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Chaosium Digest Volume 27 Number 06

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Chaosium digest
 · 11 months ago

Chaosium Digest Volume 27, Number 6 
Date: Sunday, January 31, 1999
Number: 1 of 1

Contents:

DRAW !!! -- Wild West Showdowns in Call of Cthulhu (Eamon Honan) CALL OF
CTHULHU

To the Future: A Tale of Terror (Simon Hopper)
CALL OF CTULHU

Editor's Note:

Well, here we are with my second issue of the Digest. I realize that this
should have gone out last week. I apologize for the delay. We've got a
couple of good Call of Cthulhu items for you this issue.

Eamon Honan gives us rules for Old West style showdowns. "Where would I use
this?" you ask. How about in a Cthulhu by Gaslight scenario set in the
western U.S.? Another option is the recent Deadlands/Call of Cthulhu
crossover from Pinnacle Entertainment Group _Adios, A-Mi-Go!_, which can be
run from either the Deadlands or Cthulhu system as conversion rules are
included.

Lastly, Simon Hopper gives us To the Future: A Tale of Terror, which
provides some interesting adventure seeds. Though written for Call of
Cthulhu, it could also serve in a Nephilim game with only a few tweaks.

Well, I'll shut up now. Thanks to Eamon and Simon for this issue's
submissions. Thanks also to everyone else who's sent in submissions, they
will be used.

Enjoy!

ANNOUNCEMENTS:

* Robert "Mac" McLaughlin announces:

We finally established the official website for Cthulhu Live at ...

http://www.skirmisher.com/clive.htm

We'll be at Skirmisher for a couple months before moving over to Fantasy
Flight when they move to their new server and the publication of CL2
arrives.

* Fabian Kuechler announces:

Hello THERE AGAIN my fellow WALKTAPI and TENTACLES!

This is a call for authors -basically this is another chance for YOU to see
some of you work for Call of Cthuhlu, MYTHOS etc. in print.

The Editors for YE BOOKE OF TENTACLES are searching for new material (myths,
stories, scenarios, cameos etc.) for Issue/Tome 2.

Payment for your contribution will be one free copy of the book and the fame
to be listed among the other famous authors and writers of the YE BOOKE OF
TENTACLES.

If you are interested please get in contacted with me.

Fabian Kuechler
--
TENTACLES-Convention Manager
fabian.kuechler@medien.uni-weimar.de

We want you for - TENTACLES-Reanimated!
21.-24. May 1999; Castle Stahleck, Bacharach.

RECENT RELEASES:

* From Green Knight: Arthur: The Bear of Britain - GK6202, $14.95 by Edward
Franklin.

A classic, epic, and starkly-realistic work of fiction following Arthur on
his campaigns across Britain against the Picts and Saxons, culminating in
the Battle of Badon Hill. Yet the ill-fated love triangle of Arthur,
Gwenhyvar, and Mordred threatens the last hope the Britons have to unite
their people and stave off the coming Dark Ages.

* Pendragon - _The Hallowed Isle Book One: The Book of the Sword_ (Avon/Eos,
182 pg., $10.00), by Diana L. Paxson, is a short story of Arthur. It traces
the beginnings of the Pendragon saga, choosing to set it in historical
Britain of the fifth century, as has become increasingly
popular in recent years. It marks history from 424 (Ceremony of the Sword)
to 475 (The Sword in the Stone). ISBN 0-380-78870-5.

* From Pinnacle Entertainment Group: Adios A-Mi-Go!, an official Call of
Cthulhu/Deadlands cross-over adventure and full-length novella, by John Wick
& Hal Mangold.
(64 pg., $4.95, ISBN 1-889546-37-2)

A warp in space and time brings the Fungi from Yuggoth to the Weird West.
Just imagine what these alien horrors might be able to do with a little
Ghost Rock!

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

DRAW !!!
Wild West Showdowns in Call of Cthulhu

NOTE: This article is an expanded and adapted version of the gun-fighting
rules in the Blood Brothers 2 scenario, The Evil Gun. This is a relatively
simple system for recreating the atmosphere of a spaghetti western gunfight
for Call of Cthulhu games, because of this it makes no pretense to realism,
it simply follows the conventions of the genre.

YER SHOOTIN=92 IRONS

Firstly both players or the player and the Keeper if the gunfight is between
the player and an npc need a cup each and two percentile dice of different
colors.

DEY SAY YER FAST ON DA DRAW STRANGER

Each gunfighter has a Quick Draw score. This is equal to their Dexterity
plus the tens digit of the weapon skill they=92re using.
Example: Gary the Gringo Gunman has a DEX of 14 and a Handgun of 65%, his
Quick Draw would be 14+6=3D20.

DAT DERE BE A FANCY SHOOTIN=92 IRON YER SPORTIN=92 DER STRANGER

Since these rules are designed for westerns it is assumed most gunfighters
will be using revolvers. Those using longarms, rifles and shotguns, should
subtract 5 from their quick draw skill because their weapons are more
awkward to bring to bear. This does not apply to non-pistol weapons that are
roughly pistol shaped and sized, like Mi-Go Electricity guns, .410 sawn-offs
and Steve McQueen =93Wanted: Dead or Alive=94 style shortened carbines. Players
wanting to use Gattling Guns a la =93Django=94 subtract fifteen form their Quick
Draw score.

THE FACEDOWN

Once Quick Draw scores have been decided upon, each gunfighter takes a cup
and a pair of dice. The dice are placed in the cup and the cup is then held
with the palm directly over the top. At this point it is a good idea for the
players to get up and begin to circle the table, glaring at each other. The
cup should be held at waist height, so that the hand can be seen to be
hovering over an imaginary six shooter. Rattling the dice is a good way to
psyche out your opponent.

DRAW !!!

This staring down, circling and so on goes on for as long as the players can
stand it. To finally draw, the player must slam his cup down on the table
(best not to use paper cups for this, they crumple) so that the mouth of the
cup is face down and the dice are concealed. The slower player now has a
choice. He can let the faster player take his shot and then take a carefully
aimed shot himself or he can try and out draw him.

IF HE LETS HIM TAKE A SHOT=85

The slower player lets the faster player take his shot, the faster player
reveals his dice. The =93to hit=94 roll is determined normally.

IF HE HITS=85

If the player hit, he rolls for damage.

If he kills the slower player, well it was nice while it lasted.

If he wounds the slower player, one of two things can happen.

If the slower player took less than half his Size in damage, he may fire
back at half skill. The player should slam his cup down and hope for the
best. If the player was fanning, he wastes half as many shots as he was
going to fire, with no hope of hitting.

If the slower player took more than half his size in damage, he spins around
and may fall to the floor or stand shocked and uncomprehending, whatever the
Keeper thinks is appropriate.

IF HE MISSES=85

If the faster player misses, the slower player can take his time for a
carefully aimed shot. Point Blank range is doubled with the attendant bonus.
The slower player slams his cup down and reveals his dice. The =93to hit=94 roll
is as normal and damage is handled as above, though the faster player may
not fire back regardless of damage.

GO FER YER GUN, YA BASTARD !!!

If the slower player decides to try and outdraw his faster opponent, he
slams his cup down and reveals his dice. The faster player does the same.
Both players add the units digit of their =93to hit=94 roll to their Quick Draw.
The player with the higher Quick Draw goes first. In case of ties, it is
assumed that both gunslingers drew and fired simultaneously. What this means
is that regardless of the damage done, both players can shoot.

FANNING

Single action revolvers, that is revolvers that have to be cocked before
each shot, can be fanned. Fanning involves the gunfighter running his hand
quickly over the hammer and therefore being able to fire several shots
quickly. This is inherently inaccurate as the gun is jerked up and down by
the action of the hand. As a result the chance to hit is halved. A
gunfighter can fan a number of shots equal to his Dexterity divided by four
(rounding down).

Example: Gary would be able to fan three shots per round each at 33%.

The player must announce that he wishes to fan his pistol before the dice go
into the cup. If he wishes to fan, the procedure is changed slightly. The
player puts in one dice to add to his Quick Draw and several dice of a
different color, as many dice as shots. When dice are revealed, only the
tens digits of his halved pistol skill count.

Example: Gary fans his pistol and fires three shots. His player reveals his
dice. A seven for Quick Draw and a three, a six and a eight for his to hit
roll. With a halved skill of 33%, scores of three or less are hits. Gary=92s
first shot connects, the others go wild.

AH AIN=92T GONNA GIT KILLED FER WANTA SHOOTIN=92 BACK !!!

The double action revolvers and automatics used in later westerns, like the
Wild Bunch or a Cannon for Cordoba can fire several times in a round. The
first shot is fired normally, if the shooter is Quick Drawing and his second
shot is fired at half his Quick Draw. Third shots (if any) take place at the
end of the round, after =93carefully aimed=94 shots. Fanned shots usually at the
shooters Quick Draw, however if the shooter is trying to hit more than one
target, the first shot is at the shooters Quick Draw and the other shots
come later. Divide the shooters Quick Draw by the number of shots fired,
subtract this from the users Quick Draw to find out when the second shot
comes, subtract it again from the remainder for the third shot and so on.

Example: Ed and Louis, the two gunmen Gary was shooting at have Quick Draw
totals (DEX+tens of pistols skill+1d10) of 23 and 18 respectively. Neither
man is fanning or aiming carefully, they both try to out draw Gary. Gary had
a total of 27 and outdraws both of the other men. His first shot takes Ed
right in the gut, the .45 slug doing 9 points of damage. Ed spins around and
falls to the floor. Gary=92s next shot will be at Quick Draw 18 (27/3 =3D,
27-9=3D 18). Both he and Louis fire simultaneously. They both miss. Gary=92s
third shot at Quick Draw 9 (18-9=3D9) also goes wild. Gary and Louis gaze at
each other though the gunsmoke and try and figure out what went wrong.

RANGE

It is important that the Keeper makes sure of the distance between the
gunfighters. Since most showdowns take place outdoors they are usually about
10-20 yard apart. Indoor showdowns are possible and are more advantageous to
those with a high Dexterity as they will usually be at Point Blank range
(Dexterity in feet).

MUSIC

Mood is what showdowns are all about, any western style music is good for
setting up the mood (with the possible exception of tunes from Oklahoma).
Myself, I think the opening of the Wild Bunch, the Harmonica tune from Once
Upon A Time in the West or the theme from High Noon are all good.


HAPPY TRAILS

This system has worked well in my games, some may find it a bit elaborate.
It depends on how you want to deal with shootouts. This only really works if
players are willing to get into the spirit of things and do the trembling
trigger fingers, nervous licking of lips and facial tics of the great
western showdown.

Regards,
Eamon


To the Future: A Tale of Terror

by Simon Hopper (simon@westmyth.freeserve.co.uk)

Antiques are being stolen from houses throughout the area. Only items over
a hundred years old are removed and any other valuables are left alone. The
only clue left by the thieves is a slogan scrawled across a wall: "To the
Future!"

Possibilities

1. There is a group, perhaps based around the artistic movements of
Futurism and Vorticism, that is destroying old things as a matter of
principle. They wish to rid the world of its past in order to hurry in a
new, utopian society. The group could be worshippers of Yog-Sothoth and
seek to open a gateway to the future.

2. The group is as above but they are really being manipulated by a group
of art thieves. The furnace that the antiques are being sacrificed in is
actually a complicated set of lights and mirrors concealing a conveyor belt
that leads to a neighboring building. Here the antiques are evaluated and
packaged before being distributed throughout the illegal art trade.

3. The thefts are all part of an elaborate insurance scam. The "victims"
of the thefts are all close to bankruptcy or are in dire financial need.
They have been approached by the thieves who are willing to remove and sell
on the antiques for a large percentage of their value.

(Editor's note: Something like this could cause quite a stir among Nephilim
as their stasis items would be ripe targets for the thieves.)


--

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