Difference between revisions of "Rising Sun Eternal"

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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%.
 
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 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.
 
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.

Revision as of 08:57, 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 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.