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Dangermouse

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Everything posted by Dangermouse

  1. Lynne has just confirmed (just before 11:00 in the latest Chaosium ROL video) that characters can get magic after creation.
  2. 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.
  3. Yeah, it's the conversation I've had with the players - you can learn magic later, but you need the INT and POW now.
  4. 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.
  5. 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
  6. 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).
  7. 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).
  8. 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)
  9. 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
  10. 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?
  11. 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.
  12. 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?
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