[Nyarlathotep] Updated rules file
lev at rpgreview.net
lev at rpgreview.net
Fri Aug 17 06:13:45 UTC 2012
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.
More information about the Nyarlathotep
mailing list