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Mike M

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Everything posted by Mike M

  1. Pulp Cthulhu is designed to work alongside Call of Cthulhu 7th edition.
  2. Yes, one extra! You can either go with Other Language and pick one skill, or ignore Other Language and pick two.
  3. Hi - Secretary, p90, Investigator Handbook has eight skills (i.e. the same number as all others): Accounting, Art/Craft (Typing or Short Hand), two interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade), Own Language, Library Use or Computer Use, Psychology, any one other skill as a personal or era specialty
  4. Wikipedia: Blue John (also known as Derbyshire Spar) is a semi-precious mineral, a form of fluorite with bands of a purple-blue or yellowish colour. In the UK it is found only at Blue John Cavern and Treak Cliff Cavern at Castleton in Derbyshire. During the 19th century, it was mined for its ornamental value, and mining continues on a small scale. Deposits of fluorite have been recently found in China with colouring and banding similar to the classic Blue John stone. A "lost" deposit was rediscovered in Treak Cliff Cavern in 2013, and in 2015 a new vein, the first for 150 years, was discovered close to the tourist route in the same cavern. I live down the road from Derbyshire. Despite best attempts, I've not yet encountered a mi-go there ; )
  5. Some of these skills actually fit in Art/Craft - such as: Domestics, Handy Man/Woman. Although Mechanical Repair etc. may well suffice for Handy Man/Woman. Police Procedure - in general, the Law skill covers this and, by association, having the occupation/backstory of police or detective implies this knowledge, so if the Law skill wasn't relevant for a particular piece of information, the occupational/backstory experience would give the character a Know roll. Streetwise is really covered by the social skills backed up with either a contact and/or relevant backstory/occupation. I'd encourage the player to use their contacts (or find some) and make use of Charm, Fast Talk and Intimidate, etc. Introducing generic skills really only serves with homebrew scenarios, where you can ensure they have some value to the players, otherwise, they will have used up points in skills that never appear in published material.
  6. Or, you can come and play in Nottingham, UK with me ; ) Afternoon - 1.30pm at the Dice Cup - http://dicecupcafe.co.uk Evening - 6pm at Ludorati - http://www.ludoraticafe.com I'll be running The Derelict written by Sandy Petersen and myself for up to 6 players per game.
  7. A Time To Harvest Episode Three is here. We're half way through June - and that means Episode 3 of A Time To Harvest has now been released. Check your inboxes for the download link. Thank you for continuing to run Call of Cthulhu for your local and online communities! We really appreciate all your efforts to introduce new people to the Chaosium Tribe. Keep those event reports flowing in!
  8. Not too long now - bear with us.
  9. Comes down to the game/scenario/what you are trying to achieve. Part of the deal with Call of Cthulhu is fragility of the mind as well as the body. Beyond a bout of madness, during periods of underlying insanity, the PC is in the control of the player - this allows you to use delusions. Make the most of it.
  10. Re. Indefinite Insanity - having suffered the initial Bout of Madness, the investigator is prone to further bouts while indefinitely insane (loss of a point induces another Bout of Madness). I, usually at the close of the scenario or at a suitable break point in a campaign, encourage the indefinitely insane investigator to seek treatment or undergo "Self Help" - using their backstory connections to attempt to recover (in a campaign, depending on the style of game I'm running in this instance, I tend to have the recovery as automatic and adjust the appropriate backstory accordingly. Otherwise, I have the player make their Self Help roll and go from there). Re. Phobias/Manias - yes, these are essentially optional for the Keeper - if the situation of the insanity warrants it, then pick a phobia or mania for the investigator. It's your call as the Keeper. In some situations, the cause of the insanity will inspire an associated phobia or mania; in other situations it may not be so clear and you may decide to not give the investigator a phobia or mania.
  11. If you are missing an already released chapter please ensure you are signed up for the mailchimp email list and then email dustin@chaosium.com and he'll be happy to get you the missing chapter.
  12. Do you 'need' a book to tell you about playing the game in the modern day? The Rulebook and Handbook already have modern skills detailed (Computer Use, etc.). Anything technical would be out of date before it was printed and so on. I'm reviewing our back catalogue and some of the best will updated and refreshed in terms of content, format, art and layout as an ongoing process.
  13. Hi - have you signed up for the mailchimp email group - you'll get notifications that way. As for getting the earlier parts of the campaign, please drop an email to dustin@chaosium.com
  14. Also, to add my thanks - especially to trystero and Yronimos_Whateley for their help.
  15. Yes, head and upper body poking out of the rock.
  16. Well, if they insist - the site of the body is below the hill (climbing accident) - so try to focus attention there rather than the hill itself (not easy I know) - you may be better just inserting something or moving things on, so that they don't have a chance to go exploring there. In a nutshell, Broken Hill contains the mi-go base, so you want to avoid players finding that now - they get the opportunity to explore it in a later episode - could be, they look around the hill but do not find the well-hidden entrance etc.
  17. Many thanks for the proofing - we've got all of the above now.
  18. Hi - Miskatonic logos and other paraphernalia can be found in the PDF pack - Sanitarium, Miskatonic University, and Arkham forms bundle, available on the site at: http://www.chaosium.com/sanitarium-miskatonic-university-and-arkham-forms-bundle/
  19. I believe pre-ordering is on the cards in due course.
  20. We haven't produced one for the campaign - the area outside of the town is big and wide, allowing Keepers to position things as they see fit. Given that a few people have asked for an area map, we will look into producing one for the retail book version of the campaign, but that won't be for some time off. Broken Hill is some 10 or more miles from town, well beyond the farmhouse and other scattered farms in the area. Round Hill is around five miles north of Broken Hill (but the PCs won't really be aware of Round Hill or need to go near it - keep these locations free for later in the campaign, when they become important). In episode one - avoid having the PCs poking around Broken Hill - Blaine is intent on keeping them away from it.
  21. Yes, hardcover is the plan.
  22. That's not an error. In Pulp Cthulhu starting Luck is 2D6+6 x 5
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