Scooby-Doo for Call of Cthulhu

Many years ago, when text files still ruled the internet, I came across write-ups of the gang from Scooby-Doo for Call of Cthulhu while in the computer lab at Pitt’s Hillman Library. I was able to find them via the wizardry of the Internet Archive and present them here to preserve them.


Name: Velma Dinkley
Occupation: Meddling Kid
Age: 18

CHARACTERISTICS:
STR: 9 DEX: 14 INT: 17 Idea roll: 85%
CON: 16 APP: 15 POW: 16 Luck roll: 85%
SIZ: 8 EDU: 14 Know roll: 70%

Damage Bonus: None
SANITY POINTS: 85
HIT POINTS: 12
MAGIC POINTS: 16

SIGNIFICANT SKILLS:
Anthropology 40%, Archaeology 45%, Astronomy 15%, Biology 20%, Chemistry 10%, Computer Use 30%, Credit Rating 20%, Dodge 28%, First Aid 40%, Geology 15%, Hide 25%, History 40%, Library Use 50%, Occult 25%, Persuade 25%, Psychology 20%, Read Chinese 50%, Read English 85%, Read Latin 20%, Sneak 30%, Spot Hidden 65%

WEAPONS:
Fist/Punch: 50% 1d3
Head Butt: 10% 1d4
Kick: 25% 1d6
Grapple: 25% Special

ROLE-PLAYING NOTES:
Your parents are marine biologists, and you inherited their intelligence and inquisitiveness. You ace all your classes, which leaves you lots of time to “experiment” with Shaggy and to solve mysteries, which is your great love. You want to know what is at the bottom of everything! You value Fred for his ability to devise traps for the “ghosts,” though you wish Shaggy and Scooby would stop getting caught in them (even if they do always seem to catch the culprit anyway). You like Daphne, even if she does always manage to find the secret trapdoors the hard way.

Quotes:
“JINKIES!”
“Look, guys, a clue!”

GAMEMASTER’S NOTE: Velma is extremely nearsighted. If deprived of her glasses, reduce all applicable skills by half.


Name: “Danger-Prone” Daphne Blake
Occupation: Meddling Kid
Age: 19

CHARACTERISTICS:
STR: 10 DEX: 16 INT: 11 Idea roll: 55%
CON: 15 APP: 17 POW: 13 Luck roll: 65%
SIZ: 10 EDU: 11 Know roll: 55%

Damage Bonus: None
SANITY POINTS: 65
HIT POINTS: 13
MAGIC POINTS: 13

SIGNIFICANT SKILLS:
Accounting 15%, Cheerleading 50%, Credit Rating 45%, Dodge 32%, Hide 25%, Listen 35%, Occult 15%, Speak French 15%, Persuade 65%, Ride 30%, Set Off Trap 50%, Sneak 20%, Swim 30%

WEAPONS:
Fist/Punch: 40% 1d3
Head Butt: 10% 1d4
Kick: 25% 1d6
Grapple: 15% Special

ROLE-PLAYING NOTES:
You are Fred’s girlfriend, and your family is even wealthier than his! Velma is your best friend, and you have a motherly affection for Shaggy and Scooby. You love mysteries, even if the others are better at solving them than you are. People call you “danger-prone,” but you know that’s silly; you just have some bad luck now and again. You are fascinated with the supernatural and keep a Ouija board in the Mystery Machine. Monsters are scary and probably icky as well.

Quotes:
“Eeeeeeek!!!”
“Jeepers, guys!”

GAMEMASTER’S NOTE: Daphne’s “Set Off Trap” skill operates automatically in any situation the gamemaster sees fit.


Name: Norville “Shaggy” Rogers
Occupation: Meddling Kid
Age: 18

CHARACTERISTICS:
STR: 9 DEX: 12 INT: 13 Idea roll: 65%
CON: 14 APP: 11 POW: 12 Luck roll: 60%
SIZ: 11 EDU: 12 Know roll: 60%

Damage Bonus: None
SANITY POINTS: 50
HIT POINTS: 13
MAGIC POINTS: 12

SIGNIFICANT SKILLS:
Anthropology 20%, Bargain 35%, Conceal 25%, Credit Rating 10%, Disguise 25%, Dodge 30%, Eat Voraciously 60%, Ethnopharmacology 55%, Fast Talk 40%, Flee in Panic 65%, Hide 25%, Jump 35%, Occult 15%, Pharmacy 40%, Read English 60%, Sneak 20%, Spot Hidden 40%

WEAPONS:
Fist/Punch: 40% 1d3
Head Butt: 10% 1d4
Kick: 25% 1d6
Grapple: 25% Special

ROLE-PLAYING NOTES:
You are interested in two things: food and consciousness expansion. The latter pastime may explain why you are always the first to see the ghosts. Familiarity with the supernatural (even when it proves to be a fake) has not bred contempt; the creepies still scare the willies out of you! Your courage is as thin as you are and must be nurtured with ample quantities of food, especially Scooby-Snacks. You and Velma are sort of a couple, though you remain a bit fuzzy on the whole “date” thing. Your ambition is to attend UC Berkeley, study ethnopharmacology, and go to the Amazon for some really weird drugs.

Quotes:
“ZOINKS, Scoob!”
“Like, wow, dig these crazy costumes!”
“Scooby-Doo, where are you?”


Name: Freddy Jones
Occupation: Meddling Kid
Age: 19

CHARACTERISTICS:
STR: 14 DEX: 16 INT: 13 Idea roll: 70%
CON: 14 APP: 16 POW: 14 Luck roll: 70%
SIZ: 15 EDU: 13 Know roll: 65%

Damage Bonus: +1d4
SANITY POINTS: 70
HIT POINTS: 15
MAGIC POINTS: 14

SIGNIFICANT SKILLS:
Accounting 20%, Bargain 20%, Climb 55%, Computer Use 25%, Conceal 15%, Credit Rating 35%, Devise Elaborate Trap 60%, Dodge 35%, Drive Auto 50%, Jump 35%, Mechanical Repair 40%, Persuade 20%, Read English 65%, Scoff at Supernatural 30%, Sneak 20%, Spot Hidden 50%, Swim 35%, Throw 35%

WEAPONS:
Fist/Punch: 60% 1d3+1d4
Head Butt: 10% 1d4+1d4
Kick: 35% 1d6+1d4
Grapple: 35% Special

ROLE-PLAYING NOTES:
You and Daphne have been a steady couple for years, although you have more interests in common with Velma, who is usually the most helpful in resolving the mysteries. Shaggy is a good friend and he always has something to feed the group’s head. You do the driving and tend to take the lead in the investigations, although you never really order anyone around. You are quite skeptical of the supernatural and think Daphne’s fascination with it is silly. You know there is always a rational explanation for everything.

Quotes:
“I think this is a clue!”
“Come on gang, let’s go!”
“Not so fast! There’s a mystery here to be solved!”


Name: Scooby-Doo
Occupation: Meddling Great Dane
Age: 6

CHARACTERISTICS:
STR: 15 DEX: 16 INT: 15 Idea roll: 35%
CON: 13 APP: 14 POW: 15 Luck roll: 75%
SIZ: 13 EDU: 5 Know roll: 15%

Damage Bonus: +1d4
SANITY POINTS: 65
HIT POINTS: 13
MAGIC POINTS: 15

SIGNIFICANT SKILLS:
Climb 30%, Disguise 25%, Dodge 30%, Eat Voraciously 85%, Fine Manipulation with Forepaws 25%, Flee in Panic 60%, Hide 20%, Jump 20%, Read English 20%, Sneak 20%, Speak English 50%, Track by Scent 75%, Walk Erect 30%

WEAPONS:
Fist/Punch: 25% 1d3+1d4
Head Butt: 10% 1d4+1d4
Kick: 25% 1d6+1d4
Grapple: 40% Special

ROLE-PLAYING NOTES:
You are a semi-intelligent dog and Shaggy’s pet. Scooby-Snacks can persuade you to do almost anything. Your greatest joy is a peaceful nap in the sun. Your worst fear is a ghost. The idea of monsters fascinates you, but only from a distance, preferably from inside the Mystery Machine. Despite your fears, you somehow manage to catch the bad guys (usually by accident).

Quotes:
“Ruh-roh, Raggy!”
“Reee!”
“Ruh-uh!”

GAMEMASTER’S NOTE: Scooby can understand and “speak” English, though his pronunciation leaves something to be desired. Scoob also must roll for each use of his Fine Manipulation, Speak English, and Walk Erect skills. Failure means that said skill did not work at all.


THE MYSTERY MACHINE (circa late-1960s)

WEIGHT: 2.6 tons
LENGTH: 14’2″
MAX. SPEED: 60 mph
WIDTH: 6’1″
HEIGHT: 6’2″
ENGINE: 6-cylinder
RANGE: 300 miles
MILEAGE: 15 (city) / 18 (highway) mpg
MAX # OF PASSENGERS: 6

SAFE SPEEDS (no Drive roll): 0-40 mph
RISKY SPEEDS (make Drive roll): 40-60 mph
HANDLING: +15 (add to Drive skill)
ARMOR BONUS: +2
HIT POINTS: 40
DAMAGE: 5D6

With the front of a VW bus, the body of a Citroen Camionette, and the rear of a Chevrolet van, the Mystery Machine is a unique vehicle well suited for the transient lifestyle of our hapless investigators. It has two racks on the roof to carry oversized items, a removable couch-like back seat that can fit three people, and a large enough workspace in the back to carry Velma’s radar device. Its funky flower design is sure to garner attention and help reduce the stress on those cold dark nights during an investigation.

ROLE-PLAYING NOTES

The Mystery Machine was bought by Daphne’s money, fixed up by Fred, equipped by Velma, and decorated by Shaggy and Scooby. For this reason, your whole gang sees the Mystery Machine as being an essential part of Mystery Inc’s lifestyle and work. It’s a haven from the elements (natural and supernatural) and a mode of travel. Without the Mystery Machine, you would be not only stranded physically, but it’s likely that your investigations would suffer from the lack of the resources which you have carefully packed inside the van. (Whether it be that map of the North Carolina coast hidden in the glove compartment or that box of Scooby Snacks under the driver’s seat.) As long as the van exists, your business of Mystery Inc has the best office in the world of ghosthunting…. a mobile one.

GAMEMASTER’S NOTE: While the Mystery Machine is a valuable tool, it’s also a somewhat unreliable one. Here are some stats to use for the “Machine.”

  • Flat tire: 10%
  • Flat tire on a deserted country road: 30%
  • Overheated radiator: 10%
  • Overheated radiator near a haunted house: 23%
  • Headlight problems: 5%
  • Headlight problems while traveling through fog: 29%
  • Steering problems: 3%
  • Steering problems when Daphne is driving: 65%
  • Brakes failing: 8%
  • Drive away with a zoom in the nick of time: 80%

CREDITS

Scooby gang CoC stats courtesy Julianus (julianus@enteract.com)

Mystery Machine and Mythos origins of Scooby courtesy Steven Marc Harris (KAYVEN@aol.com)