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'''DEMENTIA TALLY''' - encountering various stressful situations and supernatural horrors can increase the heroes Dementia Tally. The Hero must track their tally throughout the game. A Hero's Dementia Tally carries between adventures if not lost (see below).
 
'''DEMENTIA TALLY''' - encountering various stressful situations and supernatural horrors can increase the heroes Dementia Tally. The Hero must track their tally throughout the game. A Hero's Dementia Tally carries between adventures if not lost (see below).
  
'''LOSING SANITY POINTS''' - A hero's Sanity drops one point when his Dementia tally equals or exceeds his Sanity score. Gain knowledge in certain Mythos can also lower one's Sanity, depending. Any time the hero loses a Sanity point in this way they also gain an Insanity rolled randomly from the chart in Realm of Cthulhu. This insanity can be permanent or temporary depending on the situation. The hero losses another Sanity Point when the Dementia Tally reaches his/her Sanity Level again and is cumulative ( cumlative (i.e. A Hero with a Sanity of 6 losts a Sanity Point when gaining 6 Dementia Points and other Sanity Point when reaching 12 Demention Points, etc.)
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'''LOSING SANITY POINTS''' - A hero's Sanity drops one point when his Dementia tally equals or exceeds his Sanity score. Gain knowledge in certain Mythos can also lower one's Sanity, depending. Any time the hero loses a Sanity point in this way they also gain an Insanity rolled randomly from the chart in Realm of Cthulhu. This insanity can be permanent or temporary depending on the situation. The characters Dementia Tally drops to 0 after this.
  
 
'''ZERO SANITY POINTS''' - if the hero's Sanity drops to zero or less, he becomes irrecoverably insane, gaining the Insane Monstrous Abilities and gains a permenent Insanity.
 
'''ZERO SANITY POINTS''' - if the hero's Sanity drops to zero or less, he becomes irrecoverably insane, gaining the Insane Monstrous Abilities and gains a permenent Insanity.
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'''*NAUSEA''' - is the natural repose to something disgusting and can trigger an extreme physiological response such as vomiting or the shakes. When the hero e encounters something that has the Nausea quality he must make a successful Spirits check (something with penalties) or become Shaken. A critical fumble also causes a level of Fatigue.
 
'''*NAUSEA''' - is the natural repose to something disgusting and can trigger an extreme physiological response such as vomiting or the shakes. When the hero e encounters something that has the Nausea quality he must make a successful Spirits check (something with penalties) or become Shaken. A critical fumble also causes a level of Fatigue.
  
'''*HORROR''' - describes the most extreme - but still relatively explicable - dreadful sight and situation that an investigator might encounter. When encountered with the Horror quality the hero must make a successful Spirit check (often with penalties) or roll a d20 on the Fear chart (SWAE pg. 124), any penalties to the Spirits check are added to this d20 for results. The Spirits check also depermines if the Hero gains any Dementia based on the herror of the situation or creature. A failed check can cause some condition via a secret roll on a chart found in '''Achung! Cthulhu Keeper's Guide'''. A critcal failure means maximum number of Dementia Points gained. The Hero makes a seperate Spirits check to determine if the conditions (insanities or physical affects) are temporary or permenant.  
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'''*HORROR''' - describes the most extreme - but still relatively explicable - dreadful sight and situation that an investigator might encounter. When encountered with the Horror quality the hero must make a successful Spirit check (often with penalties) or roll a d20 on the Fear chart (SWAE pg. 124), Any penalties to the Spirits check are added to this d20 for results. One a critical failure the hero also must roll on the Insanity chart (d100) from '''Realm of Cthulhu''' (its going to be secret so you might not know what insanity you have). This insanity is generally temporary. Make a Spirits check. With a Critical fumble its permanently. With a failure it lasts for 2d6 days and then fades away. ith a success its lasts for 2d6 hours and then fades away, and with a raise it lasts for 2d6 minutes and then fades away.
  
'''*TERROR''' - most terrifying creatures could tear away the heroes Sanity. These creatures are otherworldly of the Mythos. When the hero encounters creatures with the Terror quality they must make a successful Spirits check (with penalties). Terror also causes some Dementia, depending on the Heroes spirits check. Failure results in a roll on the Terror table found in '''Achung! Cthulhu Keeper's Guide'''. They also roll on the Insanity chart as above with the same duration. The Hero gain a Spirit check also to determine duration but it is genearlly longer then those caused by Horror.  
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'''*TERROR''' - most terrifying creatures could tear away the heroes Sanity. These creatures are otherworldly of the Mythos. When the hero encounters creatures with the Terror quality they must make a successful Spirits check (with penalties). Failure results in a roll on the Terror table found in '''Achung! Cthulhu Keeper's Guide''' but this is going to be somewhat of a secret. They also roll on the Insanity chart as above with the same duration with a second Spirits check. A critical failure on the initial Spirits check also means the insanity is permanently and the hero gains 1d4 Dementia Points regardless of the normal penalties.
  
For example a '''Young Chthonian''' (Independent Race) which are enormous, worm-like squid creatures which live deep in the earth. If encounters by the heroes they must make a Terror -2 Spirits check or suffer a the Terror effects above. The Young Chthonian also causes 1/1d4+1 Dementia Points meaning the Hero would gain 1d4+1 with a Failed Terror check, 1 with a successful check and none with a Raise.
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'''NOTE''' that encountering Mythos may require a separate Spirits check (possible penalties) for Dementia point increase. This is dependent on each creature.
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For example a '''Young Chthonian''' (Independent Race) which are enormous, worm-like squid creatures which live deep in the earth. If encounters by the heroes they must make a Terror -1 Spirits check or suffer a the Terror effects above. The heroes must make a separate Spirits check or suffer 1d4 Dementia points. Even if the make the save the gain 1 Dementia point just from seeing the creature unless the hero got a Raise on the check.
  
 
== Player Characters ==
 
== Player Characters ==

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