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Mike M

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Everything posted by Mike M

  1. Wow -seems to be the something odd with BRPC!
  2. Ok thanks - we have all of these and will double check the files.
  3. A blackjack is unlike a wooden "club" as it is usually made of metal or filled with lead and thus, you are going to feel that when you get cracked on the head. It could have been 1D6+2, but 1D8 is simpler and deals min 1 rather than min 3 damage. Weapon damages are abstract to a degree, there are so many variations in the real world that you have to keep things simple for obvious reasons. You are not breaking the rules if the specific blackjack in your scenario deals 1D6 rather than 1D8 damage, or your knife deals 1D4+3. Such minor variation is essentially meaningless.
  4. Ok thanks - we'll review these in due course.
  5. Thanks Morgan After something like 8 years, you caught what was missed! Nice. We'll fix those in the PDFs and for reprints.
  6. Not to the level I imagine you are asking about - it's focused on England, although as you say you can create soldier PCs etc.
  7. The book provides history and societal notes for the era, which are transferable. The skills and rules, and PC generation are era specific and more or less transferable. Obviously, removing the horror/Mythos can be done, but requires more work in terms of the scenarios. But, in short, you could use this for non-horror Regency games.
  8. Here's the 6th edition write up for Bokrug. As he's a Dreamlands entity, he'll end up in the new edition of Dreamlands (but that's a while off), so hope the following is helpful - should be straightforward to convert to 7e. Bokrug is a greenish-blue, iguana-like creature about twelve feet long. Its scales are metallic in texture, and its eyes glow bright yellow- green. Feelers on its lower jaw replace the dewlap of a true iguana, and the spines along its back are razor-sharp. It has webbed feet and a tail flattened for swimming. Bokrug dwells near the ruins of Sarnath in the Dreamlands. CULT: one of the few Great Old Ones dwelling in the Dreamlands, its only worshipers were the flabby beings from Ib, who were destroyed by the men of Sarnath. Bokrug now accepts propitiatory wor- ship by the folk of Ilarnek, who correctly credit him with the destruction of Sarnath. Bokrug’s wrath may not descend for centuries, but his utterly destructive anger expunged mighty Sarnath in a single night. OTHER CHARACTERISTICS: if ever encountered, D100 ghosts of Ib accompany Bokrug. ATTACKS & SPECIAL EFFECTS: Bokrug attacks each round with one or both weapons. BOKRUG, Great Old One STR30 CON65 SIZ25 INT10 POW24 DEX 20 Move 18 HP 45 Damage Bonus: +2D6 Weapons: Bite* 80%, damage 3D6 + 2D6 Tail Lash** 80%, damage 2D6 + db + grapple *succeeding, he can keep a grip and swallow another 3D6 hit points each turn until the target is swallowed. **succeeding, the target is bound and can escape only with a Resistance Table success of STR against STR. After grappling, Bokrug can hurl his victim away, bite him, or simply hold him. Armor: 9 points of tough beaded hide. Spells: all Contact spells plus Raise Ghost of Ib (1D10 ghosts per magic point), plus mainly minor spells at the keeper’s option. Sanity Loss: 0/1D8 Sanity points to see Bokrug.
  9. We have increased copy edits and proofing of books to minimize potential errors, with numerous people seeing the books prior to print. While catching every typo is never 100% guaranteed, our increased vigilance and commitment to reducing errors continues.
  10. Also to note, that for a while now we have releasing newer books with PDF download packs that include "player friendly" version maps (without text etc). Some of the older books don't have these in the PDF packs, but where possible we will aim to do so for new editions and so on. Thanks
  11. Sorry - in my second post, where is says "+ damage bonus" it means max DB. The QS omitted the word maximum.
  12. The 40th Anniversary QS rules are correct - they are the same as I already quoted: "if a blunt weapon, extreme damage deals maximum damage plus damage bonus (if any); if an impaling weapon (like a knife), extreme damage deals maximum damage (of the weapon) plus an additional dice roll for the weapon’s damage and also damage bonus (if any). E.g. when a knife with 1D4 damage causes extreme damage, it deals 4+1D4+damage bonus (if any)."
  13. The correct rule is per the Rulebook: If the attacker achieves an Extreme success with a non- impaling weapon (blunt) = maximum damage plus maximum damage bonus, if any. If the attacker achieves an Extreme level of success with an impaling weapon (blade or bullet) = maximum damage plus maximum damage bonus, and add a damage roll for the weapon.
  14. Errata: Cults of Cthulhu Updated: 13th July 2022 Cults of Cthulhu - Corrections 13 July 2022.pdf
  15. Hi You are pretty much on the money with your description. At base, a Scent skill essentially replaces Spot Hidden. Whether a bonus is granted (or a penalty applied to the PC's Stealth - who is bleeding/smelling bad) is the Keeper's call. If a PC makes an active attempt to disguise their smell, then perhaps they gain a bonus die to Stealth (or Disguise) roll - which then translates to a penalty on the Scent roll. It is meant to be flexible to accommodate various situations in play.
  16. This is explained in the guidance in the book (Starter, Quick-Start). Starting Sanity is SAN at start of game (to begin with), then Current Sanity is used to show loss in current day/game. The Insane number shows the 1/5 level for that day/game. Thus, on day two of game, if Sanity was lost the day before, the player now updates the Starting Sanity box (with whatever is written in the Current box), and then scrubs out the Current number. This resets the 1/5 Insane number, so it remains current for the game, now. Tomorrow in game, do same again. Repeat. Thus, Starting is both starting at start of game and also starting at start of a new day or game.
  17. Errata: A Time to Harvest Updated: 21 June 2022 Errata – A Time To Harvest - 21 June 2022.pdf
  18. You are correct - no major wounds for Heroes. And, NPCs is your call, but they don't tend to be tracked for them, as villains go on fighting until the bitter end in pulp stories. For monsters, you may track major wounds in terms of their condition etc per their write-ups.
  19. Nothing set in stone. It will be ready when it's ready.
  20. 1. the errata has been updated as and when new printings of the standard Rulebook occur (the PDF is therefore up to date) - but, obviously, it is difficult know if a physical copy in a game store or warehouse is the most up to date printing (in most cases it probably will be, but it could equally have sat on the shelf for a while). All errata is posted in this channel. The vast majority of the errata is spelling/grammar/format corrections rather than actual rule changes, so possessing a less than up to date printing should not hinder game play. 2. I have just put my Anniversary edition into the standard slipcase, and it fitted fine. Thanks
  21. Hi I didn't realize these were not yet on the website for download (getting that sorted). Please see attached. Mansions of Madness Plain Text Handouts.pdf
  22. John Ossoway with Penda Tomlinson have created a new sci-fi setting for Call of Cthulhu, which is in development. It's a ways off, but coming.
  23. The Green Decay spell is described in the Keeper Rulebook and also in the Grand Grimoire.
  24. Prepping scenarios to run them: I run three types of scenarios: A) one I'm writing - so play testing ideas. B) one I have commissioned but not edited yet - so play testing to check the plot and flow works and if there are any info gaps C) one already published - running for fun I'll focus on C, as that's the most likely 'scenario' for most people. For me, I read the scenario before play to ensure I understand the plot and who the key players are. While reading, I either use a pencil and star/highlight key events or clues I want to use in the game - or I note these with a page no. reference in a notebook. If using a notebook, I might jot down the key NPC names and put a G for good or a V for villain next to them as an aid memoire. For most occasions, that's my prep. CoC scenarios are formatted to flow pretty easily from the page - so I just run from the book - each location or scene is more or less self contained, so in play, I just focus on that bit of the book and then move on the following scene/location/event accordingly. For more complex scenarios/campaigns, my prep may include noting down the probably progression (i.e. scene/location/event in a rough order - using the books title of the scene/location/event or using letters (A, B, C, etc.). Thus - Scene A might lead to B and C, so when playing - I know the flow, but can adapt according to the players. This noting down is basically a way I find useful to help remember things. Basically, to sum up, I do little prep other than reading the scenario (or the bit of it that I guess will be covered in tonight's game) and highlighting the bits I don't want to forget (I find I rarely need to refer back to the notes - its the process of jotting them down that helps me to remember them). I don't have time to waste on over-prepping - I did it in the past and I found it's just not necessary for me. I ignore the desire to add extra details from outside of a scenario (i.e do more research) as 7e scenarios tend to have what's needed to run them (finding more detail is often a desire to know more, but isn't actually required). That's me, but your Cthulhu may vary.
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