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Chaosium Digest Volume 32 Number 11

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Chaosium digest
 · 11 months ago

Chaosium Digest Volume 32, Number 11 
Date: Saturday, December 23, 2000
Number: 1 of 1

Contents:

* Call of Cthulhu House Rules
by James D. Collins - collwood@gte.net

* Review of Utatti Asfet
by Oliver Schmidt

* Call of Cthulhu Vehicle Building Rules
by Dany St. Pierre

Editor's Note:

Happy Holidays to all our subscribers, however you chose to celebrate them!
Welcome to the last Chaosium Digest of 2000. Wow, it's already been two years
since Shannon Appel passed the editing of the Digest to your current Editor.
Thanks to all of you who've submitted articles for the Digest, to everyone who
subscribes to the Digest, to the industry folks who send announcements and news,
to Dustin Wright for setting up the Chaosium Submission Contest and most of all
to Chaosium Inc. without whose fine products (and those of its licensees) the
Digest would not exist.

As noted previously, any submissions for Call of Cthulhu, Nephilim and/or Elric!
received before January 1, 2001 will qualify for Chaosium's contest. The prize
is $40 credit with Chaosium.

Enjoy!

ANNOUNCEMENTS

* From Robert McLaughlin, author of Cthulhu Live

Cthulhu Live: Delta Green is at the printers right now! The FFG lads may have a
better turn around date... but I'd wager it'll be shipping by the first or
second week in January.

Absolutely loaded with goodies for game staff and players alike. You can
probably pre-order a copy now from the FFG site. Be sure to spread the word to
your gaming friends... this should be quite a supplement. Some really detailed
tradecraft materials in the book... some great stuff for hands-on
Delta Green LARPs!

* From Dustin Wright of Chaosium

** Plush Cthulhu Now Available!**

Our Buddies at the Wizard's Attic now have a very cool Plush Cthulhu available
just in time for Christmas. The toys arrived earlier this week and are now in
stock at the Attic. This item is expected to sell out quickly, so don't put off
your Christmas shopping too long!

You can order a Plush Cthulhu of your own, or view one right here:
http://www.wizards-attic.com/WAStatues.html

TVY 0001 $28.00

>From the coldest depths of R'lyeh comes Plush Cthulhu! Now you can have your
very own Plush Cthulhu Doll to protect you at those Miskatonic Dorm room slumber
parties. This poseable doll measures over 15 inches high and has an impressive
wingspan of 16 inches! The wings have wire running through them allowing you to
change their shape, and Cthulhu's horrible tentacles flop around as he cavorts
upon poseable limbs. You've never seen a plush Great Old One like this. Plush
Cthulhu is perfect Christmas gift for all those weird friends and relatives of
yours!

** Lovecraftian online Cartoon at Atomfilms.com**

Here at Chaosium, we support all manner of Lovecraftian entertainments and
expressions. So when I heard about this online Lovecraftian cartoon, I had to
see it. Once I saw it, I had to tell you about it.

Created and Animated by Call of Cthulhu supporter Chris Lackey , The
Investigators will hopefully become a regular feature at Atomfilms.com. You can
view the cartoon and help it get picked up by
visiting:

<http://www.atomfilms.com/default.asp?furl=/spotlights/showdown/index.asp>


Support Lovecraftian Entertainments whenever you can! Us cultists need to stick
together until the end times. :)

***Big Summer Cons - Coming fast!***

Although Origins and GenCon are over seven months away, the deadlines for
pre-reg events are closing VERY fast! If you plan to run some Chaosium events
at the Big Cons this summer, you better submit them soon!

Chaosium will gladly provide prizes for your Chaosium events at Origins and Gen
Con! Just swing by our booth during the Convention. We'd like to see a lot of
Call of Cthulhu events this year to celebrate it's 20th Anniversary. Thanks in
advance for supporting Chaosium at the Big Cons!

The Origins Pre-reg events deadline is Friday December 15th or January 5th.
You can download an Origins event form at: http://www.wizards.com/origins
Or you may submit Origins events online at: http://www.wizards.com/origins

The Gen Con Pre-reg events deadline is January 19th.
You can download a Gen Con event form at: http://www.wizards.com/gencon
Or you may submit Gen Con events online at: http://www.wizards.com/gencon

We hope to see you this Summer!

**Upcoming Releases**

Late December 2000

1920's Investigators Companion (reprint)
#2370, $20.95 ISBN 1-56882-106-9

The 1920's Investigators Companion is split into four sections. THE ROARING
TWENTIES details life in the 1920's, from a general historical overview to
listings of favorite songs, books, and films of the era. ON BECOMING AN
INVESTIGATOR outline the trials of becoming an investigator, offers 140
different occupations, and annotates the use of skills in the 1920's. THE TOOLS
OF THE TRADE lists resources investigators may use for research, describes
various forms of transport and transportation, and also catalogs other equipment
and guns. WORDS OF WISDOM brings the book to a conclusion
by offering advise to the intrepid investigator. Everything the 1920's
investigator needs in one place!

Winter 2001 Releases

Reprint of the Call of Cthulhu Hardcover (5.6)

Our core rulebook is currently at the printer and should see re-release in
January.

Unseen Masters
Modern COC adventures against hidden powers
2384, $23.95 ISBN 1-56882-120-4 208pp
by Bruce Ballon
http://www.chaosium.com/cthulhu/rpg/2384.shtml

Three mini-campaigns set in modern New York City lead investigators through
serial murder investigations, madness, and into an ancient conflict between
bitter rivals. Along the way investigators will be aided by Mysterious allies,
face [the] Cult of the Sacred Light and the Black Brotherhood, and confront
immortal horrors beyond time and space. These three scenarios can be combined to
form a NY City campaign.

Worlds of the Eternal Champion:
Dragon Lords of Melnibone
A New World for the d20 System

CHA #2017
$23.95
ISBN 1-56882-150-6
208 pages, illustrated.

For ten thousand years the bright empire of Melnibone ruled the world. Her
soldiers were ruthless, unspeakably cruel, and well-skilled at arms. Powerful
sorcerers, magic comes easily to them,
as easy as breathing. They forged eternal bonds with the aloof gods of Law and
Chaos, with the hideous demons from other planes, with elemental lords that are
of the world itself, and with the ancient dragons that Melnibone used to enforce
her might.

But wealth and age has dulled the Bright Empire, tarnished it beauty, and
weakened its people. The empire rots from within. And outside, young kingdoms
arise on the lands Melnibone's sons and daughters carved from the stuff of chaos
that lies at the edge of the world. They are petty, and envious of the ancient
wealth of their former masters.

A pirate navy is forming, to sail against the Dreaming City of Imrryr. Its
captains hope to recapture stolen riches and to bring a hated overlord to ruin.

DRAGON LORDS OF MELNIBONE provides a heroic setting for your d20 System game in
a complete and detailed role-playing world developed by Chaosium Inc. and based
upon the fabulous stories written by Michael Moorcock.

The island of Melnibone and the world of the Young Kingdoms wage their eternal
battle in a fully developed and extensive storyline. Ancient magic abounds.
Sorcerous swords whisper of forgotten
treasure. Spirits and demons plague the living. . .

. . and a new albino emperor has taken the Ruby Throne, promising to restore
the terrible heritage of Melnibone and bring the young upstarts to heel.

CALL OF CTHULHU 20th ANNIVERSARY EDITION
Code: To Be Announced
Price: To Be Announced

We will release a special 20th Anniversary Edition of Call of Cthulhu in
March-April 2001. It features a much-heavier paper stock, leatherette cover, and
a new layout evocative of an old tome. This will be a limited edition,
individually numbered, and will not be reprinted. This will be THE edition that
you will want to play with, to show off, and to have on your bookshelf. We're
not sure of the retail price yet, we're still finalizing some details of the
design, but it will probably be in the $70.00 range ( we're trying to find out
the cost of embossing the whole cover, and a couple of other flourishes).

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

Call of Cthulhu House Rules
by James D. Collins - collwood@gte.net

I use the following house rules in my "Welcome to Averville" campaign (a present
day campaign that utilizes Call of Cthulhu 5.5, The Complete Dreamlands, The
Golden Dawn, Delta Green, and Delta Green: Countdown). I realize that these
house rules will not suit every Keeper (or player) and will not suit every
campaign, but here they are.

* Magic Points can be used to increase the chance of skill success (1 Magic
Point = + 10%) or to reroll a failed skill roll (3 Magic Points).

* 100 Magic Points may be substituted for 1 Power (when creating magical items
and such).

* Each use of a magical skill (such as the Sight, the Great Art of Memory,
Seeming, Synchronicity) costs one Magic Point or one Sanity Point (successful or
not).

The Sight permits the user to see the natural energy auras present around
people, animals, plants, and objects. A successful use of the Sight will allow
the user to see through a Seeming (see below). Each use requires one Magic Point
and lasts one per point of Power.

The Great Art of Memory allows the user to memorize great amounts of information
(recalling the information requires a skill roll and one Magic Point). One
textbook may be memorized per point of Power.

Seeming is the ability to appear differently than you actually are or to go
unnoticed. Similar to the Disguise skill (Call of Cthulhu 5.5, page 63), it also
applies to objects touched by the user. Each use of the skill costs one Magic
Point and lasts one minute per point of Power.

Synchronicity is the art of luck. In effect, this is the ability to be in the
right place at the right time. While wide open to Keeper (or player)
interpretation, it has the potential for abuse. Each use requires one Magic
Point.

* Dreamland natives can use their Dreaming skill normally (full skill chance)
when physically present in the waking world (Dreamers -- anyone with the
Dreaming skill -- from the waking world may use the Dreaming skill in the waking
world at the same reduced chance that Dreamland natives are allowed in the
Dreamlands).

* Magical spells may be created with the Dreaming skill (either in the
Dreamlands - to be used there or imported to the waking world - or in the waking
world). A spell usually consists of five elements that define its effects; magic
points are spent to strengthen an element (the higher the magic point
expenditure, the more powerful that element is).

Each of these rules may be interpreted differently by each Keeper. The main
thing is to use them if they fit your campaign (if you don't like them, ignore
them). Good Luck!

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

CALL OF CTHULHU: UTATTI ASFET - THE EYE OF WICKED SIGHT (1990s)

Following are some proposals how to improve the Utatti Asfet Campaign, based on
my experiences
from running it.

Utatti Asfet is a great campaign, which I can only recommend: it has a very good
story (which the investigators slowly learn to understand), and a lot of nice
scenes. The background is worked out very well especially the New Orleans
setting provided us background and plots for four sessions.

The main problem with it is the complex story which builds from the very first
session. If you leave too much time in between the sessions, make sure your
players keep notes otherwise they'll forget a lot of important details, and miss
part of the fun. Another help is a short remembering session at the beginning of
each session - let someone draw the big picture. If you play rarely and with
different
people you should not run this campaign. But if you have a steady group one way
could be to play more often but only for a short time, e.g. every three weeks
for three hours.

PART 1: TONGA

Nice setting for the beginning; make sure your investigators don't miss the
ritual on Avua'tuopavo: E.g. by capturing some of them.

INTERLUDE: AIRPORT

Here, the investigators see a trace of Stroeker and the crates. Make them
curious and let them get to the hangar where the crates are stored. They could
climb on the roof and get in by opening part of the roof. Just when they climb
down by a rope, Stroeker will arrive with a big truck (maybe a listen roll?).
His assistants will immediately start to move the crates into the truck. The
investigators better hide and might want to jump into the truck when Stroeker
and gang leave.

PART 2: NEW ORLEANS

This part offers lots of nice plots. Of course your investigators will miss many
of them. It doesn't matter, because you will guide them back and around the
whole area (again and again). To your advantage, when you are prepared and know
the people and what's happening you can focus your preparation on your
investigators and what they are going to experience or do. Maybe your
investigators know a location like LeGoullon Enterprises from an open visit, but
when they go there the second time, they also learn about the real business LG
is doing now. If your players want to leave the area while you still
think they should visit a place, then you better stop that session, and prepare
something to attract them to stay longer and learn more (because there really
is a lot!).

The Voodoo curse of R.Washington:
Let one investigator go crazy and deliver the others or some of them right to
the ritual site where they going to be sacrificed (if the sane investigators
wouldn't jump in just in time; they better follow their insane colleagues). Note
that the insane investigator has the advantage of surprise and should come up
with some good explanation why a sane 'chosen' investigator should go out at
night. When away from the group, things are easy.

PART 3: THE SUDAN

For more entertainment, you could add a mercenary soldier, and a foreign
translator as non-PCs. While the mercenary helps getting a truck, weapons,
finding the way, the translator might not like the travels and complain all
time. As the situation develops, decide on one of them being a traitor and spy
for Aziz.

When the investigators climb on Jebel Barkal for the first time, they might see
a blinding light from their camp: the traitor is sending signals with a mirror
down to the river (he climbed on a nearby pyramid, assuming the they camp in
Napata). Soon, the investigators are visited by some of Aziz's soldiers
(helicopter?).

If your investigators don't get the hint, let the traitor kill the other NPC,
grab whatever he can get and leave the area.

The ceremony:
If possible, keep your investigators busy in/on the Jebel the end of the
ceremony when the people start to jump in which should shock them.

FINALE: RETURN TO TONGA

This is the final! Tension, mood and intrigue are most important. Now, it is
time for your investigators to
realize the power of Labib.

If the investigators don't want to follow the cultists down into the ocean,
Cthulhu might play an illusion on them: appearing and pulling them down into the
ocean. This is extreme, but Cthulhu has real power here and he counts on the
investigators help to stop Labib.

Well, down in the temple, my investigators were kept by Labib's men at the
bottom of the stairs to the Great Altar. They tried to escape and one got
immediately shot. This is a shock as it happened very fast! That is exactly what
you want. Now when the rest escapes (not too many deaths now!), they continue
upstairs and go on. Their friend died as a hero rescuing them. Well, Cthulhu who
owns the whole temple is not satisfied yet and wants to stop Labib/Shaklatal.
The investigators are his joker; so he resurrects all dead investigators and
makes it clear to them that they only live to serve him. They carry a tentacle
amulet which they know is their life insurance. Sanity unfortunately is not
recovered. Later, when chasing Labib down the altar, they might want to jump
down (little insane now?), overtake, die at the bottom (sanity...) and be
resurrected again.

If possible, keep one investigator alive and let him decide how to deal with the
cultist-investigators (maybe they are pro-active anyway). In any case, they
won't forget it.

GENERAL HINTS

The Eye of Wicked Sight - make sure that your investigators learn about the
meaning of it and are ready to understand it when they finally encounter
Shaklatal in the lower temple. The lower temple and surroundings are a place
where Cthulhu has more power and influence, so he might interfere as
appropriate (to make sure the campaign has a good climax).

Again, if you want a well prepared, nice campaign, with action combined with a
good story, then run Utatti Asfet.

oliver_schmidt@hp.com

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

Vehicle Building Rules.

Although CoC has rules for vehicles it doesn't include rules for building them.
I`ve bashed together some quick rules for constructing and driving simple
vehicles in my CoC game.

The player has the right to have a normal car for free in the beginning of the
game, The GM`s may also simply assign a maximum of points for a player to spend
(a total equal to the INT of the PC is a good guideline).

MOVEMENT COST.

TYPE BASE COST BY MPH ADDITION COST
Ground vehicle 1 pt. per 10 MPH
Submarine 1 pt. per 10 MPH Adaptability +6*
Boats 1 pt. per 5 MPH
Helicopters 1 pt. per 10 MPH Hover +2
Tunneling 1 pt. per 1 MPH +2 for each class of
protection
above 1*
Adaptability +3*
Airplane 1 pt. per 20 MPH
Supersonic aircraft 16 pts for mach 1 +2 for additional mach
Adaptability
+3*

VEHICLE SIZE

SIZE RANGE(COC) SIZE EXAMPLE PROTECTION
20 kg to 200 kg(7 to 24) Motorcycle/scooter 6 points
436kg to 733kg(33 to 39) Small car 8 points
1 ton to 3 ton(45 to 55) Helicopter/limousine 10 points
airplane/fighter
4 ton to 10 ton( 60 to 70) Truck/light tank 12
points
DC2 and 3/ Ford trimotor

*Adaptability has the game effect for the pilot or driver to not taking damage
from a hostile environment.
3 points by hostile environment.
Submarine: underwater no asphyxiation.
Tunneling: underground no asphyxiation.
Supersonic aircraft: high altitude no asphyxiation.

ACCELERATION & HANDLING OF COMMON VEHICLES.

VEHICLES TYPES ACCELERATION/DECELERATION HANDLING
Sports car 2/10 of the maximum speed +20%
Ordinaries car 1/10 of the maximum speed +0%
Limousine 1/10 of the maximum speed -10%
Pickup truck, van " " "
""""
Light Tank " " "
""""
Police car 2/10 of the maximum speed +20%
Standards planes 2/10 of the maximum speed +0%
Combats planes 4/10 of the maximum speed +20%


DOGFIGHT RULES.

+1% in your piloting skill per 10 mph yours plane has of superior speed(x2 if
you have a combat plane and your opponent has an ordinary one). If you win a
contest of skill you have the right to shoot your foe with your weapons. When a
vehicle has taken a total of 20 points of damage beyond it's defense it is
considered out of action. It has to be fixed or replaced.

A investigator can smash into a foe. Using the mass and speed of his vehicle to
do damage. Each 10 mph does 1D6 of damage. A vehicle of size 7 to 24 has a 1D6
of basic damage, 33 to 39 2D6, 45 to 55 3D6 and 60 to 70 4D6. The vehicle takes
1/6 of the damage done. The vehicle's protection counts toward this damage.

COMMON HAZARDS FOR GROUNDS VEHICLES.

Hitting curb, obstacle or pedestrian -20%
Hitting lose debris -5%
Light rain, gravel on road -5%
Heavy rain, light snow, oil on road -10%
Heavy snow or ice -20%
Colliding or sideswiping any vehicle
or large object(shoggoth) -30%
Losing a Tire -25%

FORD MODEL T
In simple terms, the Model T changed the world. It was a powerful car with a
possible speed of 50 mph and ran 25 miles on a gallon of gasoline. It had a 20
horsepower side-valve four-cylinder engine, two-speed planetary transmission and
a 100 inch wheelbase. Important to the long-term success of the Model T was
Childe Harold Will's experiments with the properties of vanadium steel which
resulted in the lightness and durability that was an important trademark of the
Model T.

TYPE: ordinary car WEIGHT: 1 ton(45) SPACE: 1 driver 3 passengers
SPEED: 50 mph PROTECTION: 10 COST: (5+10):15

STUTZ BEARCAT
These are little two-seater convertibles for the fast lane drivers. If speed is
your need, look no further.
the Stutz is a four-speed, 150 mph joyride. No actor or actress will be caught
in anything less.

TYPE: sport car WEIGHT: 733kg(39) SPACE: 1 driver 1 passengers
SPEED: 150 mph PROTECTION: 8 COST: (15+8):23

1935 L6500 MERCEDES-BENZ
The L6500 cargo carrier is one of several Mercedes-Benz trucks that saw
considerable use. The cargo area is open for ease of loading and unloading,
although a canvas top is often added to provide some protection from the
weather. With a cargo capacity of roughly 5,900kg, its the reliable workhorse
you use to transport the lost ark or the bizarre altar with strange glyphs on
it.

TYPE: truck WEIGHT: 6 ton(60) SPACE: 1 driver 1 passengers
SPEED: 80 mph PROTECTION: 12 COST: (8+12):20

LIGHT TANK MKIIa
This highly effective British design, dating from 1929 was developed by Vickers.
The MKIIa is notable in that it is designed to be crewed by only two
individuals. One serves as driver, the others as commander/gunner. With a
maximum 10mm of armor, the MKIIa is a light, maneuverable vehicle, perfectly
suited to shoot-and-scout situations, or infantry support roles. The MKIIa's
main armament is two 303 caliber Vickers heavy machine guns (ROF:20 shots:250
range:110 yards malf:99-98-85) increasing the vehicle's effectiveness against
infantry or Cthulhu cultists.

TYPE: light tank WEIGHT: 10 ton(70) SPACE: 1 driver 1 passengers
SPEED: 40 mph PROTECTION: 12+8 COST: (4+20):24






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