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Found 15 results

  1. 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.
  2. What would be a reasonable number of hitpoints for a door?
  3. 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?
  4. 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?
  5. 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?
  6. What skill makes the more sense to drive a motorcycle? Drive Auto, or Ride? Or maybe even Pilot: Motorcycle!?
  7. I appreciate the concept of Build in CoC7 (combination of Size & Strength) as it makes sense for maneuvers: in general, a strong and heavy person will be harder to push than a similarly strong yet skinny person. However, it makes no sense for the Build of a creature to affect how easily it is to shoot it. According to the manual, if the target is Build -2 or smaller, one penalty die needs to be applied to the shooting skill. If the target is Build 4 or more, one bonus die is applied instead. This is absolutely illogical. If two targets are of identical size, it shouldn't be easier to shoot one just because it has more Strength. As it is, a strong dwarf is easier to shoot than a weakling dwarf of the exact same size! Typically this weird quirk of CoC7 has admittedly low impact on play, as Strength & Size tend to correlate & investigators generally can't be of Size -2 or 4+. However, the rule fails spectacularly when dealing with small creatures of supernatural strength (think Chucky from Child's Play), in which case said creature may have Build 0, even though it is quite small! Hence, I decided to change the rules to the following: "When shooting at a creature with a size of 32 or less, a penalty die is applied. When shooting at a creature with a size 143 or more, a bonus die is applied." The modified rule should produce the same result as the official rule when Strength and Size are the same, but may give different results if Strength and Size are very different. This should make it more intuitive for your Keeper to add murdering dolls to your game. You're welcome.
  8. Has anyone tried using the Call of Cthulhu 7th Edition Pulp rules for a "Conanesque" game? I was at SaltCon in Utah back in March and one of the games that I played in, the GM had created an Conan adventure with the Call of Cthulhu 7th Edition Pulp and it worked very well. I was wondering if anyone else on this board has tried it and perhaps documented it.
  9. I do enjoy the chases rules of 7th edition CoC. They can be really fun and a good chase can feel like a horror movie. However, I have issues regarding some aspect of the chase rules, First, the chase depends too much on the initial Speed roll for movement, especially for the NPCs chasing/get chased by the investigators. Most PCs will have a default move between 7 and 9. Suppose the PCs are chasing a cultist with a Move of 9. If the cultist fails its CON roll, he ends up with a Move of 8, and the chase will probably be quite easy. If he gets an extreme success, the cultist ends up with a Move of 10 and the PCs will likely automatically lose the chase. It's very hard for Keeper to make an enjoyable chase with such high random factor. Second, the chase behaves totally differently if a slow investigator joins the chase. For example, if two Gnoph-Keh (Move 9) chases four investigators with Move 8, the Gnoph-Kehs will move twice as fast as the investigators - making it hard for the investigators to escape, and potentially resulting in a TPK. However, if the same Gnoph-Keh chases three investigators with Move 8 and one investigator with Move 4, then the Gnoph-Kehs will have 6 actions each round while the Move 8 investigators will have 5 - which means the three Move 8 investigators will likely escape. So adding a slower investigator to the chase can actually be more beneficial for the investigators than adding a fast one, and the balance of each chase will dependent on if slow investigators take part in them or not. Thirdly, the rules state that a chase is automatically resolved if the speed of the chasers is less than what they are chasing. This is problematic: if the fleeing character is much worse at avoiding obstacles than the chasers, the chasers may well be able to catch their quarry in time. Also, flying monsters are likely able to catch a faster car if the road is windy. It is telling that the cool illustration of two cars chased by a Hunting Horror on a mountain road (page 143) is almost impossible to happen according to the rules because the Haunting Horror has Move of 11 while the slowest car has a Move of 13, so the cars should automatically escape. My personal recommendations would be to avoid the CON check for NPCs (just assume they win the CON check) & to not chase the PCs if the party has a slow investigator, and to apply judgment on when a chase should be automatically resolved.
  10. From my copy of the manual, the "Listen" skill default minimum is 20%. However, from the Autocalc character sheets provided by Chaosium, the default minimum "Listen" is 25%. So which one is it? 20% or 25%?
  11. My players may be facing a monster that is resistant to conventional weaponry but not to fire. They have the credentials and resources to obtain Incendiary Rounds. However, the 7th edition rulebook does not contain stats for such ammunition. Maybe a previous edition manual has stats for incendiary rounds? If not, what do you think would be balanced?
  12. We're about to start another massive campaign for 20+ Investigators and 5 Keepers set in the Gaslight era of London using 7th edition. I'm having problems finding a version of the Cash and Assets table for the Gaslight era or any math I can use to generate something approximate. Can anyone give me some pointers? Thanks!
  13. Shield all use 6th Ed Shield HP stoppage. doesn't match Through the Ages, p.32, Table 2: Shields Book 3, p.72, col 1, TYPICAL FRANKISH MAN-AT-ARMS, TYPICAL FRANKISH KNIGHT, Shield 40% (20/8), blocks attacks, 20 hp => Shield 40% (20/8), blocks attacks (1d3) Book 3, p.73, col 1, TYPICAL VENETIAN SAILOR-WARRIOR,TYPICAL VARANGIAN GUARD, Shield 40% (20/8), blocks attacks, 20 hp => Shield 40% (20/8), blocks attacks (1d3) Book 3, p. 74, col 1, CAPTAIN RAMARDI, Shield 60% (30/12), blocks attacks, 25 hp => Shield 60% (30/12), blocks attacks (1d4) Book 3, p.76, col 2, GILLES DE LA GRAVE, Shield 75% (blocks attacks, 25 hp) => Shield 75%, blocks attacks (1d4) Book 3, p.77, col 2, ANDRE OF TROYES, Shield 55% (27/11), blocks attacks, 25 hp => Shield 55% (27/11), blocks attacks (1d4) Book 3, p.78, col 1, RENAUD OF FLANDERS, Shield 65% (32/13), blocks attacks, 25 hp => Shield 65% (32/13), blocks attacks (1d4) Book 3, p.79, col 1, MARTINUS DE L’ISLES, Shield 50% (25/10), blocks attacks, 25 hp => Shield 50% (25/10), blocks attacks (1d4) Book 3, p.196, col 2, Ricimar and Adosina, Armor: Soft Leather 1-point protection, Small Shield (20% (10/4), 20 HP). => Armor: Soft Leather (1d2), Small Shield (20% (10/4), 1d3) Book 3, p.196, col 2, CULTIST OF THE FLAYED, Armor: Soft Leather 1-point protection, Small Shield (20% (10/4), 20 HP). => Armor: Soft Leather (1d2), Small Shield (20% (10/4), 1d3) Book 3, p.198, col 1, TILLIUS CORVUS, Medium Round Shield 75% (37/15), blocks attacks, deflects missiles, 25 hp => Medium Round Shield 75% (37/15), blocks attacks (1d4), deflects missiles Book 3, p.198, col 2, TRIBUNI COMITES TILLIUS CORVUS, => Medium Round Shield 60% (30/12), blocks attacks, deflects missiles, 25 HP => Medium Round Shield 60% (30/12), blocks attacks (1d4), deflects missiles Book 3, p.198, col 2, ASINIUS RAVILA, Small Round Shield 45% (22/9), blocks attacks, 20 hp => Small Round Shield 45% (22/9), blocks attacks (1d3) Book 3, p.199, col 1, BELASIR OF TIHAMA, Small Oval Shield 35% (17/7), blocks attacks, 20 HP => Small Oval Shield 35% (17/7), blocks attacks (1d3) Book 3, p.199, col 2, DAMANAIS OF SAVARIA, Medium Oval Shield 35% (17/7), blocks attacks, deflect missiles, 25 HP => Medium Oval Shield 35% (17/7), blocks attacks (1d4), deflect missiles Book 3, p. 200, col 1, EMERIC OF THE SUEVI, Medium Round Shield 55% (27/11), blocks attacks, deflects missiles, 25 HP => Medium Round Shield 55% (27/11), blocks attacks (1d4), deflects missiles Book 3, p.200, col 2, MILONIUS KANMI, Small Oval Shield 55% (27/11), blocks attacks, 20 HP, deflect missiles => Small Oval Shield 55% (27/11), blocks attacks (1d3), deflect missiles Book 3, p.201, col 1, GALERIUS EVODIS, Medium Oval Shield 55% (27/11), blocks attacks, deflects missiles, 25 HP => Medium Oval Shield 55% (27/11), blocks attacks (1d4), deflects missiles Armor doesn't match Through The Ages, p.31, Table 1: Sample Armor Book 3, p.72, col 1, TYPICAL FRANKISH MAN-AT-ARMS, Armor: Hard Leather (1D3-points of protection) => Heavy Quilted Leather (1d3) Book 3, p.72, col 1, TYPICAL FRANKISH KNIGHT, Armor: Leather and Rings (1D6-points of protection) => Leather and Rings (1d6+1) Book 3, p.73, col 1, TYPICAL VENETIAN SAILOR-WARRIOR, Armor: Leather (1D2-points of protection) => Armor: Soft Leather (1D2) Book 3, p.73, col 1, TYPICAL VARANGIAN GUARD, Armor: Hard Leather (1D3-points of protection) => Heavy Quilted Leather (1d3) Book 3, p.73, col 2, CULTIST OF THE UNBURDENED FLESH, Armor: Leather (2-points of protection) => Soft Leather (1d2) Book 3, p.74, col 1, CAPTAIN RAMARDI, Armor: Leather and Rings (1D6-points of protection) => Armor: Leather and Rings (1D6+1) Book 3, p.77, col 1, BROTHER DAVID, Armor: Leather with rings (1D6-points of protection). => Armor: Leather with rings (1D6+1) Book 3, p.196, col 2, Ricimar and Adosina, Armor: Soft Leather 1-point protection => Armor: Soft Leather (1d2) Book 3, p.196, col 2, CULTIST OF THE FLAYED, Armor: Soft Leather 1-point protection => Armor: Soft Leather (1d2) Book 3, p.199, col 2, BELASIR OF TIHAMA, Armor: 6-point Lorica Squamata scale armor. => Armor: Lorica Squamata scale armor (1d6) Book 3, p.200, col 1, DAMANAIS OF SAVARIA, Armor: 6-point Lorica Squamata scale armor. => Armor: Lorica Squamata scale armor (1d6) Book 3, p.200, col 2, EMERIC OF THE SUEVI, Armor: 7-point Lorica Hamata chain mail. => Lorica Hamata chain mail (1d8) Book 3, p.74, col 1, CULTIST OF THE UNBURDENED FLESH, Equipment: Weapons, shield, supplies for 2 days, wild red eyes, cult sigil tattooed on upper arm. => no shield skill, so remove the shield from equipment? Book 3, p.196, col 1, Ricimar and Adosina => RICIMAR and ADOSINA Book 2, p.93, col 1, BENTLEY BURNHAM, .22 Revolver 50% (25/10), damage 1D8 => 1d6 Book 2, p.99 col 1, AMELIA MEADOWCROFT, 41 Revolver 65% (32/13), damage 1D10+4 => 1d10 (41 Revolver only does 1d10, there's no +4) Book 2, p.176, col 2, MADAME BRUJA, Damage Bonus: +1D6 => +1d4 (her build is only 1, not 2) Book 2, p.176, col 2, ZSUSZA, High Kick 50% (25/10), damage 1D6 => 1d3 (unless this is some sort of special unarmed attack) Book 2, p.179, col 1, NADAMENS, Heavy Mace 80% (40/16), damage 1D10 + 1D4 => 1d10 + 1d6 (Build is 2, giving DB of 1d6) Book 2, p.179, col 1, HARAGRIM, Armor: 9-point polished plate and padding. => Armor: polished plate and padding (1d10) Book 2, p.179, col 1, NADAMENS, Armor: 9-point polished plate and padding. => Armor: polished plate and padding (1d10) Book 4, p.82, col 2, ISRAA BIN NASSAR, Damage Bonus: 0 => Damage Bonus: +1d4 (his build is 1, so damage bonus is +1d4, not +1d6) Book 4, p.126, col 2, THE SKINLESS ONE, Damage Bonus: +1D6 (not applicable) => +1d4 (his build is 1, so damage bonus is +1d4, not +1d6) Book 4, p.162, col 2, MEAT SIMULACRUM, Build: +2 Move: 8 HP: 16 => Build 2 Move 8 HP 16 Book 4, p.164, col 2, ENZO BANUELOS, Build +1 => Build 1 Book 4, p.165, col 1, FAUSTINO GONZAGA, Build +2 => Build 2 Book 4, p.166, col 1, HENRI GUILLEMETTE, Build +1 => Build 1 Book 4, p.167, col 2, JOHN MILTON, Sanity 00 => Sanity 0 Book 4, p.167, col 2, JOHN MILTON, Build: +1 => Build 1 Book 4, p.167, col 2, JOHN MILTON, HP: 13 => HP 13
  14. My SMG skill is 80%. I can fire 8 rounds in a volley. If I split the damage of the volley among 4 opponents all within my normal range, I have to make an additional roll every time I switch targets. Do these additional rolls incur penalty dice? Or do penalty dice accrue only when I fire multiple volleys? In addition: This costs me 11 rounds Each opponent is hit by one bullet
  15. It seems to me that the quick start rules (Pulp Cthulhu p.41) result in a much more skilled character than the regular rules. The skill points for Archetype and personal skills seem to be same so I'll ignore them and concentrate on occupational skills. The quick start rules allow the following skills 80, 2X70, 2X60, 3X50, 40 and ignore Base values. This gives a total of 530 skill points. The normal rules are more variable so I'll assume an average value and that skill points are based on 2X(Core + Edu). Average core stat = (3.5+13)X5 = 82.5 Average Edu = (2X3.5+ 6)X5 = 65 Skill points = 2X(82.5+65) = 295 Assume an average of 15 for the base skill gives 8X15 = 120 a total of 415 Even if we assume that the player got very lucky with rolls, that would yield Core Stat = 95 Edu = 90 Skillpoints = 2X(95+90) = 370 Assume the player chooses the 8 highest skills, that would give 30 + 2X25 + 5X20 + 0 = 180 for a total of 550 skill points. Am I missing something?
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