History TabletopGame / CallOfCthulhu

9th Aug '16 9:07:43 AM Elyandarin
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* CastFromSanity: The TropeMaker. Every spell cast takes a toll on your mind. And increasing your Mythos knowledge (used to cast spells) ''permanently'' lowers your Sanity stat.
12th Jul '16 11:17:58 PM Koveras
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::In case you were wondering about the math behind this: 4D6 amounts to a minimum of 4 and maximum of 24 damage per shot with 2 shots per turn of combat. 2 x 24 = 48 per player. Assuming all dice rolls go perfectly, 8 players firing simultaneously looks like (2 x 48) 8 = 768 points of damage. The worst possible roll would look like (2 x 4) 8 = 64 points of damage. Assuming average rolls (3.5, the average between the average rolls of 3 and 4), that's 448 points of damage per turn of combat!

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::In case you were wondering about the math behind this: 4D6 amounts to a minimum of 4 and maximum of 24 damage per shot with 2 shots per turn of combat. 2 x 24 = 48 per player. Assuming all dice UsefulNotes/{{dice}} rolls go perfectly, 8 players firing simultaneously looks like (2 x 48) 8 = 768 points of damage. The worst possible roll would look like (2 x 4) 8 = 64 points of damage. Assuming average rolls (3.5, the average between the average rolls of 3 and 4), that's 448 points of damage per turn of combat!
17th Apr '16 7:16:37 AM Morgenthaler
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* SupernaturalFearInducer: The King in Yellow has an attack that literally causes those who look into his eyes to be paralyzed with fear... and generally, causes the character to lose Sanity in the process.
24th Mar '16 7:59:36 AM Prfnoff
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One of the most famous TabletopGames of all time, ''Call of Cthulhu'' combines the adventurism and teamwork of Tabletopgame/DungeonsAndDragons with the LovecraftianFiction setting of the CthulhuMythos. Your adventurers, or rather investigators, are dropped into scenarios right out of a Lovecraft story, and must keep their wits about them; the goal of every ''C.O.C.'' campaign is not so much to ''defeat'' the Enemy, but to ''survive'' Its horrendous onslaught while following the mystery out to its bitter -- [[KillerGameMaster and usually grim]] -- end.

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One of the most famous TabletopGames of all time, Creator/{{Chaosium}}'s ''Call of Cthulhu'' combines the adventurism and teamwork of Tabletopgame/DungeonsAndDragons with the LovecraftianFiction setting of the CthulhuMythos. Your adventurers, or rather investigators, are dropped into scenarios right out of a Lovecraft story, and must keep their wits about them; the goal of every ''C.O.C.'' campaign is not so much to ''defeat'' the Enemy, but to ''survive'' Its horrendous onslaught while following the mystery out to its bitter -- [[KillerGameMaster and usually grim]] -- end.
23rd Jan '16 6:08:52 PM FungusFromYuggoth
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** For the most part, it's still quite [[{{GameplayAndStoryIntegration}} integrated]] with some amounts of [[{{ZigZaggedTrope}} zig-zagging]], and it depends at what a Keeper is willing to throw at his players. As far as deity-level Mythos entities (Great Old Ones, Elder Gods, not even to mention the Outer Gods) are concerned, they ''are'' by definition immortal, being able to reform and come back some time (minutes to years) after being banished, and functionally invulnerable. The latter also goes for the higher-level Mythos entities (dholes, Cthonians, Star-spawn, the iconic shoggoths, Flying Polyps, hunting horrors, star vampires, Terrors from Beyond...), any of which will generally kill the entire party two times over before they manage to put more than a scratch on it, unless the party is exceptionally lucky ''and'' marvelously well-equipped. However, the lower-level entities that could pass for "Mythos footsoldiers" (ghouls, zombies, Deep Ones, the occasional dimensional shambler or two) can indeed be kept at bay and killed with [[{{MoreDakka}} sufficient firepower]] or the right kind of weapons, although it's still not exactly trivial. Human cultists, being mostly equal in stats to player characters, can be slaughtered in numbers if the investigators have the tactical advantage. Unless the cultists have one or several Mythos sorcerers with them, then the party is screwed once again.

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** For the most part, it's still quite [[{{GameplayAndStoryIntegration}} integrated]] with some amounts of [[{{ZigZaggedTrope}} zig-zagging]], and it depends at what a Keeper is willing to throw at his players. As far as deity-level Mythos entities (Great Old Ones, Elder Gods, not even to mention the Outer Gods) are concerned, they ''are'' by definition immortal, being able to reform and come back some time (minutes to years) after being banished, and functionally invulnerable. The latter also goes for the higher-level Mythos entities (dholes, Cthonians, Star-spawn, the iconic shoggoths, Flying Polyps, hunting horrors, star vampires, Terrors from Beyond...), any of which will generally kill the entire party two times over before they manage to put more than a scratch on it, unless the party is exceptionally lucky ''and'' marvelously well-equipped. However, the lower-level entities that could pass for "Mythos footsoldiers" (ghouls, zombies, Deep Ones, the occasional dimensional shambler or two) can indeed be kept at bay and killed with [[{{MoreDakka}} sufficient firepower]] or the right kind of weapons, although it's still not exactly trivial. Human cultists, being mostly equal in stats to player characters, can be slaughtered in numbers if the investigators have the tactical advantage. Unless the cultists have one or several Mythos sorcerers with them, then the party is screwed once again. (And of course, another problem with human cultist enemies is that, while substantially weaker than almost any Mythos entity, they have the ability to use human technology just as well as the investigators - so the wondrous properties of shotguns detailed below can also work ''against'' the party...)
5th Jan '16 10:33:44 PM FungusFromYuggoth
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** If only it were that easy. Shotguns work like a charm against ghouls, zombies, even the occasional ghast or so - assuming a full party where *everyone* is armed with a shotgun and has a high enough skill ''and'' a fortunate die roll every round, yes. Shoggoths, for some reason particularly chosen in the example above? They have a [[{{HitPoints}} HP]] value of 63, which seems easy to overcome...and take 1 point of damage from all weapons, including shotguns. One. [[{{ArsonMurderAndJaywalking}} Oh, and they regenerate 2 HP per round.]] A shoggoth's average damage bonus is 8D6, and player characters successfully attacked are grappled, only able to counterattack with a successful STR roll against 100. [[{{FromBadToWorse}} Oh, and any target successfully attacked by a shoggoth must match STR on the Resistance Table (good luck with that) or be insta-killed]]. Was it mentioned that a shoggoth can attack multiple targets? So, assuming a party of 8, all armed with shotguns, even succeeding all of their rolls, the shoggoth will only take 16 damage in one round, regenerate two of those until the next round and probably kill about 2 investigators and incapacitate one or two more, taking only 8-10 damage in the next round (again, if all investigator attacks connect). Good luck killing it and keeping even one investigator alive...

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** If only it were that easy. Shotguns work like a charm against ghouls, zombies, even the occasional ghast or so - assuming a full party where *everyone* is armed with a shotgun and has a high enough skill ''and'' a fortunate die roll every round, yes. Shoggoths, for some reason particularly chosen in the example above? They have a [[{{HitPoints}} HP]] value of 63, which seems easy to overcome...and take 1 point of damage from all weapons, including shotguns. One. [[{{ArsonMurderAndJaywalking}} Oh, and they regenerate 2 HP per round.]] A shoggoth's average damage bonus is 8D6, and player characters successfully attacked are grappled, only able to counterattack with a successful STR roll against 100. [[{{FromBadToWorse}} Oh, and any target successfully attacked by a shoggoth must match STR on the Resistance Table (good luck with that) or be insta-killed]]. Was it mentioned that a shoggoth can attack multiple targets? So, assuming a party of 8, all armed with shotguns, even succeeding all of their rolls, the shoggoth will only take 16 damage in one round, regenerate two of those until the next round and probably kill about 2 investigators and incapacitate one or two more, taking only 8-10 damage in the next round (again, if all investigator attacks connect). Good luck killing it and keeping even one investigator alive... And while shoggoths are the most egregious example of "unkillable" Mythos entities (save deities), flying polyps, star-spawn and cthonians won't be impressed by a party of 8 shotgun-wielders either.
5th Jan '16 10:25:42 PM FungusFromYuggoth
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** If only it were that easy. Shotguns work like a charm against ghouls, zombies, even the occasional ghast or so - assuming a full party where *everyone* is armed with a shotgun and has a high enough skill ''and'' a fortunate die roll every round, yes. Shoggoths, for some reason particularly chosen in the example above? They have a [[{{HitPoints}} HP]] value of 63, which seems easy to overcome...and take 1 point of damage from all weapons, including shotguns. One. [[{{ArsonMurderAndJaywalking}} Oh, and they regenerate 2 HP per round.]] A shoggoth's average damage bonus is 8D6, and player characters successfully attacked are grappled, only able to counterattack with a successful STR roll against 100. [[{{FromBadToWorse}} Oh, and any target successfully attacked by a shoggoth must match STR on the Resistance Table (good luck with that) or be insta-killed]]. So, assuming a party of 8, all armed with shotguns, even succeeding all of their rolls, the shoggoth will only take 16 damage in one round, regenerate two of those until the next round and probably kill about 2 investigators and incapacitate one or two more, taking only 8-10 damage in the next round (again, if all investigator attacks connect). Good luck killing it and keeping even one investigator alive...

to:

** If only it were that easy. Shotguns work like a charm against ghouls, zombies, even the occasional ghast or so - assuming a full party where *everyone* is armed with a shotgun and has a high enough skill ''and'' a fortunate die roll every round, yes. Shoggoths, for some reason particularly chosen in the example above? They have a [[{{HitPoints}} HP]] value of 63, which seems easy to overcome...and take 1 point of damage from all weapons, including shotguns. One. [[{{ArsonMurderAndJaywalking}} Oh, and they regenerate 2 HP per round.]] A shoggoth's average damage bonus is 8D6, and player characters successfully attacked are grappled, only able to counterattack with a successful STR roll against 100. [[{{FromBadToWorse}} Oh, and any target successfully attacked by a shoggoth must match STR on the Resistance Table (good luck with that) or be insta-killed]]. Was it mentioned that a shoggoth can attack multiple targets? So, assuming a party of 8, all armed with shotguns, even succeeding all of their rolls, the shoggoth will only take 16 damage in one round, regenerate two of those until the next round and probably kill about 2 investigators and incapacitate one or two more, taking only 8-10 damage in the next round (again, if all investigator attacks connect). Good luck killing it and keeping even one investigator alive...
5th Jan '16 10:22:23 PM FungusFromYuggoth
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** If only it were that easy. Shotguns work like a charm against ghouls, zombies, even the occasional ghast or so - assuming a full party where *everyone* is armed with a shotgun and has a high enough skill ''and'' a fortunate die roll every round, yes. Shoggoths, for some reason particularly chosen in the example above? They have a [[{{HitPoints}} HP]] value of 63, which seems easy to overcome...and take 1 point of damage from all weapons, including shotguns. One. [[{{ArsonMurderAndJaywalking}} Oh, and they regenerate 2 HP per round.]] A shoggoth's average damage bonus is 8D6, and player characters successfully attacked are grappled, only able to counterattack with a successful STR roll against 100. [[{{FromBadToWorse}} Oh, and any target successfully attacked by a shoggoth must match STR on the Resistance Table (good luck with that) or be insta-killed]]. So, assuming a party of 8, all armed with shotguns, even succeeding all of their rolls, the shoggoth will only take 16 damage in one round, regenerate two of those until the next round and probably kill about 2 investigators and incapacitate one or two more, taking only 8-10 damage in the next round (again, if all investigator attacks connect). Good luck killing it and keeping even one investigator alive...
3rd Jan '16 1:27:54 PM FungusFromYuggoth
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** For the most part, it's still quite [[{{GameplayAndStoryIntegration}} integrated]] with some amounts of [[{{ZigZaggedTrope}} zig-zagging]], and it depends at what a Keeper is willing to throw at his players. As far as deity-level Mythos entities (Great Old Ones, Elder Gods, not even to mention the Outer Gods) are concerned, they ''are'' by definition immortal, being able to reform and come back some time (minutes to years) after being banished, and functionally invulnerable. The latter also goes for the higher-level Mythos entities (dholes, Cthonians, Star-spawn, the iconic shoggoths, Flying Polyps, hunting horrors, star vampires, Terrors from Beyond...), any of which will generally kill the entire party two times over before they manage to put more than a scratch on it, unless the party is exceptionally lucky ''and'' marvelously well-equipped. However, the lower-level entities that could pass for "Mythos footsoldiers" (ghouls, zombies, Deep Ones, the occasional dimensional shambler or two) can indeed be kept at bay and killed with [[{{sufficient firepower}} MoreDakka]] or the right kind of weapons, although it's still not exactly trivial. Human cultists, being mostly equal in stats to PCs, can be slaughtered in numbers if the investigators have the tactical advantage. Unless the cultists have one or several Mythos sorcerers with them, then the party is screwed once again.

to:

** For the most part, it's still quite [[{{GameplayAndStoryIntegration}} integrated]] with some amounts of [[{{ZigZaggedTrope}} zig-zagging]], and it depends at what a Keeper is willing to throw at his players. As far as deity-level Mythos entities (Great Old Ones, Elder Gods, not even to mention the Outer Gods) are concerned, they ''are'' by definition immortal, being able to reform and come back some time (minutes to years) after being banished, and functionally invulnerable. The latter also goes for the higher-level Mythos entities (dholes, Cthonians, Star-spawn, the iconic shoggoths, Flying Polyps, hunting horrors, star vampires, Terrors from Beyond...), any of which will generally kill the entire party two times over before they manage to put more than a scratch on it, unless the party is exceptionally lucky ''and'' marvelously well-equipped. However, the lower-level entities that could pass for "Mythos footsoldiers" (ghouls, zombies, Deep Ones, the occasional dimensional shambler or two) can indeed be kept at bay and killed with [[{{sufficient firepower}} MoreDakka]] [[{{MoreDakka}} sufficient firepower]] or the right kind of weapons, although it's still not exactly trivial. Human cultists, being mostly equal in stats to PCs, player characters, can be slaughtered in numbers if the investigators have the tactical advantage. Unless the cultists have one or several Mythos sorcerers with them, then the party is screwed once again.
3rd Jan '16 1:27:04 PM FungusFromYuggoth
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** For the most part, it's still quite [[{{GameplayAndStoryIntegration}} integrated]] with some amounts of [[{{ZigZaggedTrope}} zig-zagging]], and it depends at what a Keeper is willing to throw at his players. As far as deity-level Mythos entities (Great Old Ones, Elder Gods, not even to mention the Outer Gods) are concerned, they ''are'' by definition immortal, being able to reform and come back some time (minutes to years) after being banished, and functionally invulnerable. The latter also goes for the higher-level Mythos entities (dholes, Cthonians, Star-spawn, the iconic shoggoths, Flying Polyps, hunting horrors, star vampires, Terrors from Beyond...), any of which will generally kill the entire party two times over before they manage to put more than a scratch on it, unless the party is exceptionally lucky ''and'' marvelously well-equipped. However, the lower-level entities that could pass for "Mythos footsoldiers" (ghouls, zombies, Deep Ones, the occasional dimensional shambler or two) can indeed be kept at bay and killed with [[{{sufficient firepower}} MoreDakka]] or the right kind of weapons, although it's still not exactly trivial. Human cultists, being mostly equal in stats to PCs, can be slaughtered in numbers if the investigators have the tactical advantage. Unless the cultists have one or several Mythos sorcerers with them, then the party is screwed once again.
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