7th ed Game rules and Posting Conventions

Despite racing against the rain on your way northwards, the storm finally caught up with you in earnest and with it the night has fallen, abyssal black and riven by lightning. Conditions on the rain-swept road force your speed down to a virtual crawl so that your head-lamps can pierce the gloom and keep you on the path. The only thing certain now is that the weather behind you is worse than that which surrounds you, driving you onwards. What should have been an eventless journey has become something dangerous and unpredictable....

Moderator: Priest

7th ed Game rules and Posting Conventions

Postby Priest » Thu Feb 09, 2017 12:00 pm

Skill Rolls and Difficulty Levels
Your Keeper will tell you when you should attempt a skill roll and how difficult the task is.
A regular task requires a roll of equal to or less than your skill value on 1D100 (a regular success).
A difficult task requires a roll result equal to or less than half your skill value (a hard success).
A task approaching the limits of human capability requires a roll equal to or less than one-fifth of your skill value (an extreme success).
If you can justify it through your investigator’s actions, you can “Push” a failed skill roll. Pushing a roll allows you to roll the dice a second time. However, the stakes are raised. If you fail a second time the Keeper gets to inflict a dire consequence upon your character.
Example: You are trying to lever open the heavy stone door of a crypt. The Keeper decides this is very difficult and asks for a STR roll, specifying that a ‘hard success’ is required. You roll the dice but the result shows that you have failed, as you rolled above half your investigator’s STR. You ask if you can push the roll, stating that your character is using a spade to lever the door. The Keeper permits a second roll, but warns you that if you fail this roll not only will the door still be closed but ‘something‘ may hear you and could be coming for your blood!

Opposed Skill Rolls
If two investigators are opposing one another, or if an investigator is in a conflict with a significant non-player character (i.e. one for whom statistics are listed in the scenario), the Keeper may require an opposed roll. To resolve an opposed roll, both sides make a skill roll and compare their level of success. A Regular success beats a Fail, a Hard success beats a Regular success, an Extreme success beats a Hard success. In the case of a draw, the side with the higher skill value wins. If both skills are equal then have both sides roll 1D100, with the lower result winning.

Bonus and Penalty Dice
(primarily for use with opposed dice rolls)
Sometimes, the prevailing conditions for the investigators, their environment, and/or the time available to them can hinder or benefit a skill or characteristic roll. Under certain conditions the Keeper may grant a ‘bonus die’ or a ‘penalty die’to a roll. One bonus die and one penalty die cancel each other out.

FOR EACH BONUS DIE: roll an additional ‘tens’ percentage die alongside the usual pair of percentage dice when making a skill roll. You are now rolling 3 separate dice; one ‘units’ die and two ‘tens’ dice. To take benefit of the bonus, use the ‘tens’ die that yields the better (lower) result.
Example: Two rival investigators, Malcolm and Hugh, are vying for the affection of Lady Greene. Only one can gain her hand in marriage, so the Keeper determines that an opposed roll is needed to determine the outcome of their wooing. It is decided that each should make an opposed Charm roll. The Keeper reviews the events of the scenario so far: Malcolm has visited Lady Greene twice, each time lavishing expensive gifts upon her, whilst Hugh has only visited once and brought no gifts at all. The Keeper states that Malcolm has an advantage and will get a bonus die in the opposed roll. Hugh’s player rolls first against his Charm skill of 55, getting 45—a Regular success. Malcolm’s player rolls against his Charm skill with one bonus die, rolling one units die and two tens dice (20 and 40) The units die reads 4 and can be paired with either of the two tens dice to give scores of 44 or 24. Malcolm’s player takes the lower result 24—a Hard success.
Malcolm wins the opposed roll, and his proposalof marriage to Lady Greene is accepted.

FOR EACH PENALTY DIE: roll an additional ‘tens’ percentage die alongside the usual pair of percentage dice. You’re now rolling 3 separate dice; one ‘units’ die and two ‘tens’ dice. For a penalty, use the ‘tens’ die that yields the worse (higher) result.
Example: In a dire turn of events two investigators, Felix and Harrison, have been captured by the insane cultists of the Scarlet Smile. The cultists decide to have some ‘fun’ at the investigators’ expense, decreeing that both must undertake the Ordeal of Pain, from which only one can survive. The loser will be sacrificed to the cultists’ foul god.
The Ordeal of Pain involves lifting a huge rock and holding it aloft. Whoever holds the rock up the longest will win. This requires an opposed Strength roll from each of the investigators, however the Keeper rules that Harrison must take a penalty die, as he recently suffered a major wound (he received an injury when he was captured by the cultists) and is still recovering. Felix’s player rolls 51 against STR 65—a regular success.
Harrison’s STR is 55. His player rolls 20 and 40 on two tens dice and 1 on the units die, which can be combined to read 21 or 41. The extra die was a penalty die so Harrison must take the higher result—a regular success Both players have achieved a regular success; Felix wins because he has the higher STR. Felix is able to hold the rock above his head for longer than Harrison. The cultists jeer and lead Harrison off towards their altar…


Spending Luck
After the player has made a skill roll (using a skill or characteristic), Luck points may be spent to alter the result. The player can use Luck points to alter a roll on a 1-for-1 basis. The points spent are deducted from the investigator’s Luck score, which will reduce the chance of passing a future Luck roll.
Luck points may not be spent on Luck rolls, damage rolls, Sanity rolls, or rolls to determine the amount of Sanity points lost. A player may spend any amount of Luck points (up to their current Luck value) on a roll. A player may only spend Luck to alter one of their own dice rolls.

When a skill roll is failed, the player has the option to push the roll OR spend luck; Luck points may not be spent to alter the result of a pushed roll.
Criticals, fumbles, and _ rearm malfunctions always apply, and cannot be bought off with Luck points.
Also, no skill improvement check is earned if Luck points were used to alter the dice roll.
In play, an investigator’s Luck will fall through spends and rise through recovery (see below).

Recovering Luck points
Normally after each session of play, each player may make an improvement check for their Luck. This is rolled in the same way as for skill improvement. The player rolls 1D100 and if the roll is above their present Luck score they add 1D10 points to their Luck score. If the roll is equal to or less than the investigator’s present Luck score, no points are recovered. However since this is a one off scenario you are limited to the number of Luck points you began with.
Example: The Keeper rolls an Extreme success for a Dark Young to trample Harvey into the dust. Harvey fails to dodge with a roll of 35, far above his Dodge skill of 27. This is life or death, and so Harvey’s player spends 30 of Harvey’s Luck points to convert the failed Dodge roll to an Extreme success. Harvey avoids death by a hairsbreadth!
Harvey’s Luck is now down to 15 points, let’s hope Harvey doesn’t have to rely on his Luck any time soon.


Posting Conventions

These are quite simple, and follow those used elsewhere on this forum;
1. Post as often as you can (more is better) There is nothing that makes a game boring than having to wait ages for someone to post.
2. Please put your character’s name at the top of you posts. (Or use a suitable picture)
3. All names should be emboldened.
4. Anything you say should be coloured 'Blue' (or a suitable chosen colour)
5. Anything you think should be italicised and coloured 'Green' (Or use the suitable controls [ic-think])
6. OOC stuff should be coloured 'Red'. (Or use the suitable controls [ooc])
These conventions are in use elsewhere and seem to work.

Rate of post is important (for the above reason). Conflicts can slow it to a dead stop, therefore once any conflict begins the characters involved have twenty four hours to declare their actions, after this time limit I will NPC their character (possibly to their detriment). Likewise any player that has not posted for 7 days will find their character gone.
Whatever else CoC is a horror game, horror relies on atmosphere, and atmosphere has a very short shelf life. I will do my best to maintain atmosphere, but in the end it comes down to you the player.

Dice Rolls may be made via http://orokos.com/ or using the Forums own dice roller (I find ‘Orokos’ simpler, but that is just personal preference), but at the end of the day the choice of dice roller is up to you.
We do not see things as they are, we see things as we are.
- Anais Nin
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