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  • #6749
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    Michael
    Spectator
    Quote:
    Quote from Peter Metcalfe on January 13, 2014, 03:14
    I would play Cthulhu Mythos (HQ style) as an ability which confers special insight and what not. It is necessary to cast mythos spells.

    In times of mythos crisis (ie being attacked by a mythos creature), the hero makes a simple contest using the appropriate non-mythos score (ie bravery, man of science etc). If the hero fails, then he acquires the Cthulhu Mythos Score in addition to attendant mental health issues. And that’s before the real combat begins.

    In the case of subsequent mythos crises, the presence of Cthulhu Mythos ability gives a penalty to defending against any mythos attack. If the hero receives a complete defeat, he loses his sanity and becomes a mythos puppet.

    One could further divide the Cthulhu Mythos ability into separate mythos beings (Yog-Shoggoth, Nyalathotep etc) such that knowing Cthulhoid spells will not help in understanding Hastur.

    So would this would be like Power, which is used to power spells?

    #6447
    Profile photo of Michael
    Michael
    Spectator

    Ok. What if you are fleeing from a madman with an axe and you pull a 38. revolver from the dead cop he has already brained and try to blast him? What if you don’t have the skill revolver?

    #6427
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    Michael
    Spectator

    I’m going to run a Call of Cthulhu adventure and I was thinking of skills like run away fast or things like climbing or hiding.

    Does anyone know the p. # of the default to 6 rule?

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