Difference between revisions of "A Hundred Ways to Die"

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*[https://cthulhueternal.com/community/community-resources-cold-war/#Archetypes/ Agent archetypes based on the ''Night's Black Agents'' types]
 
*[https://cthulhueternal.com/community/community-resources-cold-war/#Archetypes/ Agent archetypes based on the ''Night's Black Agents'' types]
 
*[https://www.drivethrurpg.com/product/175760/Delta-Green-Need-to-Know--Free-Starter-Rulebook? ''Delta Green Need to Know'' free starter rulebook]
 
*[https://www.drivethrurpg.com/product/175760/Delta-Green-Need-to-Know--Free-Starter-Rulebook? ''Delta Green Need to Know'' free starter rulebook]
 +
*[https://writeups.letsyouandhimfight.com/professorprof/nights-black-agents/ Original NBA writeup]
 
*[https://wiki.rpg.net/index.php/Cthulhu_Eternal_Jazz_Age_Character_Page Wiki template for Cthulhu Eternal Jazz Age characters]
 
*[https://wiki.rpg.net/index.php/Cthulhu_Eternal_Jazz_Age_Character_Page Wiki template for Cthulhu Eternal Jazz Age characters]
  

Revision as of 09:15, 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

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...


Resources and Bonds for Network

One of the most fun things in the basic NBA game is using your Network of contacts. With the Misery Engine, you can also roll against your Resources for a particular location to see if you have any contacts in your NPC network - Resources are all your assets and valuables, including favours, credit, etc.

You can also use Bonds for favours and services. But each use is liable to burn at least one point of the Bond's value, until finally they decide you're too much of a user to keep around.