Lost Londinium: Difference between revisions

From RPGnet
Jump to navigation Jump to search
No edit summary
No edit summary
Line 6: Line 6:




[[File:Gustave_Dore_Inferno32.jpg]]
[[File: Gustave_Dore_Inferno32_smaller.jpg]]


The apocalypse rages. Mighty empires have fallen.  But some pits are darker than others...
The apocalypse rages. Mighty empires have fallen.  But some pits are darker than others...

Revision as of 19:49, 24 April 2016


A play-by-post game using a mash up of Call of Cthulhu (BRP) and B/X D&D, set in apocalyptic Roman Britain.

Meta Thread


The apocalypse rages. Mighty empires have fallen. But some pits are darker than others...


House Rules

I will be using a number of House Rules to better fit B/X D&D to Call of Cthulhu's concepts, gothic horror themes and my lazy DM philosophy:

  • Character Generation
    • Character Classes: Only humans allowed but to give players more options, I'll roundabout bring back the Elf and Halfing as two new classes, the Spellsword (Fighter/Magic User) and Scout (Fighter/Thief).
    • Characters get a Standard Array for ability scores 16, 14, 12, 10, 10, 8 (arrange to suit). Then, PCs modify ability scores with bonus points depending on class. NB- it costs 3 bonus points to increase a 17 to an 18, it costs 2 bonus points to increase a 16 to an 17, and all other increases cost 1 bonus point
      • Fighter, 6 bonus points
      • Thief, 4 bonus points
      • Cleric, 3 bonus points
      • Magic User, 3 bonus points
      • Scout, 2 bonus points
      • Spellsword, 1 bonus point
    • Characters get static hit points depending on class, modified by Constitution scores. (i.e., after 2nd level hit points DO NOT INCREASE WITH LEVEL)
      • Fighter, 8 hit points + (Constitution adjustment)
      • Cleric, 6 hit points + (Constitution adjustment)
      • Scout, 6 hit points + (Constitution adjustment)
      • Spellsword, 6 hit points + (Constitution adjustment)
      • Thief, 5 hit points + (Constitution adjustment)
      • Magic User, 4 hit points + (Constitution adjustment)
    • Cleric, call forth magic light from a holy weapon at will
      • Unlike Magic Users, a Cleric does NOT need to select his/her spells beforehand (i.e., s/he decides at the time of casting)
      • Every day, a Cleric can produce one vial of holy water
    • Thief, divide 60 points among 1) open locks, 2) find and remove small traps, 3) pick pockets, 4) hide in shadows, 5) hear any noise and 6) move silently
      • After Character Generation, add 6 points for every new level
    • Scout, divide 30 points among 1) open locks, 2) find and remove small traps, 3) pick pockets, 4) hide in shadows, 5) hear any noise and 6) move silently
      • After Character Generation, add 3 points for every new level
      • Unlike Thieves, a Scout CANNOT backstab
    • Spellsword, cast spells as per a Magic User of half level round down (i.e., 3rd level Spellsword cast spells as per a 1st Magic User, 4th level Spellsword cast spells as per a 2nd Magic User)


  • Investigator skills
    • All PCs start with 60 points to distribute among skills
      • Athletics- includes Swim
      • Engineering
      • Etiquette- knowledge of what is becoming or appropriate for a person of good breeding
      • Fast Talk- confuses someone for a few minutes. Not Persuasion
      • Law- includes Bureaucracy
      • Medicine- includes Herbalism and Forensics
      • Navigation- getting around. Includes Tracking
      • Occult- **THINGS MAN WAS NOT MEANT TO KNOW**
      • Psychology- detects lies and insanity
      • Research
      • Stealth- broader than Thieves' Skills of Hide in Shadows and Move Silently, and at an amateur level
      • Streetwise- the necessary knack, personality and instinct for survival in rough, urban environments
    • Occult starts with max 3 points- further increases in Occult cost permanent reduction in Wisdom via reading forbidden books.


  • Characters Generally
    • All classes can use all weapons, armor and magic items (e.g., MUs can use swords and fighters can use wands).
    • All classes use the Fighter XP and Saving Throw tables
    • All PCs speak at least Latin and one other language of their choice
    • All PCs begin with whatever mundane gear they would like and 25 gp
    • For Fighters, Scouts and Spellswords, THAC0 improves by 1 each level. For others, THAC0 improves by 1 every other level.
    • For Fighters, Scouts and Thieves, natural AC improves by 1 each level. For others, natural AC improves by 1 every other level.
    • XP is awarded for completing mission objectives, NOT FOR KILLING CREATURES AND/OR TAKING THEIR STUFF


  • Equipment
    • shields deduct 3 from Armor Class, rather than 1


  • Standard Checks
    • Spot Checks use Intelligence
    • Fear Checks use Wisdom
    • Stealth Checks use (Intelligence + Dexterity) / 2


  • Combat
    • Facing
      • Flank Attacks are at +2
      • Rear Attacks are at +4