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Mike M

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Mike M last won the day on March 20 2018

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About Mike M

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    Senior Member

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  • RPG Biography
    Line Editor Call of Cthulhu.
    Co-writer Call of Cthulhu 7th Edition & Dark Heresy RPG.
  • Current games
    Call of Cthulhu
  • Location
    England
  • Blurb
    Do you Aklo?

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  1. Gateways to Terror is 3 short-play introductory scenarios. The cover is designed with introduction in mind to a more general audience. For core books, we aiming for more like the Berlin cover moving forwards. Art is subjective and some folk like what some others do not. Here's a sneak peak at one small element of the forthcoming Dreamlands cover.
  2. The cover art for Gateways for Terror is by Chris Huth. It is three introductory scenarios that have been used to demonstrate Call of Cthulhu at conventions, the key feature being that they are all designed to be played in a one to two hour time slot, and are ready to play with pre-made investigators with minimal set up time (other than reading them over first before running them). The cover art shows three investigators running away from some nameless horror.
  3. The short answer is yes. I do suggest you pick up the Call of Cthulhu Starter Set (across the 4 scenarios in that set, combat is not the only solution, and in most cases is the wrong solution). Also Doors to Darkness, Reign of Terror, Petersen's Abominations, Nameless Horrors. Doors to Darkness and the Starter Set are specifically geared to newer players and Keepers. Combat is a valid solution sometimes, but isn't the only solution - most scenarios written the last few years understand that, and provide advice or suggestions on a range of solutions. Ultimately, it's down to the players to decide how they deal with the situation they uncover. Older scenarios tend to be more focused on combat as the only solution, but even these can be tweaked to allow different outcomes. Also, remember, there are many monsters who are unaffected by bullets.
  4. The rules are by necessity an abstraction. Also, no one stands still in a chaotic combat situation - it isn't clinical - we tend to lose that when looking at static miniatures on floor plans, or marks on paper. People move around quickly, getting nearer and further away, moving left and right, deceasing and increasing their height. The point blank rule for shotguns/rifles applies because of this, in part. How you choose to read a specific situation at your table is up to you, however. Just make sure you apply the same to bad guys too, then all's fair.
  5. Short answer is yes at some point.
  6. Gugs and Moon-beasts both have converted 7e stats in Cthulhu Through The Ages (as well as Zoogs). The new Dreamlands 7e, when released, will also have the spiders.
  7. Hi all I'm currently working on a new version of Call of Cthulhu's big book o' monsters. So it'll be packed with all manner of monstrous devilry. One of the topics I'm considering to include is a 'how to make a monster' guide - enabling Keepers to design their own monsters with some advice. Now, with this in mind - what would you prefer to see: 1. some tables to pick and/or roll randomly for monster attributes (forms of attack, appearance, goals, special powers, etc.) 2. more general advice and notes (what's good, what to avoid), how to take an existing monster and reskin it, etc. 3. both 1 & 2 4. something else or "we don't need help making monsters" Let me know your thoughts. Mike
  8. Yes - ghouls aren't werewolves - the change can happen when you want.
  9. Ok - yes apply the penalty for firing in melee (the rule assumes you are outside of the melee, but when in melee yourself, firing a gun is going to be with at least one penalty - try aiming while moving and weaving to stop being hit by your attacker). Again, context is king - are you firing as you enter melee (i.e. you haven't entered melee until the monster attacks you), or has the monster attacked you and you are then firing on your turn (definite penalty die if the Keeper even allows you to fire). Bonus and Penalty dice always cancel each other out. Pipe bomb - roll 1D10 damage, then apply modifier - thus if 6 rolled, half is 3 damage, quarter is 1.5 (rounded down to 1). If you want to modify the dice roll (1d10 / 1D5 / 1D2) that's ok too, but I find it quicker to roll the die and then divide the number.
  10. Hi Fighting Back - (p108) - missiles are spears and arrows, etc. (projectiles) - thrown weapons could be knives, spears, rocks, etc. - firearms (bullets) are not missiles or thrown. - you may attempt to Dodge a missile or thrown attack if within 1/5 of DEX of the attacker (this does not include firearms - you cannot "Dodge" a bullet). p103 - deals with melee fights (not firearms) - in melee, firing a gun is problematic (you are unable to take aim and shoot wildly while defending against the opponent's assault against you - because use of a firearm in melee is likely to miss, hit your opponent, or hit yourself - in equal measure). If engaged in melee, a firearm is more useful as a cudgel/club to fend off/knock back the attacker, get some space (move away), and then fire on a later round. You may fire (and/or be shot at) before entering melee (on your action) - you may gain Point-Blank bonus (see below) in doing so, but once you have engaged in melee, your firearm is far more useful as a lump of heavy metal (you cannot fire it as a 'Fight Back' reaction). You might (if the Keeper allows) disengage from melee (Dodge roll and move back), allowing you to shoot on the next round on your action (this would presume a wild shot with no aiming, imposing a penalty die). - I'm explaining this situation, as firearms and melee are all about context, who is where and doing what etc. One size does not fit all situations - and the Keeper should judge the situation and use the rules to convey reality and fair play. But in short, bullets cannot be used to "Fight Back" and your firearm is only fired on your action in the round. If you are being shot at, you may attempt to "Dive for Cover" and lose your next action. Firearms (p113) - see Point-Blank Range. The only reaction to a gunshot is to "Dive for Cover" or stand there and hope they miss. Half Damage Bonus - halve the roll (1D4 becomes 1D2, 1D6 becomes 1D3). In CoC, you always round down. For negative DB, -1 becomes 0 (there are no fractions) - or just keep it the same (it makes little difference). Armor - use defender's Luck roll to determine if better protected area is hit - or use the optional hit locations in the Rulebook. Movement During Combat - (p127) - answers your question.
  11. Hi If you spot a typo or error in A Cold Fire Within please post here - many thanks. We're sending the files to print in 7 day's time - although any errors spotted after this will be input into the PDF and files for reprints. Many thanks
  12. I regularly call for: Spot Hidden Listen Stealth Throw Climb Natural World Psychology Charm / Fast Talk / Intimidate / Persuade and... Luck ; )
  13. Each PC gets to do one thing on their turn in combat. Thus, throw something is one thing. A kind Keeper might allow two things thrown (one per arm) but this would add a penalty die (as it's basically the same as multiple shots with a handgun). If insane, again a kind Keeper might allow more than two things - let's assume manic throwing - but penalty dice would also apply - this all depends on how nice a Keeper you are......
  14. Rulebook - Mind Exchange - cost should say: Cost: variable magic points; 1D3 Sanity points. Rulebook & Grimoire - Gates, Table XIV - Azathoth should say: 105 (21).
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