Difference between revisions of "SavageWorlds CthulhuPulp!"

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(SANITY AND DEMENTIA)
(SANITY AND DEMENTIA)
 
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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 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 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.)
  
 
'''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.

Latest revision as of 09:06, 10 September 2020

CthulhuRaid.jpg

Savage Worlds Cthulhu Pulp[edit]

Rules - Savage Worlds Adventure Edition (SWAE)

Setting Rules (SWAE pg. 136) - Born a Hero (heroes may ignore Rank qualifications for Edges during character creation), Dynamic Backlash (a critical failure on an arcane skill check results in Fatigue and a roll on the table on pg. 138), Fanatics (henchmen will often sacrifice themselves for their masters), Fast Healing (make a healing check every day instead of every 5 days. The Fast Healing edge grants a healing check every 6 hours at +2), High Adventure (heroes can spend a Benny to gain the one-time use of a Combat Edge. They must meet the Rank and any Edge requirements but can ignore other qualifications for the edge. Multiple Bennies can be spent for additional Edges), Multiple Languages (all heroes start with the Linguist edge for free. If the edge is taken start with full Smarts in d6 languages), Unarmored Heroes (Wild Cards that chooses not to wear armor gain +2 bonus to Soak rolls), Wound Cap (heroes never suffer more then four Wounds in a single hit and therefore have to Soak more then four wounds from a single hit).


NEW HINDRANCES

Doubting Thomas (Major): because of the situations they will encounter this is a major hindrance and characters suffer double the Dementia when such events occurs (new effect under Sanity).

NEW EDGES

Icy Calm (Requirements - Seasoned, Spirits d8+): The hero is able to ignore penalty modifiers on the roll both for Horror and Terror tables.
Mythos Knowledge (Requirements - Novice, Academic or Science d8+): You have started to gain an knowledge of the supernatural world, the real most terrifying one. You gain a d4 in a new skill called Mythos. However this knowledge permanently lowers your Sanity by one. To improve this skill requires old tomes or some secret knowledge. The GM will determine when you gain this and if their are any harmful effects (Sanity loss is not automatic).
Mythos Exposure (Requirements - Novice, Smarts d8+): At some point the hero had an encounter with the supernatural. Add +1 Sanity and +2 to fear and terror rolls caused by supernatural events.
Stoic Mind (Requirements - Novice, Spirits d8+): You are better prepared, mentally, to face the challenges of the secret world. Add +1` to your Sanity score and add +2 to your Spirits check to regain lost Sanity or reduce your Dementia Tally.
Stoic Mind, Improved (Requirements - Veteran, Stoic Mind, Spirits d10+): You are really resistant to the horrors of the supernatural world. Add +1 to your Sanity Score and +2 to Spirits checks to regain lost Sanity or reduces your Dementia Tally (stacks with Stoic Mind).

SANITY AND DEMENTIA[edit]

Sanity Rating and Points is the fourth Derived Attribute. It is determined by 2 + 1/2 your Spirits. Wild Cards have 3 Sanity Points like Wounds.

INCREASING SANITY RATING - by raising your Spirits die and various Edges can raise the total.

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.)

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.

ENCOUNTERING THE CTHULHU MYTHOS - When a hero encounters the supernatural they must make a Spirits check. Depending on the horror the will gain one or more Dementia points. These encounters can also cause insanity.

REGAINING SANITY - its hard to regain lost Sanity but one can if spending time resting and seeking some form of mental aid (this could be psychology or some kind of long term magical healing, etc.). You can not regain any more Sanity over your base. Generally this is a Science check after at least five days of rest and having at least a 4 hour session with a doctor every day during that time. At the end a success allows the hero to regain one Sanity. A critical failure on this roll unfortunately lowers your Sanity by another point. However the successful completion of a mission or scenario allows for the hero to make a free Spirits check. Success returns one Sanity point with the restored confidence of the hero.

LOWERING DEMENTIA - Lowering one's Dementia Tally totally comes from three general methods but of course it cannot be lower below zero (so you can't save up points for future horrific encounters).

  • As long as a hero is away from a stressful situation and is getting enough sleep, food and relaxation, he can make a Spirits check every two days. Success reduces the Dementia by one, with a raise lowers it by two.
  • The other way is to talk to a friend or doctor. Once per 24 hour period with a 4 hour "talk" or session the hero's friend can make a Persuasion check or a doctor can make a Science check. A success reduces the heroes Dementia by one and each raises reduces it by another one each. Unfortunately if the friend or doctor rolls a Critical fumble on their check the hero gains another Dementia point.
  • Finally, as part of the reward of a successful completion of a mission or scenario, the hero may make a free Spirits check (this must be a separate roll if also rolling to retain Sanity; see above). Each success and raise decreases the Dementia score by one.

DEGREES OF HORROR - there are three basic degrees of Horror in the setting - Nausea, Fear and Terror.

*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.

*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.

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.

Player Characters[edit]

Dorothy Forester[1] adventuring investigator, played by @Elfwine

Edith Utter[2] the Medium, played by @Illtry

MacIntyre explorer extraordinaire and scallywag, played by Talisman

Mickey Kane[3] ex-mob enforcer, played by @Archer

Sam Cooper[4] two-fisted bush pilot, played by @Harlan Quinn

The Lucy[edit]

Picture of a Northrop Alpha NC942Y [5]

SIZE: 8 (Huge); HANDLING: +1; TOP SPEED (MPH): 150; TOUGHNESS: 13 (2); CREW: 1+12; COST: $500,000