  Flak Vest and Helmet (4AP) or M3 Combat Armour 
  (8AP) 
  Canteen (1 kg)  
  MedKit  
  6x Flares (0.5 kg)  
  Knife (0.5 kg)  
  Mess Kit (0.5 kg)  
  7x Days Rations (2.5 kg)  
  M11P Automatic Pistol w/5 magazines 
  E399 Phased Plasma Pulse Rifle 
   
  The Marine can allocate his equipment in three 
  ways: Combat, Non-Combat, and Other. 
  Combat equipment is what the Marine will take 
  with him into a firefight.  Any equipment to be 
  left in a transport or on-site base before going 
  into a possible combat zone, is noted as Non-
  Combat Equipment. Any other items (including 
  personal items) which may be left on board the 
  space transport or at a divisional base are 
  noted as Other Equipment. 
   
  Keep in mind that weaponry and equipment 
  are only issued during a mission. If a large 
  amount of equipment is destroyed or lost 
  during a mission due to a character, an inquiry 
  is held. If the character's reasons are deemed 
  inadequate the cost of a new item or items is 
  deducted from his pay. 
   
   
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Cthulhu Rising (Future Sci-Fi)/CoC 6e - Cthulhu Rising - ICM Character Generation.pdf