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Scotty

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Posts posted by Scotty

  1. 43 minutes ago, Madcow76 said:

    What is the Core Rulebook for 7th edition?  Everything I'm reading suggests I only need the Investigator's, Keepers, and Keepers Screen to get started.

    CHA23135-H    Keeper Rulebook (Core Rules) is all you need. Although the Investigator Handbook (players book) and Keeper Screen Pack (GM Screen) are very useful too.

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  2. 15 hours ago, Trudra said:

    I got this bundle and I am trying to figure out if I have these PDFs is there anything else in the 7th edition I should be looking for? I saw another post that had a bulk list of every format of every book that was released but as I don't want a hard copy the list is a bit overwhelming.  

    I am trying to go through the other list just in case there is not a better list. 

    The latest edition of Call of Cthulhu came out in 2014, here's the current publication list by Chaosium, excluding fiction. Nearly all of these products can be found on our website or DrivethruRPG:

    CHA23129    Secrets of Tibet
    CHA23130-H    Horror on the Orlent Express
    CHA23130-X    Horror on the Orlent Express
    CHA23131    Call of Cthulhu Quickstart
    CHA23132    Dead Light
    CHA23133    Nameless Horrors
    CHA23134    Ripples from Carcosa
    CHA23135-H    Keeper Rulebook
    CHA23135-X    Call of Cthulhu Slipcase Set
    CHA23136-H    Investigator Handbook
    CHA23137    Keeper Screen Pack
    CHA23138-H    Petersen Guide to Lovecraftian Horrors
    CHA23139-KD    Keeper Deck
    CHA23140    Gateways To Terror
    CHA23141-H    The Grand Grimoire of Cthulhu Mythos Magic
    CHA23142    Dark Ages 2nd Edition
    CHA23143    Cold Harvest
    CHA23144    Horror on the Orlent Express Keeper Screen
    CHA23145    Alone Against the Flames
    CHA23146    Cthulhu Through the Ages
    CHA23147    Sense Impacts (CD)
    CHA23148-H    Doors to Darkness
    CHA23149-H    Reign of Terror
    CHA23150    The Derelict (free RPG day)
    CHA23151-H    Down Darker Trails
    CHA23152-H    Petersen's Abominations
    CHA23153-X    Masks of Nyarlathotep 5th edition
    CHA23154    Alone Against the Dark
    CHA23155-H    Terror Australis (2nd edition)
    CHA23156-H    Shadows over Still Water
    CHA23157    Scritch Scratch
    CHA23158-X    Starter Set
    CHA23159    Dead Light and Other Dark Turns
    CHA23161-H    Berlin the Wicked City
    CHA23162-H    A Cold Fire Within
    CHA23163    The Shadow Over Providence
    CHA23164    Alone Against the Frost
    CHA23165-H    Cthulhu Dark Ages (3rd Edition)
    CHA23166-H    Harlem Unbound (2nd Edition)
    CHA23167-H    Mansions of Madness Vol 1
    CHA23168-H    Malleus Monstrorum - Vol 1
    CHA23169-H    Malleus Monstrorum - Vol 2
    CHA23170-X    Malleus SlipCase
    CHA23171    The Malleus Monstrorum Keeper Deck
    CHA23172    Does Love Forgive
    CHA23173-H    Children of Fear
    CHA23174    Alone Against the Tide
    CHA23175-L    CoC Anniversary Rulebook
    CHA23176-H    A Time to Harvest
    CHA23177-H    Cults of Cthulhu
    CHA23178-X    COC Starter Set 2e
    CHA23179-H    Regency Cthulhu
    CHA23180-H    Nameless Horrors
    CHA23181-H    Alone Against the Static
    CHA5115        H.P. Lovecraft's The Call of Cthulhu for Beginning Readers
    CHA5116        Call of Cthulhu: The Coloring Book
    CHA5117        H.P. Lovecraft's Dagon for Beginning Readers
    CHA5120        Keepers Tips

  3. Ian posts on X and Bluesky, here's the most recent update on both platforms:

    Quote

    Ian Cooper @icooper.bsky.social

    Ian Cooper @ian_h_cooper

    ·Dec 3, 2023

    For those not at Dragonmeet yesterday our big news was we are hoping for a PDF of #QuestWorlds by the end of the year (or beginning of next) and a print release by end of Q2 in 2024. It’s has been a long haul; my thanks to those of you who have kept faith with me on that journey

    More News very soon.

    • Like 2
  4. Hi and welcome.

    I highly recommend our Starter Set that contains the solo adventure Alone against the Flames,

    Our Solo Adventures are:

    For you and your wife (for 2 people, a keeper and player):

    Hope that helps

    • Like 4
  5. 13 hours ago, SANSd20 said:

    If I buy 7th Sea from my FLGS, is there a way to get the PDF other than buying it separately?

    If your FLGS is a participant in Bits & Mortar, you can get a download code from the shop. Otherwise direct them to https://www.bits-and-mortar.com and they can sign up there. 

    The https://www.bits-and-mortar.com website gives you all the info you need if you are a shop, customer or publisher. There's even a directory to find participating stores.

    Hopefully they are or will become participants.

  6. On 12/21/2023 at 8:19 AM, Nifty Newtling said:

    Hello!

    I'm gearing up to run A Fire in the Darkness from the Starter Set soon. I love the adventure, it really brings the texture and conflicts of Sartar to life.

    I have a few questions and things I'm trying to sort out before play. Heavily spoiler-ific so I'll put them behind tags.

    I ran this earlier this year, and didn't make any changes, my players loved it.

    Spoiler

     

    On 12/21/2023 at 8:19 AM, Nifty Newtling said:

    First, a specific rules-ish question, regarding the effects of the phases of the moon. A sidebar in the adventure says that during Dying Moon and Black Moon, the wyter "cannot manifest physically". What exactly does this mean? Does it mean it can't use its madness or MP absorption abilities? RPG says to initiate spirit combat vs. someone in the Middle World the spirit must take a round to "make itself visible" - is that the same as manifesting physically?

    As it's an elemental, to do anything it must manifest in the Middle World. If it can't, it just stays a spirit in the spirit world.

    On 12/21/2023 at 8:19 AM, Nifty Newtling said:

    (I know my Maximum Game Fun sense tells me that the wyter should not be completely helpless during these phases. But having have some kind of disadvantage makes sense, and I'm wondering what the intent is here)

    It's just a facet of the Lunar Way. It's not helpless, it just can't do anything. Anyone who want's to find it will have to discorporate, cast some kind of spell that makes spirits visible.

    On 12/21/2023 at 8:19 AM, Nifty Newtling said:

    My other concerns have to do with the background series of events that happen before the adventure starts, and trying to understand what the cultists were trying to do exactly and what their agenda is during the adventure. The high-level story is that the cultists have accidentally set the wyter free, and in its madness, it has been stalking Jonstown at night and attacking residents. The cultists want to stop it, and discovered that it fears fire, so have been using fire to try to drive it back into the ruined temple. There is also a suggestion that they were seeking to destroy it with fire, but this seems like it won't work (it can't be destroyed while the banner is intact). They've accidentally burned three houses with these efforts with flames engulfing the fourth as we start the adventure.

    Okay, this makes sense at a high level. But...

    1. The first house that was burned belonged to one of the Seven Mothers cultists, Andralor the Potter. Why would the wyter have been attacking there? Quite a coincidence that it chose one of the handful of cultists in town! (Honestly it looks to me like this scene is just meant to drop the clue of his and his sister's identity, plus the fact that he created the lamps found at other scenes, and introduce the bad blood around the burning of the Seven Mothers temple. But it doesn't make sense.)

    It's a coincidence that allows the adventure to start. My players just thought that they'd cornered it in one of their houses.

    On 12/21/2023 at 8:19 AM, Nifty Newtling said:
    1. Why is the background action starting with houses being burned, anyway?

    It gives the adventurers a trail to investigate and discover the true story.

    On 12/21/2023 at 8:19 AM, Nifty Newtling said:
    1. How would the cultists manage to know that the wyter was rampaging and needed to be stopped before it actually managed to, you know, attack someone and drive them mad or something? Isn't that a more likely starting point? (I can think of other starting points. Just not the arson, because that has to be reactive.)

    They know they released it by accident and they have understand the wyter and it's abilities. After a few encounters spread as rumours, they realised what it was doing and they realised they should try and stop it. None of my players questioned this.

    On 12/21/2023 at 8:19 AM, Nifty Newtling said:
    1. It's stated that Ferene (the priestess) accidentally discovered its fear of fire while encountering it with a torch in Under the Hill. So there's no arson before that discovery. But again, unless the wyter had already caused some sort of trouble, why would she be in Under the Hill looking for it?

    My players reasoned that wants to know the fate of her priest and the wyter must be able to tell her(I didn't say otherwise).

    On 12/21/2023 at 8:19 AM, Nifty Newtling said:
    1. Putting that aside, once things get rolling, the cultists want to cover things up so they use fire to try to contain the wyter, and accidental arson happens to house 1. They try to cover up another wyter attack, maybe now adding the intent to destroy with fire, and accidental arson happens to house 2. They try to coverup another wyter attack, maybe still trying to destroy it, and accidental arson happens to house 3. But maybe the fourth time they finally have enough oil to keep things quiet? I get that they are desperate and don't have a lot of options, but this is like the worst coverup attempt of all time. After 2 or at least 3 fires they wouldn't try something else?

    They are out of options, and pretty much worried about backlash. They've gone to far already.

    On 12/21/2023 at 8:19 AM, Nifty Newtling said:
    1. Why would they try to destroy it with fire anyway? They know it's the wyter, they know it's in the banner and it can't be destroyed or controlled unless they get the banner.

    The protagonists in stories don't have to follow rational plans. My players just thought it was a Lunar guardian spirit of the temple. No one mentioned wyter. Ferene likely know somethings about the banner, but she's only an assistant priestess, so only an initiate. She doesn't know everything the priest did. The players believed as it was just a spirit, they could drive it off. It was only later they realised it was wyter.

    On 12/21/2023 at 8:19 AM, Nifty Newtling said:
    1. So even less reason to keep trying to burn it. And what's their plan to get to the banner?

    There is no plan. The adventurers need to do it.

    On 12/21/2023 at 8:19 AM, Nifty Newtling said:
    1. Okay, the guards at the temple are keeping them away. So what's their plan to deal with that? What are they waiting for?

    There is no plan. They are out of options and out of the city. Everyone knows who they are.

    On 12/21/2023 at 8:19 AM, Nifty Newtling said:

    Maybe it seems like I'm being too nitpicky here. It's quite possible that my players will not actually think of or learn enough to ask these questions. But I feel like this could be tightened up with a few changes and additions - and I am cooking up some ideas, but anyone else out there have any thoughts or suggestions?

    My players realised what was going on with no problems (I had only 2 of 5 who had played RQ before)

    On 12/21/2023 at 8:19 AM, Nifty Newtling said:

    Let me take a step back for a moment. I think that there's a sort of implicit head fake in the scenario, where the authors want the players to conclude that the cultists are simple cartoon villains trying to burn the town for the sake of vengeance, and then figure out the true story and change their perspective to see the shades of grey. Trying to create an epiphany. It's not explicit - maybe I'm reading too much into it?

    Due to reputation rolls, one of my players knew Dorasa. Another who had done the Cattle Raid scenario in the GM Screen Pack, was recognised by Andralor who is from the malini tribe. None of my players had lunar baggage from previous games (especially the two who previously played sable riders from a Lunarised clan - there was a super moment when one of the players said "I think we [the clan] might be the baddies...")

    On 12/21/2023 at 8:19 AM, Nifty Newtling said:

    But while I love the ambiguity in this story and how the heroes may face some difficult moral choices, I don't think you need to force an epiphany with this kind of head fake. My instincts tell me the players are likely to assume "bad Lunars" on their own (the high Hate (Lunar Empire) scores on their sheets will help). And if you try to sell it too hard, they might just kill 'em all and jump right past those interesting choices.

    For my players, none of the group were the Lunar Empire, and many shared loyalty traits with the NPCs. The dilemma was really about what do you do with people who are from your tribe who worship other gods who are very similar to yours, and not hostile.

    See what the players do, have fun.

     

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  7. 8 hours ago, Squaredeal Sten said:

    I said OK to a player running a Green Elf Adventurer.  Now this brought us to a discussion o family history.

    Your thoughts?

    I would have them come from Tardishi’s grove in Colymar lands. Have them placed in a Colymar clan and do the family events from the perspective of their “adopted” family. This is a fantasy RPG so of course a few elves will adventure with humans. Don’t get stuck trying to make it fit perfectly. Every five years have them have to report back on the human’s activities. Have fun. 

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  8. Building on what @Nick Brooke said, RQG 64 says of occupations: The gamemaster and players are encouraged to modify these occupations to fit their purposes. You could build a Sandheart Specials occupation (based on warrior) and give it a list of relevant occupational income skills (RQG 423), keeping the base income and notes the same.

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  9. On 12/15/2023 at 8:40 PM, Zalain said:

    Do Critical hits ignores protection magic such Shield (rune spell) or Protection (spirit magic)? What would happen if objetive has a Ward Against weapons (Sorcery Spell) on him/her?

    what would happen if the weapon affected by the sorcery spell Dampen Damage (pg.394) does a critical hit?

    The easiest way to look at this, is does the spell act as armor, absorbing damage? If so, it's ignored, if not, it's not. As usual specific spells may overrule this.

    • Shield - ignored by crits
    • Protection - ignored by crits
    • Ward Against weapons - does not act as armor, unaffected by crits
    • Dampen Damage - does not act as armor, unaffected by crits
    • Stabilize Iron - special effect, armor is unaffected by criticals.

    Note that even if the armor still effects, the maximum special damage will very likely overwhelm it.

    As always, GMs are free to run the game as wish and ignore the rules.

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  10. 2 hours ago, Darius West said:

    Can the Allied Spirit and the Fetch interact with each other.  Given their spiritual proximity to the same Waha Shaman Khan, do they have to interact via the S/K or can they do so independently?  The issue of POW and Spell sharing comes to mind.

    A Waha shaman's allied spirit is embodied in their riding animal and is in continual mind-to-mind communication with the priest. They can use each other’s magical abilities, including spell knowledge, magic points, and Rune points.

    While the Fetch provides POW and magic points to the shaman. The fetch shares the shaman’s INT, knowing what the shaman knows, and can act and react just as can the shaman.

    So the allied spirit and fetch can't talk to each other (one is corporate and the discorporate, so spirit speech doesn't work). They can't use each others abilities.

    • Like 1
  11. 22 hours ago, Godlearner said:

    i would say that "see him" should be change to distinguish him. Second Sight, Soul Sight and Pierce Veil should work in most cases

    Note that

    • Second sight specifically says you can use it to target spells in the dark, It's 3 magic points and has a range of 10 metres. 
    • Soul Sight is costs a Rune point, but has a range of 160m
    • Pierce Veil takes the usual two+ turns to cast and doesn't work in the dark.

    I've never had a player cast one of these to target a spell (cost and time are usually prohibited), but your games may differ.

    7 hours ago, Shiningbrow said:

    However, not only AoE spells like Sunspear, but also Thunderbolt and Lightning can have friendly fire if they're in the way. Sunspear is obvious, because it has a radius. Lightning because it'll go directly from the finger/speartip to the target - and stuff anyone in the way. So, you'd need see more than just the head or the occasional limb sticking out every so often.

    Only Sunspear can cause collateral damage as it has a radius. But neither Thunderbolt or Lightning do, the spell descriptions are for a single target.

  12. Great questions.

    On 12/13/2023 at 4:32 PM, CatLark said:

    Do spells, rune or spirit magic, risk hitting your own allies; do they need a clear line of sight, or do they directly target only your declared target. This applies to both rune magic like lightning and perhaps sever spirit, as well as spirit magic spells like disruption. It also relates to spirit magic spells like demoralize, befuddle, sleep, and maybe slow.

    There are no specific rules covering this (there's no spell fumble table). Generally line of sight is assumed, if not using miniatures. If you are using them, the GM will adjudicated if the spell target is clearly visible.

    On 12/13/2023 at 4:32 PM, CatLark said:

    Spirit magic says - "All targets, except voluntary ones, resist spells cast at them and need to be overcome (POW vs. POW)" - "Magic points are the quantity of life energy an adventurer spends when casting spells" "To cast a spirit magic spell, the caster concentrates their will and alters the spiritual energy currents to create an effect." To me this means they are cast on a target, regardless of if there are other people in the way. disruption, slow, befuddle, demoralize.

    Yes, but if you can't see the target, you may not be able to focus on it. Most GMs is would not allow an adventurer to cast disruption across a room full of people to hit someone on the other side, except for MGF (Maximum Game Fun - RQG page 6).

    On 12/13/2023 at 4:32 PM, CatLark said:

    With rune magic - especially - "When an adventurer casts Rune magic, the caster acts as the deity. The caster imitates the deeds of the deity and thereby evokes the deity’s power." I feel the same - your are becoming an aspect of the deity, selecting a target of the effect - be it lightening or sever spirit.

    As above. You need to be able to identify the target would be my only requirement at the table:

    Player: My adventurer casts sever spirit at at Bob.

    GM: Where's Bob

    Player: He's in that battle over there

    GM: I suggest you move in so you can clearly see him or you can't cast the spell.

    Player: But I know he's in there even though I can't see him clearly and it's within the 160m range of the spell.

    GM: Please move closer...

    On 12/13/2023 at 4:32 PM, CatLark said:

    lightning and disruption spells in these more offence-oriented spells, since they target the creature you are attacking, do you need a clear line of sight, or is it like D&D and you risk hitting your own party - ti doesn't talk about a cone of effect or a line, you are calling lightning from a deity. Since Rune Magic goes off 1st, and it is a Pow V Pow role - I assumed it couldn't hit those in the way - it comes from the gods... I haven't worried much, but we had some troops assisting us who began marching up in the foe pretty fast. I was asked to move to a clear line of site before getting a lightning blast on a spirit creature, and a lucky special Pow vs Pow roll on a double lightning spell. 

    No chance of hitting anyone else, except if the GM invokes MGF. Note that some spells like Sunspear, do have an area effect (1m radium from the target), so take care with that one.

    On 12/13/2023 at 4:32 PM, CatLark said:

    Similar question about disruption? Can I use disruption, if we are in a narrow corridor, and I am behind my comrades who are engaged in melee, I can't easily use my bow, but can I safely use Disruption - as it is Pow v Pow targeting a specific foe? same question with the less offence-type of spirit magic such as slow, befuddle, demoralize & sleep. 

    As before, as long as you can see them, there's no problem. 

    • Like 3
  13. 16 hours ago, Agentorange said:

    The Gloranthan bestiary  page 85 says of wolf brothers

    "...Only  enchanted rune metals can harm them as well as magic. thus they will be fully affected by a Fireblade put on a Bronze weapon. "

    But....both RQG core rules p262 and the RBOM say of fireblade "this damage cannot be magically resisted because it is real physical damage from the heat of the fire"

    In other words the damage is NOT magical but just physical damage. So shouldn't wolf brothers be unaffected by Fireblade ?

    Reply in Q&A: 

     

     

     

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