Tuesday, March 31, 2015

New Careers for Victorian Call of Cthulhu


My wife and I recently binged watched the entire first season of Penny Dreadful. It was so good it made me want to run a Victorian era Call of Cthulhu game. My players were on board with it so I picked up Cthulhu by Gaslight. I was underwhelmed by the character options in the book. I wanted "weird" Victorian characters. I came up with a few new career options for my players. I wrote these up for 7th Edition Call of Cthulhu but you can use them for any edition. 

American Cowboy/Gunslinger - Traveling Wild West shows are common in Victorian London and some of the cowboys/girls stick around after the show moves on.
Skills - Dodge, Fighting(Brawl), Fighting(Lasso), Firearms(pistol), First Aid, Jump,Natural World, Ride, Survival, Throw, Track
Occultist - Like Alister Crowley, someone who dabbles in real magic. Uses the Occultist career. This character can have up to 10 points in Cthulhu Mythos with appropriate SAN loss and an insanity. They may start the game with 1 or 2 spells at Keeper's discretion.
Mad Scientist - Like Victor Frankenstein, their studies go beyond the bounds of normal science. Uses the Scientist career. May trade up to 20 points of starting SAN for 20 points in INT or EDU. Starts with at least one insanity. (If using 6th Edition or earlier trade 5 points of SAN per one point of INT or EDU)
Steam EngineerThis is the age of steam and the engineers keep it running. Use the Engineer career. May start the game with one clockwork or steampunk device. The device is something that exists today but would be beyond the technology of Victorian England. For example, night vision goggles or a fully automatic firearm.
Psychic - Gifted with supernatural abilities that they don't understand. The Psychic has little control over their gift. 
Skills- Language (Own or Other), Library Use, Listen, Occult, three science or professional skills plus any two other skills. Start with a skill of POW/2 in psychic ability. Their psychic ability functions like precognition, psychometric, and empathy all rolled into one. The psychic can't use thier ability at will. the power activates at the Keeper's discretion.  the player may be able to influence it's use by using Tarot Cards, tea leaves, etc. 
Parapsychologist - Parapsychology didn't exist in Victorian England. This person would be probably have been called an "Alienst." Uses the rulebook career for the Parapsychologist. May sacrifice 10 SAN for 10 Cthulhu Mythos.
Alchemist - Use the Pharmacist career, but replace Accounting with Occult. May start the game with a few alchemical creations.


Surprisingly, my group ended up with a mad scientist and a psychic but none of the others.  The others chose a servant and a criminal.  

Monday, March 16, 2015

The DCC Road Warrior

 
Back in January, I posted the characters (part 1 part 2) for my DCC Thundarr campaign. One of the archetypes I had outlined was a Road Warrior. After the first set went up, +Reid San Filippo offered me a sneak preview of his latest Crawling Under a Broken Moon zine. It's all about the post-apocalyptic roadways. I promised Reid I wouldn't post about the Road Warrior before he released Issue Six. It's out now!  Here's a set of iconic vehicles and the Road Warrior for your DCC game. See CUABM Issue #6 for a full explanation of the vehicle stats. 
  
Raider Motorcycle: Beater Motorcycle Init +5; Atk rundown +1 melee (2d4+Ram); AC 12*; HD d4; HP:6 Speed cruise 3/ max 5; Act 1d20; SV Fort +0, Ref +3, Will NA; Fuel Tank 1d5; Guzzle 1.
* Vehicle only, passenger(s) use individual ACs
Basic Traits: Very Nimble, Very Dangerous, Open, Off Road; Armored +2 AC to driver. 
Raiders often weld metal plates onto their bikes for added protection.

Raider Buggy: Beater Buggy: Init +4; Atk rundown +2 melee (3d5+Ram); AC 14*; HD d5; HP:9 Speed cruise 3/ max 5; Act 1d20; SV Fort +1, Ref +2, Will NA; Fuel Tank 1d6; Guzzle 2.
* Vehicle only, passenger(s) use individual ACs
Basic Traits: Nimble, Dangerous, Open, Off Road, Armored (+2 ac to passengers); Ram plate
Weapon mount: compressed air arrow launcher - Atk: as gunner  Dam:1d6 Fires 3 arrows at the same time, one shot only until reloaded, takes two turns to reload. 
An armored raider buggy with a multi-shot compressed air arrow launcher. 

Raider Warlord Truck: Keeper Truck: Init +1; Atk rundown +6 melee (3d10+Ram); AC 16*; HD d12; HP:36 Speed cruise 3/ max 5; Act 1d20; SV Fort +6, Ref 0, Will NA; Fuel Tank 1d12; Guzzle 6.
Basic Traits: Open, Armored (+2 AC for passengers ); Dangerous, ramplate ; 3 Weapon Mounts 
2X  compressed air arrow launcher - Atk: as gunner  Dam:1d6 Fires 3 arrows at the same time, one shot only until reloaded, takes two turns to reload. 
Flamethrower: Atk: as gunner Dam:3d6 Close range only Ref save DC15 or catch fire; 1d6 damage per turn until save is made or fire is put out by other means. 
The raider warlord keeps all the best parts for himself.  This vehicle requires a minimum crew of 4. The warlord often sits on top or in the rear on a custom built throne of car parts.
 Last of the V-8 Interceptors: Custom Large Car Init:+4 Atk:+4 rundown Dam:2d7+ram AC15 HD:9d8 HP:36  Speed: cruise 7 / max 10 Act 1d20 SV Fort +2 Ref +3 Will N/A Fuel:1d8 Guzzle:4
Traits:High Performance Engine; Enhanced Handling 
The Petrol head's dream car.  Petrol heads add +1 to their Ace and Mojo die rolls when driving this car. 
The last of the surviving muscle cars. Highly prized by petrol heads. 

Car Warrior: Keeper Large Car: Init +2; Atk rundown +4 melee (3d7+Ram); AC 19; HD d8; Speed cruise 3/ max 5; Act 1d20; SV Fort +2, Ref +1, Will NA; Fuel Tank 1d8; Guzzle 3.
Traits: Ramplate; Heavily Armored Ac +4 ; Hvy Weapon Mount - Machine Gun Atk: as gunner Dam:1d12 ROF:5(A) Ammo:100 
A heavily armed and armored car used by petrol head auto-duelists. 

The Road Warrior

Tuesday, March 10, 2015

Cyber T-Rex for DCC


For my Crawling under a Broken Moon game, I wanted a BIG monster for the players to fight.  What's better than a T-Rex? A Cyber T-Rex!
 
Cyber-T-Rex: Init +1; Atk Bite +6 melee (2d6+1) Dual Head-Lasers +4 ranged attacks two targets 1d8 damage; AC 18; HD 5d10+4;  39 HP MV 40’;
Act d20+d20; SV Fort +6, Ref +2, Will +1;


(The image above is from Atomic Robo by Brian Clevinger and Scott Wegener.  Which is awesome and you should go read it.)