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, welcome to Cthulhu 7E - Masks of Nyarlathotep

18:34, 10th May 2024 (GMT+0)

Rules Notes.

Posted by The Keeper of Arcane LoreFor group 0
The Keeper of Arcane Lore
GM, 28 posts
Thu 28 Jul 2022
at 01:20
  • msg #1

Rules Notes

I will post game rules that I've posted in campaign threads here, for easy reference. Note that I'm not explaining everything upfront, and prefer to take a 'tutorial' approach where we explain rules as they came up.

SKILL & CHARACTERISTIC CHECKS

To make skill/characteristic rolls, you roll a d100 using the Dice Roller built into RPOL. Low numbers are better. Check this against the relevant skill/characteristic. If you rolled your skill/characteristic number or lower, you pass. Otherwise, you fail. If you succeed on a skill check, put an 'X' in the [ ] space next to that skill. That will matter later.

If you fail, you sometimes can push a roll. I'll let you know when you can do that; you can ask if I forget to say. Pushing lets you reroll the d100 again. If you fail the pushed roll too, something bad will happen. Sometimes I'll forewarn you about what, sometimes I won't.
 Normally you have to justify pushing by explaining what you are doing differently.

Finally, if you are close to the number you need (say you have Psychology 20 and you roll 22) you can spend Luck points to make up the difference. You can do this for Skill/Characteristic rolls, EXCEPT Luck and Sanity rolls. However, spent Luck means you have less Luck for other later rolls. Also, you sometimes have to make Luck rolls (e.g., to see if you remembered to bring  a flashlight that you didn't mention) and you'll roll with whatever your present level is. So spend carefully! You can NOT spend Luck on a Pushed roll; it's one or the other.

A few picky points:

1. If you push you can still get your Skill checkmark. But Luck means no checkmark. And also, if I gave you a situational bonus die (More on that later), no checkmark either. In practice, I might still give you the check IF I feel you really earned the bonus die for yourself through clever play.
2. Fumbles (rolls of 96-100 if you need to roll <50; otherwise, rolls of 100) are like a "natural 1" in D&D. They suck. They CANNOT be bought off with Luck. Also, the 'special negative consequence' from the Fumble cannot be obliterated with Pushing, although I might let you Push to try to earn a success (it's just that you still catch the bad consequence of the fumble, AND of course you might get doubly punished if you then fail the Push).
3. You cannot spend Luck to help other people.
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