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25

Cultists don't let themselves be taken alive Their madness means surrender will not happen. Even if you manage to knock one out and capture them without killing them, what is to stop them from trying to attack the players again and again. Straight jackets and muzzles are used on dangerous prisoners and psychotics for a reason. Even if they accept their ...


18

There are different editions of Masks and I don't know the differences between them, but in the one I have the cultists have, respectively: English 10%, Mythos 3% English 55%, Mythos 4%, a "New Yorker cocaine fiend of negligible skills" English 1%, Mythos 5% There's only so much information they could give up even if they wanted to, which they don't. ...


13

You are making two assumptions: First, that the cultists are sane. They are not. they are insane. Second, that the cultists know what is going on. Again, they are insane and may not have been told anything of use apart from "Go there, kill this block, and anyone who gets in your way". However, if the players go to the trouble of having their character ...


11

You're not missing anything. Based on the description you provided, it sounds like your player purchased one of Q-Workshop's licensed "Call of Cthulhu" dice sets. Strange as it may seem, the license isn't to the roleplaying game necessarily, but to the story by H.P. Lovecraft and the associated Mythos iconography. The set of dice is decorated to look ...


4

Outside Forces I'm not familiar with the specific scenario, but in a capture event if a semi-mad cultist was about to 'spill the beans', perhaps the elder forces he was devoted to might intervene themselves, speak a few words from the captive's mouth (in their voice not his) as his eyes roll back into his head and his neck contorts and snaps of its own ...


4

Disclaimer: this is a somewhat generic answer, not specific to this scenario (which I don't know). They aren't clerks, they are cultists for a reason. It's entirely reasonable to expect them to suicide (or mutilate), endure (or enjoy!) torture, or simply being unable to be useful due to their insanity. So, suicide is boring? Have them cut their own ...


4

COC6. COC6 fixates mostly on d6's and d10's - the d10 pair being used a lot. d6's are used in character generation, and often for damage. There are plenty of d8 SAN loss entries. Steal Life (p. 243) is a 1d20 SAN loss to cast. Commercially, d3's as such are rare. Most dice sets don't include them. D2's are even rarer - just use the d6 to simulate both. ...


4

Currently, all I can provide is an opinion based on a discussion I followed some time ago. And this just got too long for a comment … If you understand german, here is the extensive discussion on the forum of the german CoC publisher I mentioned above. I don't remember all aspects that were discussed there and currently don't have time to go through that ...


2

Just use 6th (or any earlier) edition - the system differences you will get into in a con game are minimal. This is a terse answer, but somewhat authoritative in that I've run CoC games at MidSouthCon before! (Founding officer of the FORGE, proud promulgator of Scooby Doo Cthulhu). The beauty of CoC as a con game is that people can walk up, understand ...


2

On BRP central, there is a nice 'wild dice' idea. Each session, each player gets 5 additional percentage dice. If they roll a fail and really want to succeed, they can roll one of their wild die and replace the previous roll. E.g. Player rolls 72, a fail. they roll one of their wild % dice, get 30 and replace the 70 to give a 32 score. The player can ...



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