A Hundred Ways to Die: Difference between revisions
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This is the section for key individuals in the campaign. | |||
=House Rules and Quirks= | =House Rules and Quirks= |
Revision as of 07:52, 24 July 2023
Campaign Overview
This is the campaign Wiki for the Night's Black Agents campaign A Hundred Ways to Die, running on the Misery Engine, as formulated in Delta Green and the Cthulhu Eternal SRDs.
Helpful Resources
- In Character Thread
- Out of Character Thread
- Recruitment Thread
- Cthulhu Eternal open rulesets - for Cold War, Modern era, etc.
- Agent archetypes based on the Night's Black Agents types
- Delta Green Need to Know free starter rulebook
- Wiki template for Cthulhu Eternal Jazz Age characters
Characters
The player-characters
Player | Character | HP | WP | SAN | BP | Resources | Weapons |
---|---|---|---|---|---|---|---|
Fred | Bruce Worthington | 10 | 15/14 | 75/71 | 60 | 18: 6/6/6, [][][] | .405 Winchester 1895 lever action |
Random Task | Jimmy Chan | 12 | 12 | 60/55 | 48 | 9: 6/3/0, [][] | .30-06 rifle, blackjack, Colt 1911, Bowie knife |
SirMoogle | Martin Cooper | 11/9 | 13/10 | 64 | 52 | 10: 6/4/0, [][] | Hunting knife |
Daxian | Drusilla "Dru" Canfield | 10 | 10/9 | 50 | 40 | 9: 6/3/0, [][] | Medium pistol |
Regular Guy | Sean Ramsey | 11 | 11 | 55/48 | 44 | 9: 6/3/0, [][] | .38 Revolver, |
Important Information and Materials
This is the general section for important informationn relevant to the campaign
Important People
This is the section for key individuals in the campaign.
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...