So Dex is... ...trying to remember his liturgical calendar. Is today the Feast of Mary Magdalene? ...imagining condensation beading on the glass of a mug of beer, as he sits at the counter of his favorite bar. So there's is something in his office that you would not expect to find in the office of a LA private investigator. What is it, and what is its significance to Dex?
So for a starting problem shall we go 'hair of the dog' ( he has a tendency to over-do when he starts drinking) or 'Catholic guilt' (he was raised in a strongly catholic home, and still remembers Sister Agnes and her ruler). For the investigative skills they're pretty much automatic, and don't require points.
No problem. So does Dex sometimes have an issue with drink then? As you're 'solo', you cannot be expected to have the whole spectrum of investigative skills that you might need in an investigation, however, you know 'experts' that you can consult with when you need questions answered that would other-wise stump you. Best Friend. Ted Gargan, LAPD Detective.
Reliable Sources: Dr. Virginia Ashbury, Scientist (mainly 'hard' sciences). Madama Evan, fortune teller and occultist Dr. jeff 'Mack' Mackintosh, psychiatrist Alred Kelham, Professeror (mainly 'soft' sciences). Max Weyl, Production Designer.
Dexter "Dex" Raymond Investigative Abilities
General Abilities
The basic rules will be the same as Trail of Cthulhu, with a few changes. Investigative skills don't require a roll, you just have to say you're
General skills, including any combat skills, are tested using a six-sided die. Typically you'll have one or two die in a skill. When testing you roll sequentially (there are bonuses if you succeed with the first die). Yes, you're playing 'Dex'. He's a pre-gen character, though there are some back-ground details that you will fill-in (for instance, you start with a initial back-ground problem: 4 possible starting problems are suggested in the set-up). The setting in LA in 1937.
The Angels Flight tramway seemed to groan as it descended Hill Street, clicking along the rails, as the torrid air lapped up to it from the streets baking in the August sun below. Dam, it was hot. Sullen clouds rimmed the valley, but stubbornly with-held their
Overhead the ceiling fan cycled endlessly, just like Dex's thoughts kept cycling back to... So what is hard-boiled gum-shoe Dexter 'Dex' Raymond obsessing about? A woman? A vice? Money problems? Or, with no case to keep him occupied, is he simply bored?
Ok. I suppose we could have Dr. Mayfield simply go completely mad, and you could concentrate on playing Nils. But it also true that plot threads kinda unspooled on me as well. I've got some rules for one-on-one play; would you be interested in trying that? I would probably be running it after the holidays, if you wanted I could email you when I was ready. Here's the rules: its pretty much a variant of the system used in the 'Loch Fenn' game. Cthulhu Confidential (Not that I think you would need them to play).
There's a long mirror that runs along the back wall of the dining room.
More disturbing though, is the reflection of the vespid fiend, with its long, jointed and folded limbs, that is reflected in the mirror; the horror is just a little way into the room, at the side of the table and its macabre burden.
Yeah, that's pretty cool. Cool enough that we'll say that as part of the myth, Nils knows an charm in Old Norse, that's supposed to provide some small measure of protection against these horrors. Of course, it's probably just superstition. Old Norse Charm: .
1d4 SAN/1 MP. When recited in the presence of the creatures identified as the 'Edderkopp', the Edderkopp is momentarily stunned (all such creatures within hearing range are effected). The effected Edderkopp will either have penalty die levied against its attacks for 1d3 rounds, or the caster, and the caster alone, will gain an bonus die on her attacks against the effected Edderkopp, for the subsequent 3 rounds. The charm is in Old Norse Many legged fiend from Hel/Take your shadow from my hearth/The
All right, here's what I'll allow; if you can make an Extremely Difficult Anthropology skill test I'll allow to you to 'remember' some bit of mythological lore from Nordic or Celtic myth to apply to the creature that made those tracks. You can invent the lore, and I'll adapt it to the actual habits or appearance of the creature in question. Also, if successful, I'll grant you points in your Mythos skill rating, equal to the roll, up to 5%.
So the house is of the bungalow type. You're in a spacious living room. You see a kitchen/dining room beyond. There is a couch, a recliner, and, in pride of place, a large radio set in one corner. Note that windows are marked by white squares. Doors by gray squares. There is a funk to the close air, that you're now noticing.
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