Masks of Nyarlathotep (Inactive)

Game Master Aubster

Masks of Nyarlathotep is a Lovecraftian exercise in horror and mystery.


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Discussion thread open...

Some new hinderances to consider.

dark seCret (major)
The hero harbors a dark family secret that could endanger his very life and how he is perceived if it comes to light. The investigator receives a –4 Cha- risma reaction from anyone aware of his secret. If it becomes public knowledge in the course of play, the hero loses this Hindrance, replacing it with Wanted (Major) as well as the –4 Charisma modifier.

glass jaw (mInor)
Your hero doesn’t handle physical pain and injury well. He suffers a –2 penalty on all soak rolls.

low Class (mInor)
While others may be born of low society, it is obvious that this investigator is not far removed from their bad upbringing. The investigator receives a –2 modifier to Charisma except among others of similar stature. The investigator may reduce or eliminate this status over the course of game play by expending a leveling opportunity to eliminate this Hindrance at Seasoned or any time thereafter.
This hero may not take the Noble Edge.

mIlquetoast (major)
This investigator believes firmly in the sanctity of their mind and body and recovers slowly from shock and trauma. They suffer a –2 penalty to Spirit rolls to recover from being Shaken. The investiga- tor may use a level up once he reaches Seasoned or any time thereafter to eliminate this Hindrance.

oblIgatIons (mInor or major)
The investigator is connected to someone or something that demands a portion of his time. These obligations can include nearly anything, such as a tenured professor giving lectures and teaching classes or an athlete checking in on a sick relative from time to time. Failure to fulfill such obligations will eventually have serious repercussions.
A hero with Obligations and Connections to the same individual or organization has a special rela- tionship with the person or group in question, and gains a +2 or +4 bonus to Persuasion rolls (depend- ing upon whether their Obligations are minor or major) when dealing with them. In essence, the Connection has a vested interest in the investigator, and is more likely to want to see them succeed.

unusual lIneage/looks (mInor)
The investigator’s appearance looks a bit off. Whether it’s their eyes being set too close together, the slight webbing between their fingers, or a sallow appearance, people are uncomfortable around them. The investigator suffers a –2 Charisma modi- fier except with others sharing their lineage.


New Skills

Knowledge (mythos)
This skill enables the hero to piece together fragments of the hidden world. When they come across evidence of Mythos creatures, an investigator with this skill may make a roll to identify it. Should they encounter a dread creature, the investigator may identify the creature or something of relevant interest, such as its behavior or its possessions. This skill could be used as well to allow an investigator to identify a spell being cast or to recognize a Mythos book by skimming a few pages. This skill is also used by investigators to cast spells they have learned.
As this Knowledge damages the very core of a person’s psyche, no investigator may elect to take this skill to start, nor ever put skill points into the development of this Knowledge.

Knowledge (psychology)
This investigator understands the mind and human behavior, and may attempt to eliminate madness in themselves and others. This must be done within the golden hour. Each attempt takes 20 minutes. A success eliminates one level of madness, while a raise eliminates two.


New Background Edges

FlexIble thinker
Requirements: Novice, WC, Spirit d8+
The hero is comfortable with thinking outside of
the box, and ignores 1 point of madness penalties.

Very FlexIble thInker
Requirements: Seasoned, Flexible Thinker
Your hero spends more time out of the box than
in, and ignores 2 points of madness penalties.

Jaded
Requirements: Novice, WC, Spirit d8+
When forced to make Spirit rolls due to Mental Trauma, the investigator ignores their madness penalties. This only applies to Spirit rolls called for by these tables. He still suffers from madness modifiers for other Trait rolls normally.

Very jaded
Requirements: Veteran, Jaded
If your hero critically fails a Spirit roll on the Mental Trauma table, roll a die. On an odd result, he passes out for d6 hours, but suffers no Sanity loss.

Resilient
Requirements: Novice, Spirit d8+
This hero recovers from madness quicker than most. They gain a +2 to all Spirit rolls to eliminate madness.

Savvy
Requirements: Novice, Smarts d10+
Whether highly educated, well-read, or simply in touch with their surroundings, this investigator seems to know a little bit about everything, and can readily call upon that knowledge when needed. This investigator makes Common Knowledge rolls without penalty.

Scapper
Requirements: Novice, Fighting d8+
Whether a trained boxer, a street-fighting brawler, or a dedicated martial artist, this hero has been in his share of fights and knows how to handle himself. He is not treated as an unarmed defender, and his unarmed attacks do Str + d4.

Well adjusted
Requirements: Novice, Spirit d6+, Smarts d6+
Your investigator is the down-to-earth sort, who keeps things in perspective and manages to contend with whatever life has to throw their way. Increase his Sanity by +1.

Dark Archive

Just to make sure, are you allowing Arcane Background?

I assume so, but it's best to ask first. =)

Also, I can't find this in the book: For Edges, what does the pre-req "WC" stand for? *heh*


Atlas2112 wrote:

Just to make sure, are you allowing Arcane Background?

I assume so, but it's best to ask first. =)

Also, I can't find this in the book: For Edges, what does the pre-req "WC" stand for? *heh*

Sorry but: The following Edges are not available to investigators in Realms of Cthulhu: Arcane Backgrounds, Power Edges, Champion, Gadgeteer, Holy/Unholy Warrior, Mentalist, Mr. Fix It, Wizard, Weird Edges, and Power Surge

WC means a WildCard edge so it only is useable when your character is dealt a Joker during Initiative determination.


Defining interests...

Every investigator is a sum of their parts, and in addition to their skills and traits, possesses a number of interests and hobbies that may have nothing whatsoever to do with their professional pursuits, or may, at best, complement them on occasion. Your investigator begins with a number of defining interests equal to half their Smarts die type. Any permanent increase in an investigator’s Smarts grants them the appropriate number of additional defining interests that should be selected at the time of the increase. A defining interest gives the investigator a base +1 to their Common Knowledge roll when the subject is called into question.

Some examples...

Culture: Anthropology, Archaeology, Astrology, Astronomy, Biology, Botany, City Knowledge (Specific), Chemistry, Classical Literature, Cooking, Culture (Specific), Etiquette, Folklore, Forensics, Geology, Language (Specific), Knowledge (Spe- cific), Natural History, Photography, Physics
Craft: Art (Specific), Electrical Repair, Mechanical Repair
Perform: Acting, Comedy, Dance, Disguise, Juggling, Instrument (Specific), Oratory, Puppetry, Singing
Languages: It should be noted that languages fall under the category of defining interests. An investigator can automatically speak and (when appropriate) read and write his native tongue. Additional languages require the player to choose the Language interest.

You can reserve selecting two of your common interests and pick them during the game. For example, if the group finds a tablet carved with hieroglyphics, an investigator may remember taking an archeology class (defining interest archeology) where they were forced to know the basics of hieroglyphics to pass the final. If normally your character has no clue about hieroglyphics he would roll at - 2...if on the other hand your archetype would be expected to know about them he would have a common knowledge roll +2...the defining interest allows a character who's archetype wouldn't be expected to know hieroglyphics to roll at +1 instead of -2...


Is there a particular edition of Savage Worlds that I need to build from? I have friends who have copies that I can probably borrow.


Bill Dunn wrote:
Is there a particular edition of Savage Worlds that I need to build from? I have friends who have copies that I can probably borrow.

I have the Deluxe Explorer edition but it really doesn't matter.

Dark Archive

Alright, how's this guy? (Kinda support/Healer)

Now when one of us gets our arms eaten off, and someone says, "He's gonna need a priest" now he have one! =)

(Unless...unless it's me that gets eaten, in which case it'll just be morbidly ironic.)


Male Human Commoner 2/ Philosopher 2/ Gamer 5/ Writer 5

How do we determine our "archetype" as you wrote above? Would it be based on choices we made in our character creation process, or the overall concept we have for the character?

At this point my writer's gained some useful backstory elements: he was born into a high-class family and has spent much time in his young adult years living it up--he was a natural fencer and gymnast at school, and since then he hit the big city, racing cars, gambling, partying, etc. He also knew he wanted to be a writer; since his parents looked down on that profession, though, he did what he could and attended university on the pretense of becoming a journalist. Still, in his heart he yearns to do nothing more than write fiction stories like those in the pulps, and join his favorite authors, like H.G. Wells, Edgar Rice Burroughs... and a newer fellow who goes by H.P. Lovecraft.


Fr. Murphy wrote:

Alright, how's this guy? (Kinda support/Healer)

Now when one of us gets our arms eaten off, and someone says, "He's gonna need a priest" now he have one! =)

(Unless...unless it's me that gets eaten, in which case it'll just be morbidly ironic.)

Looks great.

Two more numbers to track:
Sanity = 1/2Spirit + 2 = 6
Corruption = 0


Loup Blanc wrote:

How do we determine our "archetype" as you wrote above? Would it be based on choices we made in our character creation process, or the overall concept we have for the character?

At this point my writer's gained some useful backstory elements: he was born into a high-class family and has spent much time in his young adult years living it up--he was a natural fencer and gymnast at school, and since then he hit the big city, racing cars, gambling, partying, etc. He also knew he wanted to be a writer; since his parents looked down on that profession, though, he did what he could and attended university on the pretense of becoming a journalist. Still, in his heart he yearns to do nothing more than write fiction stories like those in the pulps, and join his favorite authors, like H.G. Wells, Edgar Rice Burroughs... and a newer fellow who goes by H.P. Lovecraft.

Archetypes are fairly nebulous in SW. The rule book has multiple archetypes listed but they are really just there so someone doesn't have to make the decisions about where to spend skill points or what edges they want etc.

In this game, the only function for your archetype will be to decide if your character would reasonably be expected to have knowledge in an area. For example, if you select writer archetype, you'd most likely know the names of literary agents in town so if you needed to remember a fact about one you'd be at plus 2 for your Common knowledge roll whereas our priest would be highly unlikely to know the information so he'd roll at -2 or even -4.

The driving interest then can be used to fill the gaps between the common knowledge you have because of your archetype or the lack of knowledge that most may have.


AG d10 SM d6 SP d6 ST d6 VI d6, Char - Pace 6 Parry 5 Tough 5 Bennies 3/3
Skills:
Driving d6, Fighting d8, Engineering d6, Notice d6+2, Pilot d6, Repair d6, Shooting d8, Throwing d6

All right, who put the advert in the Times-Advertiser for "Investigators Wanted?"

Might be a good story start if nobody did. But we find the briefing notes to start anyway. Just a thought.


Some new information posted to the Campaign Info tab.


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Got the character's stats and some fluff in here for you to look at. Not hugely happy with the profile image, but it'll have to do for now.


Spencer Collin wrote:
Got the character's stats and some fluff in here for you to look at. Not hugely happy with the profile image, but it'll have to do for now.

Looks good...feel free to refine as we move forward :)


The gameplay thread is now open!!!


Just posting here (not sure how often the Recruitment board would be checked) to say that if you ever have another opening, I would be VERY interested in joining. I learned of SW about 6 months ago, have been studying it intently since then, and am playing and GM'ing SW games here on Paizo...

And apologies for stepping in, but I noticed one thing from above : many Edges in SW have the *pre-requisite* of "WC" (Wild Card), which just means that the character using it must have Wild Card status (gets to add in the d6 Wild Die, goes Incapacitated on the 4th Wound, etc.) - and all PC's are WC's. However there's also a *class* of Edges called Wild Card, which can only be used when you get a Joker on initiative. If WC is listed as an Edge's prereq, any PC can take it. Just FYI...


Just wanted to say good luck in the game. I have run this campaign 3 or 4 times online. I will keep eye on this game. I am interested in how the Realm of Cthulhu system will work as a pbp.


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

So we, the investigators, are supposed to come up with what binds us, like how we know each other? I'm guessing we don't need to explain (necessarily) why we're delving into Things Man Was Not Meant to Know just yet--just how we know each other, right?

Spencer's a bit of a "man about town," not so much as mister Carlyle from Campaign Info, but still there. The connection could be as simple as us all frequenting the same speakeasy... except I don't know if the priest would do that, and I have a feeling the monk wouldn't, so that idea's actually out.

Hmm. Anyone else have thoughts?

(Also, are we supposed to do this part in Gameplay?)


ZenFox42 wrote:

Just posting here (not sure how often the Recruitment board would be checked) to say that if you ever have another opening, I would be VERY interested in joining. I learned of SW about 6 months ago, have been studying it intently since then, and am playing and GM'ing SW games here on Paizo...

And apologies for stepping in, but I noticed one thing from above : many Edges in SW have the *pre-requisite* of "WC" (Wild Card), which just means that the character using it must have Wild Card status (gets to add in the d6 Wild Die, goes Incapacitated on the 4th Wound, etc.) - and all PC's are WC's. However there's also a *class* of Edges called Wild Card, which can only be used when you get a Joker on initiative. If WC is listed as an Edge's prereq, any PC can take it. Just FYI...

Thanks for the explanation.

If we have anyone drop out, I'll send you a note about the opening.


Spencer Collin wrote:

So we, the investigators, are supposed to come up with what binds us, like how we know each other? I'm guessing we don't need to explain (necessarily) why we're delving into Things Man Was Not Meant to Know just yet--just how we know each other, right?

Spencer's a bit of a "man about town," not so much as mister Carlyle from Campaign Info, but still there. The connection could be as simple as us all frequenting the same speakeasy... except I don't know if the priest would do that, and I have a feeling the monk wouldn't, so that idea's actually out.

Hmm. Anyone else have thoughts?

(Also, are we supposed to do this part in Gameplay?)

Exactly, why would you not only know these other people but be willing to drop everything to investigate a mystery with them? Maybe after everything that the priest has been through has driven him to the speakeasy? Maybe Spencer met the monk while he was traveling the world and sponsored him to come to the U.S.? Could some of them be roommates? Old fraternity brothers? Cousins? It's up to the players...there's no need for huge amounts of detail as like everything else it can be fleshed out during the campaign.

I'd prefer it be posted in the gameplay area but it doesn't really matter.


What about equipment you may ask yourself...In regards to equipment, if it makes sense for your character to have it just assume that you do...if you can justify owning it then you do :)

How about guns? Same theory but think if you'd be carrying a gun around with you as you walk the streets of NYC.


Virile Male Western Movie Actor SAN 46(50) | HP 12(12) | Move:8 | Status: OK

Still here! I just realized I have a Savage Worlds section in my HeroLab program. I'll get something together tomorrow.


Jake Westfield wrote:
Still here! I just realized I have a Savage Worlds section in my HeroLab program. I'll get something together tomorrow.

Excellent!


Virile Male Western Movie Actor SAN 46(50) | HP 12(12) | Move:8 | Status: OK

OK, check my character profile. Did I get everything? Not sure what the program meant by bennies...


Jake Westfield wrote:
OK, check my character profile. Did I get everything? Not sure what the program meant by bennies...

Jake looks great...join in the others in speakeasy.

Every player starts each game session with three “Bennies” (American slang for “benefits”), represented by gaming stones or other tokens that signify a little bit of good luck or fate.

You can use Bennies to reroll any Trait test. Make the entire roll from scratch.


Male Daytona 500 DM / 12

Wow sorry guys. Didn't know we had started. I'll try to get something up tonight, or tomorrow at the latest.


scranford wrote:
Wow sorry guys. Didn't know we had started. I'll try to get something up tonight, or tomorrow at the latest.

No worries...so far you've only missed a car ride ;)


AG d10 SM d6 SP d6 ST d6 VI d6, Char - Pace 6 Parry 5 Tough 5 Bennies 3/3
Skills:
Driving d6, Fighting d8, Engineering d6, Notice d6+2, Pilot d6, Repair d6, Shooting d8, Throwing d6

"only a car ride", says the GM. *scoff*

Why, I'll have you know that I received such compliments on my driving ability as:

"an experience I won't soon repeat forget"
"just where did you say you got your license?"
"you know this isn't just a stubby plane without wings, right?"

and one passenger who was so impressed that he nearly threw up from all the excitement. Poor chap, I think he retconned himself a fancy new car out of sheer embarrassment.

That's how I remember it, anyway.

:-D


Male Human Investigative Journalist

Gotta grab the past while you still can, right? ;)


Male Human Investigative Journalist

This being Call of Cthulhu, we could use a clue depository of some sort. The Campaign Info tab is useful for the Carlyle Expedition clippings, but big CoC campaigns usually require a lot of analysis. Any ideas? Maybe a dummy character whose info can be populated with clues we find? That makes the info readily available from Characters tab. Keeping that in the discussion tab tends to make it scroll off onto old pages and hard to find...


AG d10 SM d6 SP d6 ST d6 VI d6, Char - Pace 6 Parry 5 Tough 5 Bennies 3/3
Skills:
Driving d6, Fighting d8, Engineering d6, Notice d6+2, Pilot d6, Repair d6, Shooting d8, Throwing d6

I'm new to CoC so I may be off base.

How about using the Discussion tab, and reposting all of the clues gathered along with whatever new ones are added? Thus, the last Discussion post contains all the information we need. If it gets unwieldy, we can use spoiler tags to sort/categorize/hide them.


Guthrie Wilson wrote:
This being Call of Cthulhu, we could use a clue depository of some sort. The Campaign Info tab is useful for the Carlyle Expedition clippings, but big CoC campaigns usually require a lot of analysis. Any ideas? Maybe a dummy character whose info can be populated with clues we find? That makes the info readily available from Characters tab. Keeping that in the discussion tab tends to make it scroll off onto old pages and hard to find...

I'll leave it up to you all to sort out...if you decide you want clues on the info page just say so.


AG d10 SM d6 SP d6 ST d6 VI d6, Char - Pace 6 Parry 5 Tough 5 Bennies 3/3
Skills:
Driving d6, Fighting d8, Engineering d6, Notice d6+2, Pilot d6, Repair d6, Shooting d8, Throwing d6

Clues so far (copy this entire message and add to it):

* Chelsea Hotel, Room 410:

Under the bed you find an elegant business card with the following information:
THE PENHEW FOUNDATION
35 Tottenham Court Road London, W. 1
Edward Gavigan, Director

Flipping through the pages of the Gideon's Bible in the bedside table you find the following typed letter:
Nov. 7, 1924
Mr. Jackson Elias
c/o Prospero House Publishers Lexington Avenue, New York City
Dear Mr. Elias,
The book about which you inquired is no longer in our collection. The information you seek may be found here in other volumes. If you will contact me upon arrival, I will be most happy to further assist you.
As Always,
Miriam Atwright
Harvard University Library

Symbol carved in the dead man's forehead: http://spaz.in2itivesolutions.info/files/2014/01/eliasforeheadhf3.jpg


AG d10 SM d6 SP d6 ST d6 VI d6, Char - Pace 6 Parry 5 Tough 5 Bennies 3/3
Skills:
Driving d6, Fighting d8, Engineering d6, Notice d6+2, Pilot d6, Repair d6, Shooting d8, Throwing d6

Clues so far (copy this entire message and add to it):

* Chelsea Hotel, Room 410:

Under the bed you find an elegant business card with the following information:
THE PENHEW FOUNDATION
35 Tottenham Court Road London, W. 1
Edward Gavigan, Director

Flipping through the pages of the Gideon's Bible in the bedside table you find the following typed letter:
Nov. 7, 1924
Mr. Jackson Elias
c/o Prospero House Publishers Lexington Avenue, New York City
Dear Mr. Elias,
The book about which you inquired is no longer in our collection. The information you seek may be found here in other volumes. If you will contact me upon arrival, I will be most happy to further assist you.
As Always,
Miriam Atwright
Harvard University Library

Symbol carved in the dead man's forehead: http://spaz.in2itivesolutions.info/files/2014/01/eliasforeheadhf3.jpg

* Harvard Library:

Elias requested a book called Africa's Dark Secrets. It simply disappeared from the library one day, leaving an "unspeakable odor" in its place.

The Harvard Library has many interesting volumes on secret cults and their foul practices. One reference that is mentioned several times is a quite old manuscript known as the G'harne Fragments. When asked about it the Harvard librarians disclose that only one intact copy is known to exist which is located at the Penhew Foundation in London.


Male Human Investigative Journalist

Clues so far (copy this entire message and add to it):

* Chelsea Hotel, Room 410:

Under the bed you find an elegant business card with the following information:
THE PENHEW FOUNDATION
35 Tottenham Court Road London, W. 1
Edward Gavigan, Director

Flipping through the pages of the Gideon's Bible in the bedside table you find the following typed letter:
Nov. 7, 1924
Mr. Jackson Elias
c/o Prospero House Publishers Lexington Avenue, New York City
Dear Mr. Elias,
The book about which you inquired is no longer in our collection. The information you seek may be found here in other volumes. If you will contact me upon arrival, I will be most happy to further assist you.
As Always,
Miriam Atwright
Harvard University Library

Symbol carved in the dead man's forehead:
http://spaz.in2itivesolutions.info/files/2014/01/eliasforeheadhf3.jpg

* Harvard Library
Elias requested a book called Africa's Dark Secrets. It simply disappeared from the library one day, leaving an "unspeakable odor" in its place.
The Harvard Library has many interesting volumes on secret cults and their foul practices. One reference that is mentioned several times is a quite old manuscript known as the G'harne Fragments. When asked about it the Harvard librarians disclose that only one intact copy is known to exist which is located at the Penhew Foundation in London.

* Jonah Kensington at Prospero House
Letter from Jackson Elias:
August 8, 1924 Nairobi
Dear Jonah,
Big news! There is a possibility that not all of the members of the Carlyle Expedition died. I have a lead. Though the authorities here deny the cult angle, the natives sing a different tune. You wouldn't believe the stories! Some juicy notes coming your way! This one may make us all rich!
Blood and kisses, J.
P.S. I'll need advance money to follow this one up. More later.

Suggestions on who to contact:
SIlas N'Kwayne at Emerson Imports in Harlem
Erica Carlyle (sister of Roger)

Dark Archive

Happy New Year guys. =)

Dark Archive

Everyone still drunk from the holidays?


AG d10 SM d6 SP d6 ST d6 VI d6, Char - Pace 6 Parry 5 Tough 5 Bennies 3/3
Skills:
Driving d6, Fighting d8, Engineering d6, Notice d6+2, Pilot d6, Repair d6, Shooting d8, Throwing d6

This being 1925, that would be illegal sir. And if this group is anything, it is law abiding.

Did I say "law-abiding"? I meant "drunk".


Atlas2112 wrote:
Everyone still drunk from the holidays?

I'm not sure what's going on. I admit, I wasn't active during the holidays but it seems like folks would be getting back into the swing. I'd like to move the current situation forward but need somebody from inside the office to say what they want to do...if I get one then I can assume the other 2 are following his lead.


Some combat rules to keep in mind...

Initiative
The action in Savage Worlds is fast and furious. To help the Game Master keep track of who goes in what order and add a little randomness to the game, we use a single deck of playing cards with both Jokers left in to determine everyone’s initiative.
Deal in characters as follows:
Every Wild Card is dealt a single card. Any allies under that player’s control act on his initiative card as well.
Each group of Game Master characters, such as all zombies, all wolves, and so on, share a card.

The.Countdown
Once the cards are dealt, the Game Master starts the round by counting down from the Ace to the Deuce, with each group resolving its actions when its card comes up.

Actions
Characters perform “actions” when their card comes up each round. A character can move (see Movement) and perform one regular action—attacking, running, casting a spell, and so on—without penalty.
Characters can perform a multitude of actions when their card comes up in combat. The most common actions are making Tests of Will, using a power, or attacking with the Fighting or Shooting skill.

Multiple.Actions
Characters may perform multiple actions such as Intimidating someone while blasting away with a shotgun, running and Fighting, attacking with a weapon in each hand, and so on. Two important rules apply:
• A character can’t fire more than his weapon’s Rate of Fire in one round
• A character may not make more than one Fighting attack with the same weapon in one round
Each action done in addition to the regular action results in -2 to every roll that round. So if you want to draw your sword, attack, draw your dagger, attack that would be 3 additional actions and you'd be at -6 to EVERY roll that round.

Melee.Attacks
The Target Number to hit an opponent is equal to the opponent’s Parry score (2 plus half his Fighting ability; that’s a 2 if he has no Fighting skill).
► Bonus Damage: If your attack hits with a raise, add +1d6 to your damage total as well! The d6 may Ace just like any other damage roll.

Ranged.Attacks
The Shooting skill covers everything from pistols to rocket launchers. The base TN to hit something at Short range is 4 as usual. Shots at Medium range subtract 2 from the Shooting roll, and shots at Long range subtract 4 from the roll.
► Bonus Damage: If you hit your target with a raise, add +1d6 to the damage total. This roll may Ace just like any other damage roll.

Damage
After a successful close combat or ranged hit, the attacker rolls damage. Ranged weapons do fixed damage as listed in the Gear section. Most pistols, for example, cause 2d6 damage.
Hand weapons cause damage equal to the attacker’s Strength die plus a second die, which depends on the weapon. A barbarian with a d12 Strength and a long sword (d8 damage) rolls d12+d8 damage. Even though Strength is used to determine melee damage, this isn’t a Trait roll. Wild Cards don’t add a Wild Die to the roll and they can’t spend Bennies if they’re unhappy with the results.
All damage rolls can Ace.
► Unarmed Combat Damage: An unarmed combatant rolls only his Strength die.
► Bonus Damage: Well-placed attacks are more likely to hit vital areas, and so do more damage. If your hero gets a raise on his attack roll (regardless of how many raises), he adds +1d6 to the final total. This roll may also Ace!
Applying.Damage
The damage of an attack is compared to the victim’s Toughness just like a Trait roll (though it isn’t one so you can’t spend a Benny on it). With a success, the victim is Shaken. For each raise over his Toughness he suffers a wound as well, as shown below:
• Success: The character is Shaken. If he was already Shaken, he suffers a wound and remains Shaken. To cause a wound, the latter Shaken result must come from a physical attack of some kind—not a Test of Wills or other maneuver.
• Raise: The character suffers a wound for every raise on the damage roll, and is Shaken. (When wounds are caused, it doesn’t matter if the victim was already Shaken beforehand.)


More rules...

Damage.Effects
Damage can result in three effects: Shaken, wounds, and Incapacitation.
Shaken
If the damage of an attack is a simple success (0-3 points over Toughness), the target is Shaken. Shaken characters are rattled, distracted, or momentarily shocked. They aren’t stunned but are temporarily suppressed enough that they must make a Spirit roll to be effective.
On their action, a Shaken character must attempt to recover from being Shaken by making a Spirit roll:
• Failure: The character remains Shaken. He can only perform free actions (see page 75).
• Success: The character is no longer Shaken,
but can still only perform free actions.
• Raise: The character is no longer Shaken and
may act normally.
► Spending Bennies: A player may spend a Benny at any time to remove his Shaken status. If it’s currently his action, he may act as if he gained a raise on the Spirit roll.
Wounds
Every raise on the damage roll inflicts a wound.
Wounded Extras are removed from play. They’re dead, injured, or otherwise out of the fight.
Wild Cards can take three wounds and still function. If another wound would be caused after that, they’re Incapacitated (see below). Wild Cards never have more than three wounds—anything beyond that is just considered three wounds and Incapacitated (see below).
► Wound Penalties: Each wound a Wild Card suffers causes a –1 cumulative penalty to his Pace (minimum of 1) and to all further Trait tests—up to the maximum of a hero’s 3 wounds. A hero with 2 wounds, for example, suffers a –2 penalty to his Pace and any Trait tests.
► Timing: Characters sometimes take multiple hits on the same Action Card. Resolve each damage roll separately and completely before moving on to the next (including any Soak rolls).

Soak.Rolls
A character may spend a Benny to make a “Soak” roll, which is a Vigor check. A success and each raise reduces the number of wounds suffered from that attack by one.
If the character Soaks all of the wounds from an attack, he removes his Shaken condition too (even from a previous source). Don’t count the wound modifiers he’s about to suffer when making this roll.
► Timing:AcharactermayonlymakeoneSoak roll per attack. If a Soak roll eliminates 2 of 3 wounds, for instance, a hero can’t make another Soak roll to eliminate the third wound. (The hero could spend a second Benny to reroll the Vigor roll as usual, however.)
► Shaken:AcharactercanalsospendaBenny to immediately eliminate a Shaken condition (and act if it’s his action). This can be done at any time—even just after a failed Spirit roll to recover.

Dark Archive

Quick note on the melee attack: You said that

Aubster wrote:
His attack score of 16 is 2 raises over the target's Parry so add 2d6
On the quick rules, page 6, it says
Quick Rules wrote:

Bonus Damage: Well-placed attacks are more likely to hit

vital areas. If you get a raise on the attack roll, add +1d6 to
the damage as well! (Bonus damage can also Ace!) Don’t add
additional dice for more than one raise.

So it may be limited to +1d6. Jus' sayin'. =)


Atlas2112 wrote:
Quick note on the melee attack: You said that
Aubster wrote:
His attack score of 16 is 2 raises over the target's Parry so add 2d6
On the quick rules, page 6, it says
Quick Rules wrote:

Bonus Damage: Well-placed attacks are more likely to hit

vital areas. If you get a raise on the attack roll, add +1d6 to
the damage as well! (Bonus damage can also Ace!) Don’t add
additional dice for more than one raise.
So it may be limited to +1d6. Jus' sayin'. =)

Oops...you're right...one more 1d6 no matter how much you beat the parry score by


Virile Male Western Movie Actor SAN 46(50) | HP 12(12) | Move:8 | Status: OK

That is a big slug of rules. Shall we move them onto the Campaign page? They'll be hard to refer to if we leave them here...


Jake Westfield wrote:
That is a big slug of rules. Shall we move them onto the Campaign page? They'll be hard to refer to if we leave them here...

That's a good idea...I will do that.


I have a question for you all...

How much effort do you all want it to be to get information like the Emerson imports address? The number one goal is for you to have fun and if trying to think of ways to track down an address isn't fun then just say so. I think of Cthuhlu games as being much more focused on investigation than most games but the pace shouldn't be too slow. The action does pick up but it comes in waves with investigation in between.


AG d10 SM d6 SP d6 ST d6 VI d6, Char - Pace 6 Parry 5 Tough 5 Bennies 3/3
Skills:
Driving d6, Fighting d8, Engineering d6, Notice d6+2, Pilot d6, Repair d6, Shooting d8, Throwing d6

I embraced it at first, but the only three ideas I had (phone book, directory assistance, asking the locals) were all shot down, so I'm a little stuck.

I get and agree with your point about Cthulhu being different, but understand from time to time we may need a hint.


Male Human Investigative Journalist

I've got a couple of legwork ideas percolating.

We could also try the operator with the name SIlas N'Kwayne.
I may even try contacting the Port Authority. If Emerson Imports is a real importer, they'll almost certainly need to be in the records of the city, to manage tariff collections or customs inspections.

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