Pulp Ctulhu Horror on the Orient Express.

Game Master Paolingou

Skills
House Rule
Character Creation
Belief Magic
Talents

Heritage Spoiler:

Spell Spoiler:


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Scarab Sages

I asked around as well and didn't find anyone. If we consider the recruitment has been open for around 6 weeks and there are 2 of us with characters and just one more person who's shown interest, I doubt we're reaching 4 players in the foreseeable future.

I'll bring up the idea I mentioned a while back again; both of us play 2 characters so we can at least cover the skills we need in the party.


rdknight wrote:

I asked around as well and didn't find anyone. If we consider the recruitment has been open for around 6 weeks and there are 2 of us with characters and just one more person who's shown interest, I doubt we're reaching 4 players in the foreseeable future.

I'll bring up the idea I mentioned a while back again; both of us play 2 characters so we can at least cover the skills we need in the party.

We can go with that until we have 4 players.


I am interested in playing just having trouble making the time to build a character. If the GM would like to build one for me, that I can make changes to I could perhaps get on board quicker. Either a grizzled Rabbi that's seen a lot, or a young Catholic priest that is unprepared for what he's going to see, but strong in faith.

I have a concept just finding it difficult to make time to do the mechanical part.


scranford wrote:

I am interested in playing just having trouble making the time to build a character. If the GM would like to build one for me, that I can make changes to I could perhaps get on board quicker. Either a grizzled Rabbi that's seen a lot, or a young Catholic priest that is unprepared for what he's going to see, but strong in faith.

I have a concept just finding it difficult to make time to do the mechanical part.

Sure, I will make a character for you.


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Im also intrested, not super familiar with the rule set but I’ve always been interested in CoC! Let me pick up the book and Quick Look though. Should be able to build an applicant over the weekend!


scranford wrote:

I am interested in playing just having trouble making the time to build a character. If the GM would like to build one for me, that I can make changes to I could perhaps get on board quicker. Either a grizzled Rabbi that's seen a lot, or a young Catholic priest that is unprepared for what he's going to see, but strong in faith.

I have a concept just finding it difficult to make time to do the mechanical part.

Gizzled Rabbi

Catholic Priest


Calabanian wrote:
Im also intrested, not super familiar with the rule set but I’ve always been interested in CoC! Let me pick up the book and Quick Look though. Should be able to build an applicant over the weekend!

Would you mind if I start the game before you could finish your character?

Scarab Sages

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Seth Skorkowski's YouTube channel is really handy for quickly understanding CoC 7th edition and Pulp CoC. Lots of good videos on character creation and other aspects of the game.

Pulp Cthulhu

CoC 7th Edition Video Series


Pulp Cthulhu rules please

Can I ask what Year we will be playing in
1920' etc if later will we have Delta Green in place if 50' on?

I really want to play A Russian or German Academic/Spy


GM_Panic wrote:

Pulp Cthulhu rules please

Can I ask what Year we will be playing in
1920' etc if later will we have Delta Green in place if 50' on?

• Strength (STR): roll 3D6x5
• Constitution (CON): roll dice]3D6x5
• Size (SIZ): roll 2D6+6x5
• Dexterity (DEX): roll 3D6x5
• Appearance (APP): roll 3D6x5
• Intelligence (INT): roll 2D6+6x5
• Power (POW): roll 3D6x5
• Education (EDU): roll 2D6+6x5

I really want to play A Russian or German Academic/Spy

We will be mainly playing in the 1923, but we will have some chapter that take place in the past, what do you mean by Pulp Cthulhu Rule?


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Perfect then Female German spy it is then.


GM_Panic wrote:
Pulp Cthulhu rules please

What do you mean by this?


Sorry GM this, been trying to work out how to roll PC stats

Use the following rolls to determine each of the characteristics,
although substitute a roll of 1D6+13 multiplied by 5 for the
hero’s core characteristic (as determined by the archetype
chosen in Step One).

• Strength (STR): roll 3d6 ⇒ (5, 2, 3) = 10 and multiply by 5 =[50]
• Constitution (CON): roll 3d6 ⇒ (6, 5, 6) = 17 and multiply by 5. =[85]
• Size (SIZ): roll 2d6 + 6 ⇒ (4, 5) + 6 = 15 and multiply by 5 =[75]
• Dexterity (DEX): roll 3d6 ⇒ (1, 4, 4) = 9 and multiply by 5 =[45]
• Appearance (APP): roll 3d6 ⇒ (4, 6, 1) = 11 and multiply by 5 =[55]
• Intelligence (INT): roll 2d6 + 6 ⇒ (1, 3) + 6 = 10 and multiply by 5 =[50]
> Power (POW): roll 1d6 + 13 ⇒ (4) + 13 = 17 and multiply by 5 =[85]
• Education (EDU): roll 2d6 + 6 ⇒ (6, 2) + 6 = 14 and multiply by 5 =[70]


Do roll 2d6+6 for starting Luck.


GM PANIC HERE
Made this alt to work out a build.

Madam Ynja Eva Ragnavold
Medium and Mystic / German Spy


Also, you can have 3 Talent instead of just 2, and there're some change to the Archetype, you can find the change in Character Creation.


Looking at a Danish linguistics author/professor at the moment! so I'm doing a scholar Professor

• Strength (STR): Roll 3d6 ⇒ (1, 2, 2) = 5 and multiply by 5 =[25]
• Constitution (CON): Roll 3d6 ⇒ (1, 2, 2) = 5 and multiply by 5. =[25]
• Size (SIZ): Roll2d6 + 6 ⇒ (3, 2) + 6 = 11 and multiply by 5 =[55]
• Dexterity (DEX): Roll 3d6 ⇒ (3, 4, 1) = 8 and multiply by 5 =[40]
• Appearance (APP): Roll 3d6 ⇒ (4, 5, 4) = 13 and multiply by 5 =[65]
• Intelligence (INT): Roll2d6 + 6 ⇒ (1, 4) + 6 = 11 and multiply by 5 =[55]
• Power (POW): Roll 3d6 ⇒ (2, 6, 4) = 12 and multiply by 5 = [60]
> Education (EDU): Roll 1d6 + 13 ⇒ (2) + 13 = 15 and multiply by 5 = [75]

• Luck: Roll 2d6 + 6 ⇒ (5, 4) + 6 = 15 and multiply by 5 = [75]

EDIT
Damn, those look like some unfortunate rolls


Ouch! That's a pretty harsh set of rolls for sure. If you're stuck with them, maybe go with an elderly character, or one who has a chronic illness like tuberculosis? If this wouldn't explain a 25 Strength and Constitution, I don't know what would:

In the 1920s and 1930s, following trends in Germany and America, collapse therapy was a popular method of treating pulmonary tuberculosis in Britain. The intention was to collapse the infected lung, allowing it to rest and heal. ‘Artificial pneumothorax’ achieved this temporarily by introducing air into the pleural cavity; ‘thoracoplasty’ permanently collapsed the lung by removing part of the rib cage. The MRC provided small grants to medical practitioners working in tuberculosis institutions who wished to assess such treatments.


Billie Shen wrote:

Ouch! That's a pretty harsh set of rolls for sure. If you're stuck with them, maybe go with an elderly character, or one who has a chronic illness like tuberculosis? If this wouldn't explain a 25 Strength and Constitution, I don't know what would:

In the 1920s and 1930s, following trends in Germany and America, collapse therapy was a popular method of treating pulmonary tuberculosis in Britain. The intention was to collapse the infected lung, allowing it to rest and heal. ‘Artificial pneumothorax’ achieved this temporarily by introducing air into the pleural cavity; ‘thoracoplasty’ permanently collapsed the lung by removing part of the rib cage. The MRC provided small grants to medical practitioners working in tuberculosis institutions who wished to assess such treatments.

Yeah, I was planning to play the archetype of the doting aged professor, very booksmart but not too socially apt and physically very frail, should have a draft of him finished shortly!

He also should have an easy buy into the game though Prof. Smith!


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Ynja is a 30-year-old female German Jewish immigrant to the USA, Living in NYC, well Connected because of her Mysic/Media work, and if paid well future telling. She is Low-key and tends to work only with the wealthy and to the powerful. Like Ayn Rand writer, Jack Dempsey, Boxer. Babe Ruth , a Baseball Player, Al Jolson, Entertainer and even some of the mob so the runners say. But she keeps her client list secret. She knows Prof. Smith because he comes to see her from time to time. Unmarried and every partner she has ever had got creeped out by her after a while and left. Her back story is, her mother and grandmother worked as Mysics and mediums. Lot of dead V WW1, but she left Germany just as WW1 was ending, She "Got a bad feeling" something Evil was coming to Germany. But try as she might she can't see what that evil is. She keeps dreaming of a single German soldier stumbling away from a destroyed WWI German trench. But try as she can she can't see who the dead or or what destroyed the trench, but she knows it has something to do with the coming great evil. She feels safe in NYC and likes the feel of the USA as a whole.

Her skills are simple. She can talk to the dead when done right, read minds a little, and sometimes with the right prep even see visions of the future.


Why is your Mp only 3? It's should be 17.


Still building her sheet, missed that one

Spells 1d4 ⇒ 2

Possible spells TBD

DETECT ENCHANTMENT:
Allows the caster to detect the baleful glow of curses, Evil Eyes, and other harmful enchantments that have been cast on humans, animals, or crops. It costs 6 magic points but no Sanity points.

HEAL:
Maximizes the healing rate possible: with it the natural rate is 3 hit points per week, with First Aid it can be 6 hit points the first week, and with Medicine it can be 9 hit points the first week. The spell costs 3 magic points and no Sanity points. It takes 25 game rounds to cast. The recipient must be touched by the caster or the spell cannot take effect, and the spell must be reapplied each week to have effect for that week.

Sposibly

DREAM VISION:
Causes the caster or a chosen target to experience a dream portending something about the future. The spell costs 3 magic points to cast. It may cost Sanity as well, depending on the content of the dream.


Ynja Eva Ragnavold wrote:

Still building her sheet, missed that one

Spells 1d4

Possible spells TBD

HEAL:
Maximizes the healing rate possible: with it the natural rate is 3 hit points per week, with First Aid it can be 6 hit points the first week, and with Medicine it can be 9 hit points the first week. The spell costs 3 magic points and no Sanity points. It takes 25 game rounds to cast. The recipient must be touched by the caster or the spell cannot take effect, and the spell must be reapplied each week to have effect for that week.

Where did you find the Heal spell?


CoC Grimoire Spells HERE

GM

If she use the Dream Vision spell, I would switch out the Divination Talent for

Clairvoyance
Allow Psychic to gain information about object, person, location, or physical event, identify rough where about of missing person or object, and detect where certain event take place, The Psychic spend 1d6 rounds of concentration focusing on thing they wish to know about, spending 1d6+1 Mp in the process and making a Clairvoyance Roll, you can push but need to spend another 1d6+1 Mp, a sucess mean you perceive some relevant information, if outside force does not want to be "read" then the difficulty of the Roll is raised, Certain objects may assist in the Roll.


Have you decided on your Occupation? You could make a new one, just select 8 skills, and decide what 2 characteristic ×2 would decide your Occupation skill point, but one of them must be Edu, or you could make them both Edu, which make your occupation skill point Edu×4.


gone with Mystic GM, I really like the idea she is a reader, someone who enters and space or meets someone and can read it/them.
Heal dose not fit her well

Spells would be then

DETECT ENCHANTMENT: [Again fits the reader thing she has going on]
Allows the caster to detect the baleful glow of curses, Evil Eyes, and other harmful enchantments that have been cast on humans, animals, or crops. It costs 6 magic points but no Sanity points.

DREAM VISION: [Which I just like as an in-game thing, waking up in a sweat with a vison of something]
Causes the caster or a chosen target to experience a dream portending something about the future. The spell costs 3 magic points to cast. It may cost Sanity as well, depending on the content of the dream.


Ynja Eva Ragnavold wrote:
gone with Mystic GM, I really like the idea she is a reader, someone who enters and space or meets someone and can read it/them.

What skills does a Mystic have?


Mystic
A seeker of the hidden and the unseen realm. Book-learned academics, shamanistic healers, circus diviners, visionaries or more who all pursue knowledge of forces outside the natural order.
Adjustments:
- Core Characteristic: POW
- Add 100 Bonus Points divided between the following skills: Art/Craft (any), Science (Astronomy), Disguise, History, Hypnosis, Language Other (any), Natural World, Occult, Psychology, Sleight of Hand, Stealth, Psychic (If the psychic talent is taken, you may allocate points to a psychic skill)
- Talents: Any three (May take the Psychic talent)

[note: skills placment is off as I am grouping them and working out where to spend that 100 points + her Int 100 points TBC]


I mean your occupation, not your archetype.
Mystic have 4 other skill that they can spend their point on, Folklore (any), Folk Medicine (any), Religion (any), and Sorcery.
You can just 8 skills from your Archetype and make those your occupational Skills, and have Edu×2+Pow×2 be your Skills point.


Going to say that Ynja knows Billie Shen MD
Changing her background a bit, she is British of Norwegian descent.
Moving her homes to London, Paris, Berlin and now NYC
Occupation is a British Spy, She was trained for WW1 but the war ended.
Occupation Skills
Unarmed Combat, Pistol, Stealth, Disguise, Forgery (Art/Craft),
Photography (Art/Craft), Cryptography, Locksmith.

IMAGE HERE OF Ynja Eva Ragnavold

Treasured Possessions
2d10 ⇒ (4, 3) = 7
3 Something from childhood.
4 A memento of a departed person.

Roll Why Are they Significant
2d10 ⇒ (10, 1) = 11
10 Your workplace (e.g. the office, library, bar).
1. You are indebted to them. How did they help you? (e.g. financially, they protected you through hard times, got you your first job).


Ynja Eva Ragnavold wrote:

Going to say that Ynja knows Billie Shen MD

Interesting! How should they know each other? Ynja lives in London right? They would make an interesting pair walking down the street. Billie is 5' tall if one is generous. Ynja is 14" taller than Billie.

Would Ynja be willing to give Billie piggyback rides? :p


Yaja is Scandinavian, she is not really attractive. Because of her size and the Scandinavian directness she has, which sometimes comes over as cold aloofness. So I see her being attracted to Billie's outgoingness and fun adventurous nature. They would make an odd but fun pear out on the town. And if Billie got to drunk at the Jazz club, sour, Ynja would carry her home, Hay how about they share an Apartment in Knight Bridge?

I did have her in NYC but can just as easily change that to London for the start of the game.

She has told you that she had a dream of a great evil coming and another great war, one bigger than the last. But she still likes to go out.

I found this cool site on the web.
cthulhu/character-generation


Yeah, that could work although Billie owns a flat in Bloomsbury, which is quick walking distance to the University of London. Can you live with Billie being both Ynja's flat mate and landlord? It's a very nice place of course and Ynja would have her own sizable bedroom.

Billie considers Ynja a pretty good bodyguard who doesn't at all seem like a bodyguard to have around if such a thing were ever needed. She'd never admit that Ynja though. It might the poor giantess feel bad about herself.

Billie isn't superstitious or religious at all. So, while she might humor Ynja's weird and backwards interests, she certainly doesn't believe any of that stuff.


Ynja Eva Ragnavold, why is your Occupation skill point only at 135? It's should be 250.


And each Psychic Ability is it own Skill, but Psychic Sensitivity skill is equal to your Pow.


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Billie Shen wrote:
Yeah, that could work although Billie owns a flat in Bloomsbury, which is quick walking distance to the University of London. Can you live with Billie being both Ynja's flat mate and landlord? It's a very nice place of course and Ynja would have her own sizable bedroom.

Yep that would work, that way she can keep her summer house in Sweden ;)

Also she likes Billie, Ynja has masculine traits being of Viking blood and she sees that in Billie need for action and risk.

Billie Shen wrote:
Billie considers Ynja a pretty good bodyguard who doesn't at all seem like a bodyguard to have around if such a thing were ever needed. She'd never admit that Ynja though. It might the poor giantess feel bad about herself.

Ynja can kind of read minds a little would have a feeling about this.

But has her own secrets to hid as well. So she is ok with that.

To her, Billie can just do things she can't like drive for one, but Ynja is very noticeable and when she is investigating something, Billie can just go places she can't. Go unnoticed and unseen. Billie gets on with others whereas Ynja has a hard time getting others to like her.

Billie Shen wrote:
Billie isn't superstitious or religious at all. So, while she might humor Ynja's weird and backward interests, she certainly doesn't believe any of that stuff.

That is fine, they both rib each other about it, when someone emplys Ynja to investigate things she always takes Billie because Billie sees things in a different way. Sometimes it is just the janitor in a rubber mask.

GM I am still working out her skills, and how they relate, I am leaning more and more to the idea she is a 'Mysic Talent' Trained by the Britsh Ocult security service as an Agent/investigator more than spy.
Occupation Mysic-investigator Skills-[Britsh Ocult security service ] [250***]
[Unarmed Combat, Pistol, Stealth, Any Psychic Talent, Interrogation, Sorcery, Occult, Psychic]


Why do you have two Psychic skill in your Occupation skills list? You can just have Psychic (any) and put skill point into more than one type of Psychic Ability, so you could replace one the Psychic skill with Law or Bureaucracy.


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I'm getting Really confused by the house rules mix into CoC, to be honest.

You said Talents/Spells needed their own skills but also they need Psychic skills as well, so what do Sorcery, Occult, and Psychic do if spells and talents have their own skills?

Do we roll Sorcery to use/cast a spell or its own skill?
Do we use Psychic skill to roll for a talent or its own skill?
That kind of thing,

Sorry GM just need some clarity here.


Ynja Eva Ragnavold wrote:

I'm getting Really confused by the house rules mix into CoC, to be honest.

You said Talents/Spells needed their own skills but also they need Psychic skills as well, so what do Sorcery, Occult, and Psychic do if spells and talents have their own skills?

Do we roll Sorcery to use/cast a spell or its own skill?
Do we use Psychic skill to roll for a talent or its own skill?
That kind of thing,

Sorry GM just need some clarity here.

Psychic Talent use Psychic skill, but each talent use their own specialize version of Psychic Skill, kind of like how each Science Skill is Specialized, So you would Have Psychic (Psychic Sensitivity) which have the based score equal to your Pow, Psychic (Telekenisis) with based score of 0, and Psychic (Clairvoyance) with based score of 0, they're all part of Psychic Skill, but they don't shared skill point with each other.

Sorcery is what you roll when you're casting spell.

And Occult is your knowledge of Human Occult and Non-Mythos Supernatural thing, it's doesn't let you cast spell or use magic.


So just to be clear

1: Psychic Sensitivity [Rank1] [85%/42/17] is free as its just your power as long as Psychic skill is the same as a value ^

But
"Psychic Talent use Psychic skill, but each talent use their own specialized version of Psychic Skill, kind of like how each Science Skill is Specialized

If is right, then my occupation skill would need to list,

Psychic Talent Clairvoyance** and Psychic Talent Telekinesis*** as sepitar skills. Mining to be able to put occupation points unto them, the skill list for her occupation would need to be, would need to be.

Occupation Mysic-investigator Skills-[Britsh Ocult security service ] [250***]
[Unarmed Combat, Pistol, Law, Psychic^, Sorcery, Occult , Psychic Talent (Clairvoyance)**, Psychic Talent Skll (Telekinesis)***]

would that be right?


Yes, that is correct, but why do you have 3 Psychic skill now?
Wouldn't Psychic Sensitivity of 85 be high enough?


Ynja: One other thing if I remember correctly is that we will be getting more talents, or will be able to take higher levels in a talent we have, at the end of each chapter. You won't be limited to just what you're starting with for the whole game.

For example, Billie is starting with Smooth Talker, Lucky, and Hardened (still thinking about whether or not to take that one), but later on I expect I'll pick up Nimble and maybe Rapid Fire, etc. You don't have to take everything you might want right at the start of the game.


OK I'm going to have a rethink her, :)
when what I have been told.


Ynja Eva Ragnavold wrote:

See right there is where I'm confused

You said, yes that's right you need three separate skills, one for each Psychic Talent, but then asked me, why do you have three separate skills one for each Psychic Talent.

As for Psychic Sensitivity?
Because as a GM, in the game you going to limit what is divulged so the game can flow. Even with a good / bad rolls, so the higher the skill the simpler it will be to just get any result.

I wasn't confuse on you having 3 separate Psychic Skill, I was just confuse on why you have a occupation skill for Psychic Sensitivity when it's already at 85. But now I know why.


Ok going with this, for her to be that reader kind, I want her to always have feelings about others. Psychic Sensitivity, and the a hit or miss talent for object, person, location etc Clairvoyance.

Huge just goes with the whole Viking woman thin Vibe.

Occupation Mysic-investigator Skills-[Britsh Ocult security service ] [250***]
[Unarmed Combat, Pistol, Stealth, Psychic, Interrogation, Sorcery, Occult, Law]

And

1: Psychic Sensitivity [Rank1] [99%/49/20]
Can Sense Other emotions, and Communicate with other psychics within 150 Yards, you can communicate with every Psychic within this range, or one specific Psychic you want, can also communicate with Non-Psychic within 150 Yards, but the communication will be more simple

2: Clairvoyance[Rank1] [50%/25/10]
Allow Psychic to gain information about object, person, location, or physical event, identify rough whereabouts of missing person or object, and detect where certain events take place, The Psychic spends 1d6 rounds of concentration focusing on thing they wish to know about, spending 1d6+1 Mp in the process and making a Clairvoyance Roll, you can push but need to spend another 1d6+1 Mp, a success mean you perceive some relevant information if outside force does not want to be "read" then the difficulty of the Roll is raised, Certain objects may assist in the Roll.

3: Huge
Gain 1 extra build in combat or when doing damage


Changing 3 to
Hardened
Ignores Sanity point loss from attacking other humans, viewing horrific injuries, or the deceased.


Ynja: Check the talent changes tab on the spreadsheet. That's not what hardened does anymore.


Cool got it, thanks Billie

Hardened
Reduce 3 sanity loss from Ordinary Horror


Has the game started?
Did I miss something like a pick of the players.
Been working on this PC today to get right and it seems it may have been for nort :(

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