Lost Londinium
A play-by-post game using a mash up of Call of Cthulhu (BRP) and B/X D&D, set in apocalyptic Roman Britain.
The apocalypse rages. Mighty empires have fallen. But some pits are darker than others...
Setting
The Imperial government is gone. In its place are:
- the Bureaucracy, which handles the nuts and bolts of actually running the city. Based in the Old Forum, now called Albus Atrium.
- the Constabulary, which maintains order and enforces the Rules of the City. Based in the Old Fort, now called Caledonia Yard.
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 limited 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
- Cleric, call forth magic light from a holy weapon at will
- 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
- 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
- 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
- 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
- Spellsword, cast spells as per a Magic User of half level round down (i.e., 1st level Spellsword cannot cast spells, 2nd level Spellsword cast spells as per a 1st Magic User)
- Complications
- Every PC has one to three complications from their past (ala the characters from “Lost”).
- if one or more of your complications impacts your character alone (i.e., not causing problems for the whole party) in a significant way, you get bonus XP.
- 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 tasks, 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
- Facing