
GM Tarondor |

Hm, I've been pressed for time so I'm only now beginning to look through the rules beyond character creation. Les complicated than Pathfinder, but maybe fuzzier, not sure yet.
Most games are fuzzier than Pathfinder.
I've started with combat because that's where we are! Looking at the present combat, it seems a lot depends on how the actions that have occurred are split among the rounds that have passed. Does the breakdown below look correct?
Round 1: Louise dives for cover and makes Spot Hidden check.
Round 2: Louise crawls to Minerva and shoots at guy she spotted.
Round 3: Louise gets attacked, moves away from guy who attacks her, and attacks in response.
I don't think that's right, because although I initially read the word "dive" in "dive for cover" to include going prone, I don't think that's what's meant. It is simply colorful language for "move swiftly to the nearest place of cover", not "drop prone". So I don't have anyone in this fight as prone (I didn't the attackers prone because I didn't want your first fight to include so many complicating factors.)
If this breakdown is correct, as I read the rules, it seems like Louise would have gotten the bonus die for being prone in round 2. She started the round prone, having dove for cover the previous round.
In round 3 she's also still prone and remains so, rolling away for her attacker. I can easily see how being prone here isn't helpful in attacking since she' not prone in a single position, able to steady the weapon. However if she's shooting Point Blank up to 18' away, she would have a bonus die on her round 3 attack. She moved about 10 or 15 feet (I think 15...) away from her attacker.
Does the above seem right? If not, is it because I have the sequence of events wrong. or the rules?
If it is all correct: A. I think the same bonus dice would apply to Minerva's attacks for the same reasons. B. Combat is really freakin' deadly! Maybe we should think about applying some circumstance exceptions to the rules based on specifics of the situation. It's hard to see how being prone helps her shoot in round 3 above since she's also evading.
Yeah, I have a hard time with both prone and dodge on the same rounds.
Or do we actually want combat to be that deadly?
Well, I think it -is- that deadly. The standard advice in CoC is to stay out of combat as much as possible. This is Pulp Cthulhu and you have A) twice as many hit points; B) Pulp Traits; and C) the ability to use Luck points to alter die rolls and avoid death.

Minerva Ashford |

Heads Up: I just received a notification that Pulp Cthulhu was updated in Drive Thru RPG. I haven't downloaded my updated copy yet.
Hi Abraham. Yep I'm just a thief not a murderer.

Father Antonio Peña |

When we roll, is success equal to or lower than the skill value, or strictly lower? For example, if I have Brawl 70%, do I need to roll a 69 or is a 70 good for success?

Abraham Pierce |

Would there be any positive reasons to try and make a called shot? This guy has taken two in the chest so far and Abraham is thinking to aim for the head. I'm imagining it is a small target, which would be a penalty, but I'm wanting to go prone too so I can counter it with a bonus die.
What do you think Keeper Tarondor?

Abraham Pierce |

If it is possible, could we get a little thing set up of the named NPC's that we've met so far? There are a lot of people we could/will be talking to if I know any Call of Cthulhu adventure. :)

GM Tarondor |

If it is possible, could we get a little thing set up of the named NPC's that we've met so far? There are a lot of people we could/will be talking to if I know any Call of Cthulhu adventure. :)
Have you examined "The Glossary and Campaign Notes"? There's even a place for you to take your own notes there!

Enoli - Black Fox |

I'm going to be stuck in the hospital tent, but will keep an ear out.
Some thoughts:
So this place seems dangerous for us right now. Is the devil captain the "officer" we saw in the woods that didn't go down? (But did escape) and is he around here now?
Our face peeps can talk to the soldiers, at least the Father can.
Doesn't seem like they will stop us from setting up the radio, but is that safe here? Seems like we have to get the soldiers on our side or flee into the jungle.

Abraham Pierce |

That is an excellent observation about the officer who was wounded but ran off. I will definitely have Abraham look into that after he deals with his current issue.
Father Antonio, being a priest, is especially skilled to deal with the traumatized soldiers. Speaking spanish only helps. I think Abraham will stick with questioning the other members of the relief team and maybe sneaking around the soldier's area for any clues.

Enoli - Black Fox |

Well I'm useless for at least a day, hoping for two days, to get some HP back, I'm not the face or tech, but I'm here to deal with the scary stuff, which hopefully doesn't happen while I'm out of it :)
So good luck all, I'll be reading with bated breath.

Tarondor |

I'm not necessarily talking about this group, but many PBP games I have seen suffered from characters talking about what they mean to do, but not actually doing anything. Then, they wondered why nothing was happening.
So, if you want to see something happen, you have to carry the action forward with words like "I go...", "I do..." and "I look for...", not "we ought to..." and "we should...".

Abraham Pierce |

I will be slow today and tomorrow, will likely get a post up in the evening. If anyone wants to drag Abraham along to do a thing, feel free to and I'll roll with it. <3

Father Antonio Peña |

What is a sanity roll? It's not described in the Investigator's handbook.
Can wait to figure out what the padre's reaction to this will be.
Edit: Found it with a google search. Roll under your current Sanity. That means, it gets harder (aka accelerates) the more sanity damage you take.

Father Antonio Peña |

So is there a gauge of what losing a point of sanity is like? Antonio has 80, which is his highest stat, so he's pretty resilient in that aspect. But is even losing 1 point of sanity something that would haunt you for the rest of your life? Or with his level would it be more like a scary haunted house?

Abraham Pierce |

Don't quote me on this but I know there is a threshold for losing Sanity in a big way. I can't remember what it is but when you hit it, you then can pick up mental issues or may just forget everything.
You also get the option, I think to "forget" and preserve your memory. The mind just blanks it out to protect itself. The cost is that if you are forced to encounter the truth again, you take all that sanity damage and then some all at once. It is a rough hit.
EDIT: Here is a quick link to someone's campaign that has the rules. Not sure if they're the same for this edition though.
https://call-of-cthulhu-d100.obsidianportal.com/wikis/sanity

Abraham Pierce |

That's amazing. We're all going to be crazy, if we survive.
Indeed. The pulp gives us some resistance and makes us more sturdy in general but yeah, we will likely not come out okay on the other end. It'll be a ride to save the world for sure!

Minerva Ashford |

Be nice to Enoli this week. I almost TPK'ed his party in our Skull and Shackles game this week.
The gnome escaped with 1 hit point.
My reputation as a killer GM is getting solidified. At least they have fun while their characters are dying or pretend they do.

Abraham Pierce |

I am terribly late about it but Happy Birthday to you both and congratulations on almost murdering everyone too!
I am certain their characters will feel vindicated when we witness some awful and terrible Thing That Should Not Be. Then we get to find book. Yay books!

Enoli - Black Fox |

Sounds good to me, I got the info I was hoping the tribe would have. Several of us are still really wounded, but doesn't look like we can wait much longer anyways.

Lian "Louise" Zhao |

So I was looking through the wounds and recovery rules and I think in Pulp at least daily Medicine checks can be made to speed up recovery. The example from page 67 specifically references daily medicine checks:
"...Fortunately for Che, Tommy Aderson’s experience with
dressing field wounds in the Great War pays off and he successfully
makes the First Aid roll, stabilizing Che and granting him 1D4
hit points. Che’s player erases the “D” marker on his sheet and
puts his current hit points to 3 (the result of the 1D4 roll). His
friends carry him to their car and set off in pursuit of the starspawn.
During the journey, Tommy tries his hand at cleaning
and dressing Che’s wounds, successfully making a Medicine roll,
which grants Che a further 1D4 hit points. Che is now at 6 hit
points, able to get up and join the desperate fight against the
humungous fiend from the sea. As Che comes to his senses, he
remembers nearly dying and the shock of the situation kicks in,
necessitating a Sanity roll.
In the days that follow, Tommy continues to attend to Che’s
wounds and makes a Medicine roll each day. As the care is not
being performed in a hospital, the Keeper rules that a bonus die
will not be awarded to these rolls, but neither will a penalty die, as
the general condition are fine (i.e. they are not in a hot and sweaty
jungle). On the days that Tommy makes a successful Medicine roll,
Che gains 3 hit points, otherwise (with a failed Medicine roll) he
gains 2 points of natural healing."
I think the "unless more damage is taken" clause is meant to be narrower. For example the Medicine skill can't be used over and over in a single day to more or less insta-heal characters full points in a day. But it wouldn't preclude making a daily check to increase healing to faster than the natural daily rate.
Does this make sense?

Father Antonio Peña |
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