03-19-2009, 09:58 PM | #31 |
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: Cthulhu in GURPS 4e
I was pondering something. One thing I like about the Mythos Fright Checks is that they make contact with the Mythos different from ordinary Fright Checks. But everyone to comment so far (including a GURPS Cthulhu GM who does not frequent this forum) agrees that the rule is overkill. And though I haven't seen it used in play, the numbers make me uneasy regardless.
So I was thinking of a revision to the rule that would make it more playable. I'm not sure if it's worth the added complexity, though: When confronted with Mythos phenomena (as opposed to ordinary scary stuff), a character must make a Sanity Check. This is the same as a Fright Check, except situational bonuses and bonuses from Combat Reflexes and Fearlessness are reduced by half, since the psychological damage is due to more than simple fear. (Add them together before halving - a single level of Fearlessness sometimes helps.) Penalties are unaffected. On a critical failure, the character acquires one level of Fearfulness (Mythos only) [-1], unless he worships the Mythos, in which case he is immune to this effect. Also, rolls to recover from stun caused by a failed Sanity Check only receive half the usual bonus from Combat Reflexes. However, if the roll is made in combat, and fails by the balance of the Heat of Battle bonus (3 points) or less, then the reaction to the horror is delayed until the end of combat. Cultists who critically succeed on a Sanity Check gain either a point of Will, a point of Energy Reserve, or, if it would be useful, the Rule of 15 Perk. This won't come up much in play, of course, but it helps explain why some cultists retain the ability to function in society despite a great deal of contact with the Mythos, and have such high Will and magical ability (Power in BRP). Last edited by GodlessRose; 03-19-2009 at 10:03 PM. |
03-19-2009, 10:15 PM | #32 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Cthulhu in GURPS 4e
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Bill Stoddard |
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03-19-2009, 11:30 PM | #33 | |
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: Cthulhu in GURPS 4e
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03-20-2009, 12:58 AM | #34 | |
Join Date: Apr 2005
Location: France
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Re: Cthulhu in GURPS 4e
Your house rule is interesting. But there is still a problem...
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In Call of Cthulhu, there also are "ordinary" monsters. What about squelettons, zombies, etc. Are they ordinary monsters with ordinary fright-checks or, since they are summoned by myhtos forces, are they mythos monsters, with mythos fright-checks? And what about ghoules? And what about Fungies? They are almost ordinary extraterrestrial... If you make a difference between the two it will sometimes be hard to decide. |
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03-20-2009, 01:40 AM | #35 | |
Join Date: Dec 2007
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Re: Cthulhu in GURPS 4e
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03-20-2009, 05:19 AM | #36 | |
Join Date: Apr 2005
Location: France
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Re: Cthulhu in GURPS 4e
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03-20-2009, 05:36 AM | #37 | |||
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: Cthulhu in GURPS 4e
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But when you put it under the microscope of GURPS, quirks like that are harder to accept. CthulhuPunk, pp.45, limits Mythos Fright Checks to encounters with "Old Ones, their power, or their works", where Old Ones are (pp.15) "all prehuman entities or sentient races of the Mythos... a Mi-Go or Elder Thing is an Old One". This is consistent with the BRP CoC core book. But why would an alien who happens to worship the Great Old Ones affect the mind in a way a werewolf doesn't? Eh. I can't explain that except to say "That's just how it works. Shut up and roll the dice." Which wouldn't be a problem if it were intrinsic to the genre, but I'm not sure it is. It seems to just be an artifact of Chaosium's interpretation. I could just say no non-Mythos supernatural entities exist in my campaign world. And I have yet to introduce any in my games, since the Mythos is just more fun. But then normal Fright Checks would only be rolled for mutilated corpses and such. And realistically, I think anyone who deals with such things regularly should be able to take a Perk exempting them from Fright Checks. So nearly all Fright Checks rolled would be of the Mythos variety, making them much less special... I could just limit it to, say, Mythos tomes, spellcasting, and Great Old Ones, but then Mythos checks would be rare for those who don't study the tomes. The less impact on play, the less point to the added complexity... Hmm. Your question is a good one. Perhaps the Mythos Fright Check should just be laid to rest entirely. Quote:
This reminds me of something else I was pondering - that some Mythos beings seem to have very different effects on different individuals. Cultists react with awe, while others experience horror or confusion, all to the same being. I was thinking of just using the Fright Check table and playing fast and loose with the Mental Disads. Though if someone gets a confusion-related disad, that might shift him to the Confusion table for future rolls. And once someone acquires Delusion: Cthulhu is my Savior, it would make sense for him to start rolling on the Awe table. Though I wouldn't want to do that to a PC. (Unless he agreed beforehand, of course. Who needs Dimensional Shamblers when someone who knows the party's deepest secrets turns double-agent...) Last edited by GodlessRose; 03-20-2009 at 05:40 AM. |
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03-20-2009, 07:31 AM | #38 | ||
Join Date: Apr 2005
Location: France
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Re: Cthulhu in GURPS 4e
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The other reason, as explained above, is that it takes time to create a GURPS character, much more time than creating a Cthulhu character. So, the player don't like to loose their character easily. And the Cthulhupunk fright-check rules are too much dangerous. So, since I want my player to detail their characters, I also want to keep them alive and sane for a long time. Finally, the third reason, which is the most important, is that the Basic Set fright-check rules do the job very well. The player are as afraid of making a fright-check roll than they ar of making a sanity roll... I remember the reaction of one of them, when his character just vomited... He didn't become crazy. He didn't even get a new disadvantage. He just vomited for several combat turns... But his player looked disgusted, and remembered this encounter for a long time! The goal was achieved: making the players feel what their character feels and making them realize that myhtos creatures are insane... |
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03-20-2009, 09:32 AM | #39 | |
Join Date: Aug 2004
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Re: Cthulhu in GURPS 4e
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03-20-2009, 04:55 PM | #40 | |
Join Date: Dec 2007
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cthulhu, horror |
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