![]() MODERATE (1d6): might cause a major wound it would take a few such attacks to kill. ![]() (Examples: Punch, kick, head-butt, mild acid, breathing smoky atmosphere*, a thrown fist-size rock, falling (per 10 feet) on to soft swamp.) MINOR (1d3): a person could survive numerous occurrences of this level of damage. * Extreme range (base x 4) requires an Extreme success to hit.ĪRMOR PROTECTION VALUES (subtract from weapon damage) * Long range (base x 2) requires a Hard or better success to hit. * Base range requires a Regular or better success to hit. * Resolve as for Fight Back, but gain benefit of maneuver instead of causing damage. * If attacker matches or gets better result than defender, roll for damage. * If defender wins over attacker’s result, no damage is caused. ![]() If Attack action versus defender’s Fight Back… * Remaining damage lowers target’s hit points. * Armor points subtracts from damage points. * If attacker gets better result than defender, roll for damage. * If defender wins or matches attacker’s result, no damage is caused. * If attacker fails or fumbles, no damage is caused. If Attack action versus defender’s Dodge… * Both sides roll their chosen actions, best success result (Normal / Hard / Extreme / Critical) wins. * Lower initiative chooses Dodge, Fight Back or Maneuver. * Higher initiative chooses Attack, Flee or Maneuver. Readied firearms gain +10 DEX for initiative. * If not surprised, initiative goes in order of highest Dexterity (DEX), highest first. * If surprised (failed Spot Hidden, Listen or Psychology check), lose initiative. * 2/2d10+1 … Gigantic severed head fall from sky. * 1/1d6+1 … Meet someone you know to be dead. * 0/1d6 … Witness a friend’s violent death. * 1/1d4+1 … Horrifically mangled human corpse. Make roll versus current SAN, suffer listed loss on regular or better success/on failure. * Multiple bonus and penalty dice can apply at once, but they cancel each other out to find a net modifier. * Penalty Die: Roll “tens” die twice, use higher result. * Bonus Die: Roll “tens” die twice, use lowest result. * Roll of 96 to 100 (if skill under 50) or 100 (skill 50 or more): Fumble. * Roll of 1/2 to full skill: Regular success, beats characteristic of 9 or less, or skill of 49 or more. * Roll of 1/5 to 1/2 skill: Hard success, beats characteristic of 10 to 17, or skill of 50 to 89. ![]() * Roll of 2 to 1/5 skill: Extreme success, beats characteristic of 18 or more, or skill of 90 or more. The other players, the Investigators, should have one or more copies of the Investigator Handbook, containing expanded rules for character creation, skills, occupations, equipment, and more.Ĭall of Cthulhu, 7th edition, is backwards-compatible with all other available Chaosium titles.My crib notes below Matt Piccio’s notes repeated below… You must have at least one copy of this book to play Call of Cthulhu. It is intended for use by the Keeper of Arcane Lore (the Keeper) - that player who will present the adventure to the other players. This book, the Keeper Rulebook, contains the core rules, background, guidance, spells, and monsters of the game. You and your companions may very well decide the fate of the world. Within strange and forgotten tomes of lore you discover revelations that man was not meant to know. You encounter sanity-blasting entities, monsters, and insane cultists. Playing the role of steadfast investigators, you travel to strange and dangerous places, uncover foul plots, and stand against the terrors of the Cthulhu Mythos. It is a game of secrets, mysteries, and horror. When the stars are right they shall again walk the earth.Ĭall of Cthulhu is a tabletop roleplaying game based upon the worlds of H. They sleep now, some deep within the earth or beneath the sea. Originally they came to this world from the stars. Traces of their cyclopean cities can still be found on remote islands, buried amid the shifting desert sands, and in the frozen wastes of the polar extremes. The Old Ones ruled the earth aeons before the rise of man.
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