Jump to content

Dangermouse

Member
  • Posts

    120
  • Joined

  • Last visited

Everything posted by Dangermouse

  1. Rampage through a supermarket, the chasee throws baked beans at the PCs who are pursuing them (mostly cans of beans because the shelves are bare of fruit and veg)??
  2. Thank you (again) Lynne. I'd completely missed the ballistic armour point on fireball (Doh). I shall crack on with more coding this afternoon
  3. I was thinking that for Fireball ballistic armour would probably be effective, but maybe not the Met vest (and we know Natural Toughness doesn't work). In coding terms I can add toggles to each spell to say what armour works against a spell (e.g. Ice Blast has all options tuned off, maybe Fireball has Ballistic turned on etc). But if the official line is a bit more of a blanket approach then I'd code that in.
  4. Reading through armour and damage - the rules say that Regular/Ballistic armour do not protect against certain spell attacks. The only spell I can see that specifically says it ignores armour is Ice Blast. Am I missing any others? Second question - armour talks about melee vs firearms. Do you count thrown as melee? My feel is that Melee includes Thrown (down to the difference in kinetic energy between Firearms (including bow and crossbow) Again, just trying to add armour in to the coding now that damage is being applied to targets (I need to go an alter items and spells to flag which armour types they protect against. Thanks again
  5. I may be going rules blind at this stage....... Multiple Short: The rules says this applies to firearms and certain spells. But the only spell I can see that this applies to is Fireball but it then says when boosting you shoot 1 bigger fireball or several smaller ones, but they both act have the same result and add damage. Am I missing a spell - or should this really only apply to firearms? Addendum: Again I'm thinking about how to code this - so I'm getting to having two weapons options - automatic and semi-automatic. Either can use the multiple shot rules but only automatics can use the automatic fire advanced rules. This way the GM can create the weapons they want (can perhaps say a revolver is not semi-auto, but a .45 auto would be and a machine pistol is fully automatic). Any thoughts? Cheers
  6. Lynne has just confirmed (just before 11:00 in the latest Chaosium ROL video) that characters can get magic after creation.
  7. Had an early morning thought - and it'd be a house rule: 1 Dev Point = +5 to an attribute, with a limit that you cant increase an attribute beyond 50% of it's starting stat - plus the usual 80 cap (90 with optional rules). So if you start on 40 INT you can only increase it 60, or from 30 to 45. Just a thought.
  8. Yeah, it's the conversation I've had with the players - you can learn magic later, but you need the INT and POW now.
  9. I think the answer is they can't. Pg 50 says you must have the pre-requisites to take the advantage on creation. The Development rules (Pg 122) doesn't say you can ignore the pre-requisites requirement. Therefore I've read that as the rules on creation still apply.
  10. I know, I know - another question - this time it's around HTD. Can you push or spend Luck on HTD rolls. My thoughts were you can't push a HTD roll (what could you do to justify a pushed roll) and the Luck Points section talks about changing dice rolls for some skills and attributes and whilst HTD is based on Power I'm not sure it counts (though I can see the logic of being lucky to avoid HTD). I'm inclined to say no to Pushed rolls but yes to Luck spend And whilst I know there is an element of my game, my rules I'm looking at coding some things in Foundry VTT so looking for a base-line opinion Thanks
  11. I just finished session zero with my group and my Foundry implementation delivered (I hade to make a quick tweak for Damage Bonus). Looking forward to introducing them to the Bookstore next week and then Lollipop, lollipop after that (thank you JP). Guess I better look at Canis Mysterium sooner rather than later and try to get my ideas for a scenario in to some sense of order (a New Year's trip to Bratton, Wiltshire has inspired an idea).
  12. I'm contemplating adapting Canis Mysterium from CoC although there's a risk it'll be a bit combat heavy. I'm also going to read some of the Avalon (Cthulhu Britannica) sourcebook for ideas (given the area is close to home).
  13. I've been using this website to look at old Ordnance Survey Maps for location ideas in Call of Cthulhu - and thought it was worth sharing here. Using the side-by-side view is great: Ordnance Survey Maps - National Library of Scotland (nls.uk) Side by side georeferenced maps viewer - Map images - National Library of Scotland (nls.uk)
  14. Should this disadvantage only be available where the Magic advantage has been taken (otherwise its an easy "dump stat")? If taken by a Demi-Monde, would it increase the cost of the Thematic Powers by 1 Luck Point? PS - Merry Christmas
  15. Sounds good. I remember The Golden Voyage of Sinbad film with Tom Baker where casting magic aged him - I think he got his vigour back through "Dark Arts" - could be it's a Hedge Wizard doing bad magic?
  16. Thank you for this - I really enjoyed reading it and will be running it for my players when we get going. But beyond the scenario itself thank you for giving me some inspiration to get on with writing my campaign - I have the germ of an idea but it's taking a back seat at the moment to something I'm working on. Great work.
  17. Can I clarify my reading of how the Frail disadvantage interacts with recovering from a Mortal Wound (taking the Injured downside. With Frail you don't have the "Hurt" option so is a person in this situation be "Bloodied" for the whole 7 days?
×
×
  • Create New...