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Greggers

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    As of signup, a new Keeper after having dabbled in DnD. It says "Super-Genius" under my name on my business card.

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  1. Thanks so much guys. Clears it up tremendously: 1 Attack Round (with however many attacks are open to the character) equals 1 Movement Action. And from the cultist/Harvey example on page 149, there's only one Attack Round per chase turn (a turn = the character's allotted movement actions). I.e., if the Ghoul had an additional movement action left over after attacking Wentworth with 3 clawing attempts, he wouldn't be able to go in for another three shots on the next movement action. (Bloodbath, that.)
  2. Hey guys, trying to get some clarification, or at least consensus. On page 138 of the Keeper Rulebook, Chapter 7: Chases, Part 4: Conflict: "Initiating an attack costs one movement action. Characters are limited to their usual number of attacks per round." A Ghoul has three attacks per round. Does the ghoul get 3 attacks on a single chase movement action, or does each of the three attacks have to correspond to a single chase action? Example: Wentworth has tangled with the wrong ghoul and is now in a chase. After speed checks, Wentworth = 7 MOV = 1 action moves Ghoul = 9 MOV = 3 action moves The chase starts with the Ghoul 2 spots behind Wentworth. The Ghoul has the higher DEX, so it moves first, using 2 of its 3 moves catching up with Wentworth. 1 moves left. Can the Ghoul then attack Wentworth with 3 attacks, using 3 attacks per round? Or since it can only Initiate an attack per round, does that mean it only get's one attack for the movement action?
  3. Sorry if this question has been answered already, but I searched this message board and google, and found nothing. Per the Keeper Rulebook, the duration Temporary Insanity is determined by 1d10 hours. Also per the Keeper Rulebook the Bout of Madness - Summary, an experience that takes place within Temporary Insanity, often has a duration determined by1d10 hours. What if the Bout of Madness duration roll exceeds the Temporary Insanity duration roll? Which takes precedence? And does the end of the Bout of Madness, either capped by the Temporary Insanity limit or the Bout of Insanity limit, eliminate the Underlying Insanity phase? What is best practice here?
  4. This thread definitely provided a more considered perspective on early 20th century lockpicking than I could have expected! Thanks guys! I like the idea of personally tooled picks either created by the investigator or handed down to them by a mentor, and part of their beginning equipment. This will figure into things. Thanks again.
  5. Thanks a million for steering me in that direction. Going forward, I'll be using the 1922 Sears and Roebuck catalog as a resource. In addition for searching for the Sears catalog, I also tried locksmith catalogs from the era as well, but the only featured unfinished keys, and even then without prices. I think lock picks are so specialized of an item, its going to be nearly impossible to find a rock solid reference. That said, in the Sears catalog, in the watchmakers tools section I found a set of Needle files for 70 cents. (I tried to attach the image to this post.) Something in this neighborhood sounds a bit more reasonable than the $6 I quoted above. I figure since this wouldn't be the sort of item that a hardware store would be likely to keep in stock, it would have to be specially ordered. I'd figure that in the context of the game, it would either need to be part of the starting gear for an investigator (especially if it's already a skill), or an investigator would have to go into town and buy a kit off a locksmith from the locksmith's own tools. The locksmith would probably charge a markup, especially if the locksmith has to order a new set for themselves. I'd put the price at about 90 cents; maybe a dollar if the locksmith is a jerk.
  6. Hey there folks, brand new keeper here. Sorry if this question is a bit granular. As anyone who has ever tried to pick a lock knows, it's hard business. I wouldn't expect any Investigator to be able to pick a lock without tools, unless they try to use hairpin, and depending on the lock -- good luck with that. (Or "extreme roll with that.") Strangely, the Keeper Guide does not include lock-picking tools as part of the 1920s Equipment list, but does for Modern Day. Does anyone know of any pricings for lock-picking kits from the 1920s, either from previous editions or just from general consensus? The Modern lock-picking tool kit costs $90, and if we simply deflate that price back to 1922 levels, that's $6. Is there a better guess out there for it, or is that as good as I'm going to get? And why would it be listed for Modern Equipment, and not 1920s? Hopefully someone can weigh in. Thanks for your attention.
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