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About Merudo

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  1. In the next one-off I'll run, my investigators will most likely barricade some doors to stop a rampaging zombie horde (plus a demon). If it makes sense I might give the door HPs, to determine how long the door lasts.
  2. Seth Skorkowsky is nominated for best online content! Most of his youtube videos are about Call of Cthulhu, give it a try if you don't know the guy.
  3. What would be a reasonable number of hitpoints for a door?
  4. When setting up explosives (such as C-4, Pipe Bomb, Anti-Personnel Mine, etc) do I roll for Demolition or Electrical Repair? The weapon table says its Demolition, while the description of the Electrical Repair skill says it can be used instead.
  5. Do Mythos Monsters & other supernatural creatures take Major Wounds? I noticed two monsters make explicit use of Major Wounds (the zombie & the werewolf). What about the rest? A critical hit with a shotgun can do 24 damage, which is over the Major Wound limit of most monsters. Should they fall prone, and/or have a chance to become unconscious?
  6. Thank you for your answers, Mike! They are really helpful! So if use a firearm and a creature attacks you in melee, you get a penalty dice on your turn for Firing into melee combat? That would clear things up - the description of the rule on page 116 makes it sound like you only get the penalty if you shot at a target engaged in melee with a friendly. And wouldn't the Point-Blank Bonus offsets the disadvantage of firing into melee, too? Or do you not get that bonus dice when firing into melee? I have a similar question regarding the Pipe Bomb. The Pipe Bomb does 1d10 damage within 3 yards, half that damage within 6 yards, and a quarter of that within 9 yards. Does this mean the Pipe Bomb does 1d5 within 6 yards and 1d2 within 9 yards? Or do I roll the dice and divide the damage manually? EDIT: I also found this Q&A with you for more details!
  7. Shotguns do less damage at long range. The average shotgun does 4d6 at close range, 2d6 at medium range, and 1d6 at long range. On top of the lowered damage, do I also need a Hard / Extreme success at these ranges? Or is a normal success enough?
  8. How do burn attacks (flamethrower, molotov cocktail, etc) work against monsters? According to the rules, the target must roll Luck to avoid catching on fire. However, no monsters have a LUCK attribute in the manual. How do I know if the creature caught fire or not?
  9. I'd love to see this, and I would definitely run such a module.
  10. What about page 108 of the Keeper's Handbook? Doesn't this imply you can fight back against firearms if the shooter is within 1/5 of your DEX in feet?
  11. I've updated the framework to 7th edition, if anyone is interested.
  12. The Keeper's Guide, page 125 list the values of some armor. Interestingly, the U.S. helmet provides 5 points of armor, and the Military Body Armor provides 12 points of armor. Does this mean that someone wearing both would get 17 points of armor? With so much armor it seems most Mythos Creatures could only scratch the investigators. Or am I reading the rules wrong?
  13. Someone posted a "tier" list of skills on reddit a while back, you can have a look there:
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