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  1. Roland9410

    Refreshing Mythos Favorites?

    Just wanted to hear some keeper favorite monsters or groups of monsters. I have an upcoming session one and I have been finding it difficult to decide on a threat for my home brew scenario.This group I have ran through Rat Things (Loved), Wendigo (They Loved), and just recently the Dead Light Scenario. I have been debating using a Colour or a dark young and goat wood gnomes. Any favorite creatures I should look into?
  2. Hello everyone, I have recently purchased CoC 7th Edition Core Set, I am pretty experienced with other systems as GM and now being a new Keeper, I've got some basic questions about the system for those experienced and kind ones to help me. a) Can you use any Skill untrained at its base value? b) If the above is true, a skill like Drive Auto that says "Anyone with this skill" ( Keepers Rulebook pg 63 ) means anyone that has spent 1 point or more on it? Thank you very much in advance!
  3. A comment to a Kickstarter Update got me thinking - When dealing with Mythos Tomes, are there any specific ones that are evocative of a certain theme? How do you impart that tome's "flavor" to your players? For an example of what I'm wondering, I'll refer you to Shimmin Beg's blog posts about "fun-sizing the Great Old Ones" which kinda talk about how to infuse a GOO into a scenario beyond just having it make an appearance (and he's tackling world-ending ones at that). Based on his post, here's a few things to start off thinking with: cues that can be used to evoke the feel of what the tome is/does slanting descriptions towards the tome's theme/purpose NPC behaviors and actions non-plot events/"random occurrences" The readers of the tome, whether cultists or not - is their mood or behavior impacted by it, either due to proximity or what they read? What mythos entities would be logical inclusions for scenarios with said tome(s), that don't just end the game?
  4. I'm thinking about running Horror on the Orient express and I read somewhere the idea of doing it in chronological order without telling the player's. So starting with a stand-alone Roman adventure, then a medieval adventure, and so on... Only to let the player's discover the connection in the full campaign. It sounded like an intriguing idea, but I'd love to hear the opinion of experienced keepers who played the campaign before starting a year long adventure!
  5. Chaosium at NecronomiCon 2017 have announced that a new edition of Masks of Nyarlathotep is in the works with a planned 2018 release. The new version of the venerable campaign will be compatible with both Chaosium's Call of Cthulhu 7th edition and Pulp Cthulhu rules sets. It's reported on Twitter, so it must be true... Source: @AdamAlexander
  6. There's a new Chaosium-licensed Call of Cthulhu video game on its way from Cyanide Studio: http://callofcthulhu-game.com I've created this thread for any future information about it (and to help stop any confusion with the Cthulhu-based video game coming out from Frogwares (The Sinking City) - whose story is being developed by @sda.
  7. TheZuleOfCool

    CoC & BRP Skills over 100%

    I'll start by saying forgive my ignorance, it may be covered in a book, but I cannot find it anywhere. What is the ruling on entities (like monsters) having stats above 100%? And secondly is there any good resource for CoC7E monster/villain stats?
  8. 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
  9. As I understand it, under 7th Ed rules there are a couple of ways to adjust the difficulty of PC actions: Adjusting the different levels of success needed: Regular, Hard, Extreme Adding Bonus or Penalty dice Sometimes I want to fine tune task resolution more than these methods provide. Are there additional methods in the rules that address this? Am I overlooking something? If nothing else exsists in the official rules, does anyone have something in house rules that works well?
  10. The 2018 ENnie Award nominations were announced today and Chaosium is delighted to have received eight nominations, including five for Call of Cthulhu releases: —BEST ADVENTURE: The Two-Headed Serpent —BEST ART COVER - Down Darker Trails —BEST MONSTER/ADVERSARY - Down Darker Trails —BEST PRODUCTION VALUES: The Grand Grimoire —BEST SUPPLEMENT: Reign of Terror plus —BEST FREE PRODUCT - RuneQuest Quickstart —BEST FAMILY PRODUCT - Khan of Khans —BEST RPG RELATED PRODUCT - Khan of Khans We're also delighted that Call of Cthulhu licensees were nominated: —BEST ART COVER: Harlem Unbound, Darker Hues —BEST ELECTRONIC BOOK: Hudson and Brand, Stygian Fox Publishing —BEST RULES: Harlem Unbound, Darker Hues —BEST SETTING: Harlem Unbound, Darker Hues —BEST WRITING: Harlem Unbound, Darker Hues —PRODUCT OF THE YEAR: Harlem Unbound, Darker Hues and congratulations to: —BEST PODCAST - Miskatonic University Podcast Congratulations and best of luck to all the nominees! Voting commences on July 11, and the winners will be announced at the awards ceremony on August 3rd at Gen Con.
  11. I'm seeking a single additional player for my Masks of Nyarlathotep play by forum game, which will be beginning on the play@ysdc forums at https://www.callofcthulhu.org.uk/pbp - The game will use the 7th Edition rules and the new 2018 edition of Masks, including the new Peru prologue. I currently have five players, but I'd like to begin with six if possible. I'll help out with any character gen issues, so you don't need access to the 7th edition rules yourself to join in. If you're interested then the recruitment thread is here - any new member on the forum should be able to post in that thread, if you have any trouble registering though, then just reply here instead - I'm an admin on the play@ysdc forums, so hopefully I can sort out any registration problems. The actual sub-forum for the game is here, only validated accounts can post in the game forums, but you'll be able to see the character gen posts by the other players, and I'll validate your account as soon as you've posted to the recruitment thread. This will be third attempt to run Masks as a play-by-forum game, the previous two had mixed results (I've also run the campaign successfully as a tabletop adventure): My first attempt ran successfully for a few years on those forums - we finished the first chapter and got most of the way through chapter two. I made the mistake of adding a few too many players, including a group of police characters who investigated in parallel - while at the same time running another forum game of BtMoM which had reached the juicy bits in Antarctica - it got too much to handle and both games stagnated. None-the-less that Masks campaign was probably the best roleplaying adventure that I've been involved with, and several of the player were recruited from this forum, rather than being existing play-by-forum players, so I thought I'd look here again! The second attempt never really got going, a real-life family tragedy a couple of years ago took me away from the game and kept on restricting my spare time until recently. Barring any future tragedy, I should be fine to post regularly for years to come now, and won't let this game outgrow my capabilities, so I'm confident of making it to the end this time as long as the players remain interested - and most of the current five players are long time members of the play@ysdc forums so that looks good.
  12. 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.
  13. Not happy with the flowcharts in the rules, I have put together some of my own for the key 7th Ed rules. I tend to forget the detail between my somewhat distant sessions, which is hardly surprising as they are quite fiddly once you do the analysis. I thought I'd share them as I'm sure I'm not the only one who has this problem. Sanity in particular was driving me, well, crazy TBH; it never did quite click. I'll make no apology for them not being pretty, but they were designed for clarity rather than beauty. That said, what's clear to me may not be to others – it's easy to miss ambiguous wording when you are close to it. Covered are combat, damage, sanity, chases and pulp damage (that's messy, it's very different to the normal damage flow). Feedback and corrections are welcome; I've probably got something not quite right. I've not looked at them on a PC yet, so if there's any layout/font issues please let me know. They're in British English too, so your manoeuvres may vary [See @cloud64's post below for an updated version. ~Mod.]
  14. Auggie

    2 Major Wounds?

    Greetings! New to the forums and new to 7th Edition. Question- when an Investigator receives a major wound, the major wound box is checked off. Is it possible for an Investigator to receive 2 major Wounds in a combat? If he/she begins with 16 HPs and in one combat takes, say 8 hit points of damage in one round, is still conscious, but takes another 8 hit points in the next round, is that considered 2 Major Wounds?? Please advise and my thanks for any help. 😀
  15. TwelveSidedStories

    Other World London Podcast

    I'd like to tell you about our podcast, Twelve-Sided Story and our first tale, Other World London. The game follows the women of the Royal London Spiritualism Society as they pull back the veil between our world and the next. We use 7E Call of Cthulhu and are 10 episodes in right now. If you're interested, you can check it out on one of these platforms: iTunes/Stitcher/Google Play/Podbean/ Or search Twelve-Sided Stories.
  16. Some with long memories may remember my old thread: Call of Cthulhu Starter Kits? – well it seems 12 years on Chaosium are planning a Call of Cthulhu Starter Set. Source: https://www.magicmadhouse.co.uk/chaosium-call-of-cthulhu-7th-edition-starter-set-p291956/
  17. daemonprinceofchaos

    Spells for Monsters and Reorganized Spell List

    Hey folks. Just wanted to share a fun resource I've been working on these last few weeks in hopes others will be able to put it to good use. With the release of the Grand Grimoire I've had a blast pouring over the spells, and while the book does a good job or organizing the spells by effect type, I was more interested in the themes. So I decided to take all the spells in the book and reorganize them but a series of themes I felt valuable, then I gave all of the monsters in the core rulebook a list of these themes which I could use to generate applicable themes for them. Finally, I used the Perchance shorthand HTML generator to plug it all in and wound up with a fun random generator for the various monsters. https://perchance.org/cocmonsterspells Please feel free to provide comments and criticism. I plan to expand it in the future and add any creatures or gods people want. A google doc (or a pay what you want Miskatonic Repository book) will be available at some point will all of the spells reorganized, in this way for people who like it.
  18. Hi all - I have a rules question: When an Investigator casts a spell that costs over 5 Sanity points to cast, should the Investigator be making a Sanity roll and running the risk of suffering a Bout of Madness should that Sanity roll fail, thus derailing the effect of the spellcasting in the first place? Or - when casting a spell that costs significant (5+) Sanity Points - is the loss simply marked off without making a Sanity roll? Same thing with reading Mythos Tomes...if the Investigator loses 5+ Sanity Points for reading a Mythos Tome, should they be making Sanity Rolls to check for Bouts of Madness? Is this addressed one way or the other in the core book? Maybe it's in there but I've missed it? Thanks 'forum friends' for any insight you can provide!
  19. BigBoss984

    CoC 7th edition magic attacks?

    Hi everyone. I am new to this thread and in fact the whole CoC roleplaying game in general. I bought the 7th edition as it was recommended and fell instantly in love with the system. I know the majority of the basic rules but was just unsure about initiating magic attacks. I know that it is an opposed POW roll when actually attacking but prior to this, with the initial spell casting would you make a hard POW roll to see if the spell actually works first. E.g. Someone goes to burn someone from the inside out however they fail the hard casting roll so nothing happens as they have never cast the spell before, or does the opposed role act as a substitute? Advice would be greatly appreciated.
  20. TheWorld

    Making your cities come alive

    Hello everybody! I have been lurking for a while around this nice place, and decided to start posting a bit =). I've been gming for about 10 years, but have only limited experience as a keeper, having done only a few adventures. At the moment I am doing my first campaign in cthulhu as a keeper, playing a mix-up of classic scenarios and homebrew in London. There is something that I have been thinking up lately... how do you guys really make your cities come alive? I feel that in rpgs with "real locations" this is even more of an issue than in other genres. I try introducing some visual elements of the city in my descriptions, like landmarks and monuments, but I don't feel I "really get the feeling of the city". This is a problem that I have felt when I was a player with other gms too. I have played, a few months ago, in a Horror on the Orient Express campaign. Well... we were traveling all over Europe but I think we could have easily swapped the cities most of the time without feeling any difference... What are you secrets? I read sometimes that the city should be a real "NPC" but I don't find it easy to do in practice.
  21. I started playing Call of Cthulhu this month and I am the Keeper of the game, I just finished a short-story I found on the web and now I want to start an adventure of my own, below are a summary of my idea and some questions of how to improve it. I was on the Youtube when I see on the recommendations list "5 Mysterious Islands" and thought to myself "this is Call of Cthulhu material", the history that caught most my interest was the Bermeja Island: In 1921 (perfect timing) this whole island north of Yucatan peninsula just disappeared from the map and no one knows the cause, there are theories, even one conspiratory about how the USA would have bombarded the island to avoid the Mexican Government exploit oil reserves on the island, because the region is divided by both countries economics zones. And that is how my idea began: The USA government wants to study the viability of oil extraction on the island and ask for the help of a university (don't know which one, I am not a USA citizen and I'm accepting suggestions), the university accepts BUT in return wants to study the possibilities of Mesoamerican ruins on the island, based on discoveries in Aztecs archeological sites mentioning a old city in a sacred island, and so it begins this expedition. Seems like a win-win deal, right? Each one of the players is invited to participate in the expedition, so everyone gets its own scene explaining that based on their character's background (that until now are yet unknown), during the travel the players be introduced to the circumstances that I explained above and they will describe events of their own choosing to help the players feel more like a group, after that a great storm appears and the waves cause the shipwreck on the coast of the island. The background of the adventure is this: The island is habited by an untouched Mesoamerican tribe that venerates Yig (which is living on the island maybe, haven't decided yet) and lives peacefully with the snake people on the same city (the humans are more like slaves actually, but is their way of life) and is the last know place on the world that Black Lotus is still cultivated, the whole expedition actually was created by a cult of Tsathoggua (or maybe just by a single mage, will elaborate on that later here) that wishes to stole the plants because of its properties and destroy the Yig's devotes as a way to satisfy their god. So... that is it, now about my questions: 1. In your experience, what you think of the idea? Is Yig and Tsathoggua followers good adversaries for the players? If not, would it be better I change it to a Cthulhu Cult looking for something to free their master at R'lyeh? 2. My greatest difficulty in making adventures is to think an order of events on the history, in other words: I have no idea on what could or should happen after the shipwreck, maybe they spent a few days setting camp??? I suppose someone could disappear and they would be ordered to go search it, but I don't know how to elaborate more of that. 3. What you guys think is better: a cult of Tsathoggua or a sorcerer wanting to make a deal with Tsathoggua? What would they be like? 4. I don't want to be good guys or bad guys in this history, so how I could interpret both sides of the conflict? Maybe everyone is terrible people? I know I am practically asking help to create most of the campaign, but I really appreciate any helpful insight on how to turn a medium idea in a great adventure. I am accepting any suggestion on how to continue the history from this point, and about the end, I suppose that either Tsathoggua sinks the island or Yig "moves" (???) to a safer place, or maybe the players just escape and never found out what happened later... Some observations: My group will have 3 to 4 sessions, of 2-3h each, so I am not planning a one-shot or a long campaign either, but something between, English is not my primary language and I apologize for any grammatical error and this is also my first time here on the forum, so if anything I have said or done is against the rules, just say so say and I will delete it or correct it. Thank you all for the attention.
  22. So me and my players have decided to make our own campaign set at a boarding school in Arkham called Miskatonic High (lol) There will be a heavy focus on school life, cliques, and drama. The school has been filled with adventure seeds, for example, Mr. Corbitt is a teacher there and instead of him getting his body parts from Randolph, he will be going out and getting his own body parts, using dominate on secluded Student NPCs, whether that be on school grounds late at night, at the movie theatres where the player was invited out to go with friends, or stalking a late night rager party being held somewhere off campus. My players really wanted special mechanics to enhance the high school aspect of the game and I have been working on some special rules and mechanics for this game. For example, EDU will be used to pass test, and POW has a heavy focus on power of will. The players will either use special rules to roll up their teen characters or will hand pick their stats to perfectly fit their role play, but both versions will have limits on their starting Cap. There will be a lot of testing and improving over time to balance these mechanics, but these should be very fun to try out! I'll put these here for you guys if anyone with a similar idea wants to take inspiration from this thread. -------------------------------------- OPTIONAL AND ADDITIONAL RULES Miskatonic High, Choosing the classes YOU want Classes go by a A-B rotation. CORE CURRICULUM: History, Gym, English, Science, Students can take 2 extra courses to make 6, 3 on each day rotation, and may take another class after school, giving them 7 classes in total. (Day A) 6am-7am: Bell rings to wake everybody up, and they have an hour before class 7am-9am: Block1 9am-11am:Block2 11am-12pm:Lunch 12pm-2pm: Block3 2pm:Schools out. 2pm-4pm: Block(X) (Day 6am-7am: Bell rings to wake everybody up, and they have an hour before class 7am-9am: Block4 9am-11am:Block5 11am-12pm:Lunch 12pm-2pm: Block6 2pm:Schools out. 2pm-4pm: Block(X) Extra Courses: Health, Psych, Other Language, Shop/Tech, After School: Theatre, Band, Art, (TBA) History: Teaches History, Law, Occult Science: Teaches Anthropology, Archaeology, Natural World, Specializations include Astronomy, Biology, Botony, Chemistry, Geology and Pharmacy Gym: Teaches Climb, Jump, Natural World, Can teach Stealth, Surval (pick terrain, forest, desert, jungle, plains, but mostly think around what type of area) Swim, Throw, Track, Perhaps Teaches a Bow and Arrow skill Health: Teaches First Aid, Medicine ONLY if there's a reason for doing so (Going indepth on how to perform surgery or admister serious medicine, think college level) Psychology: Teaches Psychology, Students with over 50% may start to take Psychoanalysis class, Fast Talk Other Language: Teaches that Language, or one teacher teaches many languages. English: Teaches Persuade Shop/Tech: Elec Repair, Electronics, Locksmith, Mech. Repair, Op. Heavy machinery, Art Classes: Theatre teaches disguise, Acting, and depending on the play being practised, Charm Choir: Teaches Singing Skills that have a starting skill cap of 35: Anthropology, Archaeology, Natural World, Specializations such as Astronomy, Biology, Botony, Chemistry, Geology and Pharmacy Climb, Jump, Natural World, Can teach Stealth, Surval (pick terrain, forest, desert, jungle, plains, but mostly think around what type of area) Swim, Throw, Track, Bow and Arrow skill, First Aid, Medicine, Persuade, Elec Repair, Electronics, Locksmith, Mech. Repair, Op. Heavy machinery, Other Languages. --------------------------------------------------- GRADES: Passing a test: Student must make a EDU roll, on a regular success 1d6, on a Hard Success 1d8, on a Extreme Success 2d6+2 added to whatever skill the subject matter was on. Homework: When a Teacher assigns Homework it will come with Measure of Time to see how long it takes to complete depending on the difficulty. It will also give you corresponding temporary EDU points for the test Easy: 1d2Hours 10EDU Hard: 1d4 20EDU Big Assignment: 1d6 hours 30EDU Failure to do home work is a -10 on EDU for the test Studying: Student can spend time studying in the library for a test to give them bonus dice for the test. Students must use library use to find the information they need. Every 3 hours of study a student can roll for EDU to see how well they understand the material. On a success they get bonus dice for a test. This can only be done up for a maximum of 2 Bonus Dice. ------------------------------------ Additional Combat Rules: Life Points and Hitpoints: All Player Characters have the standard for HP and so do most NPC, however harder NPCs such as the two expelled students who lurk in the south side of Arkham have Life Points AND Hit Points. Life Points : Will track lethal damage during a lethal fight Hit Points: Will track non lethal and unarmed damage during a street fight. Some characters will possess an impressive 30HP while only having 12LP. [Taken from Shimmin Beg] https://www.yog-sothoth.com/forums/topic/20732-working-on-a-school-scenario/ [Scrapping]: A Keeper may decide to treat casual scuffles differently from the core rules, which assume that participants are fighting to kill. If all participants are fighting unarmed, just treat the damage as pain: characters on 2 or fewer hit points must roll a successful CON or are unable to fight any more, and those on 0 or less are soundly thrashed. Have them heal rapidly after the fight, so even a defeated fighter is merely tired and sore an hour later and bruised by the following day, maybe down a couple of hit points. [Pinning]: A grappled target who fails their escape attempt must pass a POW roll to keep fighting. 2nd time failing requires a Hard POW and a third requires Extreme POW roll. On a failed roll they give up, at least for now. Note that a success doesn't mean you have to keep fighting; it just means you still have the willpower to do so. You might still decide that it's not the best option. These are meant for quick ends to high school scuffles, and cannot be used on adults. A pinning manuver is a finsher that can be anything from a group of bullies holding you down to put out their cigarettes on you, to your opponent holding you down and spitting on you before walking away laughing. (Hair pulling): Victim can pull away and rip out their own hair to escape by making a CON 1/5thx6 roll to do so, but takes 1HP of damage. A fail means they start to cry and give up the fight. ------------------------------------------------ Drugs: -Cigarettes Duration: 1 hour Status Effect: User takes the Edge Off and Looks Cool but suffers Shortness of Breath Edge Off: POW increases by 5 Looks Cool: Charm and APP increases by 5 Shortness of Breath: CON decreases by 5 ADDICTION: Addiction Rate: 1d3 uses a week Addiction Withdrawal: POW decreases by 10 if User doesn't smoke every 8 hours Cure: Go cold Turkey for 2 months and make a POW roll, on a success User is cured, on a fail a user must go 2 more months. Receiving counseling for addiction grants Bonus Dice. -Cannabis Duration:1d2 hours Status effect: User becomes Stoned, and User makes a POW role to see if they are calmed or if they become paranoid Calm: Bonus Dice on Spot Hidden and Listen skills, Paranoid: Penalty Dice on Charm, Persuade, and Fast Talk Stoned: Minus 5 to INT ADDICTION: After 3rd use, User rolls a d20 to see how many times they can use a month before becoming addicted Addiction Withdrawal: minus 10 EDU and Charm due to irritation and lack of focus if user doesn't smoke every 24 hours, or once a day. POW roll every day to see if you suffer Addiction Withdrawl Cure: Cold Turkey for 1week -Alcohol Duration: Buzzed 1hour Drunk 1d3hours 1/5th of Users POW roll divided by 5 equals how many beers makes them buzzed, and 1/5th of POW divided by 3 equals how many beers they can have before getting drunk. 1/5th divided by 6 equals how many shots they can have before being buzzed, 1/5th of POW divided by 4 equals how many shots they can have before getting drunk, Status Effect: Users can get Buzzed or Drunk, and suffer a Hangover once the effects wear off Buzzed: Lowers INT, EDU,and DEX by 10 but raises CON and STR by 10 Drunk: Lowers INT, EDU, DEX by 20 but Raises STR by 10 and CON by 20, 1 Point of Armor, unless damage done is equal to 1, than user still takes 1 damage. Hangover: From being Buzzed:INT is raised back to normal but CON and EDU is minus 10 from base value From being Drunk: INT is raised to normal but EDU and CON is minus 10 from base value, and all CON rolls are to be made with Penalty Dice. User must randomly make CON rolls to avoid throwing up. ADDICTION: Addiction Rate: 1d4 for being buzzed a week, 1d3 user must make a POW roll each day for the remainder of the week and on a fail user becomes addicted Addiction Withdrawal: CON and EDU minus 20 if User doesn't get at least buzzed every 24 hours, or once a day. Cure: Counseling or A.A., and every week user makes a POW roll, on a success user becomes cured. -Cocaine Duration: 30 minutes Status Effect: Quick Reflexes and Quick Fast Talk and Sharp Mind Quick Reflexes: Sleight of Hand and DEX increase by 30 Quick Fast Talk: User is able to talk fast and fluently to confuse and bullshit others, fast talk increase by 30 Sharp Mind: INT and EDU increases by 10 ADDICTION: Addiction Rate: 1d4 uses in a week cycle Addiction Withdrawal: DEX, CON, POW, EDU reduced by 20, Fast Talk and Sleight of Hand reduced by 10 if User doesn't use every 4 hours. Cure: Counseling, Every week User makes a POW roll, on a success User becomes cured. -Crack Duration: 3d10 minutes Status Effect: Crackhead Speed, Alert Crackhead Speed: DEX increases by 40, Sleight of Hand increase by 30 Alert: Spot Hidden and Listen Increase by 20 and Rolls are made with Bonus Dice ADDICTION: Addiction Rate: 1d2 uses a week Addiction Withdrawal: DEX, CON, POW, EDU reduced by 40, Charm, Persuade, reduced by 20 if User doesn't smoke every hour. Cure: Counseling, User makes a Hard POW roll a week and on a success User becomes cured. -ECSTASY DURATION: 1d3hours Status Effect: User must make a POW roll, on a success they become Euphoric and Sensual, on a Fail users become Strung Out Sensual: Psychology, Charm raised by 30, APP raised by 20 Strung Out: Persuade, Fast Talk, Charm rolls made with Penalty Dice ALL INT AND EDU ROLLS MADE WITH PENALTY DICE ADDICTION: Addiction Rate: 1d4 uses a week Addiction Withdrawal: CON reduced by 40, STR, EDU, POW reduced by 20 if user doesn't use every 8 hours. -SHROOMS AND ACID DURATION: 1d8hours Status effect: User must make a hard POW roll, on a success they become Enlightened, on a fail they experience a bad trip Enlightened: POW increases by 40, and user gains 10 extra magic points Bad Trip: 1d6 SAN loss and User automatically suffers a Bout of Madness until the trip is over. *ACID, user makes a luck roll to see if they got a good batch or not, on a fail user suffers a Bout of Madness ADDICTION: (NONE)
  23. I dropped the $60 on the new PDF version and have started going through it looking for the updated content in advance of the Pulp-Fate rules game I plan to start in August. I can't claim to have gotten very far into the book yet. Right now I'm reading the Peru Prologue chapter, which is of course a big addition. I'm really very happy about the updated handouts and the character portraits for every named NPC. I've started this thread so people interested in it can hear about what changes it makes, and also so everyone else with a copy can help point out the changes I may miss on my read through in advance of my plan to play it. Peru Prologue: The prologue does a good job of introducing Jackson in a context where they will have reason to side with him and find him useful. It gives lots of advice on how to do that and has several scenes designed explicitly with that task in mind. It does generally assume it will cause him to brush up against the supernatural a bit (meeting semi-human monsters and dealing with magical wards) but not in a way that would give him any real mythos knowledge. It does also provide a minor backstory link to M'weru in Africa, which would help put Jackson on that path. It also gives the Keeper an opportunity have a minor aspect of the Big N taunt the players. There is some advice on other spots to drop hints. Overall, the Peru chapter has a bit of an Indiana Jones vibe to it, which is exactly what I'm looking for. The book doens't talk about it, but if you've already introduced Jackson elsewhere, (which is my plan) it would be very easy to tweak the opening here so Jackson is asking the players to aid him in his hunt for a Peruvian Death Cult. I'm going to need to move the adventure's timeline a bit, but thankfully the handout that goes with it isn't dated to the year (only day & month) so that's even easy to adjust. My plan is to introduce Jackson at the end of a pulp adventure of my own (zeppelin crash on an island that time forgot) and then follow up with this adventure, where Jackson will telegraph the players to come help him. When he does something similar at the start of the New York chapter, hopefully the players won't expect what happens. Things I've noticed so far: Updated layout and artwork throughout, including portrait art for just about every named NPC (including several non-human ones). The PDF pack actually includes these in a separate file for easy printing / screen display. There are side bars and notes on various topics throughout the work. Many of them carry the optional Pulp rules and story beats. For example, the Peru chapter talks about having the cult sneak in and kill a tribal wise woman after seeing her talk to the PCs, but the Pulp sidebar gives advice on staging the attack while the players are still present. Jackson Elias is now African American. I honestly didn't expect them to make changes of this nature to the original content, and it makes me wonder what else they've adjusted. I'm happy about this because I had considered making that change myself. I had backed away because Jackson is really important to the story as written and I was afraid making him black would would have unexpected ripples, but I'm guessing the text will now reflect any racial tensions throughout. In fact, not looking European is an advantage for him in the Peru chapter. They've given names to the three cultists that murder Jackson at the start of the New York Chapter. I don't recall them being named in the original. Anyone else notice any changes I should keep an eye out for? The new introduction implies they'e made several tweaks and adjustments throughout to add layers and twists for veterans.
  24. An exciting new partnership announced today: Call of Cthulhu & Syrinscape: Call of Cthulhu games often involve creating more of an immersive experience than many other types of games. Just like our games often feature elaborate handouts and props, we have also noticed that our players often crave soundtracks that help build that sense of unease, suspense and dread at the gaming table, punctuated by moments of horror and excitement! Syrinscape's sounds provide exactly that, and we are proud to be partnering with them, says Chaosium president, Rick Meints. More details here: https://www.chaosium.com/blogcall-of-cthulhu-coming-to-syrinscape
  25. Darkblaze911

    Miskatonic Scenarios

    So my friends and I are planning to run a game of CoC where we're all high school girls in the 80's from different cliques in "Miskatonic High" (lol). We've each chosen a faction and created 6-8 characters for our factions, but where we only play our main one, the other characters are NPCs played by the current DM (we will be taking turns). We've also created a lot of the faculty also. What we we're thinking was to take old scenarios set in Miskatonic University and injecting our own high school flavor into it. I already know I'll need Miskatonic University Dire Secrets and Campus Life to help flesh out our school, but I was also wondering if anyone had a list of scenarios set in Miskatonic University, especially if it involves the players to be students. I know I could probably run Crimson Letters from the back of the book... But what other ones could I do? Also, is there any other recommendations anyone can give to help me to run this, or know of any more supplements to help the experience of the game? My players are working hard on building an entire universe in this imagiary boarding school, I would love to be able to run old scenarios and convert them to our campaign. Thank you so much!
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