Difference between revisions of "Rising Sun Eternal"

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*[https://cthulhureborn.files.wordpress.com/2020/12/apocthulhu-system-reference-document-v0.666-1.pdf/ Apocthulhu SRD]
 
*[https://cthulhureborn.files.wordpress.com/2020/12/apocthulhu-system-reference-document-v0.666-1.pdf/ Apocthulhu SRD]
 
*[https://wiki.rpg.net/index.php/Cthulhu_Eternal_Victorian_Age_Character_Page Wiki template for Cthulhu Eternal Victorian Age characters]
 
*[https://wiki.rpg.net/index.php/Cthulhu_Eternal_Victorian_Age_Character_Page Wiki template for Cthulhu Eternal Victorian Age characters]
 
Protagonists =
 
 
The table below shows the set of skills available to Protagonists in Japan. The table also shows the base ratings for each skill, and which can be specialized.
 
 
{|
 
| '''>> Skills and Base Ratings'''
 
|
 
|-
 
|
 
Administration (10)
 
 
Alertness (20)
 
 
Appraise (10)
 
 
Art (Type) (0)
 
 
Athletics (30)
 
 
Buddhism (10)
 
 
Building (10)
 
 
Charm (20)
 
 
Conceal (10)
 
 
Craft (Type) (0)
 
 
Disguise (10)
 
 
Dodge (30)
 
 
Drive (20)
 
 
Farm (10)
 
 
First Aid (10)
 
 
Foreign Language (Type) (0)
 
 
Harangue (10)
 
 
History (10)
 
 
Insight (10)
 
 
Knowledge (Type) (0)
 
 
Law (Type) (0)
 
 
Literacy (Type) (0)
 
 
Mechanics (0)
 
 
Medicine (0)
 
|
 
Melee Weapons (30)
 
 
Missile Weapons (20)
 
 
Military Training (Type) (0)
 
 
Navigate (10)
 
 
Occult (10)
 
 
Peoples (0)
 
 
Persuade (20)
 
 
Pilot (Type) (0)
 
 
Politics (0)
 
 
Reassure (10)
 
 
Regional Lore (Type) (0)
 
 
Research (10)
 
 
Ride (10)
 
 
Scavenge (10)
 
 
Search (20)
 
 
Shinto (10)
 
 
Social Etiquette (10)
 
 
Stealth (10)
 
 
Streetwise (Type) (0)
 
 
Survival (Type) (10)
 
 
Swim (20)
 
 
Track (10)
 
 
Unarmed Combat (20)
 
|}
 
 
== Archetypes ==
 
 
The following archetypes are available for Protagonists in Dark Age games.
 
 
=== List of Archetypes ===
 
 
The following Archetypes are appropriate for Japan-era games of occult investigation. They don’t cover every possible character type but focus on likely protagonists in mystery and investigation tales. The GM is encouraged to develop other archetypes to cover other character types suggested by players.
 
 
=== Artist / Craftsperson (Shokunin) ===
 
 
'''RECOMMENDED STATS:''' DEX
 
 
'''ARCHETYPAL SKILLS:'''
 
 
• Appraise 40%
 
 
• Art (choose one) 60% or Craft (choose one) 60%
 
 
• Art (choose one) 40% or Craft (choose one) 40%
 
 
• Insight 60%
 
 
• Search 60%
 
 
• Streetwise (choose one) 30%
 
 
• Social Etiquette 50%
 
 
Choose any 4 of these that you don't already have:
 
 
• Building 50%
 
 
• Charm 60%
 
 
• Knowledge (Type) 40%
 
 
• Mechanics 70%
 
 
• Peoples 50%
 
 
• Persuade 50%
 
 
• Reassure 40%
 
 
• Scavenge 50%
 
 
'''STARTING RESOURCES:''' 4
 
 
'''BONDS:''' 3
 
 
=== Clergy / Spiritual Leader (So, bozu, kannushi) ===
 
 
'''RECOMMENDED STATS:''' CHA, POW
 
 
'''ARCHETYPAL SKILLS:'''
 
 
• Alertness 60%
 
 
• Charm 60%
 
 
• Insight 60%
 
 
• Literacy 40%
 
 
• Persuade 60%
 
 
• Reassure 60%
 
 
• Buddhism '''''or''''' Shinto 80%
 
 
Choose any 3 of these that you don't already have:
 
 
• Administration 50%
 
 
• First Aid 50%
 
 
• Foreign Language (Chinese) 40%
 
 
• History 50%
 
 
• Law (local) 50%
 
 
• Regional Lore (choose one) 40%
 
 
• Social Etiquette 50%
 
 
• Streetwise (choose one) 40%
 
 
'''STARTING RESOURCES:''' 3
 
 
'''BONDS:''' 4 (including one community bond at rating 12)
 
 
=== Healer/Leech (Isha) ===
 
 
'''RECOMMENDED STATS:''' INT
 
 
'''ARCHETYPAL SKILLS:'''
 
 
• Administration 30%
 
 
• Charm 60%
 
 
• First Aid 50%
 
 
• Insight 50%
 
 
• Knowledge (type) 50%
 
 
• Medicine 50%
 
 
• Search 60%
 
 
• Social Etiquette 50%
 
 
Choose any 2 of these that you don't already have:
 
 
• Craft (type) 40%
 
 
• Foreign Language (Chinese) 40%
 
 
• Literacy 40%
 
 
• Reassure 50%
 
 
• Regional Lore (choose one) 40%
 
 
• Research 50%
 
 
• Streetwise 40%
 
 
'''STARTING RESOURCES:''' 5
 
 
'''BONDS:''' 3
 
 
=== Hunter(Matagi) ===
 
 
'''RECOMMENDED STATS:''' STR, CON
 
 
'''ARCHETYPAL SKILLS:'''
 
 
• Alertness 50%
 
 
• Athletics 60%
 
 
• First Aid 50%
 
 
• Insight 60%
 
 
• Melee Weapons 60%
 
 
• Missile Weapons 60%
 
 
• Search 50%
 
 
• Stealth 60%
 
 
• Survival (type) 40%
 
 
• Swim 40%
 
 
• Track 60%
 
 
Choose any 4 of these that you don't already have:
 
 
• Insight 60%
 
 
• Knowledge (Type) 50%
 
 
• Navigate 60%
 
 
• Peoples (Type) 50%
 
 
• Regional Lore (Type)50%
 
 
• Ride 60%
 
 
• Scavenge 60%
 
 
• Unarmed Combat 70%
 
 
'''STARTING RESOURCES:''' 2
 
 
'''BONDS:''' 3
 
 
=== Merchant (Akindo) ===
 
 
'''RECOMMENDED STATS:''' CHA, INT
 
 
'''ARCHETYPAL SKILLS:'''
 
 
• Administration 50%
 
 
• Appraise 50%
 
 
• Charm 50%
 
 
• Persuade 50%
 
 
• Social Etiquette 50%
 
 
• Streetwise (Type) 40%
 
 
Choose any 4 of these that you don't already have:
 
 
• Alertness 60%
 
 
• Drive 60%
 
 
• Harangue 50%
 
 
• Navigate 50%
 
 
• Peoples 40%
 
 
• Reassure 50%
 
 
• Ride 50%
 
 
• Stealth 50%
 
 
'''STARTING RESOURCES:''' 4 (MUST sacrifice at least one Bonus Skill Pick to further increase Resources during Phase 4)
 
 
'''BONDS:''' 4 (including one community bond at rating 14)
 
 
=== Noble (Kuge, Buke, Daimyo) ===
 
 
'''RECOMMENDED STATS:''' POW, CHA
 
 
'''ARCHETYPAL SKILLS:'''
 
 
• Charm 50%
 
 
• Insight 50%
 
 
• Law (Type) 50%
 
 
• Persuade 50%
 
 
• Politics 50%
 
 
• Regional Lore (choose one) 40%
 
 
• Social Etiquette 60%
 
 
Choose any 3 of these that you don't already have:
 
 
• Administration 50%
 
 
• Art (choose one) 30%
 
 
• Foreign Language (choose one) 40%
 
 
• Harangue 50%
 
 
• Knowledge (Type) 40%
 
 
• Melee Weapons 70%
 
 
• Military Training (choose one) 50%
 
 
• Reassure 40%
 
 
'''STARTING RESOURCES:''' 5 (MUST sacrifice at least one Bonus Skill Pick to further increase Resources during Phase 4)
 
 
'''BONDS:''' 4
 
 
=== Scribe/Official (Shugo, Jito) ===
 
 
'''RECOMMENDED STATS:''' INT
 
 
'''ARCHETYPAL SKILLS:'''
 
 
• Administration 40%
 
 
• History 50%
 
 
• Knowledge (choose one) 50%
 
 
• Literacy 60%
 
 
• Research 60%
 
 
• Search 60%
 
 
• Social Etiquette 30%
 
 
Choose any 4 of these that you don't already have:
 
 
• Foreign Language (choose one) 40%
 
 
• Insight 50%
 
 
• Knowledge (choose another one) 40%
 
 
• Law (Type) 40%
 
 
• Occult 50%
 
 
• Politics 40%
 
 
• Regional Lore (Type) 40%
 
 
'''STARTING RESOURCES''': 5
 
 
'''BONDS:''' 2
 
 
=== Soldier (Bushi, samurai, ashigaru)  ===
 
 
'''RECOMMENDED STATS:''' CON, STR
 
 
'''ARCHETYPAL SKILLS:'''
 
 
• Alertness 50%
 
 
• Athletics 50%
 
 
• Insight 40%
 
 
• Melee Weapons 50%
 
 
• Search 50%
 
 
• Stealth 50%
 
 
• Survival (choose one) 50%
 
 
Choose any 4 of these that you don't already have:
 
 
• Craft (choose one, often Armourer) 40%
 
 
• Harangue 50%
 
 
• Missile Weapons 60%
 
 
• Military Training (Type) 40%
 
 
• Ride 50%
 
 
• Streetwise (Type) 40%
 
 
• Unarmed Combat 60%
 
 
'''STARTING RESOURCES:''' 3
 
 
'''BONDS:''' 4
 
 
=== Thief / Gambler (Kokunin, ronin, teika, otokodate) ===
 
 
'''RECOMMENDED STATS:''' DEX
 
 
'''ARCHETYPAL SKILLS:'''
 
 
• Alertness 50%
 
 
• Appraise 40%
 
 
• Athletics 50%
 
 
• Insight 40%
 
 
• Search 50%
 
 
• Stealth 50%
 
 
• Streetwise (choose one) 40%
 
 
Choose any 2 of these that you don't already have:
 
 
• Craft (choose one, often Locksmith) 40%
 
 
• Disguise 50%
 
 
• Harangue 50%
 
 
• Law (choose one) 40%
 
 
• Melee Weapons 70%
 
 
• Persuade 60%
 
 
• Scavenge 60%
 
 
• Unarmed Combat 60%
 
 
'''STARTING RESOURCES:''' 3
 
 
'''BONDS:''' 4
 
 
== Income and Costs ==
 
 
A protagonist’s “wealth” is represented in an abstract fashion by his or her Permanent Resources rating (0–20). For games in Japan, the following approximations can help frame that wealth in terms of the prevalent currency of the day – gin and mon – or annual income in rice – koku.
 
 
All classes can be assumed to have the basic clothing and equipment for their role.
 
 
{|
 
|
 
=== What does the Resources Rating Mean? ===
 
 
'''Resources Financial Assets, Income and Cash-at-Hand'''
 
 
'''Rating'''
 
 
0 Penury 0 no assets
 
 
1-4 Poor 1 koku/annum squalid hovel or rented room, one set of clothes
 
 
5-8 Average 4 koku/annum work clothes, reasonable cottage
 
 
9-12 Above Average 10 koku/annum a house, one servant; several outfits of good clothes
 
 
13-16 Well Off 40 koku/annum a good house and a handful of servants
 
 
17-18 Rich 80 koku/annum houses in the town and country; a full household of servants
 
 
19 Very Rich 500 koku/annum estate in the country, luxury townhouse; entourage
 
 
20+ Super Rich 1000/annum+ sky is the limit
 
 
Currency consisted of copper mon, as well as silver shu, bu and ryo ingots. Occasionally some Protagonists will have access to silver gin coins (180 mon)
 
 
4000 mon = 16 shu = 4 bu = 1 ryō
 
 
Protagonists can be assumed to have currency equal to 5 x their resources in mon in cash-at-hand
 
 
Some representative costs:
 
 
* Rice balls: 1 mon
 
* Fish soup: 1 mon
 
* Cup of sake: 1 mon
 
* 1 night in pilgrim hostel common room: 1 mon
 
* Rice bag: 3 mon
 
* 1 night in inn common room: 5 mon
 
* Basic knife, axe: 10 mon
 
* Bo staff: 10 mon
 
* Bamboo flute: 15 mon
 
* Sack of rice: 20 mon
 
* Medicine and bandages: 30 mon
 
* Calligraphy set: 50 mon
 
* Domestic dog: 50 mon
 
* Yarinaga javelin: 450 mon
 
* Hankyu short bow: 500 mon
 
* Katana: 750 mon
 
* Daikyu longbow: 1000 mon
 
* Yoroi armour: 54,000 mon
 
|}
 
 
== Skills ==
 
 
=== Skill Descriptions ===
 
 
==== ''Administration'' ====
 
 
Base Rating: 10%
 
 
A knowledge of how bureaucracies work and what kinds of records, paperwork, tallies, etc. it invariably generates. Use it to sift through detailed parish records or guild accounts to find that one quirky point that just doesn’t seem to fit the usual pattern. It’s also used as part of official administrative duties.
 
 
Use this skill to rapidly navigate your way adeptly through administrative records to find what’s important. Note that this skill is primarily about interpreting information you have; if you need to actively go out and track down ledgers, records, etc. that would be covered by the '''Research''' skill.
 
 
==== ''Alertness'' ====
 
 
Base Rating: 20%
 
 
Alertness detects danger. Use it to hear a crossbow being cocked, to understand the mumbling on the other side of a wall, to spot a concealed item hidden under a jerkin, or to catch someone who is trying to escape notice using Stealth.
 
 
==== ''Appraise'' ====
 
 
Base Rating: 10%
 
 
The ability to quickly determine the true (intrinsic) value of an item. This is an important skill in ensuring that bartering exchange deals are favorable to you. It is also helpful in know what items or resources others might be willing to trade to obtain.
 
 
==== ''Art (Type)'' ====
 
 
Base Rating: 0%
 
 
Expertise at creating or performing a work that sways emotions and opinions. It also encompasses knowledge of techniques and trends in your field, and the ability tell a particular creator’s real work from a fake. Anyone can draw a rough sketch; the Art skill reflects knowledge, practice, and talent. Each type of Art is a separate skill: Acting, Dance, Forgery, Music, Poetry, Sculpture, Singing, Storytelling, etc.
 
 
==== ''Athletics'' ====
 
 
Base Rating: 30%
 
 
Your Protagonist trains to get the most out of his or her strength and agility. Strength and Dexterity cover raw physical power and manual dexterity; the Athletics skill represents long practice doing things like running, jumping, climbing, and throwing.
 
 
Use Athletics to:
 
 
• Outrun someone (see '''OPPOSED TESTS''' on page 47).
 
 
• Jump an intimidating gap.
 
 
• Climb in a crisis.
 
 
• Land safely in a fall of up to three yards.
 
 
• Hit a target with a thrown knife or put a javelin exactly on target.
 
 
• Catch something without warning, such as catching a dropped glass globe.
 
 
==== ''Buddhism'' ====
 
 
Base Rating: 10%
 
 
This skill represents knowledge of the canon and creeds of Buddhism, and the practices of the various Buddhist sects. This is practical knowledge as much as theology, and a highly skilled practitioner of Buddhism can be assumed to be a monk, nun or priest.
 
 
==== ''Building'' ====
 
 
Base Rating: 10%
 
 
Building or constructing anything from a low wall to a mile-long viaduct. The most basic levels of the skill are enough for simple domestic jobs; the highest levels are dazzling temples, or robust fortifications.
 
 
==== ''Charm'' ====
 
 
Base Rating: 20%
 
 
Changing someone else’s viewpoint or convincing them to do something for you through guile, cunning, “buttering-up”, or other such subtle techniques. It’s not about threatening them (that’s covered by the '''Harangue''' skill) or using logic to convince them (that’s '''Persuade''') but covers all those other soft-touch methods. With Charm you might be able to connect with an individual on a more personal level – maybe even seduce them – and such changes can become long-held attitudes or beliefs. If the target of the skill starts from an antagonistic viewpoint, some form of OPPOSED TEST will probably be needed to overcome their negative impression.
 
 
==== ''Craft (Type)'' ====
 
 
Base Rating: 0%
 
 
Making and repairing sophisticated tools and structures. A job that most people could figure out does not require the Craft skill, only an INT or DEX test. Use Craft for specialized work that needs training: Craft (Mechanic) to get a broken apparatus working — or to sabotage one beyond repair; Craft (Locksmith) to open a lock without a key, and so on.
 
 
A common specialization is '''Craft (Jury-Rigging)''' which represents an ability to create lash-ups of equipment to perform a function when the proper tool for the job is unavailable.
 
 
The Game Moderator decides whether a task requires Craft. Each Craft type is a separate skill: Blacksmith, Carpenter, Jury-Rigging, Locksmith, Mechanic, etc.
 
 
==== ''Disguise'' ====
 
 
Base Rating: 10%
 
 
Alter your Protagonist’s appearance, voice, posture, body language, and mannerisms to avoid recognition without drawing attention.
 
 
==== ''Dodge'' ====
 
 
Base Rating: 30%
 
 
Evading danger through instinct and reflexes. Use Dodge to avoid an attack. Against Missile Weapons and catapulted rocks, Dodge is only useful to get to cover (see '''DODGING RANGED ATTACKS''' on page 47).
 
 
==== ''Drive'' ====
 
 
Base Rating: 20%
 
 
Handling a carriage, chariot, or other ground-based conveyance safely in a crisis. Unless the Game Moderator says otherwise, every Protagonist can drive safely in normal conditions. Use this skill to keep the conveyance safe in a tense pursuit or on dangerous terrain.
 
 
==== ''Farm'' ====
 
 
Base Rating: 10%
 
 
The essential peasant’s art of coaxing food out of the ground, rearing and keeping livestock, etc.
 
 
==== ''First Aid'' ====
 
 
Base Rating: 10%
 
 
The initial treatment and stabilization of injuries. Use it to help a character recover lost Hit Points. By comparison, Medicine ensures long-term recovery. (See '''HEALING''' on page 47.)
 
 
==== ''Foreign Language (Type)'' ====
 
 
Base Rating: 0%
 
 
Fluency in another language. Each foreign language is a distinct skill. Having 20% allows halting conversations; at 50% your Protagonist speaks and reads like a native. The greater the skill, the greater the complexity of the information your Protagonist comprehends and the less time it takes. You don’t need to roll a Foreign Language skill unless the Game Moderator says the situation is exceptionally difficult.
 
 
==== ''Harangue'' ====
 
 
Base Rating: 10%
 
 
The art of browbeating someone into agreeing with your point of view or agreeing to do something you want them to do. This technique is not a subtle attempt to engage with their good nature (that’s covered by the Charm skill) or their logical reason (that’s Persuade) – instead it’s all about bluster, shouting, and threats. But sometimes these can be more successful than other techniques, although the individuals on the receiving end are unlikely to enjoy the interaction quite so much.
 
 
==== ''History'' ====
 
 
Base Rating: 10%
 
 
Uncovering facts and theories about the past. Use it to remember or find a key fact about the distant past, recognize an obscure genealogy, or comb through annals that nobody without your deep education could find.
 
 
==== ''Insight'' ====
 
 
Base Rating: 10%
 
 
Insight obtains information about a person — especially information the subject would rather conceal — through observation, conversation, or examining patterns of behavior and relationships. Use Insight to recognize signs of dishonesty from verbal cues and body language, gauge attitude and intentions, cultivate sources of information about a subject, determine what it would take to get a subject to cooperate, or recognize clues of what a subject wants to conceal.
 
 
Insight can notice signs of mental illness but Reassure would be needed to assist with a specific malady. A subject who deliberately tries to deceive your Protagonist can attempt an opposed test comparing their Persuade against your Protagonist’s Insight (see '''OPPOSED TESTS''' on page 47).
 
 
==== ''Knowledge (Type)'' ====
 
 
Base Rating: 0%
 
 
The systematic study of the processes of the world. This is more than common schooling; anyone can attempt an INT test to remember facts from whatever (rudimentary) schooling they received. It is usually book knowledge, but can also be the systematic knowledge of unlettered men. Each Knowledge area is a separate skill: Astrology, Grammar, Herbology, etc.
 
 
==== ''Law (Type)'' ====
 
 
Base Rating: 0%
 
 
Use this skill to understand and manipulate the power structures that exist within society, to either influence outcomes or bullshit your Protagonist’s way out of trouble.
 
 
Different societies have their own systems of law – the understanding of each is a separate skill. Because all societies are based on common human behavior, you can attempt to use your Law skill at ''half'' chance to navigate the vagaries of a an entirely new and unfamiliar social order.
 
 
==== ''Literacy'' ====
 
 
Base Rating: 0%
 
 
In Japan, Literacy is a separate skill from your native tongue, and often the prerogative of certain classes and groups. In such settings, it has to be learned separately.
 
 
==== ''Mechanics'' ====
 
 
Base Rating: 0%
 
 
The tradesman’s ability to fix or build devices which operate according to some simple mechanical principle. This includes traps, simple clocks, automata, etc. Large-scale devices might fall under Building instead. Fixes that require specialized training or apparatus are likely to fall under specific Craft skills (e.g., Locksmith), however this skill might still provide some basic assistance with those tasks.
 
 
==== ''Medicine'' ====
 
 
Base Rating: 0%
 
 
The study and treatment of injury and illness. Use it to diagnose the cause of an injury, disease, or poisoning, identify abnormalities such as toxins or diseases, identify the cause and approximate time of death, identify a dead person’s last meal, or prescribe proper long-term care. By comparison, First Aid keeps a patient alive until healing is possible. (See '''HEALING''' on page 47).
 
 
==== ''Melee Weapons'' ====
 
 
Base Rating: 30%
 
 
Lethal use of melee weapons in combat. Use it to hurt or kill an opponent with a sword, club, or other hand-held weapon.
 
 
==== ''Military Training (Type)'' ====
 
 
Base Rating: 0%
 
 
Many people spend a part of their careers in some form of military service to a lord or a sovereign, or just an independent mercenary. A great many people are also employed in the giant bureaucracy that keeps the military supplied and functioning. This skill represents first-hand training and experience obtained through time spent in one such military service. Use it to apply military tactics or strategies to a situation, to recall specific details about a particular unit type, or to know your way around common war gear.
 
 
==== ''Missile Weapons'' ====
 
 
Base Rating: 20%
 
 
Safe and accurate shooting with common Missile Weapons in combat. Use it to hit a target despite the adrenaline, panic, and shock of violence interfering with hand-eye coordination, or to allow for windage and distractions when sniping prey.
 
 
==== ''Navigate'' ====
 
 
Base Rating: 10%
 
 
Finding your way quickly with maps, charts and tables, orienteering, the stars, or dead reckoning.
 
 
==== ''Occult'' ====
 
 
Base Rating: 10%
 
 
The study of the supernatural as understood by human traditions, including things like magick, folklore, and secret societies. Use Occult to examine and deduce the intent of a ritual, or to identify occult traditions, groups, grimoires, tools, symbols, or legends.
 
 
==== ''Peoples'' ====
 
 
Base Rating: 0%
 
 
The knowledge of other human cultures not your own. Use it to understand their morals, religious beliefs, customs, and mores, and to identify (but not translate) their languages. Where History is about the distant past, Peoples is about the behaviors of living cultures and how they relate to each other and yours.
 
 
==== ''Persuade'' ====
 
 
Base Rating: 20%
 
 
Changing another’s deeply held decision or desire. Use Persuade to get your Protagonist’s way when the subject is so stubborn, what your Protagonist wants is so valuable, or the deception is so flagrant that Charisma isn’t enough.
 
 
With Persuade, your Protagonist might convince a witness that what she saw was innocuous and not unnatural, talk a compound leader into helping you cover up an outbreak to avoid a mass panic, or draw useful information out of an unwilling subject. This skill also allows your Protagonist to resist persuasion and interrogation in opposed Persuade rolls (see '''OPPOSED TESTS''' on page 47).
 
 
==== ''Pilot (Type)'' ====
 
 
Base Rating: 0%
 
 
Piloting, navigating, and captaining waterborne vessels. Use it to keep a vessel safe in a crisis, such as through a storm or in a dangerous pursuit. Each vessel type is a separate skill: Small Boat, Longship, Galleon, etc.
 
 
==== ''Politics'' ====
 
 
Base Rating: 0%
 
 
Knowledge of the political and regulatory environment of the kingdom, empire, etc., that you inhabit. This could be used to actively exert political power – especially if you are high in society – or simply to understand and manipulate the existing administrative, fiscal, and other mechanisms of government.
 
 
==== ''Reassure'' ====
 
 
Base Rating: 10%
 
 
Use this skill to understand the mental illness afflicting a person, help an afflicted person along the journey back to sanity, or talk someone down when the mental illness threatens to take hold.
 
 
You can also use this skill to assist in social interactions with someone, to calm them from an agitated state in order to extract information from them.
 
 
You cannot use Reassure on yourself.
 
 
Using Reassure to aid someone who suffered exposure to Unnatural forces might cost the reassuring character SAN; see '''THREATS TO SAN''' on page 41.
 
 
==== ''Regional Lore (Type)'' ====
 
 
Base Rating: 0%
 
 
Many educated people know a little bit about every place, but if you’ve spent a long time living in (or studying) a specific region you learn so much more. This skill represents a deep understanding of the people, places, and common practices that are unique to one particular region. Use it to recall folktales that villagers tell, unique local words, or unusual ruins and earthworks found in the region. It can also cover quirky superstitions and rites that are particular to the region.
 
 
==== ''Research'' ====
 
 
Base Rating: 10%
 
 
The ability to find specific information in a large repository or buried in files, records, or scrolls. Use this skill to navigate a library catalogue system, pull out buried details in account records, or otherwise locate whatever relevant information lies buried.
 
 
Note that this is different to the Scavenge skill, which is used to locate physical resources or items rather than information.
 
 
==== ''Ride'' ====
 
 
Base Rating: 10%
 
 
Handling, training, and riding an animal - horses, oxen, whatever. Use it to keep safe on an animal in a crisis and to keep riding animals safe, calm, and healthy.
 
 
==== ''Scavenge'' ====
 
 
Base Rating: 10%
 
 
The world is full of useful items, although most people don’t know where to go looking for the good stuff. Use this skill to loot a battlefield or locate valuable resources like food and water. Anyone can find items in places where they are likely to be found (e.g., food in a larder); use this skill to find things in places where nobody else would think to look.
 
 
Depending on the game setting and the scarcity of the item being sought, the difficulty of Scavenge tests and the quality of the items unearthed by successful rolls may vary. See '''SCROUNGING''' starting 36.
 
 
Note that efforts to rummage for information rather than items is handled by the Research skill instead.
 
 
==== ''Search'' ====
 
 
Base Rating: 20%
 
 
Finding things that are concealed or obscured from plain sight. Searching an abandoned dwelling may not require the Search skill, only time and effort, or a sufficiently high INT. Use Search to find an object that was hidden with the Stealth skill or is otherwise so well hidden or disguised that it needs an expert. The Game Moderator may roll the Search attempt, so you don’t know whether your Protagonist succeeded or failed.
 
 
==== ''Shinto'' ====
 
 
Base Rating: 10%
 
 
This skill represents knowledge of the canon and creeds of Shinto, and the practices of the various Shinto sects. This is practical knowledge as much as theology, and a highly skilled practitioner of Shinto can be assumed to be a priest or shrine maiden.
 
 
==== ''Social Etiquette'' ====
 
 
Base Rating: 10%
 
 
Good manners cost nothing, or so they say, and in this era they are an essential part of ‘civilized’ society. One simple faux pas at court could cost you your honour, your office – or even your head. Use this skill to know what complex rules of etiquette might apply in any given situation and be prepared to follow them instinctively when you need to. Alternative, it may be used to spot situations where someone else is failing to follow one of society’s many little rules.
 
 
==== ''Stealth'' ====
 
 
Base Rating: 10%
 
 
Concealing your presence or activities. Use it to hide a weapon, camouflage a position, conceal an occult amulet, pick a pocket, move silently, follow without being seen, or blend into a crowd. A Protagonist attempting Stealth can be detected only by an opposing Alertness or Search skill (see '''OPPOSED TESTS''' on page 47).
 
 
==== ''Streetwise (Type)'' ====
 
 
Base Rating: 0%
 
 
In cities and towns, there is an entirely separate ‘society’ that exists between the criminal classes, the poor, and everybody else that the high-and-mighty would prefer to believe don’t exist. In fact, there are many different sub-cultures and groups who make up this (largely invisible) under-class. This skill represents detailed knowledge of one such strata of society. It includes extensive details about contacts – who does what and where one might go to obtain any kind of illicit goods or services common to that group. Some groupings may be region-based (e.g., “the docks”), while others represent broad categories of people or services (e.g., “beggars and lepers”).
 
 
==== ''Survival (Type)'' ====
 
 
Base Rating: 10%
 
 
Knowledge of the natural world. Use it to plan an expedition, predict weather, recognize when fauna or flora are unusual, use the environment to gather other information, or find food, water, and shelter. Each type of Survival is its own skill. Common types are Desert, Jungle, Tundra, Urban.
 
 
==== ''Swim'' ====
 
 
Base Rating: 20%
 
 
Most Protagonists can swim for leisure. Use the Swim skill in a dangerous crisis: going a long distance in choppy water, keeping a friend from drowning, or getting to a boat before the tentacled thing below grabs you.
 
 
==== ''Track'' ====
 
 
Base Rating: 10%
 
 
The basics of trailing game through a wilderness – or a mark through a crowded market. Opposed by the Stealth skill.
 
 
==== ''Unarmed Combat'' ====
 
 
Base Rating: 20%
 
 
Self-defense. A fight between untrained combatants often involves more shoving and shouting than real violence. Use Unarmed Combat to hurt or kill an opponent with your Protagonist’s bare hands (or feet, elbows, teeth, or head).
 
  
 
= Combat =
 
= Combat =

Revision as of 08:54, 27 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.

Helpful Resources

These are the pages for creating characters, following the campaign, and generally working out specifics in the rules.

Combat

The basic mechanics of combat do not vary much between different localizations of Cthulhu Eternal, but each has its own tables of weapons and armor as well as elaborations which cover unique forms of conflict or weapons technology.

Attack Skills

For games in Dark Age settings, the following skills are used for combat attacks:

• Use Missile Weapons for a primitive firearm if these exist in your setting;

• Use Missile Weapons for other aimed weapons (e.g., bow or crossbow);

• Use Athletics for a thrown weapon;

• Use Melee Weapons for a hand-to-hand weapon;

• Use Unarmed Combat for a punch or kick.

Weapons for Japan settings

Table of Example Weapons

The tables below summarize some representative weapons and vehicles that characters might have access to. Note that while the concept of LETHAL DAMAGE still exists, it is primarily applied to explosives, poisons, or siege engines (like catapults or mangonels).

Also, this setting does not have a specific skill for Ranged Weapons – characters who are firing crossbows etc .should use the Missile Weapons skill to aim such weapons, while thrown weapons use Athletics as a combat skill.

>> Melee Weapons
Sample Weapons Damage
Bare hands and feet 1D4–1*
Kick from heavy boot 1D4*
Tanto, hatchet, jo, sai 1D4*
Wakazashi, kama, hand axe 1D6*
Katana, yari, bo 1D8*
Tachi, ono 1D10*
Nodachi, tetsubo, naginata 2D6*
  • Damage bonus is added for this weapon
>> Ranged Weapons
Sample Weapons Skill Damage Base Range
Daikyu Missile Weapons 2D6 200 yards
Hankyu Missile Weapons 1D8 100 yards
Shuriken Athletics 1D3* 20 yards
Thrown Spear Athletics 1D8* STR×5 yards
  • Damage bonus is added for this weapon
>> Explosives
Sample Weapons Placement Skill Damage Base Range
Incendiary catapult shot Military Training Lethality 20% 2 yards

Armor for Japan settings

Armor Armor Rating
Heavy Robes or Leather Jerkin 1
Do-Maru Armor 3
Wall or thick door 5
Full suit of Yoroi Armor 5
Thick wall, rubble, or moderate rock; siege shield 10
Reinforced wall, big rock, or earth embankment 15

Healing in Dark Age settings

A doctor can attempt a Medicine test once per week. If treatment succeeds, the patient recovers 1D4 HP. This is doubled with a critical, while a fumble inflicts 1D4 HP damage. At the Game Moderator’s discretion, having worn-out tools or poor quality medicines may incur a penalty.

Poisons and Diseases

The rules governing the damage inflicted by poisons and diseases don’t vary between localizations, but the specific list of available toxins and infections is guided by the technology and knowledge prevalent in the setting. The table below gives some examples to augment the basic list of common, naturally-occurring poisons.

>> Manufactured Poisons
Poison Entry Route Speed Lethality Symptoms Antidote?
Antimony Contact 1D6 hours 10% Pain, diarrhea, cramping No
Prussic Acid (Hydrogen cyanide) Inhalation or Ingestion 1D6 turns 20% Asphyxiation No, but some treatments
Strychnine Inhalation, Ingestion, Contact 10+1D10 minutes 10% Convulsions, paralysis, asphyxiation No
>> Sample Diseases
Disease Route Speed CON Test Penalty Damage Symptoms Cure
Bacterial meningitis Airborne 1D6 days –40 1D4 Stiff neck, nausea, confusion No; treatment includes lumbar puncture and induced vomiting.
Bacterial pneumonia Inhalation 1D6 days None 1D6 Cough, fever, chills No
Cholera Ingestion, especially unclean water 2+1D3 days None 1D6 Watery diarrhea, cramps, vomiting. No; treated through rehydration
Gangrene Dirty wounds 1D6 days –20 1D4 Discoloration, oozing, numbness Bromine injections, excision, or amputation
Plague Flea bite (bubonic plague), inhalation (pneumonic plague) 1D6 days None 1D6 Fever, chills, lymph node swelling, coughing (if pneumonic), shock No
Smallpox Exposure to infected person 2D6 days –40 1D6 Fever, vomiting, ulcers, rashes, scabs No

Additional Combat Rules for Japan settings

Optional Spot Rules for Weapons

There’s a staggering variety of personal Melee and Missile Weapons and weaponry. Their usefulness in adventures may be limited, of course, depending on who or what the Protagonists face.

The primary game statistics relating to different types of weapons may be found on the Example Weapons Table. The availability of any class of weapon will be dictated by resources available in the locality, local traditions, etc.

The many lists of weapon types, damages, etc., created for other d100 or other RPGs can easily be tapped for this setting – there are many options and most are easily rejigged, if not already compatible.

What follows are some spot rules for Protagonists who have access to common Japan era weapons.

Concealing Weapons

Knives and coshes can be concealed under ordinary clothing. Someone deliberately looking for a concealed weapon can attempt an Alertness test to spot it. A Ninja folding bow or especially big knife means a +20% Alertness bonus.

If a Protagonist is wearing a heavy cape, he or she can attempt to conceal a hankyu bow, or a larger hand weapon (e.g., a hatchet or katana) and incur no Alertness bonus.

There’s no way to conceal a spear or other large melee weapon.

Hand-to-Hand Weapons

Unarmed attacks, like punching, kicking, and strangling, use the Unarmed Combat skill. All melee weapons use the Melee Weapons skill.

Ranged Weapons and Reloading

Ranged weapons that are aimed and loosed (e.g., bows) use the Missile Weapons skill. All such weapons require some kind of ammunition (arrows) and are useless if the supply is exhausted. Ranged weapons that are thrown (e.g., spears) use Athletics skill.

The Protagonists may have easy access to a range of different Missile Weapons. These require reloading, but times differ according to the type of weapon. For a simple bow, it would take one turn to ready a new shot after firing; the readied arrow would be fired in the next turn.

Weapon Specialization

Any Protagonist who already has a weapons skill can sacrifice points from that skill, or any other skill, to specialize exclusively in a particular weapon. They automatically gain a +1 damage bonus in that weapon, plus access to any special capabilities that weapon has. Some examples of such weapons are as follows.

Weapon Skill Damage Special capability
Tessen Melee Weapons 1D3 Defend: all parries and defensive moves get +20%
Kusari-fundo Melee Weapons 1D4 Entangle: with success, instead of damage, do STR vs STR to immobilize
Kusarigama Melee Weapons 1D6 Entangle: with success, instead of damage, do STR vs STR to trip
Sodegarami Melee Weapons 1D8 Entangle: with success, instead of damage, do STR vs STR to immobilize
Thrown Spear Melee Weapons 1D8* STR×5 yards

Without

Equipment and Resources

Protagonists’ efforts to scrounge for scarce supplies or items, or attempt to solve problems by combining items with jury-rigging, use the following. The primary mechanical differences lie in the specific skills used.

For Protagonists in Japan games:

• Attempts to scrounge gear/supplies from likely locations in the environment – tests against the Scavenge skill.

• Attempts to jury-rig a contraption – tests against Craft skill specializations or Mechanics (at the GM's discretion).

Vehicles

The table below provides some examples of the types of vehicles common to Japan.

Speed

Vehicles in Japan all fall into the category of Surface Vehicles, regardless of whether they travel on land on water.

When comparing Surface Vehicles, however, there is a range of different vehicle speeds. A vehicle with a ‘Fast’ rating grants a +20% bonus to any Drive or Pilot test to pursue or escape. A ‘Slow’ vehicle incurs a −20% penalty instead, while a ‘Very Slow’ vehicle attracts a -40% penalty. An ‘Average’ rating confers no modifier.

A vehicle that’s notorious for poor handling or that’s in bad shape might counts as ‘heavily worn’ or ‘junk’ (see above) at the GM’s discretion.

Some Example Vehicles

>> Example Vehicles
Vehicle Type Description Hit Points Armor Speed
Coach Two-wheeled, drawn by 2+ horses harnessed as a team 20—25 2 Average
Wagon, Horse-Drawn Four-wheeled vehicle for cargo; drawn by a team 20—25 1 Slow
Water Vehicles
Barge Long boat hauled along rivers by horses 30 4 V. Slow
Wherry Ferry rowed by oarsmen, c.5 passengers 20 1 Average

=

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

This is one of the best, broadest sources on the Victorian era:

http://victorian-era.org/

For those with Google Earth, this is Google Earth's interactive map of Victorian London:

https://www.victorianlondon.org/googleearth.htm

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.

  • Count Weldon, your mysterious benefactor, a suave and polished man of affairs in early middle age, with a slight suggestion of foreign ancestry.
  • 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.
  • Bill, Dan's brother - and fellow thief?

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 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.