Shadows of Atlantis Eternal

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Revision as of 10:08, 11 March 2023 by Pstjmack (talk | contribs) (Characters)
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Campaign Overview

This is the campaign Wiki for the revamped early 1930s version of Shadows of Atlantis run on the Cthulhu Eternal Jazz Age 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.

Beyond the Mountains of Madness turned out to be a big success with the Cthulhu Eternal SRD. Shadows of Atlantis, also written for the 6th edition of CoC, was the kind of follow-on I was looking for.

Helpful Resources

Characters

The player-characters assigned by Moore to investigate the death of Dr. Botho Ehrlichmann and follow up on his discoveries.

Player Character HP WP SAN BP Resources Weapons
Fred Bruce Worthington 10 15 75 60 18: 6/6/6, [][][] .405 Winchester 1895 lever action
Random Task Jimmy Chan 12 12 60 48 9: 6/3/0, [][] .30-06 rifle, blackjack, Colt 1911, Bowie knife
Daxian Drusilla "Dru" Canfield 10 10/9 50 40 9: 6/3/0, [][] Medium pistol
Regular Guy Sean Ramsey 11 11 55 44 9: 6/3/0, [][] .38 Revolver,

Important Information and Materials

This is the general page for details of vehicles, equipment and resources relevant to the campaign.

Principal transportation for the campaign - the Douglas DC2, just released to the market in May 1934: https://en.wikipedia.org/wiki/Douglas_DC-2

Sears Roebuck catalog 1936 (guns p.821 onwards!): https://babel.hathitrust.org/cgi/pt?id=mdp.39015009227433&view=1up&seq=70

Important People

Dr. Botho Ehrlichmann (deceased) - Austrian archaeologist and scholar of antiquities, died in a supposed accident in the Austrian Alps near Vienna.

Gisela Waltrun - Ehrlichmann's bereaved fiancee, Viennese resident, suspicious about the circumstances of his death.

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...