Cthulhu Eternal: The White Sea

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Campaign Overview

This is the campaign Wiki for a short Cthulhu Eternal adventure run on the Cthulhu Eternal Jazz Age SRD, concerning the Cambridge University-American Universities Joint North Russian Ethnographic Expedition deputized by Professor William Channing Webb to undertake ethnographic research along the White Sea coast during the North Russia Intervention in 1919.

Helpful Resources

Characters

The player-characters engaged by Professor Webb to undertake or support research in the White Sea.

Player Character HP WP SAN BP Resources Weapons
Potted Plant Aleksei Graham 11 17 85 68 3: 3/0/0, [][][] .32 Colt Model 1903 Pocket
Random Task Jimmy Chan 12 12 60 48 9: 6/3/0, [][] .30-06 rifle, blackjack, Colt 1911, Bowie knife
Daxian Drusilla "Dru" Canfield 10 10/9 50 40 9: 6/3/0, [][] Medium pistol

Important Information and Materials

This is the general page for details of events, vehicles, equipment, information and resources relevant to the campaign.

Principal transportation for the campaign - the Insect-class gunboat HMS Battle-Twig: https://en.wikipedia.org/wiki/Insect-class_gunboat

The North Russia Intervention: https://en.wikipedia.org/wiki/North_Russia_intervention

Important People and Organizations

William Channing Webb, Professor of Anthropology, Princeton University

Dr Alfred Lindenbrock, doctor of anthropology, Associate Professor of Anthropology, University of Oslo

Lieutenant-Commander Gerald Tennant, Captain, HMS Battle-Twig

House Rules and Quirks

Spending Willpower to Make Rolls Succeed

You can spend your Willpower Points on a 1-to-5 basis to improve most skill rolls (but not SAN rolls or damage rolls, or POW tests, or to change normally successful rolls into crits etc.): 1 WP = up to 5%. This represents making that extra effort of will to achieve a success. But in doing so, you're running down your Willpower Points, which can be dangerous. Also, you have to take the full 1-to-5 conversion - no fractions. If your roll has failed by 6%, you have to spend 2 WP for the full 10%.

Remember that you can also spend Willpower to project SAN loss onto Bonds, or to repress insanity. This is different to the above use - and a reminder how important it is to hang on to your WP. Fumbles can cost you WP; resisting interrogation definitely does. WP are needed to fuel hypergeometrical rituals and objects, and are sometimes targeted by offensive rituals. They're also very important for survival in hostile environments - like the Antarctic.

Remember that you suffer an emotional breakdown when your WP hit 2 or below, and total collapse when you hit 0 WP. You regain 1d6 WP after a full, proper night's sleep. Exhaustion and sleeplessness cut into that.


Parrying with Melee Weapons

The rules are a little unclear on this point, so to clarify: You can parry a Melee Weapons attack against you if you have the skill (e.g., not surprised), are able to use it, and have a weapon of your own. If your parry roll succeeds and beats your attacker's roll, you successfully parry the attack and take no weapon damage. If your parry roll succeeds but is below your attacker's roll, your weapon takes 1 point of damage. (Light weapons have 5 points, medium weapons 10 points, heavy weapons 20 points.)

If you're attacked by multiple assailants, you can opt to split your Melee Weapons skill between them and roll each parry separately, but your percentage chance per parry is divided by the total number of attackers. If you're splitting your skill, you have to declare this before the first attack, and you can't change the chances if one attacker fails and your parry succeeds.

You can't parry Huge attackers, only Dodge them. You can't nimbly parry a charging rhino's horn with your little switchblade...