From lev at rpgreview.net Fri Aug 17 06:13:45 2012 From: lev at rpgreview.net (lev at rpgreview.net) Date: Fri, 17 Aug 2012 16:13:45 +1000 Subject: [Nyarlathotep] Updated rules file Message-ID: <0744d08b13d4b93976ee90b5978a9782.squirrel@webmail.rpgreview.net> Background ---------- Congratulations! You're about to embark on two of the most popular roleplaying scenarios ever written, Masks of Nyarlathotep and Horror on the Orient Express, for one of the best roleplaying games ever written, Call of Cthulhu. There will be a chapter-by-chapter summary given at sent to the mailing list nyarlathotep at rpgreview.net, which I will add players to. Campaign Plan ------------- There are three scenario books for Horror on the Orient Express and five for Masks of Nyarlathotep. It is not unusual for roleplaying groups to spend a year playing both of these scenarios. I will be running them a lot quicker, generating more of an "impromptu radio theatre" feel, and would like to complete roughly one scenario per two-three sessions. Rules ----- 1. The core rulebook in use is Call of Cthulhu 5th edition, unless otherwise specified. 2. The eight primary characteristics are rolled on 4d6, drop lowest and assign as desired. Add +3 to EDU. 3. Characters are unconscious at 0 hit points and dead at negative hit points. 4. Skills may exceed 99%, even at character generation. 5. Initial skill levels are based on characteristics, rather the values listed on the sheet. In general, Physical skills have a bonus equal to STR+DEX+CON, social skills start at INT+APP, and intellectual skills at INT. Stealth skills are a special case; they are DEX+DEX+INT+INT-SIZ. 6. When an experience check is made, physical skills only roll 1d4, social skills roll 1d6, and intellectual skills roll 1d8. 7. There are no impale rules. Any weapon - or skill - that rolls 1/10th of its modified chance instead scores a critical and achieves double its normal effect. 9. Starting skills are 10*INT (hobbies), 20*EDU (professional), plus 10*INT (starting experience). 10. There are Player Points in this game, i.e., points given for playing "in character". These can be used to convert die-rolls by one degree of success by introducing a narrative justification, e.g., a success to a critical, a fumble to a failure, a failure to a success. 11. On average each player will receive around 0-3 per session. These are transferable between characters of the same player.