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Lynne H last won the day on November 30 2022
Lynne H had the most liked content!
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RPG Biography
Assistant Editor for Call of Cthulhu
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Current games
Call of Cthulhu ('20s, Pulp)
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Location
Northumberland
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Blurb
Former molecular biologist and lecturer, who escaped academia with most of my Sanity intact
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It's definitely that you start with FIVE spells in total, two of them mastered. If you'd rather not have the slight rules bend of a first and a second order spell mastered with that package, you could make it so that your players' two mastered spells are both first order.
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This thread contains errata and rules clarifications for Rivers of London: the Roleplaying Game. Please DO NOT post your own errata here. Use the Corrections thread instead. Thank you. 1. Shield Spell and Armour The protection given by the Shield spell (page 185) stacks with that provided by armour (page 135). For example: Natural Toughness (page 51) plus basic Shield spell: reduces damage from unarmed or blunt melee weapon attacks by 3 points until the spell is deactivated or fails, but only reduces damage from knives, firearms, or damage-causing spells by 2 points. Met stab vest plus basic Shield spell: reduces damage from melee attacks by 3 points until the shield is deactivated or fails, but only reduces damage from firearms/spell attacks by 2 points. (Remember: stab vests do not protect against firearms/spell damage; page 135.) Ballistic armour plus basic Shield spell: reduces damage from melee or firearms/spell attacks by 4 points until the Shield spell is deactivated or fails. Note: armour does not protect against certain forms of spell damage. See individual spell descriptions for further details.
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Rivers of London: the Roleplaying Game Corrections Thread
Lynne H replied to Lynne H's topic in Rivers of London
The PDF has been updated with all the corrections found so far. Obviously, the print copy can't be corrected until there is a reprint, so might take a little while longer to accomplish. -
If the camera doesn't have a silicon chip, it should be fine (but that would probably mean a video cassette in the camera or a cable to a video recorder nearby). If it has a silicon chip and there's power to it, the camera will be toast. As to the computer hard-drive, have at look at page 177 in the rulebook to see whether or not it would survive.
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It's on my desk for editing and updating for... reasons... (the forthcoming Winter's Gifts novella) but I steadfastly refuse to tempt the gods of publishing by projecting any release date!
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Ballistic armour would be effective against Fireball - it says so in the spell description. I'd also include thrown weapons as melee weapons if we're talking about a stone or a tin of baked beans - javelins and spears slightly complicate things, though!
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Rules Question: Buying Advantages vs. Characteristics
Lynne H replied to jp1885's topic in Rivers of London
By the rules, you need to meet the prerequisites to take an advantage. However, as various people have said, there's nothing to stop you from house-ruling it if that's going to be more fun for your game. -
We did include a glossary of quite a few terms in the core rules and our US proof readers did try to point out any idioms they didn't understand so we could clarify them in the text. I'm afraid I can't for that for all the novels, though!
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Another rules question - Magic is Exhausting
Lynne H replied to Dangermouse's topic in Rivers of London
The simplest answer is that yes, it should only be taken by someone with the Magical advantage or, as you say, it could be open to player abuse. Having said that, if your player's arc for their character means they intend to learn magic later (i.e., by saving up their development points to buy the Magical advantage) then you could let them take Magic is Exhausting pre-emptively because it works in story terms - perhaps that's why it takes them longer than everyone else to learn how to cast spells. However, if the player keeps putting off buying Magical, the GM should feel free to have them remove Magic is Exhausting as their disadvantage and pick another one that does have an in-game impact. As the disadvantage is linked to spellcasting, demi-monde characters shouldn't really be able to take it - after all, they don't cast spells! However, if you want to tweak it so that in your game it has the effect you describe, that's entirely up to you! -
Sorry for not getting back to you sooner. Basically, yes, they stay at bloodied until they are fully healed.
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I believe it was recorded but I have no idea where it is.
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The system was created for beginners and those less confident with winging spell effects on the fly. We may look at providing additional rules for spellcasting more in line with the books in the future.
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What's Rivers of London's "special sauce" for its RPG mechanics?
Lynne H replied to Travern's topic in Rivers of London
We may decide to look at that in a future supplement as an optional system but we have no firm plans at the moment. -
There are answers to these questions but, as Ben always says, the characters don't know them and the books are told from their perspective. I'm also pretty certain Peter discusses why he thinks certain plastics retain vestigia better than others but, for the moment, I can't recall which book that's in.
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The reason the US book will be first is that it's all the goodness we couldn't fit into the core rules! (It's already written and just needs a final editing polish and artwork to go with it)