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klecser

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About klecser

  • Rank
    Advanced Member

Converted

  • RPG Biography
    20 year role-playing veteran
  • Current games
    Call of Cthulhu 7, DND 5, Savage Worlds, Traveler
  • Location
    Omaha
  • Blurb
    Fun first.

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  1. klecser

    Rule question - Fighting Back & Firearms?

    Relevant rules are on page 104 and 113 Keeper's Handbook. At 1/5 Dex in feet you can attempt a fighting maneuver on your turn to attempt to disarm. Note that Fighting Maneuver and Fight Back are different. Fight Back is only an option when the attacker is using a melee skill. Fighting maneuvers only happen on your turn. Against Firearms, Diving for Cover is your only "reaction" option on the attacker's turn. Getting shot at can suck in CoC. Some more discussion, perhaps not directly at your specific question, but worth reading for this general area: https://www.yog-sothoth.com/forums/topic/30382-fighting-back-with-firearms/
  2. Get to know Seth's Channel:
  3. klecser

    Scenarios with Serpent People? (spoilers)

    Thank you for responding!
  4. The idea that you don't even have to leave Earth for Investigators to experience mind-shattering challenges to their concept of history is very appealing to me. I also love Robert E. Howard's work. Ergo, I've latched on to Serpent people as an existential magical/scientific threat and have been seeking out adventures that feature them. I already have the Hand of Abyzhou (Shadows Over Scotland) and The Darkness Beneath the Hill (Doors to Darkness) prepped and in the pipe for my group as a broad campaign arc, with the goal of either: 1) Connecting the two Serpent Person groups in Rhode Island and Edinburgh or 2) making them opposing factions worshiping different Great Old Ones (Yig and Tsathoggua) as described in The Two Headed-Serpent. Along those lines, I may pull scenarios/ideas directly from The Two-Headed Serpent, but watered down as Classic-style investigative Cthulhu. Finally, I also have Goodman Games' Transatlantic Terror to hit them with as they traverse the Atlantic. London Chapter of Masks? The Chelsea Serpent Which other CoC scenarios/campaigns feature Serpent People that may have mineable material? Thanks in advance for your help!
  5. klecser

    Masks of Nyarlathotep - Errors Thread

    Page 158 very top left line - "chronometer" is missing an "e"
  6. This is a good example of how there are really two cultures that represent the bulk of writers for Call of Cthulhu: British and American. And while they have a lot in common there are also a lot of differences. I don't know who precisely wrote that passage in the old or new version. But it is something that someone with the Law (US) skill specialization might interpret differently! Scritch Scratch is another example: there were assumptions that need to be made about pub lingo and ownership in Scritch Scratch that are obvious to UK players but were a bit confusing to American players because we don't know pub culture as well. No matter what, its fun to learn these nuances and I'm glad CoC has an international writing bullpen!
  7. The real answer to that question is that people are on death row for years/decades in the US. It would not be out of line for you to tell them: "You don't know" because it is very likely there wouldn't be a date set for a long time after he was convicted. Cops incorrectly jailing him doesn't prevent his lawyer from filing continuances and motions.
  8. It's less about a precise date and more about what has the narrative potential to free him: Page 160: As a player, I'd be pretty demoralized to bring down the Ju-Ju cult or even the corrupt cop and then have him executed anyway because of a date. Just my opinion. "You went to great links to get this awesome evidence. But it was too late." Ouch.
  9. Keeper note on page 154? "Keeper note: depending on when the investigators get round to tackling Ju-Ju House, the dark of the moon falls on January 24 and 25, 1925, meaning they may or may not get to interrupt a rite in progress." The "Rites of the Bloody Tongue at Ju-Ju House" section on page 159 specifies that two sacrifices are needed for each monthly ritual. So, this assumes that you follow the precise timeline at the start of Masks. But, if you don't, you could do whatever you want. There is no rule that says that the ritual night couldn't be "whenever the Investigator's decide to go there."
  10. klecser

    Masks of Nyarlathotep - Errors Thread

    I just want to go on the record here and say that I hope the heck Dave is getting paid to do this work. The quantity of errors here is extensive, and although I'm not an editor, I know a few, and this looks like Chaosium is avoiding having to pay an editor by just having "the public" do it for free. If I'm in the wrong, I'll accept that. But appearances matter. And the appearance here isn't good, IMO. Maybe this is par-for-the-course for the gaming industry and is the only thing that allows Chaosium to get in under budget. But even if that is the case, it bothers me.
  11. klecser

    Headlights, roads and road maps in the 1920s

    We do have specific data on this. I don't remember the raw number of people killed. But I do know that the deaths per 100,000 miles travelled in the 1920s was around 24, and in the modern era it is less than 1 (calculated from government record values). The raw deaths are obviously much, much higher this decade simply because the population has tripled. In addition, safety features have made a huge difference in lowering the derived value (crumple zones, seat belts, air bags, none of which existed in the 20s).
  12. klecser

    Headlights, roads and road maps in the 1920s

    Great question. I'm struggling to find specific timetables of the period. For better or for worse, I told them 10 hours, including stops. That isn't quite realistic maybe in that would be an average of 55 miles per hour, but maybe there was a direct express. But hey, it was off the cuff. A modern train takes 13 hours for that train journey, but train travel times are regressive nowadays compared to the 1920s. Far more mechanical breakdowns and delays in modern times.
  13. klecser

    Headlights, roads and road maps in the 1920s

    When I ran Mansion of Madness and my players needed to go from Boston to near Pittsburgh, I explained to them how ridiculous of a journey that was in a car. 500 miles would likely take them three days at best. It would be super uncomfortable and they would have to bring many spare parts. They elected to take a train over that distance.
  14. klecser

    Just finished running my first scenario

    One of my current campaign sub-arcs will be for the Serpent Sorceror in Darkness be connected to the Serpent People on Transatlantic Terror and also connected to the Serpent people in Hand of Abyzhou from Shadows over Scotland.
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