Rules

Terror Lurks beneath the waves...

In Dame Marie, sleeping villagers walk in the dead of night - they return without memory, naked and soaking from the sea...when they return at all...

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Mephistophilis
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Rules

Post by Mephistophilis »

Just reposting these.

Rules for Cthulhu Dark are very simple (http://catchyourhare.com/files/Cthulhu%20Dark.pdf), you choose an occupation, and that's all the mechanical character creation.

You roll 1d6 for any task within human capabilities, another 1d6 if it relates to your occupation, and you can risk your sanity by also rolling the insight die (which starts at 1). Pick the highest number. If it is your insight die then roll for insight and if you roll above your insight then add 1. Go insane when insight reaches 6.

For most tasks, particularly investigation, 1 is a bare pass, enough to move the story on, 4 is a good pass, you learn what a competent investigator would, 5 you succeed and then some, 6 you might learn more than you wanted.

Roll insight if you have a scare.

If anyone else thinks it'd be interesting for a task to fail they can roll 1d6 against you and the higher roll wins. You can reroll a test if you commit your insight die.

It has a lot in common with Trail of Cthulhu but personally I'd probably try and be less railroady and more off the cuff than that would imply. Oh, and if you fight a monster you die.
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Re: Rules

Post by Mephistophilis »

Just to say - if we roll an insight die I'll always assume it is the last one rolled if there's more than one.
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