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Chaosium Digest Volume 02 Number 10

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Chaosium digest
 · 1 year ago

Chaosium Digest Volume 2, Number 10 
Date: Sunday, June 20, 1993
Number: 1 of 1

Contents:

Announcement: RQ-CON (David Cheng) MISC
Announcement: Elric! (Lynn Willis) ELRIC!
Call of Cybercthulhu (Alex Antunes) CALL OF CTHULHU

Editor's Note:

Some info of interest to Michael Moorcock fans out there: A British
company by the name of Millenium has been re-releasing a lot of
Moorcock's work in a series of compilations. These books include all
of the standards (Elric, Corum, Hawkmoon) and many of Moorcock's more
obscure works (including one of my favorites, the Oswald Bastable
trilogy). I've got a post off of rec.arts.sf.misc detailing the
particulars of what's in each of the volumes. It's archived on
soda.berkeley.edu (in /pub/chaosium/news). I, for one, am going to
see if I can get a local store to import these books for me.

Shannon

--------------------

From: David Cheng <drcheng@sales.stern.nyu.edu>
Subject: Announcement: RQ-CON
System: Misc

For those of you who haven't seen this over on the RQ Digest/Daily:

RuneQuest-Con will be held on Jan 14-16, 1994 (MLK weekend), in
Baltimore, MD.

While the main events will indeed be _RuneQuest_, we're also looking
for events for Chaosium's other systems:
* Call of Cthulhu
* Stormbringer / Elric
* Pendragon
* Elfquest / Ringworld (???)

Greg Stafford and Sandy Petersen will also be attending as guests of
honor.

Anyone interested in attending can contact me at the address below.

Anyone interested in running an event should contact me ASAP, for
inclusion in the pre-reg booklet. You will get discounted admission
(Membership looks like $30 for the weekend, but don't quote me on that
just yet).

Thanks,
- David Cheng
drcheng@sales.stern.nyu.edu
313 East 85th Street, Apt 2C
New York, NY 10028
(212) 472-7752 [until midnite EST]

--------------------

From: chaosium@netcom.com (Chaosium)
Subject: Announcement: Elric!
System: Elric!
Originally-Posted-To: rec.games.frp.announce

[Lynn Willis recently posted the following information on the upcoming
Elric! game to rec.games.frp.announce]:

Elric is a new game that covers much of the ground that Stormbringer
did. Both use the same general approach to skills and stats, although
I like to think that Elric's summaries are simpler, more flexible and
more complete. For instance, in Elric you can create a new adventurer
using a two-page spread and occasional flips to specific pages. Notes
for converting adventurers to Elric are included in the gamemaster
chapter. Except for demons and magic generally, the process is mostly
transparent. There is an index and definitions of terms, so
understanding obscure points should not be so frustrating as
Stormbringer occasionally could be.

Richard Watts contributed an excellent Young Kingdoms chapter to Elric
which discusses the nations and areas on the Young Kingdoms map, fills
in some biographical details as well and concludes with a comparison
of the three forces of the Universe (Chaos, Balance and Law) and of
the pantheons for Chaos and Law. This background chapter agrees
entirely with the Young Kingdoms scenario supplements recently
published for Stormbringer, Perils of the Young Kingdoms, Sorcerers of
Pan Tang and the fine Sea Kings of the Purple Towns.

Every character starts out aligned with one of the three forces of the
universe. An adventurer can become an agent either of Chaos or Law,
or a Champion of any of the forces. For Champions in particular,
considerable benefits accrue as well as inevitable responsibilities -
a Chaos Champion becomes quasi-immortal, for instance. Point scores
for the three forces exist on the adventurer sheet, and these are
regularly increased, but without the drastic consequences of, say,
falling Sanity in Call of Cthulhu. The player remains in control of
his or her adventurer. Elric is the model: he started out the
alienated but traditional ally of Chaos. In later books he swung
toward Law, but always with the uneasy understanding that Law
unopposed in the plane of the Young Kingdoms would have as dire an
effect as unopposed Chaos; Tanelorn and the Balance provided a Middle
Way before the cataclysm.

The notion of virtues is eliminated in Elric; it's not found in the
saga. Virtues are a balancing mechanic; in Elric the partisans of Law
and of the Balance seek better skills instead of magic. (The use of
any spell magic, even a Lawful spell, adds points to the Chaos score.
Mutability is the proper arena for the Dukes of Disorder.)

There are a number of new tables in this game, including a
hand-to-hand fumble table, fumbles for missile weapons, a combat
matrix, a summary of significant intervals, definitions of weapons and
weapon classes, a considerably larger set of weapon tables, various
summary tables for combat, spells, demon abilities and more.

The game expects that fighting will be an important portion of each
play session. The interplay of arms, armor, shields and combat
mechanics may reward those who study them, yet should not burden those
who don't much care. These areas seem to me better detailed than
other games I am familiar with, yet require little recourse to other
than the combat matrix and the information on the adventurer sheet.
An adventurer whose fighting skills are under 100% should practice
caution, humility and tiptoeing. There is no upper limit to the
percentiles for any skill. Rules in the combat chapter take care of
about 30 special cases in fighting, though most people can cheerfully
ignore them. Some of them, like the two weapons rule connected with
ripostes, can be quite useful to know.

The Stormbringer magic system emphasizes demons in a way that seems to
me wholly untrue to the Elric saga and that universe. You can still
summon demons and elementals in Elric but to get something very
strong, you'll need higher Power and certain magic point storage
spells. The game assumes that sorcerer-adventurers mostly will want
to accumulate spells, at least in the beginning. Certain spells are
necessary to summon anything.

In Elric, there is a set of personal spells, which represent the major
departure of the game from the saga. At various times Elric does cast
otherwise unexplained spells; the game's spells are assumed to be of
the same tenor. None are powerful in the way that Noose of Flesh is
for Myshella, and the combat spells mostly have the effect of raising
weapon damage or defense toward normal maximum. These spells are not
spectacular or obtrusive, but their casting can get adventurers in
trouble if the wrong person figures out what's going on. There are
also invocations (pretty much useless unless the deity has some reason
to respond to you) and enchantments, which the gamemaster introduces.
Enchantments are left-over magical artifacts from the even more
magical past, and dozens turn up each year. Some are powerful, many
are not; the gamemaster chapter has eight or ten examples of them.

I'll also just mention that there is a GMs chapter that is fairly
useful. It contains two scenarios, a Young Kingdoms Digest of stock
characters for the keeper, six ready-to-play adventurers,
personalities and creatures similar to Stormbringer's (though freshly
written and perhaps more interesting) and so on.

The whole is 160 pages for $19.95. The book is jammed with
information; unfortunately most of the pictures have been squeezed
out. You'll see some of them in Melnibone, which is nearly finished
and scheduled for August. An Elric screen and a set of scenarios, The
Fate of Fools, rounds out Elric matters for this year. As I write,
Elric is about half laid out; Les will probably be done by the 11th.
That could get it shipping as early as the 25th of June.

Lynn Willis

--------------------

From: Alex ANTUNES <alex@astro.isas.ac.jp>
Subject: Call of Cyberthulhu
System: Call of Cthulhu

I was all set to run a cyberpunk-genre game, all I needed was rules.
With my handy copy of GURPS(tm) in front of me, I skimmed the rules
and... panicked. There were too many rules! It was inelegant,
complex, and powerless!

"Ah", thought I, "if only it was like my favorite system, Call of
Cthulhu, but they don't cover cyberpunk..." The idea hit like a lead
shuggoth. Thus, I present "Call of Cyberthulhu", a simple expansion
onto normal CoC rules for cyberpunk campaigns (assuming you already
know what Cyberpunk is).

Note that minimal changes are needed. CoC already has a good combat
system, and nice general skill categories. One of its virtues, in
fact, is the elegant skill system. Many modifications/additions to
CoC that I've read tend to add pages of new skills, which complicates
the system without really adding functionality. Cyberpunk shouldn't
require much addition to the standard "Cthulhu Now" rules.

The following description is minimal, in the interests of digest
space.

"Call of Cyberthulhu", the short form
an unofficial CoC modification for cyberpunk genre gaming
(copyright 1993 by Alex Antunes)
(as much as a modification of proprietary work can be)

Setting:

The cyberpunk setting assumes a near-future setting, most appropriate
with the Cthulhu Now rules. It is entirely optional whether this
setting includes the Cthulhu Mythos at all, as the system is strong
enough to work without it. Without Cthulhu, Sanity is still a
relevant statistic, as described later.

Augmentation to the human form is available in two formats: standard
Cybernetics, which are machine parts designed to be grafted onto the
human body, and Biotech, which are organic devices created to be
incorporated into the human body.

General Changes:

In our CoC games, we use a modified combat system. You must make your
"to hit" roll by more than your opponent makes their "dodge" roll (if
they are able to dodge). For Cyberpunk, this gives a big edge to the
faster player, as is appropriate. Also, for combative netrunning,
this "do it by more" system applies for a PC netrunner going up
against an NPC netrunner.

Statistics:

The standard CoC statistics all apply. "Education" can be relabeled
"Training", to indicate both college learning and learning on the
streets. "Sanity", especially for a non-Cthulhu game, may be renamed
"Humanity", as it will serve as a measure of how much cybernetics a
person may incorporate into themselves.

Adding cybernetic and biotech brings benefits, but also costs in
Sanity(/Humanity), indicating that the person has lost a little of
their touch with human reality by assimilating technology so much. In
a non-Cthulhu setting, this merely indicates one's empathy with human
concerns. In a Cthulhu setting, a lowered sanity can be quite
significant-- people loaded up with tech tend to fall to pieces
quicker when faced with non-technological menaces which defy reason.
Sanity(/Humanity) also defines how much hardware a person can add on
and still remain "human".

Skills:

The following skills are useful for a cyberpunk setting:

Computer Use (from 'Cthulhu Now') (25%): required for using any
computer, as computers are an integral part of society.
Computer Tech (0%): This includes both software and hardware creation
and modification, for computers and cyberwear.
Cooking/Bartending (10%): Bartending is added to the idea of a Cooking
skill to reflect the general lifestyle in cyberpunk: a lot
of hanging out at bars.
Interrogation (0%): Always a useful skill, includes detecting lies.
Mechanical/Robotics (20%): This combined skill reflects both general
mechanical aptitude and ability to repair or work with
the mechanical parts of cybernetics (but not the human part).
Pharmacology (0%): Important subdivision of Medical, for the cyberpunk
world. Default is 0%.
Battlesuit (0%): The ability to use powered armor, exoskeletons, etc.
Netrunning (0%): Required for people who will directly link into the
information Net (ie "Netrunners"). More on this later.
BioEngineering (0%): The equivalent of mechanical aptitude for the
field of biotech, bioengineering, or genetics.
Cybernetics (0%): A mix of mechanical skill and medicine, is required
for doctors who actually install or repair cybernetics.
Drive CyberRig (10%): A Drive skill, for 'riggers' who cybernetically
link to the equipment they operate (often trucks, gun turrets).
Heavy Machine Ops (10%): A catch-all for operating non-cybernetic
heavy equipment.
Tracking (10%): The ability to find or follow someone.

Brief Technology Skills example:

Jerry the Rigger had his truck lit on fire, his cybernetic arm crushed
and torn off, and his biotech eye burned out. Someone with
Mech/Robotics could easily fix his truck, and could fix the damage to
the arm, but couldn't really reattach it. Someone with Cybernetics
could both fix the arm and reattach it, but would have a hard time
fixing the truck. Someone with Medical would be able to reattach the
arm, but not fix the arm or the truck. None of them could fix the
eye, but Medical or Cybernetics could try to reattach it. Biotech
could fix the eye and reattach it, but not really do anything for the
arm or truck. Simple, yes?

New Weapons Skills:

Not much is needed in the way of new weapons. "Staff/Stick" (10%)
includes most ideas like stunning billy clubs and such. "Blackjack"
(25%) refers to use of a blackjack or cosh (for rending people
unconscious). "Bite" (20%) becomes useful for people who augment
themselves, as does "Claw" (25%). Long range weapons may be added as
desired, three to add are: "Tasp" (20%), a weapon which gives a jolt
to the pleasure (or, if designed, pain) center of the brain from a
distance, "Laser", for any beam weapons, and "Launchers", a catch-all
for the rocket/grenade-launcher class of weapons.

Implanted Options and Cybernetics:

Abilities and gear can be added directly to the character's body by
spending skill points, just as with buying skills. More things can be
added than I can list, but here is a start. Two types of implantsare
available: Cybernetics (your standard technology, metal and plastic),
and Biotech (more advanced and user friendly). Biotech costs 50% more
than Cybernetics, but is less prone to disruption and outside
disturbances. For example, a really big magnet can play havoc with a
metal/plastic arm, but a biotech arm would be safe. Biotech is also
more subtle, and less likely to be noticed or detected by equipment.
Adding tech reduces one's Sanity(/Humanity), to calculate just divide
the number of skill points spent on gear (base cost, not including the
50% addition for Biotech) by 5, then subtract that (Biotech costs more
to "buy", but doesn't cost more for sanity). Thus Jerry the Rigger
can buy a cyber arm for 20 skill points (costs 4 sanity), or a biotech
arm for 30 skills points (still only costs 4 sanity).

Options below give the cost (for standard Cybernetics) and advantages.
Items that give 'special stuff' provide obvious benefits which are
impossible without the items. For example, telescopic eyes would
allow one to see very far. Bonuses to "notice" are to the "Spot
Hidden" skill.

Cybernetic Eyes: cost = 25 pts, adds no bonuses but you can add options
Options once you have cybernetic eyes (bonuses are cumulative):
IR (Infrared) option, 20 pts: adds +15% to notice
Telescopic option, 14 points: adds +5% to notice plus 'special stuff'
UV (Ultraviolet) option, 15 pts: adds +10% to notice
X-ray option, 20 pts: adds +10% to notice plus 'special stuff'
Microscopic option, 15 pts: adds +5% to notice plus 'special stuff'
Night Vision option, 20 pts: allows full night vision
Hearing enhancement: cost = 25 pts, +15% to Listen skill,
each additional +10pts = +15% to Listen skill.
Smell enhancement: cost = 20 pts, +10% to Notice, +10% to Tracking,
some poison detection.
Enhanced reflexes: cost = 20 pts for each +1 added to Dexterity.
Netrunning rig: cost = 30 pts for the basic rig (required to netrun)
or 70 pts for the enhanced rig (see Netrunning rules)
Socket jack: cost = 10 pts, allows use of 'skill chips' as well as the
ability to be linked into machinery.
Embedded weapon: cost = 20 pts if you have a cybernetic/biotech limb,
or 40 pts otherwise.
Cybernetic limbs: arms and hands add to Str or Dex, legs to Con or Dex
cost = 20 pts/limb (includes hand or foot), with no bonuses,
10 pts/hand (or foot), with no bonuses.
Each +1 of Str or Con or Dex the limb provides costs 10 pts.
Limits: one hand = max +3 in bonuses, both hands = max +6 in bonuses
one arm/leg = max +4 bonus, + one hand = max +7 bonus
one pair = max +10 bonus, + one hand = max +13 bonus
one arm + one leg = max +8 + one hand = max +11
one pair + one arm/leg = max +14 + one hand = max + 17
2 pair = no limits

Netrunning:

Only people with "Netrunning" skill and a Netrunning rig can Netrun.
To make a Run, they must first connect with the Net. This requires
two things: a place to connect to, and a successful netrunning roll.
If they have the basic netrunning rig (above), they must remain at the
location where they connected for the Run. The enhanced rig allows
encoded remote connecting so that the runner can be mobile (and remain
with the party) while doing a run. It is HIGHLY recommend because 1)
it is easier for the player, 2) it is easier for the gamemaster, 3)
other NPC netrunners will laugh at anyone too amateur not to have the
enhanced rig, hurting reputation. Netrunning is a whole story in and
of itself. To present a simplified version of the system I used,
there were two types of runs.

1) Information. Player rolls under their netrunning skill to make the
connection. This gives them a certain number of queries, or 'cycles',
before their connection is traced by security. The runner could ask
that many 'basic information' questions (ex, "I look up the name
'Jerry'".) They are then given a basic line of information (ex,
"Jerry 'Bob' Hills, licensed rigger, available for Hire") and a
password to crack (a bit like hangman). Each cracking attempt costs 1
'cycle' (remember, when the runner runs out of cycles they may be
detected), and success yields more informationL at the very least, an
address, arrest record, and credit account. Depending on their other
skills, they can attempt a Task against that person...

2) Tasks. (For this, I used playing cards). Player wants to do an
action: penetrate security, destroy an account that they have the
credit number for, etc. They roll against Netrunning, and tell me how
much they make it by. I give them a partial deck of playing cards,
mostly 'numbered' cards with a set number of Face cards, depending on
how successful their roll. A good roll means fewer Face cards. The
player holds a hand of seven cards and must complete a straight
sequence (i.e. 3-4-5-6-7 or the like) of a given length (easy task =
straight of 4 cards, really tough = straight of 6 cards), before they
draw a Face card. A straight is success, a Face card means they have
triggered security.

(For more details on this system, feel free to email me, here I am being brief)

The rest, like all good cyberpunk games, is Atmosphere and Attitude.
One of the best advantages of using the CoC system for CP is that you
always have the option of expanding the game into the Mythos, anytime
the players start to get too set in their ways... Any questions, feel
free to email me.

Cheers,
Sandy alex@astro.isas.ac.jp

--------------------

The Chaosium Digest is a Discussion Forum for Chaosium Games which do
not have another specific area for discussion. To submit an article,
mail to: appel@erzo.berkeley.edu

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