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Chaosium Digest Volume 22 Number 01

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Chaosium digest
 · 9 months ago

Chaosium Digest Volume 22, Number 1 
Date: Sunday, September 28, 1997
Number: 2 of 4

Contents:

Vehicular Combat and Movement (Dany St-Pierre) CALL OF CTHULHU
Cars for CthulhuPunk (Dany St-Pierre) CTHULHUPUNK
If Kuranes Ran the Zoog (Cedric Chin) PENDRAGON
The Adventure of the Breaking of the Red Knight's Siege, Part One
(Paul Williams) PENDRAGON

--------------------

From: Dany St-Pierre <carnifex@quebectel.com>
Subject: Vehicular Combat and Movement
System: Call of Cthulhu

VEHICULAR COMBAT AND MOVEMENT

The following rules allow a keeper to simulate an automotive chase in
the framework of the CoC roleplaying game.

SEQUENCE OF PLAY

(1) changes of speed
(2) vehicles maneuvers and rolls for accidents
(3) individual actions

TERMS

Acceleration, deceleration: A vehicle can have an acceleration /
deceleration factor of 1, 2, 3, or 4. A car can modify its speed by
its acceleration/deceleration factor every turn. A Trillium, for
examplem can modify its speed 4 points in two turns, because its
acceleration / deceleration factor is 2.

Maneuverability: The facility with which one can execute maneuvers in
a vehicle. All automobiles and other motorized light vehicles, have at
least a maneuverability of 0; bus, trucks, and other vehicles of the
same type have a maneuverability of -1% or less. Maneuverability acts
as a modifier to the Driving skill percentage.

Reach: The relative distance separating two vehicles in a chase
sequence. May range from 1 to 5. If a car has a 1 point superior speed
to that of an adversary, it can increase or decrease the reach by
1. With two points of difference it is possible to modify the distance
by 2, etc. In the course of a pursuit, a pursed car can lose its
adversary if it can attain a reach of 5 and remain there during the
following turn. One considers this done by outdistancing the adversary
or by taking an unexpected turn.

Speed: The maximum speed that a vehicle can reach. Each car begins
with a speed of 0. Some accelerate or slow more rapidly than others.

MANEUVERS OF VEHICLES

The execution of most maneuvers requires a successful skill roll,
modified if need be by the difficulty of the action undertaken. In
general, a failed Driving roll for a maneuver results in a roll on the
Accident Table (below).

BEND: To execute a bend, it can be necessary to slow. A half-turn (or
a bend of 90 degree) requires a deceleration of 1 point. At normal
cruising speed, an ordinary bend does not require a skill roll.

BEND, HIGH SPEED: Roll driving skill at -10%. If successful driver can
negotiate the bend without reducing the car's speed.

BOOTLEGGER REVERSE: This maneuver consists of make a skid in such a
way that the car ends up turned around backwards. The car then begins
at speed 2 in this new direction. Roll driving skill at -25%.

COLLISION: This maneuver allows the driver to strike an immobile or
mobile target. The object must be within reach 1.

Collision results:

Frontal collision, transverse collision: Each of the two vehicles
takes a number of hit points in damage equal to the hit points of the
other vehicle, plus 1D6 points for each point of speed of the other
vehicle.

Lateral shock and rear collision: Each vehicules takes a number of hit
points damage equal to half the hit points of the other vehicle, plus
1D6 points for each point of difference between the speeds of the two
cars.

Collision with an immobile target: The moving car takes 1D6 hit points
damage per 10 point of SIZ that the target has. The immobile target
takes a number of hit points damage equal to the hit points of the
car, plus 1D6 points per point of speed of the car.

DEFENSIVE SWERVE, DODGES: By rolling a driving skill a driver can
avoid a collision or gunfire. If the skill roll is missed, the attack
can not be avoided, but no roll need be made on the Accident Table.

DAMAGE INFLICTED TO VEHICLES

All vehicles have a certain number of hit points. When an attack
succeeds subtract the amount of damages inflicted from the total hit
points of the car. When a vehicle drops to below half of its total hit
points, decrease its maximum speed by half. When it drops to 5 hit
points or less, it can barely roll. Each day a Mechanical Repair roll
gives a damaged vehicle 1D6+4 hit points back.

TABLE OF ACCIDENTS

When a character fails a skill roll to drive, subtract the skill
(possible modified) of the driver from the actual roll, and then
divide by 20 (rounding down). Roll that many times on the accident
table below.

Accidents (d10)

1. Tire burst: Speed falls to 1 and remains there until the wheel is
changed.

2. Engine damaged: Speed decreases by 2 points on each turn, until
either a Drive roll suceeds or the car stops. Once the car stops
the engine can only be started after a Mechanical Repair roll.

3. Gas Tank Punctured: Gasoline spreads across the road in a single
turn. The speed of the car decreases by 2 points on each turn,
until it comes to a complete stop.

4-6. Skid: -20% to Drive for the next turn.

7. Yaw: -10% to Drive for the next turn.

8. Bad Yaw: -15% to Drive for the next turn.

9. Fish-tail: -30% to Drive for the next turn.

10. Sideways roll: The vehicle leaves the road and rolls a number of
times equal to its current speed. Each roll inflicts 1D6 points of
damage to the vehicle and to passengers. Roll a D6: on a 6 the car
catches on fire.

INDIVIDUAL ACTIONS

A player character might wish to climb on the body of a vehicle or
jump to another car. I recommend you always decrease skills by half
for these actions when a car is moving. Any hand-to-hand combat rolls
should likewise be halved.

Character that fail a climb or jump roll while they are on the
exterior of a vehicle fall of the vehicle onto the road and take 1D6
points of damage per point of speed of the car they were on.

It is only possible to jump from one vehicle to another if they are
both within reach 1 and are moving the same speed.

FIREARM MODIFIERS BY VEHICLE DISTANCE

Reach 1 Reach 2 Reach 3 Reach 4 Reach 5

Distance side by side two lengths close in view out of view
Firearms no modifier skill/2 skill/4 skill/8 no shooting

DRIVING SKILL MODIFIERS

Maneuvers:

Bootlegger reverse: -25%
High-speed bend: -10%
Per point of speed beyond 4: -5%

Road Conditions:

Bad Road: -20%
Descent: -10%
Gravel: -10%
Loose debris, rocks: -20%
Oil or ice: -20%

Weather:

Fog: -10%
Heavy Rain: -20%
Night: -10%
Rain: -10%
Wind: -10%
Snow: -20%

Misc.:

Maneuverability: according to vehicle
Tire burst: -10%

--------------------

From: Dany St-Pierre <carnifex@quebectel.com>
Subject: Cars for CthulhuPunk
System: CthulhuPunk

THE TRILLIUM FROM THE REGIE RADISSON (INDEPENDENT QUEBEC)

The first big hit of the Regie Radisson, this low-priced entry into
the compact car market is manufactured in the independent Quebec. This
car is almost entirely made of advanced plastics and ceramics. The
Trillium is popular with first-time drivers and the remarkably ugly
design is becoming as common of a sight as the Volkswagon Bug in the
late century.

Maximum Speed: 3
Hit Points: 25
Maneuverability: +5%
Driver and Passengers: 1/3
Acceleration/Deceleration: 2
Price: $5,000

THE ORIGNAL (MOOSE) FROM THE REGIE RADISSON

Somtimes nicknamed "The Tank", the Original is a large, rugged sedan.
Certain criminal types favor the vehicle for its large trunk and
sporty nature.

Maximum Speed: 7
Hit Points: 40
Maneuverability: 0%
Driver and Passengers: 1/5
Acceleration/Deceleration: 2
Price: $7,000

VOLVO-RENAULT DEUCHE

On the cutting edge of European design technology, the Deuche is used
by rental and cab companies, by lower echelon korps, and by
middle-class types who have saved enought to get off a bicycle.
Lower-echelon executives also use the Deuche if they are on their way
down and cannot afford extravagance.

Maximum Speed: 5
Hit Points: 25
Maneuverability: +5%
Driver and Passengers: 1/4
Acceleration/Deceleration: 2
Price: $7,500

MITSUBISHI-LADA OMPERIAL

The Imperial is one of the most luxurious animals on the road, with a
plush interior, a high-response, high powered engine, a top of the
line stereo, soundproofing, extra safety features, and near-race car
quality breaking and fuel injection systems. With its distinctive
lines it has often been described as the king of the road.

Maximum Speed: 8
Hit Point: 30
Maneuverability: +10%
Driver and Passengers: 1/4
Acceleration/Deceleration: 3
Price: $695,000

CHRYSLER VIPER S.E.

The Viper is one of the hottest, most expensive sports car on the
road. It also merits the highest insurance premiums of any vehicle
driven in America.

Maximum Speed: 10
Hit Points: 20
Maneuverability: +15%
Driver and Passengers: 1/1
Acceleration/Deceleration: 4
Price: $880,000

FORD ATLAS 2 1/2 TON TRUCK

The Atlas is a standard 6x6 cargo truck with moderate cross-country
performance capable of carrying 2 1/2 tons of cargo or an equivalent
load of passagers.

Maximum Speed: 4
Hit Points: 70
Maneuverability: -10%/-15% cross-country
Drivers and Passengers: 1/2
Acceleration/Deceleration: 1
Price: $50,000

--------------------

From: cchin@frk.com (Cedric Chin)
Subject: If Kuranes Ran the Zoog
System: Mythos

Deck Name: If Kuranes Ran the Zoog

Introduction: This is a difficult deck. If I Ran the Zoog spans three
Regions, and includes a Unique card, the Temple of Bokrug. It also
requires a King, but the only two Kings are King Kuranes, in
Celephais, and the King of Ilek-Vad, in Ilek-Vad. If I Ran the Zoog
has no Celephais Locations, so some must be added to this deck to play
King Kuranes. If I Ran the Zoog requires the Opal Throne, which is in
Ilek-Vad, but to play the King of Ilek-Vad, you must have Randolph
Carter in play, and to play Randolph Carter, you must have additional
Country Locations in your deck; there are few East Country Locations.

Neither King is obviously better, and this deck started by selecting
King Kuranes and working from there. Perchance was selected because it
requires a House and a Palace. If I Ran the Zoog requires the Opal
Throne, which is a Palace. Kurane's Manor House is a House located in
Celephais; with two Celephais Locations, I needed three more to
comfortably encounter King Kuranes. To provide more Tome and Celephais
Locations and to speed travel between Ilek-Vad and Celephais, two of
each Sub-Region's Great Libraries of the Dreamlands were added. That's
four Celephais Locations. Finally, enough other Celephais Locations
were added to easily play The Interesting Shop.

Sets: Limited Edition, Dreamlands. Limited cards are *ed.

Summary: If I Ran the Zoog deck. Tome / Artifact deck. The East.

Munchkin cards:
- Chant of Thoth, Spell, Diamond icon: Since If I Ran the Zoog has a
Unique card and is the only multi-Regional Adventure, you can use
the Chant to both find the Unique card (when working on Zoog), and
discard non-East cards (when not working on the Zoog).
- Discover Secret Cache, Event: This Event allows you to play an
Artifact or Tome at a Location lacking the Attribute.
- Surprise Meeting, Event: This Event allows you to play an Ally from
any Location in this dimension.

Adventures:
* If I Ran the Zoog (+13) (Difficult)
* Perchance... (+5) (Moderate)
* The Interesting Shop (+5) (Moderate)

Cards for If I Ran the Zoog:
- Yak: Yak, Event, Travel by Land (x2)
- Travel: Any Travel Event, such as Zebra and Ship of Clouds
- Star: Any such cards
- Opal Throne: Opal Throne, Ilek-Vad, The East (x2)
- King: King Kuranes, Celephais (x2)
- Voonith: Voonith, Monster (x2)
- Vale of Pnoth: Vale of Pnoth, The Wilderness, Underground (x2)
- Buopoth: Buopoth, Monster (x2)
- Gug: Gug, Monster (x2)
- Temple of Bokrug: Temple of Bokrug, Mnar, The West, Unique
- Angry Zoogs: Angry Zoogs, Event (x2)

Recommended Cards:
- Fly, Spell, Diamond icon*: This Spell allows you to place a new
non-Exotic Region as if Walking.
- Dust of Suleiman, Spell, Diamond icon (from MSGS): This Spell
Summons a Lesser Independent. All of the Zoog Monsters are Lesser
Independents.
- Create Time Warp, Spell, Eye icon*: This Spell allows you to return
to a Location in your Story Deck. This will assist travelling among
the Regions.
- Create Gate, Spell, Eye icon*: This Spell allows you to play a
Monster to your Threat. This will help bring the Zoog Monsters into
play.

Cards for Perchance...:
- Day: Any such cards
- Wine of Pnoth: Wine of Pnoth, Artifact (x2). Must be assigned to an
Ally.
- Twister: Twister, Event, Storm (x2)
- House: Kurane's Manor House, Celephais (x2)
- Palace: Opal Throne, Ilek-Vad, The East (x2)
- Monster: [Any Monster from If I Ran the Zoog]
- Event: [Any Event]

Recommended Cards:
- Any Allies in Celephais and the Dreamlands: The Wine of Pnoth is
assigned to an Ally, so put at least four Allies in this deck.
- HP Lovecraft, Any Dreamlands, allows you to draw a card once per
Round.
- Haragrim, Celephais, protects Tomes and Artifacts.
- Tukor, Any Library (see Introduction), allows you to play a Tome
when buried.

Cards for The Interesting Shop:
- Four different City Locations with the Tome or Artifact Attribute:
[Kurane's Manor House, Celephais (x2). Opal Throne, Ilek-Vad, The
East (x2)] Any other City Locations in Celephais and Ilek-Vad (See
Introduction).
- A Tome or Artifact costing Sanity: Any such Artifacts or Tomes

Comments: By adding the Great Library of Celephais (x2) and Ilek-Vad
(x2), you increase the number of Tome Locations, have two more
Locations where you can meet King Kuranes, and have a way of
travelling faster between Celephais and Ilek-Vad. The Harbor of
Celephais and The Great Bazaar are Common Celephais Artifact Locations
that can be used.

--------------------

From: paulw@betanet.co.uk (Paul Williams)
Subject: The Adventure of the Breaking of the Red Knight's Siege, Part One
System: Pendragon

This adventure is best set during the Third or Fourth Phase of
Arthur's reign and begins in the kingdom of Somerset. The adventure is
designed for low to mid-ranking knights rather than knights with high
Glory and vast land-holdings.

A bestiary at the end of this adventure contains statistics for all
the most important characters.

SYNOPSIS

The knights have all arrived in the city of Bath (K19) to attend the
annual Archangel Tourney but the festivities are disturbed by a
mysterious lady who asks for help in rescuing her sister from her
castle, which has been besieged by the villainous Red Knight.

The lady explains nothing more about herself or her sister and no
knights are willing to take on so dangerous a quest without further
explanation. It is hoped that the player knights freely volunteer
their services.

The player knights are taken roughly northwards through the deep
Campacorentin Forest by the lady and along the way must suffer her
continuous scorn and also the challenges of bandits, knights guarding
a bridge, and four French knights who bar their way. It is only just
before the knights arrive at the besieged castle (M18) that they learn
that the lady deliberately took them by the route they travelled in
order to test them against the four knights. She also explains who she
and her sister are.

Upon arriving at the castle the knights discover the remains of the
Red Knight's previous challengers, who have been left for the crows to
peck at. The fight against the Red Knight is especially tough but the
rewards are well worth the effort.

INTRODUCTION

Autumn has returned once more to the land and the King of Bath is
holding the annual Archangel Tourney, to which the player knights are
invited, either through friends who live in the kingdom of Somerset or
by having become known to the King of Bath through their own merits
(Glory of 3000+ or have had a notable encounter with Faeries). Knights
living in Somerset are automatically invited to participate,
regardless of their reputations or status.

As usual the tourney takes place in the city of Bath itself and is
open to any knight. Knights from the kingdom of Somerset are expected
to sign up on the side of the king, whilst knights from the
neighbouring counties, and occasionally further afield, are considered
to be the "enemy", especially during the melee.

The Mysterious Lady

After arriving at Bath and being shown where to erect their pavilions
and stable their horses, the player knights are able to relax and
enjoying the camaraderie of fellow knights in the king's hall on the
night before the tourney is to start. It is the king's custom that
before the tourney all knights are given a meal under his roof to show
his hospitality.

Throughout the evening knights from Somerset are given better
treatment than visiting knights and the player knights are no
exception to the rule. Whereas knights from Somerset receive fresh
venison and expensive French wine, visitors receive rabbit and low
quality ale. Knights who notice the difference may roll [Hospitality.
Success = the king is within his rights to do this as he is still
satisfying the rules of Hospitality.] Also, knights from Somerset are
sat nearer the king's table whilst visitors, regardless of rank, sit
further back in the hall on lower tables. Player knights who complain
loudly about the difference in quality of the meals and the seating
arrangements are taunted and ridiculed by knights from Somerset and
are verbally marked out for special treatment during the melee. They
also receive a check in [Reckless] and lose a point of [Hospitality]
for their outspoken rudeness.

The player knights may make [Temperate] or [Indulgent] tests if they
wish to determine how much they consume but no check is earned as a
result. Knights who succeed in a [Tourney] roll know that a clear head
is required for the morning's events.

Quite suddenly towards the end of the feast the doors to the great
hall open and in steps a lady of exceptional beauty, with skin the
texture and colour of finest porcelain and brown hair like spun
silk. She is dressed in expensive and elegant robes and holds herself
with a noble air. Everything falls silent in the great hall as she
enters. Unpeturbed by the stares she receives from the assembled
knights she walks straight up to the king and kneels before him. The
king then commands the lady to "stand and state what business brings
you to our great hall at this hour of the day."

Once the lady rises from her knees she tells her story to the
king. Her voice, though soft and gentle, carries great power and can
be heard by the player knights no matter where they are seated in the
hall.

"My lord king, I beg your forgiveness for disturbing your festivities
uninvited but I have come to ask a favour of you that is of great
importance to my family. My sister has been besieged in her castle by
the Red Knight for a great time now and I fear that she cannot last
much longer.

"The Red Knight is a most heinous villain and has the strength of
seven normal men. Some say that he is immortal and cannot be harmed by
weapons of man. I fear that none save one of your brave knights can
best him in combat and so free my sister from her imprisonment.
Thusly, I beseech you to send us knights to aid us in our hour of
need."

Player knights may roll [Recognize. Success = the Red Knight is known
to them by reputation and what the lady says of him matches stories
they have heard themselves. Fumble = the knight confuses the Red
Knight with the Green Knight who challenged Sir Gawain.]

The king proceeds to ask the lady her name and the name of her sister,
but she refuses to tell, saying that she has been bound by her word
not to reveal this information. Murmurs ripple through the throng of
knights, and many shake their heads slowly, muttering under their
breath. After a few moments of this the king stands and addresses the
assembled knights.

"Knights of the realm, hear me! You have dined beneath my roof and
supped my wines, now I ask a favour of thee. I ask you to consider the
words of this fair lady. Who amongst you is brave enough to partake of
the quest to save her sister from the villainy of the Red Knight?"

Many of the most senior knights in the kingdom reply "we will not help
this woman until we know her name and that of her sister, lest it be
some villainous trap."

Once again, the woman says "Noble sirs, I cannot tell you, even though
it grieves me sorely to see so many brave knights refuse to aid me
because of this."

It is expected that the player knights see their chance to acquire
some glory and shine in the king's eyes by accepting the quest. Those
that willingly accept without hesitation may make a check in
[Valorous].

When the player knights stand and tell the king that they accept the
quest, the lady's eyes open in shock as she realises that the
characters are not the strong and powerful knights she was expecting
to receive, but instead are low ranking knights of little renown. Of
course, she is too polite to refuse their aid but holds little hope of
them actually surviving the journey to her sister's castle.

Composing herself, lest her expression offend them, she tells the
knights to "be ready to leave before dawn tomorrow. We have far to
ride and cannot make good distance whilst you sleep in your beds."
[Awareness. Success = the knight notices a strange look in the lady's
eyes when they volunteer. Critical = the lady is not happy at the
quality of the knights who volunteered. Fumble = the knight is
convinced that the lady is attracted to him.]

A Lady's Scorn

Even though the player knights are the only ones willing to aid the
mysterious lady in her quest to free her sister, she has not endeared
herself to them. She feels betrayed by the king since he did not
command his bravest knights to help her, but instead let these
scullions of knights come to her aid.

Throughout the entire journey to her sister's castle she mocks the
knights' martial prowess. Any foes dispatched by the knights are put
down to a lucky blow, the opponent slipping on treacherous terrain, or
the knight cheating by striking an unfair blow. Chivalrous or
Religious knights are given a particularly rough time. No matter how
hard they try, the characters cannot win the lady over. Being rude to
a lady is certainly not knightly behaviour and the lady scorns the
knights even further if they insult her.

Knights who are so insulted by the lady may make [Forgiving] or
[Vengeful] tests as they see fit. Knights with values in one of these
Traits of 16 or higher must definitely make tests to see how they
behave in response to the derision they receive.

In truth, the lady taunts and mocks the knights to test their virtue.
Good and noble knights would tolerate the mocking without retribution
and would seek to prove the lady wrong by their deeds, and not by
their empty words. The lady is also testing the knights' honour and
continues to do so right up until they reach her sister's besieged
castle.

[continued in V22.2]

--

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