With this upcoming change in Call of
Cthulhu on the horizon, I thought I’d put out how I would revamp CoC if given
the chance. Here then are my houserules for CoC, or as I like to call them,
Advanced Call of Cthulhu.
WHAT
DO YOU MEAN ‘ADVANCED’?
One major beef I have BRP as with all RPGs
old and new is that they introduce rule elements then fail to make the most of
them. The most noticeable example of this to me is the underuse or misuse of
attributes in older games. D&D and BRP are both guilty of this, but in
different ways. Early editions of D&D started off on the right foot, slowly
ramping up what attributes affected (see my post on Charisma), but quickly fell
into the trap of rulesbloat, namely the escalation of Proficiencies and Feats
that made attributes themselves a moot point. Chaosium went the other way,
starting with skill bonuses based on attributes (see the original Stormbringer
for a decent example) but quickly scrapping any relationship between attributes
and skills in favor of lumpsum point buys.
Rolling attributes in BRP is basically an
exercise in futility, as they are only ever used in the rare attribute check. Although
at some point I hope to start setting out how I would use stats for my D&D heartbreaker,
today I’d like to outline how I would houserule BRP to make attributes worth the
work of rolling dice and writing them down. This would entail stealing a few
subsystems from other games, but these are so intuitive and useful for roleplaying
inspiration I think it worth the effort.
ATTRIBUTE
BASICS
Each attribute should affect two things:
1) A Value useful in gameplay. For example,
Con also determines Hit Points.
2) A Modifier to a roll determining
something affecting the gameworld. For example, Str and Siz are added to get a physical
damage modifier.
Of the attributes of BRP (Str, Con, Dex,
Int, Pow, Siz and Cha, plus Edu in Call of Cthulhu), none have a dual effect.The following
rules are an attempt to balance out attribute usefulness and give more mechanical support to roleplaying.
STRENGTH
Value: Equals the number of Items that can
be carried (see Encumbrance below for details of what constitutes an Item).
Modifier: Modifies physical damage as usual.
CONSTITUTION
Value: Hit Points
Modifier: Modifies damage from Poisons, Acid or Disease. Weaker
folk take more damage, stronger less…
DEXTERITY
Value: Base defense score (i.e. starting
score for Dodge, Parry, etc)
Modifier: Modifies Inititative roll.
INTELLIGENCE
Value: Multiplied by 10 for Personal
Interest Skills, as per usual.
Modifier: Added to SAN loss for studying
spells. The smarter you are, the more you understand how horrible things are…
POWER
Value: Sanity as per usual.
Modifier: Modifies damage from purely magic
or mental attacks. Weaker folk take more damage, stronger less…
CHARISMA
Value: The number of Contacts a character
can have. See Contacts below.
Modifier: Modifies Reaction Roll in informal
or unofficial situations. See Reaction Roll below.
SIZ
I never saw the use of this attribute. She’s
gone!
EDUCATION
Value: Multiplied by 20 for Occupational
Skills, as usual.
Modifier: Modifies Reaction Roll in formal
or official situations. See Reaction Roll below.
UNIVERSAL
MODIFIERS
Here is my table for modifiers for all
attributes:
Below
3
|
3
|
Inferior
4-5
|
Below
Average
6-8
|
Average
9-12
|
Above
Average
13-15
|
Superior
16-17
|
18
|
Superhuman
|
- 4 to 0
|
- 3
|
- 2
|
- 1
|
0
|
+ 1
|
+ 2
|
+ 3
|
+ 4 / 5 points
|
REACTION
ROLL
Although for most situations the Keeper will have an idea how NPCs will react, for when characters talk to minor NPCs, when the Keeper has run out of ideas, or just to add spice to a game, roll 3d6 to determine an NPC's reaction. In formal or official situations
such as at scholarly meetings, talking to police or officials, use Edu modifier.
In informal or unofficial situations such as at a speakeasy (bar), talking to
townsfolk or rogues, use Cha modifier.
Below
3
|
Violent. NPC attacks character offhand. Roll
for initiative!
|
3
|
Threatening. Unless the character backs
off, there will be blood.
|
4-5
|
Unhelpful, dismissive. Not worth talking
to this one.
|
6-8
|
Uninterested or busy. Might need a bribe
or some flattery.
|
9-12
|
Neutral, polite. Will answer rudimentary
questions, but not go out of his way to help.
|
13-15
|
Interested. Will give information they
have, might need a bribe or flattery to go out of their way.
|
16-17
|
Helpful. Will give information, introduce
to the right person, or show characters the way.
|
18
|
Friendly. Will go out of their way to
help. Character may make a Contact with a gift or some other reciprocal token.
|
Above
19
|
Instant bond. NPC wants to become a
Contact, will provide support to the best of her ability.
|
CONTACTS
See my previous post on Charisma, switch
the word Allies for Contacts.
SKILLS
& ATTRIBUTES
To make attributes more relevant to skills
and make skill default percentages themselves less arbitrary, skills are categorized as either Natural or Learned.
Natural Skills – These skills come
naturally to the character based on their character concept and setting. The
default percentage is equal to the most relevant attribute, which means a
character has a base chance equal to the relevant attribute, and if Skill Points
are distributed to the Natural Skill, they are added on top of the attribute to
get the final percentage. Man this is really hard to describe well…
Learned Skills – These skills are
impossible to succeed at without training as indicated by character concept and
setting. Default is zero, but if Skill Points are distributed they add on top
of the relevant attribute for the final percentage. If Skill Points are
distributed as Personal Interest, they are added to 0.
Note that the difference between Natural
and Learned skills will also vary depending on the setting, and the character’s
place in it. For example, in the 1930’s Drive Car would be a Natural skill for
people from industrially or technologically developed countries (USA, UK, etc), but it would be Learned
for characters from regions with less industrial development. Conversely, Climb
would be Natural for people from a mountainous region but not for a scholarly
city dweller. Keepers and Players should discuss which skills are Natural and
Learned for characters during character creation.
(My first CoC was the above book, which is 1000 times clearer than the artsy 6e I now own)
ENCUMBERANCE
Whew, almost done! Encumberance is measured
in Items, as indicated on the chart below. A character can carry a number of
ready to use Items equal to their Strength score. For every Item over the
Strength score, reduce the character’s Move by 1 and Dexterity based skills
(i.e. Dodge, Kick, Punch etc) by 5%.
Packing - If Items are packed away (i.e. not ready to use but requiring a minute to ready), they count as one Item, double if there are no holders (i.e. bags, backpacks, holsters, straps, bandoliers, etc). Item size is determined as follows.
Coins
& Bullets – For tiny objects such as old coins
or bullets, a number of objects equal to the character’s Strength equals one
Item.
Description
|
Light
1
handed
|
Medium
1
handed
|
Heavy
1
handed
|
Light
2
handed
|
Heavy
2
handed
|
Ancient weapon
|
Knife, brass knuckles
|
Short sword, machete, stick
|
Sword, club
|
Staff, greatsword
|
Polearm
|
Damage
or damage reduction
|
D4
|
D6
|
D8
or 2D4
|
D10
|
D12
or 2D6
|
Modern weapon
|
Derringer
|
Pistol
|
Submachinegun
|
Rifle
|
Rocket launcher
|
Clothing example
|
Hat
|
Shirt or shoes
|
Greatcoat or suit of clothes
|
Diving suit or animal costume
|
Suit of armor
|
Encumbrance
|
1
Item
|
2
Items
|
3
Items
|
4
Items
|
5
Items
|
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