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  1. Professor

    6th Ed with 7ed Call of Cthulhu

    Assuming you're using 6ed, have you incorporated any rules from 7ed and if so, which ones? Thanks
  2. This thread is a place to discuss the Sassoon File Campaign. Seek answers about the Shanghai jazz scene, fleshing out mythos hooks, the motivations of various NPCs, esoteric Daoist principles, etc. Tell us about your Sassoon Files Campaign.
  3. Hello everyone! Could someone help me planning this Call of Cthulhu 7th edition one-shot? The idea is that the players are in this space station when a meteor strikes the structure and find its way in a small artificial forest (I will explain later in this post), then is just like the original tale, mutant animals, fluorescent plants, missing and insane people. They must find a way to survive until the next space shuttle comes. Before anything else, this will be a 3 to 4 hours session, it could be possible a second session, but I would like to avoid that because differences in the schedules of the players, there is a total of 4 to 6 players (not everyone confirmed yet their participation), and we just love sci-fi and we share this taste that a good scientific tale expands plausible scientific theories, with that in mind I am imagining this space station using some old ideas from NASA and some of their newest projects, like an origami-like solar panel. The VA-11 Hall-A (yes, I am also a huge fan of cyberpunk…) is similar to Space Station V from the movie 2001: a space odyssey, but it only has one spinning wheel generating the centrifugal gravity, 560 meters (1,836 feet) in diameter, producing one-sixth Earth surface gravity, orbits 400 kilometers (248,5 miles) above the Earth, between the gaps in the wheel there are those huge origami solar panels that expand when the Sun is visible, it was constructed from materials from the Moon and its purpose is research on terraforming/colonization in space, the construction took more than 20 years and happened in space. The Valhalla is divided into 6 sections: “Forest” Habitat (Center): it serves as the main source of 02 and food, also the lair of the color, with his presence the station needs to rely more on provisions from Earth, but as there aren’t enough some people are starving. Docks (Above?): I have not yet decided where this will be located, but it would be interesting if the party needed to pass by the color lair to reach their exit, but I will discuss the problems of this later on. Engineering Bay (“North”): machines and maintenance, this is where the nuclear reactor is located, since even with the solar panels and the rechargeable batteries (it would need an absurd amount of those to suffice) those aren’t enough to provide all the energy necessary to maintain the station, in this segment I was hoping to present a mechanical problem that they would need to exit the ship to fix it, that way the dangers of space could be something scary too Storage (“West”): food and other supplies, maybe some work just lost some loved one (maybe his child?) to the color and went crazy, starting using the promise of food to lure survivors and killing them, because the hallucination of his loved one tell him to do so Dormitories (“South”): where everyone sleeps, with the shortage of food, the increasing threat of the color and some madness make the people here resort to cannibalism to survive Medical Bay (“East”): where biological research is conducted and crew members exercise, this is where the mutate stock where maintained but now escape and killed the medical staff As you can see, I have plenty of ideas to the many dangers lurking in the station, and of course all the time the incomprehensible color is out there hunting the party, but I don’t know exactly if I must give multiple reasons to explore the station or just let them choose the best place to survive. My biggest question is how to introduce all of that? Of course, the party will be mainly scientists, but if they are in the station before the color, I would skip some months and they would tell me what they have done in this time, because it takes some months for the color to “grow up”, won’t that cut off some of the tension in the story and also take more time? And if they get right in the middle of the events, how to explain their coming to the station? Another question is about the capability of the station to communicate other places like the Earth or Moon, maybe that could be an objective. Finally, besides all this sci-fi background, this is mainly a modern scenario of Cthulhu, it will be in 2050, but no laser weapons or similar, I still need to research what kind of items are forbidden in space by NASA, but it seems obvious the players will need to improvise weapons and this kind of things, so what are your ideas? Thank you for your time reading this post to the end, and as always: Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn ❤️❤️❤️
  4. arthurdiennet

    Martial Arts - How does it work?

    Hey everybody, new keeper here. Need some help with the Martial Arts skill. So, I've got a player who's got a very high MA skill but very low strength and it's pretty underwhelming for her. She has no damage bonuses because she's a very small character with average strength. Now, I've done a lot of research on the practically infamous 6e and earlier rules for Martial Arts and the massive DB and stacking bonuses they gave and I was wondering what the drawbacks of the old systems were and why they were changed? And how does 7e Martial Arts work? Are there damage bonuses for different levels of success or is her damage bonus tied to her Martial Arts skill instead of strength, much like grappling? We're running straight-up Call of Cthulhu, not Pulp, so, I don't want to introduce something that will ruin immersion, but, I want to give her something that doesn't make it feel like she sunk her points into a useless skill. Also, please let me know if I'm doing something wrong or if I'm being ignorant.
  5. This is probably a stupid question, but I've searched Quick Start, Introductory Rules and the Keeper's book. I understand the Optional Rule for using Luck for adjusting certain rolls. What I can't find is whether an Investigator's Luck score is reduced when a mundane Luck roll (or group Luck roll) is called for or used. It seems like it should, but I can't find a mention of it. There's lots of examples of use (the flashlight, the car keys etc.). Nary a mention about consuming the Luck score though. Thanks.
  6. Hi there, YSDC is above all else responsible for my obsession with that group-storytelling format known as the RPG. It began years ago when I stumbled upon the freely available recordings of Tatters of the King, and immediately was seized with a reverence for the unique oblivion that horror can instill. Hastur has been my favorite Mythos deity ever since, and one might even say I have been possessed... but anyway. I'm ready to give back. Weekly I will release here the recordings of a homebrew adventure, hosted in Bloomington, Indiana, until the players conclude the story, one way or another. At time of writing we are something like 9 sessions in, but for pacing's sake I'll post them one week at a time here. Please forgive my amateurish Keepering; it gets better as we progress. Episode 1: https://drive.google.com/open?id=1wQjCnjBUpXCWa2FBwW1_TL1WopH_WPQ6
  7. A player recently brought this up to me in a session and it caught my attention as a glaring loophole in the 7th edition RAW. 1. A person with a gun who is attempting to shoot a target within (1/5 DEX) feet receives a Bonus Die to their attack roll. 2. A gun will break if its wielder rolls above the gun's Malfunction score. The rules make sense individually, but together, the combination doesn't make any sense. Firing a gun at a close-range target does not decrease the chance that the gun's mechanism will break, nor does firing at a long-range target increase that chance. Do the rules address this discrepancy anywhere?
  8. Greeting fellow Yoggies; At the High School my son attends they have a school sponsored D&D club, run by a teacher. I have communicated with him and he is keen in getting the kids to diversify their gaming experience from just D&D. To this end he has acquired the Starter Set. He has only ever played D&D himself and the suggestion is that I might run some sessions at school for kids that are interested. We are talking 13 to 15 year olds. Now my question for a group of young people, coming from a D&D background what would be the best setting to use? I was initially thinking Invictus or Dark Ages as the setting is closest to the generic fantasy settings of D&D. On the other hand, Darker Trails or Pulp could be stylistically an easier transition. I suspect a Gaslight setting could be too restrained and a Delta Green setting too darkly adult for them. Or do I launch them straight into classic 1920s? If the latter I was thinking of kicking off with the WWI scenario "No Man's Land" and then building a Lovecraft COuntry Campaign with the survivors after their return home (The Haunting, Edge of Darkness, and then the Doors to Darkness set) leading to MoN (or would the latter be too big a challenge for high school kids). My instinct is to run this in Pulp mode as being more appealing to that age group. Any suggestions friends?
  9. Hey all! I've got a few things I want to work on as a Miskatonic Repository submission, but I'm keen to get people's steer on what kind of stuff they find useful? Do you only use full scenarios? Would something like a handful of cool new monsters, or rituals or spells or artifacts be interesting? Any other kind of asset that you've looked around for and not been able to find? Cheers!
  10. Hi folks! I’m a new Keeper, and Call of Cthulhu 7th Edition is my first d100 RPG game, so I’m sorry to ask you all to be patient. The Keeper Rulebook at page 156 says: “Indefinite Insanity. On losing a fifth or more of current Sanity points in one game “day,” the investigator becomes indefinitely insane” For example if I have 90 current Sanity points, lose immediately with a single roll the amount of 18 Sanity points means that I become automantically “indefinitely insane”. Ok, but in the rules the key word is “current”, and in one day I may have several and different current Sanity point amounts (maybe because I lost 5 points during the morning and then I lost another 10 points in the afternoon). So what should I do in this last case? Within the same day I have to change my “current Sanity points” two times to check the Indefinite Insanity (1/5 or more of these different current Sanity points)? And so for example from the morning onwards I have to check if I suffer cumulatively the loss of 17 Sanity points (17 = 1/5 x 85 current Sanity points)? From the afternoon onwards I have to check if I suffer cumulatively the loss of 15 Sanity points (15 = 1/5 x 75 current Sanity points)? à so I immediately experience the Indefinite Insanity because I lost cumulatively 15 Sanity points in one “day”… I understood well? Did I get it right? It seems to me that things are very complex and that there are so many calculations to do. Not that they are difficult calculations, but they certainly require many checks to be done every time you lose small amounts of Sanity points, plus subsequent checks to verify that the sum lost Sanity points are equal or greater than 1/5 of the new current Sanity points (because I have 3 different “1/5” within the same day). Thanks for your help!
  11. Hello, all! I’m preparing to run Masks of Nyarlathotep (still in the character creation stage), and I have a question about the differences between Art/Craft (Acting) and Disguise. "Art/Craft (Acting) … The performer is trained in theatrical and/or film acting …, able to adopt a persona, memorize scripts and utilize stage/movie make-up to alter their appearance. See Disguise"(Keeper Rulebook, p.59; Investigator Handbook, p.100) "Disguise … To be used whenever you wish to appear to be someone other than whom you are. The user changes posture, costume, and/or voice to enact a disguise, posing as another person or another sort of person. Theatrical makeup may help, as will fake ID. Opposing skill/Difficulty level: There are two distinct aspects to this skill: either you are trying to conceal your true identity (such as when the police are looking for you) or you are impersonating someone else. Regular difficulty: to convince strangers that you are who you say you are. … Hard difficulty: to convince professionals in a face-to-face meeting that you are who you say you are. … Note that to pass as a specific person in a face-to-face meeting with someone who knows the person being imitated is beyond the scope of this skill, and may well indicate the need for a combined skill roll at a higher difficulty (with Persuade, Charm, or Fast Talk)." (Keeper Rulebook, p. 62; Investigator Handbook, p. 104.) I always thought the difference between Acting and Disguise was the situation: If an investigator is on stage, on the radio, on film, or on TV, the skill is Art/Craft (Acting). If an investigator is attempting to adopt someone else’s persona in a “real-world” situation, then the skill is Disguise. Some places in Masks of Nyarlathotep call for a Disguise OR an Art/Craft (Acting) roll (infiltrating the Blue Pyramid or the Black Pharaoh cult for instance), which makes sense to me. However, on page 211 of MoN (England, dealing with The Ivory Wind), it states: “Captured investigators are held on the boat and questioned by Torvak on his return. Feigning the role of a thief calls for Art/Craft (Acting), otherwise the investigators can try to reason their way out of trouble with a Fast Talk or Persuade roll …” On page 223 of MoN (England, dealing with The Chelsea Serpent), it states: “If successful in resisting the effects of domination serum, an investigator who is aware of the drug’s purpose … may try to feign being under Ssathasaa’s control. Requires a successful Art/Craft (Acting) or Persuade roll.” I realize that I’m the one running the game and I can call for whatever roll I think is appropriate, but, to me, captured investigators feigning the role of a thief or being under mental control should call for a Disguise roll, not an Art/Craft (Acting) roll. I’m concerned that I’m missing something about the distinction between the two. Thanks!
  12. gladius

    7th Edition rules cheatsheet

    I recently put this together. A number of folks, including Mike Mason and Paul Fricker, have since reviewed it for accuracy. Thanks guys! The intended use of this doc: I created this mostly for use by my players who have played 6th edition for a long time and needed a 7th edition primer. If I were introducing the game to new players I would probably use a condensed version of this with fewer items on it and word some of the explanations differently. It's a google doc in spreadsheet format - feel free to copy the text and format it to your liking. The doc is locked so you can't edit the original. Hope this is useful to folks! https://docs.google.com/spreadsheets/d/1a7h3P-8OLpycfj5TbdbiLBT-mpyzrjVmHARugIV2hEg/edit?usp=sharing
  13. Due to surging demand for Call of Cthulhu, we're temporarily out-of-stock of the Keeper Rulebook. But more have already been printed and are on their way! (This will be the sixth time we've printed since the Kickstarter). In the mean time, remember if you buy the PDF from Chaosium.com, you'll get the FULL PRICE of the PDF off the cost of the physical book when it becomes available.
  14. Hudson & Brand: Shadows of the Past has launched! This is the second book in the Hudson & Brand Cthulhu by Gaslight line (first book not required). Per the Kickstarter: "Living, Dead, and Yet to be Born" - A couple of large steamer trunks belonging to the just-deceased Second Lieutenant Charles ‘Charlie’ Townsend arrive at 33 Golden Square for Captain ‘Harry’ Hudson. Markham, the Investigators’ newly acquired Butler, directs the two labourers as to where to put the items, some of which already match the late Captain Hudson’s decorating tastes—Ashanti Tribal. A month or two passes and then the first attempt against the Investigators’ lives is made, by the Edinburgh Lunatic Asylum orderly who arranged for the H. J. Cave and Sons trunks to be shipped to 33 Golden Square. After his death, strange, poltergeist-like occurrences begin to happen at the maisonette. A short time later, a second deadly attack, this time by one of the labourers who moved everything in, is made against the Investigators. Things begin to escalate from there, starting with zombi assassins, the scarred remnants of a dark cult from Africa, and the arrival of two former Ashanti rulers both looking to reclaim their throne. "Making a Lasting Peace" - The second scenario, Investigators are invited by the Queen Mother of the Ashanti to help mediate the deteriorating relationship between the Ashanti Empire and the British governor in Cape Coast. Traveling to the British forts that were once used in both the gold and slave trades, they'll discover that things from the past are best left buried. From there, they'll journey into the heart of the Ashanti Empire and seek out a city lost a millenia ago if they're to have any hope of making a lasting peace. "Orphans of Antiquity" - The final scenario in the trilogy sees the resurgence of the cult with powerful new allies from within the government itself, and it threatens to topple the world-wide supremacy of the British Empire. Shifting alliances and a thin veneer of noble civility will leave Investigators increasingly on their own in a dangerous race to save Queen and Country (and with them, the world). (And that's before any Stretch Goals may kick in!) https://www.kickstarter.com/projects/stephaniemcalea/hudson-and-brand-shadows-of-the-past
  15. First I want to say I have not yet run this campaign this is only a first impression and thoughts, I will refer to it as a book, but as you know it is PDF I just recently ordered a copy of Down Darker Trails, beautiful book! I like the western setting very much and have played some other western rpg's back in the days. But Shadows Over Stillwater is somewhat of a disappointment. I was really looking forward when I heard about the release of this campaign. Now when it is released I realize how different my idea about the western setting is from Chaosium, it is obvious they are going for the pulpy version of it even if Pulp is only an option of play. And this is not only a trend in Down Darker Trails, this is something I see happens with the classic setting as well. Away with dread and horror and more Indiana Jones or Sherlock Holmes. Still I don't like the discussion around pulp vs. purist. If you can choose do what you like, but in this book it is like the pulp version is already written in and it is more a question of, do you want to die early or stay alive and have chance against the monsters. I have not run it yet so I can not speak of it in that sense or talk about details. And as a last thing I would like to give my thoughts on the artwork, this is something I have been thinking on lately and even more this time, it is not a beautiful book, the cover is annoying. The artwork is sometimes good and I have no complaints around layout. Most of the time the artwork is trying to picture a scene and it looks like a silly video game. That is a little bit surprising because Chaosium have always put out books that are disturbing. I know this is very individual, but I prefer images that don't give away to much and creates more atmosphere, here it is straight in the face. Sorry, but what I'm trying to say is, Victor Leza is doing a lot of the covers for Cthulhu books and I hope that changes. In this book he is doing most of the art inside the book as well. Maybe this is just not my cup of tea, something makes it not feel like horror, and it doesn't feel original. Spoiler Alert! why is the serpent people the villains again? is it because it is more Pulp. I will continue read this and maybe I will get back with more in depth thoughts what is your thoughts on Stillwater or do you have something other to say about artwork?
  16. Delphes Desvoivres just kicked this off yesterday afternoon (my time) and has already funded (in less than 12 hours). It lasts through March 3rd. The super thing about this one is not only does it complete the project for the physical props for Masks of Nyarlathotep (you probably have all the paper props if you ordered the Gamer Prop Set from HPLHS -- which is still available if you haven't), but she also gives newcomers another bite at the apple so they can get everything from all the previous kickstarters too (at least all the major props -- I'm not sure if it's literally "everything" since she included a few special items in each one, like postcards and luggage tags, for example -- which are also possible in this one). Delphes' Kickstarters are a bit pricey for some folks (and the "everything from all previous kickstarters" pledge, also known as "The Late Investigator," will set you back a hefty 1720 Euros...not including shipping) but she has lots of options so that you can pick up only those specific props you want, and believe me when I tell you her work is simply amazing. Even common everyday items come out looking "eldritch" and "twisted" (as I suspect they would be, if exposed to the mind and space bending forces of the Great Old Ones and Elder Gods), and I personally (who have now put in something over 2000 Euros to get everything -- including shipping) will cheerfully tell you that it was worth every penny I spent. The link is here: For what it's worth, I can STRONGLY recommend Delphes' work. I've backed everything she's done, ever since the Sedefkar Simulacrum one back in 2015 and have enormously enjoyed everything she's made, and while this completes THIS project, I would dearly love to see her tackle some new stuff for a different campaign. Maybe Brotherhood of the Beast, or even Shadows of Yog-Sothoth -- especially if Chaosium really does re-do SoYS for the 21st century (which they've teased us with a few times). Anyway, check it out! Her work is amazing!
  17. This game was mentioned here months ago but I can't find the thread so I'm creating a new one. A bit of news has popped up regarding the release: http://www.bluesnews.com/s/169468/call-of-cthulhu-next-year
  18. I'm a big fan of the pushing rolls mechanic introduced in 7th edition. It lends itself to greater player agency alongside the chance for the keeper to really throw some great twists into the fiction. The one thing I've noticed is that at times it fails to fit with the narrative and I end up with some latency in the game while the players rack their brains to come up with a way of pushing the roll. To this end I've now started draw a line underneath some situations making it clear that it's simply not possible to push a roll in this circumstance. Now I'm a Keeper who hates to say no but I can't see any other way round this. I've done it a couple of times with Spot Hiddens for non-critical clues. There are just no inherent risks in some situations where spending more time looking would be risky, unless you give the PC a migraine for looking too hard . What I'd like to know is how others who are proponents of this rule have managed it in their games? In particular how do you manage someone pushing a roll where an action means there would be no recourse for further attempts? Here's an example: Harvey fails to throw a lit stick of dynamite using his Throw skill. Doesn't fumble, but it certainly doesn't go where it should have. In this situation how could he push the roll? The stick has already been thrown. So do we just wind back the action and say it never happened and this time he will take more time aiming, however in doing so risks the dynamite going off early?
  19. The Miskatonic Repository community content program continues to grow thanks to support from creators far and wide. Here are seven new releases this #MiskatonicMonday, including scenarios (one in English and French), props, a setting book, and an one adventure that even comes in two versions; full color, and a B&W "print-friendly" version... https://www.chaosium.com/blogmiskatonic-monday-seven-new-releases/ WHAT IS THE MISKATONIC REPOSITORY? Are you a Keeper looking for new scenarios and story elements? A player looking for something mysterious to spark a character idea? Is your group looking for eerie ideas to use in your game? The Miskatonic Repository is where you can find —and create —self-published material for the Call of Cthulhu roleplaying game. Interested in submitting content? Go here to see the guidelines, and here for the additional guidelines. No extra license is required. Get started and download the MS Word template or the InDesign template for Miskatonic Repository submissions, and check out our other free creator resources. [URLs unobfuscated. ~Mod.]
  20. Chaosium will publish a second, updated edition of the critically acclaimed Harlem Unbound, it was announced at Gen Con today. Harlem Unbound is the creation of African-American game designer Chris Spivey. The first edition was published to critical acclaim by Spivey's indie studio Darker Hue Studios. Spivey's first release, Harlem Unbound won three Gold awards at the 2018 ENies Awards. The new edition of Harlem Unbound will feature additional scenarios, new maps and new art.
  21. Oladahn

    Recovering power option.

    Question regarding the possibility of recovering power. Going to be running my first RPG game for many years shortly, two to three weeks time. The first session is going to be taken up with the exact system we'll be running, my preference at the moment is for a low to medium pulp, and with generating the investigators. With maybe a little play to whet the players appetite. I notice that in the core rule book (7e) that power when lost is gone forever. But it also states that optionally on a roll of 01 on a luck roll or via a successful POW roll when casting it is possible to increase the investigators power by d10. I might be missing it but I can't see any special rules for recovering power in the pulp supplement. What I think I might do, as we will be playing pulp, is allow a player to convert some or all of their luck rolls at the investigator development phase to recover their power instead. Any thoughts?
  22. I was explaining the rules on sanity recovery in 7th edition to a new player and I realized that I couldn't find any listing of prices for recovery. How much could an investigator expect to spend per month for long term committal to an institution vs. private care? How much would it cost to visit a doctor for primarily superficial cuts, bruises, sprains and breaks vs. tending to a major wound in the emergency room or operating theater? How much would medications cost for both physical and emotional damage? I'm running a game in the 1920s and 30s but I also lack the knowledge of this area for the modern period as well, being that I live in Scotland and these things aren't really charged for.
  23. I've tagged this as new to Cthulhu as although I'm not new to Cthulhu it has been quite some time since I played. What I'd like to know is whether there is anywhere that can be recommended, either here or elsewhere, perhaps in the blogs section, where someone can upload full or part scenarios for review, opinion and advice?
  24. Just posted on Chaosium's website/facebook: (with a possible tie-in with Horror on the Orient Express) https://www.chaosium.com/reign-of-terror-pdf
  25. I’m looking for a good way to gather players since my group crashed a couple of months ago. I did notice the players directory, but are there any other ways?
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