OOC: The Boring Rules, guidelines, etc.

On the lunar calendar, it is the twelfth of July, 1920; in three days' time, the good people of China will celebrate 中元節, the festival of the dead. The great festival is an ancient tradition shrouded in dark rumours and whispered tales. Now, this festival will be celebrated publicly in Peking city, open to the gazes and inquiries of foreigners. During this month, the 阴气, the aura of death, is at its strongest; it will be during this month that the dead may influence the living realm with an eldritch plot of horror and madness...

Moderators: leestriter, HelplessBystander

OOC: The Boring Rules, guidelines, etc.

Postby HelplessBystander » Fri Sep 15, 2017 9:15 am

Alright, it's exactly what it says on the tin: The Rules and guidelines for this game.

Game Rules:
  • Psychic/ESP abilities allowed. During this time, the cultural revolution has yet to happen Taoism, Buddhism, Tibetan Buddhism, and Hinduism are all there in the melting-pot that is 1920s China, before the government decided to crack down on mystic beliefs. You can acquire psychic abilities (only one is allowed per character) and use them (at the cost of your SAN points and MP per every use), acquire talismans, craft ceremonial artefacts using eastern knowledge, etc. ALL at the cost of either SAN and/or POW. Be very careful there.
  • No Investigator are allowed to be in possession of more than six items at any given time.
  • A sixth sense for Mythos activity will automatically develop when your Mythos Knowledge hits 10 or above.
  • Due to the fact that there's simply too many mental illnesses and there's a lot of painfully detailed rules regarding them; I'm going to split the Mental Illnesses into different types randomly determined through a 1d6 dice roll an in direct correlation to SAN loss: 1 for 'Reality Misperception/Delusions', 2 for 'Mood Dysfunction', 3 for 'Anxiety/Stress', 4 for 'Shock', 5 for 'Amnesia/General Mental Incompetence', 6 for 'Phantom pain/Physical Dysfuntion'.
  • SAN recovers at 1d3 per every 6 months in-game. It will not recover beyond maximum limit.
  • All Kung-Fu skills required the usage of Qi. Thus, you must have the Qi Cultivation and Qi Manipulation skill to use any Kung-Fu skills.
  • Qi is spent for each usage of the Kung-Fu skills. To either deflect damage or to successfully activate a skill (remember, this setting is added in for fun. Don't whip the torches and pitchforks).
  • Once you have the Qi Cultivation skill, you passively cultivate Qi over time. With a 20% Qi Cultivation skill: you gain 1 Qi every two month, 50% is 1d3 Qi points per two month, 80% is 1d6 per two months, and 90% or above is 1d10 per two month.
  • Qi affects you whether you want to or not. 50 Qi points means you get to increase one of your character stats by 1 point (of course, subsidiary stats will not be affected). Every 20 points afterwards means the chance of increasing one of your character stats by one.
  • You cannot use Qi points to increase any of your character stats above the limit of 99.
  • You can use Qi points to recover either HP or MP; but you cannot use it to increase HP or MP beyond their initial maximum limits.
  • Qi points cannot be used to recover SAN points or to increase maximum Sanity.
  • No aim roll is required for long ranged weaponry and spells if the player is within 2~3 metres of the target with no obstacles between them.
  • Any and all in-game objective are secondary to survival. It will be difficult to complete this without at least one person dying.
  • Infighting can and will occur. When you least expect it to happen.
  • The police can and will appear and mess you up if you have a Credit Rating of lower than 40%, even to this day, police brutality towards others is still a thing in some parts of the world.
  • Don't be an ass. Seriously, just don't.

Character Creation Rules:
  • Roll 3d6 each for STR, CON, POW, DEX, and APP.
  • Roll 2d6+6 each for SIZ and INT.
  • Roll 3d6+3 for EDU.
  • Roll 1d10 for personal wealth, using the 1920s wealth chart for 6th edition.
  • If your rolls are abnormally low, a reroll of the entire set is permitted.
  • The minimum age allowed is EDU+6, but you can always choose to make your character older. For every 10 full years above the minimum, you get +1 to your EDU (which also gets you an extra 20 occupational skill points). However, for every full 10 years above 40 (i.e., starting at age 50), you must reduce one of the following stats by 1: STR, CON, DEX, or APP.
  • Idea: INT x 5
  • Luck: POW x 5
  • Know: EDU x 5 (maximum of 99)
  • Damage Bonus: Calculate STR+SIZ and consult the following table
  • Maximum HP: (CON+SIZ)/2 (round to nearest whole number)
  • Maximum MP: POW
  • Starting Sanity: POW x 5
  • The 20 x EDU occupational skill points can only be used to increase skills for your chosen profession
  • The 10 x INT hobby skill points that can be spent to increase any skill you want above base chance (even the ones for your occupation).
  • It is a requirement to have a Credit Rating of at least 30 or higher if you don't to start off as a vagrant and with the authorities on your back.
  • As long as it is justified with a very, very, very persuasive reason; I'll allow you to put points in Cthulhu Mythos or use a character with points in Cthulhu Mythos.
  • You cannot add points into Qi Cultivation, Qi Manipulation or any of the Kung Fu skills. These skills must be taught and can only be learned in-game over a long period of time.
  • Character Sheet Template Below.

Psychic Abilities list:
  • Clairevoyance
  • Create Charms
  • Flying
  • Precognition
  • Psychokinesis
  • Retrocognition
  • Spirit Projection
  • Telepathy

Character Sheet Template:

Player ID:
Psychic Ability:
Current Residence:
Colleges, Degrees:

INT: (Idea - )
POW: (Luck - )
EDU: (Know - )

Qi points:
Phobia/Mental Disorder Type(s):
Maximum Sanity: 99-(Cthulhu Mythos Points)-(miscellaneous)
HP (How long before your Character dies):
MP (The Source of all Psychic Powers/Spells):
Damage Bonus:
Wealth (Is he/she rich?):
Clothing (What is your character wearing?)

Background (Their Origin Story):

Dark Secrets (The things that they swear they'll never, ever, ever tell anyone):

Skills (Non-default skills BOLD, Professional Skills ITALICS, Hobbies preceded by a DOT. Checked skills followed by a *):
Accounting (10%):
Algebra (30%):
Animal Training (10%):
Anthropology (01%):
Archaeology (01%):
Art (05%):
Astronomy (01%):
Back Stabbing (40%):
Bargain (05%):
Biology (01%):
Boxing (01%):
Charm (15%)
Chemistry (01%):
Climb (40%):
Conceal (15%):
Cooking (50%):
Craft (05%):
Credit Rating (15%):
Cthulhu Mythos (00%):
Disguise (01%):
Dodge (DEX x 2):
Drive Auto (20%):
Drive Horse-drawn carriage (10%):
Electrical Repair (10%):
Electronics (01%):
Fast Talk (05%):
First Aid (30%):
Folk Lore (01%):
Geology (01%):
Hide (10%):
History (20%):
Hunting (15%):
Jump (25%):
Law (05%):
Library Use (25%):
Listen (25%):
Locksmith (01%):
Lovemaking (25%)
Mechanical Repair (20%):
Medicine (05%):
Natural History (10%):
Navigate (10%):
Occult (05%):
Other Language(01%):
Own Language (EDU x 5%):
Persuade (15%):
Pharmacy (01%):
Photography (10%):
Physics (01%):
Pilot (01%):
Psychoanalysis (01%):
Psychology (05%):
Qi Cultivation (00%):
Qi Manipulation (00%):
Ride (05%):
Sneak (10%):
Spot Hidden (25%):
Swim (25%):
Tarot Reading (05%):
Throw (25%):
Track (10%):
Wrestling (CONx5):

Fist/Punch (50%):
Grapple (25%):
Head Butt (10%):
Kick (25%):

Kung Fu (must be used in tandem with Qi Manipulation and Qi points):
Kung Fu: Flying Darts (00%):
Kung Fu: Iron Fan (00%):
Kung Fu: Iron Fists (00%):
Kung Fu: Iron Body (00%):
Kung Fu: Iron Staff (00%):
Kung Fu: Light Body (00%):
Kung Fu: Mantis Reflexes (00%):
Kung Fu: Monkey Leaping (00%):
Kung Fu: Monkey Pivot (00%):
Kung Fu: Poison Palm (00%):
Kung Fu: Thunder Palm (00%):
Kung Fu: Ugly Stick (00%):

Gim Dual Edged Sword Use (01%):
Handgun (20%):
Knife (25%):
Lasso (01%):
Machine Gun (15%):
Nunchuck Use (05%):
Rifle (25%):
Shotgun (30%):
Stick wielding (60%):
Dao Broadsword Use (01%):
Katana Sword Use (01%):

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