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Chaosium Digest Volume 18 Number 07

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 · 11 months ago

Chaosium Digest Volume 18, Number 7 
Date: Sunday, February 23, 1997
Number: 1 of 1

Contents:

Sage Advice (Peter Devlin) CALL OF CTHULHU
Priests & Champions (Patricio Gonzalez) ELRIC!
Brewing Potions (Patricio Gonzalez) ELRIC!
Demons & Elementals (Patricio Gonzalez) ELRIC!
Young Kingdoms Nationalities (Patricio Gonzalez) ELRIC!

Editor's Notes:

Welcome to another issue of the Chaosium Digest. This time around, a
new sage for Call of Cthulhu (a fun topic that's been explored before
in V3.2, V8.12, and V12.12), as well as a ton of rules additions for
Elric!

Don McGregor (Khelbon@wwnet.com) is looking for a Call of Cthulhu
email game. Anyone got such a beast running currently? If not, and
someone is interested in keeping one, I'd by happy to run an
announcement here in the Chaosium Digest.

Shannon

RECENT RELEASES

* Call of Cthulhu - _A Resection of Time_ (Chaosium, 64 pg., $11.95),
by Sam Johnson, is a cool campaign set in the 1990s era. It involves
an investigation into the mysterious death of Kyle Woodson, and
subsequent travels to San Francisco, the Sanbourne Institute of
Pacific Antiquities near Los Angeles, and Modern Arkham. In the end,
all clues lead to ancient Mayan ruins, deep in Central America.

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

From: "Peter Devlin" <pdevlin@scotsys.co.uk>
Subject: Sage Advice
System: Call of Cthulhu

Sage Advice
Copyright (c) 1997 Peter Devlin
pdevlin@scotsys.co.uk

At some point in their lives, PC investgators will have to look to a
reputed scholar of arcane lore for advice on their current predicament.
Jean Le Strange is one such man. But, how do you approach such a man
for assistance? And, what will be the price for that assistance?

Born in Paris (or Alsace Lorraine, or Cairo), reputedly during the
Revolution, Jean Le Strange is a figure of some notoriety, due mainly
to his outre religious and philosophical beliefs. He is said to have
inspired works such as "La Bas", has given guest lectures to the
Golden Dawn, made an enemy of Dietrich Eckhart, has been denounced by
the Vatican, and has been studied and debunked by the Society for
Psychical Research. Independently wealthy, he maintains elegant homes
in a number of cities across the globe, furnished with many rare
curios and pieces of art. He is a combination of scholarly recluse and
Gallic playboy.

Apparent age 37. Height 6'1". Weight 178 pounds. Slim athletic
physique, narrow hips, wide shoulders. Tanned. Short dark hair oiled
and combed back. Gallic nose and strong chin. Dresses in dark, rich,
sombre, classic, fashionable suits made of silk or wool, white cotton
or silk shirts, crimson silk ties, patent leather or suede Chelsea
boots, and a dark fedora. Carries an ebony cane concealing a
rapier. Speaks many languages with a soft, educated French
accent. Smokes Turkish cigarettes and drinks only rich red wines.

Possibilities:

1) Le Strange is a sorceror of considerable power, knowledgeable in
the ways of the Mythos and its creatures. He is on intimate terms with
The Black Man (Nyarlathotep), who has granted him much of his power,
and his position on the ruling council of the Illuminati (or whichever
organization is appropriate for your campaign). He acts as a lethal
lure for those who have enough knowledge to be dangerous. His great
age is attributable to both his dark sorceries and his skill as a
deceiver and manipulator. When PCs contact him he will become a
mysterious, reserved patron, and will aid them for some months. At
some point he will unexpectedly enter a scenario to which he is
ostensibly unrelated (e.g. as confidant of a certain high priest of
the Brotherhood of the Black Pharaoh) and reveal the PCs to the bad
guys. He is always guarded by a permanently bound Star Vampire (or
two), which has had many years of feedings on foolish investigators
during which to wax powerful and become difficult to dismiss.

2) Le Strange is a sorceror of considerable power who has yet to be
seduced totally by the Mythos. When PCs contact him (after
establishing a relationship), he is evasive and distant. He is
suffering from a severe and odd form of somnambulence. During his
"attacks" he cruises the city streets in a large black saloon, engages
an escort for the evening, returns to his home, kills her horribly,
then dumps the body. He remembers only short fragments which he
attributes to nightmares induced by his studies. Astute PCs
researching him should stumble across the pattern of slain prostitutes
in the world's fashionable cities, e.g. Paris, Venice, London, New
York. This is the secret of his great age as his victims' life force
feeds both him and his personal demon. Those who can help him will
make a useful friend, but he will then begin to age normally. Those
who follow him at night will bite off more than they can comfortably
chew.

3) Le Strange is a well-preserved scholar with more than a passing
knowledge of the Mythos. His background is a combination of rumour, a
pinch of truth, and a lot of fantasy. However, his occult collection
is real. His latest accquisition during his travels is an ornate blue
crystal bottle (9 inches tall, 4 inch diameter base, fluted and
stoppered, sealed with lead), purchased at an exhorbitant price at
Sothebys in London. It is reputed to have once been the possession of
John Dee. When PCs visit Le Strange, his extensive house will be
empty. In the large parquet floored study is the expected library,
with a paper-littered desk and comfy chairs. There is also a wooden
pedestal similar to a flat lectern, but with nothing on it. On the
floor is a fine sand which will crunch under the investigator's
foot. Looking closely will show that it is very fine powdered blue
glass. Looking even closer will reveal the "burst" pattern which it
appears to have. The floor beneath the wooden pedestal is mainly
sand-free. What exactly was in that bottle? Where is the owner?
What's that noise?

(Thanks to David Drake, author of the novel _Dagger_, published by
Ace, for option 3. Also check out his short story "Than Curse The
Darkness" in _New Tales of the Cthulhu Mythos_, edited by Ramsay
Campbell, published by Arkham House and Grafton. That particular story
is one of the finest ever Man vs. Mythos stories.)

Copyright (c) 1997 Peter Devlin
pdevlin@scotsys.co.uk

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

From: Patricio Gonzalez <bn884465@intbba1.buenayre.com.ar>
Subject: Priests & Champions
System: Elric!

I was disappointed to see that there was no info about cults in the
Elric! rulesbook. This article gives additional info on Priests, as
well as on Champions.

PRIESTS

Typically, PCs become Priests only by the appropriate roll on the
occupation table (see Elric! pp. 38-39). GMs may determine ways for
players to become priests in game play.

Table of Clerical Hierarchy

POW+APP+1/10 of Hierarchy Probability Benefits*
the appropiate to ascend
allegiance (per year)

22 or less Assistant 60% None

23-30 Novice 40% Recognition

31-40 Minor Priest 20% Average lesser elemental (B);
28 MP demon (C);
5% increase in all skills
or an artifact (L)

41-50 Priest 10% Elemental with 35MP (B);
lesser demon (C);
10% increase in all skills
or a better artifact (L)

51-60 High Priest 05% Elemental with 42MP (B);
greater demon (C);
15% increase in all skills
or a great artifact (L)

61 or more Head Priest --- Direct contact with
appropiate god.

* B marks a Balance benefit, L a Law benefit, and C a Chaos benefit.
Benefits are not cumulative save for Law. For example, if a minor
priest of Chaos ascends to high priest he will get the lesser demon
but lose his 28 MP demon.

Extra Benefits

For each year (eight months) of work in a church, a PC receives a 2%
increase in the priest's skills (see p. 39), thus a PC who works for
five years will get 10% in each skill.

Disadvantages

The priests get the allegiance benefits (p. 35-36) but not the
champion ones (p. 36). If he wants he can become a champion by the
appropriate method. The PC must spent eight months a year working for
his church (optionally the GM could give him a great deed to finish in
the name of church to allow him to receive the extra benefits)

CHAMPIONS

To become a champion a PC must do as the Elric! rules say. See p. 36.

Benefits

Champions receive the normal champion powers.

Disadvantages

The PC must spend two months a year working at his church and has to
pay 50% of his earnings as a tribute to his order every month.
Exception: Agents or Champions of Lord Grome have to pay 60% of their
PC's earnings, but only work one month a year.

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

From: Patricio Gonzalez <bn884465@intbba1.buenayre.com.ar>
Subject: Brewing Potions
System: Elric!

I made this table because I wanted to know what kind of potions my
players could make according to their skill in Natural World and
Potions.

You may change values as you see fit.

Skill POT Heal Charact. Effects Effect Time(opt.)

01-10 1d2 1 -- Smells/Colors 1 Hr/Rnd
11-20 1d4 1d2 1 Digestive 1d2 Hrs/Rnds
21-30 1d6 1d2 1 Sedative 1d4 Hrs/Rnds
31-40 1d8 1d4 1d2 Dizziness 1d6 Hrs/Rnds
41-50 1d10 1d4 1d2 Fever 1d8 Hrs/Rnds
51-60 1d10+1d2 1d6 1d4 Catatonia 1d10 Hrs/Rnds
61-70 1d10+1d4 1d6 1d4 -- 1d10+1d2 Hrs/Rnds
71-80 1d10+1d6 1d8 1d6 Illness 1d10+1d4 Hrs/Rnds
81-90 1d10+1d8 1d8 1d6 -- 1d10+1d6 Hrs/Rnds
91-100 2d10 1d10 1d8 Evil Illness 1d10+1d8 Hrs/Rnds
101-110 2d10+1d2 1d10 1d8 Death in: 2d10 Hrs/Rnds
1d6 years
111-120 2d10+1d4 1d10+1d2 1d10 1 year 2d10+1d2 Hrs/Rnds
121-130 2d10+1d6 1d10+1d2 1d10 2d4 months 2d10+1d4 Hrs/Rnds
131-140 2d10+1d8 1d10+1d4 1d10+1d2 1 month 2d10+1d6 Hrs/Rnds
141-150 3d10 1d10+1d4 1d10+1d2 3d6 days 2d10+1d8 Hrs/Rnds
151-160 3d10+1d2 1d10+1d6 1d10+1d4 1d6 days 3d10 Hrs/Rnds
161-170 3d10+1d4 1d10+1d6 1d10+1d4 2d8 hrs 3d10+1d2 Hrs/Rnds
171-180 3d10+1d6 1d10+1d8 1d10+1d6 1 hr 3d10+1d4 Hrs/Rnds
181-190 3d10+1d8 1d10+1d8 1d10+1d6 2d10 min 3d10+1d6 Hrs/Rnds
191-200 4d10 2d10 1d10+1d8 1 min 3d10+1d8 Hrs/Rnds
201-210 4d10+1d2 2d10 1d10+1d8 2 rnds 4d10 Hrs/Rnds
210-220 so on... so on... so on... Instantaneous so on...

The effect time must be chosen to be either hours or rounds as the GM
judges best for the effect or change.

When making a potion, a player must decide whether it will be a
healing potion, a potion which increases characteristics, or a potion
that has some other effect. The POT is relevent for potions which have
some adverse or undesired effect on another.

To find the proper ingredients, the PC must roll against Natural
World, and will find herbs up to his Natural World skill according to
the table above.

To prepare a potion with those herbs, the PC must roll against Potions
to make one of a power up to his Potion skill, according to the same
table.

Example: Krean of Org searchs for 2d10 POT herbs (he has 95% in
Natural World). He succeeds at the roll. At his lab he tries to use
the herbs to make poison but he has only 80% in Potions, so he can
only make poison of up 1d10+1d6 POT.

The PC may, buy, borrow, steal, or get by any means, herbs whose POT
exceeds his Natural World skill level and use them according the above
rules.

In the same way, he can hire the services of a higher skilled PC or
NPC to make good use of herbs whose POT exceeds his own Potion skills.

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

From: Patricio Gonzalez <bn884465@intbba1.buenayre.com.ar>
Subject: Demons & Elementals
System: Elric!

Following are some suggested modifications for the summoning of Demons
and Elementals in Elric!

A NOTE ON DEMON'S POW

While mastering Elric!, I've been watching the evolution of my
players, in particular Urosh, an Eastern sorcerer (now a Champion of
Chaos). This sorcerer has POW 29 and has accumulated around 200 Chaos
points, even without the half MP spent point award from the Eastern
magic rules. He can get around 78 MP for summoning.

This causes a problem. The Elric! rulesbook says: "A greater demon has
no less than 25d8 of characteristics and among them no less than 4d8
POW", but there's no upper limit, thus a demon with 60d8
characteristics and 300% abilities still has 4d8 in POW and is as easy
to bind as a less powerful greater demon, which favors abuse from
powerful sorcerers.

I made a demon POW evolution table. I've playtested it and I think it
works fine. Note: the same goes for elementals but with d6s instead of
d8s.

CHARACTERISTICS ABILITIES POW

25-34(d8) 110%-200% 4d8
35-44(d8) 210%-300% 5d8
45-54(d8) 310%-400% 6d8

And so on...

Note: If a demon reaches a higher level in one entry, and a lesser
level in another, the POW level counts for the higher one.

POWERFUL ELEMENTALS

My players have made really powerful elementals, big enough to match
demons in combat. This is not right since there is no POW cost and
there are no really big elementals in the Saga, save the fire
elementals in "To Rescue Tanelorn", but even those were several minor
fire elementals linked. I've put a limit in MP of 42 (double 21, the
normal human limit for all characteristics but POW and INT) for
summoning normal elementals.

More powerful elementals (like Misha and Graoll) could be summoned by
a pact with the Elemental Rulers or by doing some deed for them.

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

From: Patricio Gonzalez <bn884465@intbba1.buenayre.com.ar>
Subject: Young Kingdoms Nationalities
System: Elric!

THE COMPLETE NATIONALITY TABLE FOR ELRIC!

1D% Nation
01-06 Isle of Purple Towns
07-08 Melnibone
09-11 Pan Tang
12-19 Argimiliar
20-23 Dorel
24-31 Filkhar
32-40 Lormyr
41-42 Oin
43-44 Yu
45-52 Pikarayd
53-57 Ilmiora
58 Nadsokor
59 Org
60-63 Sighing Desert
64 Quarzhasaat
65-69 Vilmir
70-73 Weeping Waste
74-78 Dharijor
79-83 Jharkor
84-85 Myyrrhn
86-90 Shazar
91-95 Tarkesh
96-100 Unknown East (see Eastern Nationality Table*)

* _The Unknown East_, p. 43

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

The Chaosium Digest is an unofficial electronic 'zine about Chaosium's
Games. In no way should it be considered representative of the views
or beliefs of Chaosium Inc. To submit an article, subscribe or
unsubscribe, mail to: appel@erzo.org. The old digests are archived on
ftp.csua.berkeley.edu in the directory /pub/chaosium, and may be
retrieved via FTP.

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