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About Son-of-the-Furies

  • Rank


  • RPG Biography
    1980-1998 AD&D DM & player, 1990-1995 4th Ed. CoC player, 1995-2010 WHF RPG player, 2005 WHF RPG playtester, now getting back into CoC after a long RPG break
  • Current games
    CoC 7th Ed. Keeper
  • Location
    Brisbane, Australia
  • Blurb
    Scientist, Artist (oil painter, digital artist), RPG enthusiast (usually the DM, GM, Keeper and sometimes a player), miniatures collector & painter
  1. Son-of-the-Furies

    Skill for riding a motorcycle: Drive Auto or Ride?

    That's true [Numtini], creating extra skill divisions does spread the PC's OS & PI points out, especially if the player wants greater than average proficiency in both motorcycle and automobile... However, another way to look at it [being niche] is, when it's time to run, no-body else is going to take your motorbike when there are cars around! And in this case, bikes are faster in certain situations, if not always... And can get through tighter gaps... And they are a lot cheaper... Perhaps worth throwing a few points at...
  2. Son-of-the-Furies

    List of dead characters

    If you are running a campaign with the players in an organisation, I suggest passing this responsibility onto the players. When I was a player, we kept a running journal of adventures (we had a volunteer for this, but if there isn't a willing volunteer, perhaps a different player each session would keep 'events and movements' notes?), so the dead PC's achievements were 'preserved for prosterity', so to speak. This gave the PCs a sense of immortality which helped soften the blow to the player. Also, dead or permanently insane PC's would end up in file (with DECEASED or INSANE writted in red texta across the front, as a record and keep-sake) again as a legacy... New players coming into the group would find this resource quite amusing, especially when the means of death was colourful (which they usually are in this game). And finally, we always had a second PC for each player...in this way, an untimely death wouldn't mean that the player was left with nothing during a playing session...and in a longer gaming session, the back-up PC could be introduced and join in. This also helps soften the blow of a PC loss because the players eggs are never all in the same basket! Oh, and at the front of the journal, space was left for a list: PC's names, date of loss, type of loss (death/insanity), means of loss (brief comment e.g. went insane at sight of a dark young)...
  3. Son-of-the-Furies

    Thrown weapons

    I've played plenty of cricket too so I know what you mean, but, I'd call that a fumble, not a 'fail'! 😉
  4. Son-of-the-Furies

    Thrown weapons

    My interpretation goes like this: (Preamble: The RAW clearly state that ranged attacks are not made as opposed rolls, so "levels of success" are irrelevant and do not come into consideration. Therefore, avoid using terms like 'hard success' and the like when discussing ranged attacks because that terminology should only be used when discussing opposed rolls, and using such terms only add to potential confusion. Although it is true that in order to determine the attackers' probability of hitting at different ranges, we use the regular, hard and extreme difficulty level numbers, the regular, hard and extreme levels of success categories don't apply - they are called "difficulty levels".) Attacker: The ranged attack difficulty level is determined by distance when it is made at Regular, Long or Extreme range (with any other factors, like soft cover, etc. being applied as bonus or penalty die) Defender: Target may Dodge missiles they are aware of when fired upon at Regular, Long and Extreme Range My interpretation of this situation: The missile is on target, or it isn't, regardless of range - if on target, the Dodge roll needs to be made, if not on target, the Dodge roll doesn't, but is still performed in case of a Fumble. With longer distance [long/extreme] there may be 'more time to react', but that argument is 'cancelled out' by the 'more difficult to see/judge' factor, and vise versa for shorter [regular] range attacks). And regardless of whether or not a Dodge roll was successful, the defender was committed to that action, but may act normally on the next round (possible exception - Fumble - Keeper's decision) Attacker: The ranged attack made at Point Blank range is made at Regular difficulty level, with one bonus die. Defender: Target may not Dodge missiles they are aware of when fired upon at Point Blank range, but they can Dive For Cover My interpretation of this situation: The Dodge roll (Dive) needs to be made first because if successful, the attacker must apply one penalty dice (which means the attacker loses the bonus die they would have otherwise gained for shooting at Point Blank range). If the Dodge roll (Dive) was failed, the attacker's bonus die still applies. But in both cases, the diver has committed to the dive, forfeiting their attack for this round, or if they have already attacked this round, for the next round (during which time they can only dodge other blows/shots, or dive again, with the same limitation of actions being applied for a fresh dive). If the Dodge roll (Dive) was a Fumbled, the repercussions would be worse (than as for a failed dive - Keeper's decision)
  5. Son-of-the-Furies

    Skill for riding a motorcycle: Drive Auto or Ride?

    Haha svensson, I was just in the middle of typing pretty much the same thing... I agree... One shoe does not fit all...!
  6. Son-of-the-Furies

    Chase (House rules)

    My first comment is that I think you were a bit quick to move away from the official RAW - they state "If the fleeing character is significantly faster than his or her opponent...", but in your case the difference was only 1 MOV, so IMO the chase was on. Further considering potential hazards, taking corners, etc. would mean the ground-based flee-er (there's some quality grammar for you) is at a disadvantage to the flyer, which means again, the chase was on. Further, I'm not a big fan of the short-cut e.g. 'flying over buildings', woods etc. because realistically, it means intentionally losing sight of the quarry AND possibly making an assumption as to which way they are heading, which in the city, or woods, could be disasterous. I'd only do this to my players if the hunter was on home ground or otherwise knew the terrain so well they are sure to know where they need to fly to in order to ambush/catch-up with their quarry.
  7. Son-of-the-Furies

    Build vs Size: Firearm penalty/bonus

    I agree with your logic regarding the irrelevance of STR when being shot at... One rough'n'ready compromise would be to simply drop STR out of the equation and halve the Build scores in the existing rules (i.e. Build -1 = 1 penalty die, Build +2 = 1 bonus die on the assumption STR contributed 50% of the Build score). Alternatively, make your own table based on SIZ alone (this table assumes target is not fleeing or actively evading shots). SIZ Nominal Penalty(-) description Bonus (+) Die 1 to 5 (baby - Chucky size) -3 6 to 32 (child) -2 33 to 42 (teen-slim adult) -1 43 to 62 (average adult) 0 63 to 82 (large adult) +1 83 to 102 (Andre the Giant) +2 >102 (Big-ass MF) +3 Or, more realistically, one could also drop the equivalent rule for Fast Moving Targets (MOV-based) and devise a new table based on SIZ and their apparent lateral MOV rate (i.e. if using a flat-trajectory missile like a firearms bullet, MOV has little bearing on a shooters' 'to hit' modifiers when the target is moving directly toward or away from the shooter, so use the table above). But if the target has significant lateral/left-right/strafe speed, this would have an effect on hit probability for a flat-trajectory shot (bullet, bolt), and also for a lobbed-shot** (arrow, molotov cocktail) even when the target is not moving laterally. To remain consistent with the existing rules, let's assume a full MOV 8 equivalent lateral** movement = 1 penalty die: MOV<=8 MOV>8 MOV>=16 SIZ Nominal Penalty(-) Penalty(-) Penalty(-) description Bonus (+) Bonus (+) Bonus (+) Die Die Die 1 to 5 (baby - Chucky size) -3 -4* -5* 6 to 32 (child) -2 -3 -4* 33 to 42 (teen-slim adult) -1 -2 -3 43 to 62 (average adult) 0 -1 -2 63 to 82 (large adult) +1 0 -1 83 to 102 (Andre the Giant) +2 +1 0 >102 (Big-ass MF) +3 +2 +1 * (Alternatively, can't be shot unless other bonus die apply) Feel free to tweak SIZ bands or number of bonus/penalty die to your heart's content.
  8. Son-of-the-Furies

    Skill for riding a motorcycle: Drive Auto or Ride?

    There are some blank spaces on the PC Sheets - I get my players to use them in cases where skills don't fall neatly within the proverbial square. My approach in this case is to have the PC Sheet entry as Ride Auto (5%), just to acknowledge it is clearly a different skill to both Drive Auto and Ride, but the in-game rules are by and large as per Ride. The rule content for Ride can be translated so as to be more applicable to a 'mechanical mount' easily enough, with obviously Mechanical and Electrical Repair skills being more closely related than Animal Handling.
  9. Yeah, you got it... In your example, a 15 point loss in one sanity-loss event means the victim goes straight to Indefinite Insanity. (p. 156 Keepers Rulebook>Indefinite Insanity) "On losing a fifth or more of current Sanity points in one game “day,” the investigator becomes indefinitely insane."
  10. Son-of-the-Furies

    7th Edition Quickstart Combat Question

    Yeah, that's a question that only comes up when you don't have the full rules. The full rules would point out that "Some Mythos entities can never be outnumbered by investigators." You would need to look up the entity itself to find out if this exception applies or not. But, assuming the opponent wasn't such a rare and enormous alien entity, just be sure you have noted that the rule states "...has either fought back or dodged..", meaning that this only applies when the character (PC) has already defended against an attack once (P.S. actually, there is another exception here too - if the PC has more than 1 attack, the outnumbering opponents only start getting their bonus die after the PC has been attacked more times than they themself have attacks, but since this is usually only ever 1 attack, it is a rarely applied exception). And also note that the phrase "the character is at a disadvantage" can be subjective to the situation. For instance, if there was a PC with really good fighting stats being outnumbered by (two NPCs) cultists with low fighting stats, the most likely outcomes to the dice rolls would be that the PC succeeds their opposed die rolls, and the NPCs fail their opposed dice rolls. And, because they are outnumbered, the PC gets the option to 'fight back' (or dodge) each time they are attacked, giving the PC 3 opportunities per round to attack with their superior fighting stats instead of only twice, which would have been the case if it was only a one-on-one fight. Sure, the extra NPC will get a bonus die when they attack, but being outnumbered has also meant that the PC has the opportunity to smack up the cultists all the more quickly!
  11. Son-of-the-Furies

    DriveThruRPG Deal of the Day

    Thanks for the heads-up! For those who take advantage of this deal, for those who already own it, and to Chaosium (as a proposed errata for this scenario), you might be aware of an issue regarding "Walter the pump jockey" (p.7) as brought up by Seth Skorkowsky in his Youtube review of this scenario. I think I may have solved the mystery regarding Walter "the pump jockey" (why he appears to be an NPC but without any detail beyond his name). Walter is obviously the gas station pump attendant, but I think it is he, not Jake Burns [the farmer], who is "now passed out at one of the tables", presumably because he was just struck by Jake's pick-up as he "swerved to miss the gas pumps". This theory is supported by the fact that there is no mention of Jake recovering from unconsciousness anywhere else in the scenario, and that the "farmer [is] babbling incoherently about a "Dead Light" he saw" (meaning Jake is clearly still conscious). Therefore, it would be he [Jake] "sweating feverishly with Sam, the station's owner, fussing helplessly over him [Walter]". This would also explain why there is no NPC sheet/stats for Walter - he remains unconscious the whole time. If the above sounds feasible to you, consider replacing sentence 1 and 2 of the second-last paragraph (Keeper's Notes: Events So Far) with: Looking out into the storm between the flashes of lightning, a farmer’s truck has just swerved to avoid hitting the gas pumps, but in so doing has inadvertently struck the fleeing form of Walter, the pump jockey. Both the shaken farmer and the unconscious Walter are quickly assisted into the cafe. The farmer is sweating feverishly, babbling incoherently about a “Dead Light” he saw on the road, and Sam, the station’s owner, is fussing helplessly over the passed out form of Walter, now at one of the tables.