Rising Sun Eternal: Difference between revisions
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Below are a few of the key figures, as well as others who'll be added as they appear in the course of the campaign. | Below are a few of the key figures, as well as others who'll be added as they appear in the course of the campaign. | ||
* | *Retired Emperor Go-Daigo: restorer of Imperial primacy in the Kemmu Restoration. | ||
*Puck, the mysterious little mudlark acquaintance of Mama Nguyen who may or may not be an actual fairy. | *Puck, the mysterious little mudlark acquaintance of Mama Nguyen who may or may not be an actual fairy. | ||
*Katie Moppet, the little preteen girl who may or may not be the King of the Rattown Sewers. | *Katie Moppet, the little preteen girl who may or may not be the King of the Rattown Sewers. | ||
* | *Kitabatake Chikafusa: courtier and writer, key advisor of Imperial house. | ||
=Important Groups and Places= | =Important Groups and Places= |
Revision as of 14:21, 28 September 2022
Campaign Overview
This is the campaign Wiki for adventures in a Classical Japan setting, run on a fork of the Cthulhu Eternal SRD.
I've been a huge fan of the Cthulhu Eternal project since its inception. I've enjoyed Apocthulhu enormously, and I completely endorse the principle of a Cthulhu Mythos SRD based on the huge legacy of material developed since the first editions of Call of Cthulhu in the 1980s. In my opinion, it comprises one of the simplest and most elegant rulesets in the d100/BRP tradition, as well as one with a huge corpus of applicable material. I've worked on developing this for various other time periods and settings, including Dark Ages, and now, feudal Japan.
A Word on the Title
I'm not a devout Shintoist, but I do remember and love the original edition of Lee Gold's Land of the Rising Sun. This setting is not intended to be anything like as dense and crunchy as that volume, but I still find it a tremendous inspiration.
Essential Resources
These are the pages for creating characters, following the campaign, and generally working out specifics in the rules.
- Creating Characters for Rising Sun Eternal
- Combat and Weapons for Rising Sun Eternal
- The magic system for Rising Sun Eternal
- In Character Thread
- Out of Character Thread
- Age of Revolutions SRD
- Apocthulhu SRD
- Wiki template for Rising Sun Eternal characters
Characters
The player-characters on the Starkweather-Moore Expedition
Player | Character | HP | WP | SAN | BP | Resources |
---|---|---|---|---|---|---|
Some Clever Name | Margaret Hollingshead | 11 | 14 | 70 | 56 | 13: 6/6/1, [][][] |
Archer | [1] | 10 | 11 | 55/54 | 44 | 6: 6/0/0, [] |
Roger | Doctor Reuben Bell | 11 | 13 | 65 | 52 | 16: 6/6/4, [][][] |
brahnamin | "Mama" Nguyen | 10 | 17 | 85 | 68 | 4: 4/0/0, [] |
Regular Guy | Emilie Garilound | 12 | 11 | 55/54 | 44 | 9: 6/3/0, [][] |
Important Information and Materials
Pre-modern Japan:
https://en.wikivoyage.org/wiki/Pre-modern_Japan#Q130436
Interactive map of 12th-century Heian-kyo:
http://www.arc.ritsumei.ac.jp/archive01/theater/html/heian/
Important People
Below are a few of the key figures, as well as others who'll be added as they appear in the course of the campaign.
- Retired Emperor Go-Daigo: restorer of Imperial primacy in the Kemmu Restoration.
- Puck, the mysterious little mudlark acquaintance of Mama Nguyen who may or may not be an actual fairy.
- Katie Moppet, the little preteen girl who may or may not be the King of the Rattown Sewers.
- Kitabatake Chikafusa: courtier and writer, key advisor of Imperial house.
Important Groups and Places
- The Vegliantino, the Paladin Society's barge and floating headquarters.
- The Illustrated Police News, a weekly sensationalist tabloid newspaper, always ready to pounce on the wildest, most scandalous stories.
- The Bethlem Royal Hospital, otherwise known as Bedlam Asylum; a haven for the troubled soul - or a hell-on-earth of mental torture?
- The Forty Elephants, London's most notorious gang of all-female criminals.
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 rituals and objects, and are sometimes targeted by offensive rituals. They're also very important for survival in hostile environments.
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.