And here is a guide to what's changed from the rulebook, along with some stuff about weapons and equipment. Those of us who've played 3e should be able to have a stab at character creation. This Tuesday I'm not around, but I will be on Skype, which might work well for getting characters sorted out. I appreciate that for those of us who haven't played 3e this will be a giant pile of gibberish. This is a sort of potted guide to what's changed from the Cthulhu d20 rulebook, or clarifications of my understanding of the rules. It's meant to be in roughly the same order as the rulebook. Statistics ========== Generate your stats as follows, not as in the rulebook. Roll 4d6 in order for Strength, Intelligence, Wisdom, Dexterity, Consititution, Charisma; note all the rolls. Now you can change any one die roll to a 5. Now take the best 3 of the 4 rolls for each stat. (If at the end of all this, you still have "total modifiers 0 or less, or highest score 13 or lower", start again, just as in the rulebook.) Finally, you can either swap any two stats, or swap Int and Wis for any two of Str, Dex, Con. For example, Clare rolls: Str: 3 3 6 6 : 15 Int: 1 1 5 6 : 12 Wis: 1 2 2 3 : 7 Dex: 3 3 4 6 : 13 Con: 1 4 5 6 : 15 Cha: 2 2 3 3 : 8 Now beyond the fact that Clare has rotten luck, she might change one of the 2s in Wis or Cha to a 5, making Wis 10 or Cha 11: or she might turn the 3 in Str into a 5, making it Str 17. Let's imagine she picked Str 17. Now if she wants a very diplomatic character, she'd probably swap Str and Cha. If she wants a physically adept one, she'd probably leave things as they are. But if she wants a thinker, she'd probably swap her 17 Str and 15 Con for her 12 Int and 7 Wis. [Why? This is a bit of a modification of one of the systems in the 3.5e DMG. It gives you some control, but not as much as sorting all six stats however you please.] Ignore the statement that Intelligence influences the "number of languages your character knows". Characters and levels ===================== We are generating 3rd-level characters. The Offence and Defence options are effectively a vestige of D&D character classes. Hitpoints are generated using a d8 with 8 at first level, not a d6. The "Defence Bonus" variant on p15 is in force. Defence option characters get +2 AC; Offence option characters get an extra Weapon Proficiency Feat. Don't fuss about starting money. The characters have adequate funds on hand for the time being. Professions and Skills ====================== The professions in the rulebook are only examples. Any collection of twelve core skills I approve is a profession. The three core skills "of your choice" have to be related in some way to your character's background, but not as tightly as the other nine. Your profession doesn't have to be what you are doing right now, but instead what you usually do. For example, if your character had just gone to prison for perverting the course of justice, their profession wouldn't be "prisoner", but "Tory peer", and their core skills would be things like "Craft (Really Awful Novels)" and "Lie (uncontrollably)", not "Craft (shiv)"; but if your character has been released after doing twenty years inside, their profession probably is "prisoner". For this game only, you can leave up to twelve skill points unspent, and up to two core skills unpicked; so during play, you can suddenly turn out to have known about Phoenician burial rites all along, provided that your character is an archaelogist or historian or something. This replaces what it says in the initial briefing. Special cases: Everyone gets a free rank in Submersible Operations and Diving Suit Operations. (To _repair_ the underwater equipment, you'd need Repair as well.) For this adventure, you can buy those skills as if they were extra core skills. If this turns into a campaign, those skill points won't be locked into those highly specialist skills. You don't buy Cthulhu Mythos with skill points; you can get up to two ranks for free. But see Sanity, below. Some extra rules for skill checks: If you roll a 20, roll again; if the second roll passes the difficulty as well, you succeed spectacularly well, or extra quickly, or something. If you roll a 1, roll again; if the second roll fails as well, you botched it, and something awful happens. It's at my discretion which skill checks you can "take 10" or "take 20" on. Skill List: Skills are almost always unrealistically broad, for gameplay convenience. Think how pipe-smoking patronising scientists in 50s atomic horror movies always know about whatever branch of science they need to. Whether a skill is listed as usable untrained is a guideline only. For example, Demolitions is trained-only, but anyone can try and lay a powder trail and light one end of it. They might even not blow themselves to bits. There is no Computer Use skill (duh!), and Drive skill is very unlikely to be of any use. Add Craft (Galvanic Devices) to the list. Craft overlaps a bit with Repair. Generally speaking, Repair can only be used on a device whose function is obvious to a mechanically minded person, or in conjunction with a Knowledge skill; Craft (something appropriate) can substitute for Repair. So someone with Repair can mend the linkage between a ship's wheel and her rudder; so can someone with Craft (metalwork). But only someone with Craft (steam engineering) or Repair and Knowledge (steam engineering) can try to mend broken valve gear on a locomotive. Disable Device (Int: mostly trained only) This skill lets you disable mechanical devices (eg traps, steam engines, locks) in a subtler and more controlled fashion than just smashing them. If you want the device to look untampered with, or to work for a little before failing, or not to blow up in your face, you need Disable Device. Someone with an appropriate skill may be able to substitute it. A steam engineer does not need Disable Device to jigger a boiler. Heal does, yes, cover everything from first aid to brain surgery. Knowledge (seamanship) covers all aspects of ordinary shipboard life. A character's background will determine whether they know more about shell hoists or where to stow recently caught fish. Pilot (steamship) and pilot (boat) are the obvious variants of Pilot skill. Speak Other Language: even a single rank in another language lets you speak it reasonably fluently (this is just the granularity of the skill system). However, if you are trying to use a language-based skill such as Diplomacy or Fast Talk, and your total bonus (ie, skill ranks plus ability modifier) is higher than the bonus for the Other Language you are trying to use, average the two, rounding down; more ranks in the Other Language make it easy to be persuasive. You can take half a rank in a non-core Other Language with a single skill point; this lets you speak it very badly, enough to obtain refreshments or accommodation, or ask directions and occasionally understand them. Psychic Focus and Spellcraft are not available. Feats ===== Bear in mind that feats are how you become skilled with weapons, not skills. As well as the listed feats, add: No Accent You speak a second language, in which you have at least two ranks, with the accent of a native. For every two additional ranks, you may pick one additional regional accent which you can imitate perfectly. No Psychic Feats are available. Sanity ====== Maximum Sanity is 100 minus _four times_ Cthulhu Mythos skill. This is a simple mistake in Cthulhu d20 - Cthulhu Mythos skill isn't on the same percentage scale it was in original Call of Cthulhu. If you took the one or two "free" ranks of Cthulhu Mythos skill, lower your Sanity by two points apiece. Ignore most of the Temporary/Indefinite insanity rules, since I'm going to wing it on those. "Lose half your Wisdom score in a single roll" => "something bad happens" is about all you need to know; but any failed Sanity roll may result in some temporary loss of control. Gaining the Cthulhu Mythos skill - well, maybe. I'll decide when it happens. Advantages and Disadvantages ============================ This is not in the rulebook, and it's a bit experimental, covering the things like addictions, allies, enemies, pre-existing phobias, reputations, that these systems usually cover. The Top Secret list is not a bad one, except that some things like Acute Senses are covered by Feats. Pick up to four advantages or disadvantages. They have to be something I agree fits, and not covered by skills or feats. You also start with three advantage points. In play, when a disadvantage actually inconveniences you, you receive 1-5 advantage points. Unlike most systems, it is entirely up to the player whether or not the advantage or disadvantage happens. For example, if your character is a compulsive gambler, they can always still fight off the temptation; but if they give in, you might receive 1 advantage point if you are late for a date because you were gambling, 3 if you gamble away the money you need for supplies, or 5 if you steal and lose the nest-egg of Jock "The Hammer" McKneebreaker under circumstances where he will inevitably know you were responsible. Likewise, advantages work the same way; when you want a benefit that fits the advantage, tell the GM, and I'll charge you the advantage points. If this system doesn't work I might just throw it away. Combat ====== The Weapon Proficiency rules make unarmed combat more attractive than melee weapons for characters without melee weapon proficiency. Going up unarmed against an armed opponent is still a bad plan; their reach is longer than yours. Variant: Reloading Firearms is in use. Speed loaders are not available; they are first used with the Webley Mark I later in 1889. So is Variant: Firearm Malfunctions... although revolvers are not really affected. Variant: Opportunity Attacks isn't formally in play, but if you try and run away from someone holding a big stick, they will likely get to smack you with it. Firearms (and other equipment) ============================== Mawson will make the following firearms available. If you want something else, you'll have to justify it. They'll probably raise an eyebrow if you request large numbers of rifles and shotguns - or if a woman asks for a Webley Mark I. Although smokeless powder has been invented, firearms that use it, or cartridges filled with it in older calibres, are not yet readily available. Most guns still fire cartridges filled with black powder; prolonged firing in a confined space may impair visibility, and shooting leaves far more stains on surfaces and lingering smell than it does today. There's no dragging off a body, mopping up the blood, and opening a window; anyone with any firearms experience who enters the room will know shots were fired. Remington Double Derringer. Stats and description in d20 Cthulhu. This tiny double-barrelled pistol is easily concealed. Smith and Wesson Safety Hammerless .38. This was only introduced in 1887, and is one of the first revolvers to feature a safety catch. It also has no protruding hammer, so is relatively easy to conceal, although not so much as a derringer. Webley Mark I, double-action. Stats and description in d20 Cthulhu, but note that this gun does not have a safety catch, like many early revolvers. Normally it is carried with only five rounds and the hammer on an empty chamber; otherwise, dropping the gun or an accidental impact on the hammer is likely to set it off. This is an impressively big gun; it is difficult to conceal other than in especially voluminous clothes. It's probably good for Intimidate checks. Lee-Metford .303 rifle. This is the rifle that will evolve into the Lee-Enfield rifle with smokeless powder in 1895. The 5-round clips mentioned in the description do not yet exist. It is practically impossible to conceal one of these anywhere about your person. Winchester Model 1887 10-gauge shotgun. Unlike the Model 1897 in the rulebook, this is a lever-action gun, using the same action as the company's rifles. Damage for shotguns is on p.107 of the rulebook, but is 1 point lower because of the use of black powder. It's not as long as the Lee-Metford, but it would still be pretty tricky to conceal. Stats for guns not listed: Name Calibre Damage Crit Action Loading Range Rate Country S&W Safety Hammerless .38 S&W 1d10 x3 rev/D side 15 Multi USA Lee-Metford rifle .303 2d10-1 x3 bolt mag 150 Std. UK Winchester M1887 10ga * x3 lever side 50 Std. USA No stats are provided for the underwater spear guns. Even those of you who have practiced with them have no real idea of their performance, except that the accuracy, while wearing a diving suit, is laughable at anything but the shortest range. Jackson will not issue explosives - and has none to issue. Trafalgar's armoury has an adequate supply of explosives. First-aid equipment is aboard the submersible. Jackson has also arranged for sea chests for those of you who do not have suitable luggage in London, and oilskins likewise. You have all worked for Mawson long enough that you brought at least one set of sturdy outdoor clothing and footwear to the metropolis. In the diving suits, you receive a +8 bonus to Armour Class, but no Dex bonuses. Any skill requiring an Armour Check Penalty is likely to be impossible. -- David Damerell Kill the tomato! Today is Second Friday, Presuary. Tomorrow will be Second Saturday, Presuary - a weekend.