Actually, I think that's the end of my character, not yours. But it's been fun! Sorry for trying to murder your character (again!)DadsAngry wrote:Tommy Clark:
As Reginald swing the shotgun towards him he fires his revolver.
Revolver (60%) - [1d100] = 44 and [1d100] = 61
Damage: [1d10] = 10 & [1d10] = 7
This character didn't last long.
Howie's Speakeasy - "Come on in"
- SocraticLawyer
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Re: Howie's Speakeasy - "Come on in"
How do we know you're not a donkey-brained man?
- Grognardsw
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Re: Howie's Speakeasy - "Come on in"
Well now... Everyone hit each other, given the point blank range. Does Tommy's first bullet kill Reginald before his shot hits (followed by Tommy's second bullet at end of round?) To keep rules and such consistent, Dads can you please re-roll damage with a character-linked roll instead of on-the-fly (which I never use in any campaign). Then of course, there is Carcosa and Balandabar's actions to take into account, all of which will be in my next post. Thanks!
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Re: Howie's Speakeasy - "Come on in"
Iggy looks good SL!
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Re: Howie's Speakeasy - "Come on in"
Sorry for the delay in posting, you guys.
What should our next move be? Skinner wants to raid the other places, but also doesn't want to give crazypants Reginald access to Carcosa's victim....
What should our next move be? Skinner wants to raid the other places, but also doesn't want to give crazypants Reginald access to Carcosa's victim....
How do we know you're not a donkey-brained man?
Re: Howie's Speakeasy - "Come on in"
I think we should raid the other places immediately. I wouldn't worry about Reginald. He's going to be laid up for a while in a nice white padded cell.
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Re: Howie's Speakeasy - "Come on in"
If there is consensus to do the night club and bayou lodge raid immediately (which would be mid-morning of this day, starting at the closer location of the night club), then Marius and Dr. Morgan's actions of destroying the book and crystal will happen later tonight of this day.DadsAngry wrote:I think we should raid the other places immediately. I wouldn't worry about Reginald. He's going to be laid up for a while in a nice white padded cell.
Re: Howie's Speakeasy - "Come on in"
Your last post was kind of confusing; time jumping.
If we have other raids to do before the day is finished, as long as Marius is alive after he'll go ahead with his plan of destroying the objects.
Maybe he can pick up the necessary destructive equipment along the way to the raids.
If we have other raids to do before the day is finished, as long as Marius is alive after he'll go ahead with his plan of destroying the objects.
Maybe he can pick up the necessary destructive equipment along the way to the raids.
- Grognardsw
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Re: Howie's Speakeasy - "Come on in"
Yes I did jump ahead on aspects that weren't impacting the current action, which will roll along chronologically.
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Re: Howie's Speakeasy - "Come on in"
I can't see the map in the most recent post.
As for how to proceed, I suggest that Skinner and one of the investigators join at least 5 agents in the front. Another investigator should go with the group in the back, possibly with the agent with the tommy gun. Sound ok?
As for how to proceed, I suggest that Skinner and one of the investigators join at least 5 agents in the front. Another investigator should go with the group in the back, possibly with the agent with the tommy gun. Sound ok?
How do we know you're not a donkey-brained man?
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Re: Howie's Speakeasy - "Come on in"
The map has been added as an attachment and should be viewable now.
Re: Howie's Speakeasy - "Come on in"
Dr. Morgan is more comfortable going around the back, especially considering what happened on the last raid with those that went to the front.
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Re: Howie's Speakeasy - "Come on in"
Yikes, I'm an idiot. [faceplant] I assumed it was a booby trap that killed him. I thought the agents checked the three rooms with negative results.Grognardsw wrote:As Agent Skinner searches the office for traps, the younger Agent Smith says: "Do you think, sir, that Agent Long here was killed by someone who went through the trap door that Long is lying on?"
I'll post an update shortly....
How do we know you're not a donkey-brained man?
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- Grognardsw
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Re: Howie's Speakeasy - "Come on in"
To recap 2e CoC insanity rules, if one loses 5 or more points of SAN in a single experience (encounter), you suffer a "terrible shock." You then make a percentile roll and if you succeed in an Idea roll, you realize the full significance of what you've beheld and go temporarily insane. I'll determine some possible effects the PC would roll for. Temporary insanity doesn't represent true insanity; if can be fainting, hysterics, or a breakdown.
So Agent Skinner, for the loss of 6 in going through the gate, please make an Idea roll.
When one goes temporarily insane, you can add 5% to your Cthulhu Mythos skill. Thereafter, other bouts of temporary insanity add 1%. So Agent Skinner, add 5% to CM for when you went temporarily insane after the limb-eating monster in the basement.
Now indefinite insanity is loss of 20% or more of one's current SAN in single encounter (not hour, which I'm changing). At that point unfortunate permanent occurrences happen. If not catatonia, suicide, or other debilitating effect, I'll suggest a course of action the PC should take which likely will spiral into an eventual dark finality (which is what happened to Reginald.)
Hospitalization, pyschotherapy, frontal lobotomy, shock therapy, counseling and defeating monsters can restore some SAN. I forgot about the monsters. You all defeated the creature eating limbs in the basement, so roll 1d10 to add to your San.
So Agent Skinner, for the loss of 6 in going through the gate, please make an Idea roll.
When one goes temporarily insane, you can add 5% to your Cthulhu Mythos skill. Thereafter, other bouts of temporary insanity add 1%. So Agent Skinner, add 5% to CM for when you went temporarily insane after the limb-eating monster in the basement.
Now indefinite insanity is loss of 20% or more of one's current SAN in single encounter (not hour, which I'm changing). At that point unfortunate permanent occurrences happen. If not catatonia, suicide, or other debilitating effect, I'll suggest a course of action the PC should take which likely will spiral into an eventual dark finality (which is what happened to Reginald.)
Hospitalization, pyschotherapy, frontal lobotomy, shock therapy, counseling and defeating monsters can restore some SAN. I forgot about the monsters. You all defeated the creature eating limbs in the basement, so roll 1d10 to add to your San.
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Re: Howie's Speakeasy - "Come on in"
Requested rolls:
Skinner Idea check (75) [1d100] = 10
So it looks like he's temporarily insane (again).
Sanity recovery for killing monster [1d10] = 9
I'll adjust his sheet accordingly.
Skinner Idea check (75) [1d100] = 10
So it looks like he's temporarily insane (again).
Sanity recovery for killing monster [1d10] = 9
I'll adjust his sheet accordingly.
How do we know you're not a donkey-brained man?
Re: Howie's Speakeasy - "Come on in"
Frank just lost 6 points of Sanity as well.
Dr. Morgan Idea Roll (75): [1d100] = 41
He is temporarily insane.
Recovered Sanity for slaying creature: [1d10] = 6
This should put him back to 41 Sanity. I adjusted his character sheet.
Dr. Morgan Idea Roll (75): [1d100] = 41
He is temporarily insane.
Recovered Sanity for slaying creature: [1d10] = 6
This should put him back to 41 Sanity. I adjusted his character sheet.
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Re: Howie's Speakeasy - "Come on in"
I think Frank's sanity loss was supposed to be 1d2, not 1d6. So he should be ok.
Skinner, on the other hand.....
Skinner, on the other hand.....
How do we know you're not a donkey-brained man?
Re: Howie's Speakeasy - "Come on in"
When we traveled through the gate, I think it was a d6 for a failed check.
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Re: Howie's Speakeasy - "Come on in"
Skinner’s temporary insanity is paranoia, which you may have detected in my last post. Alan Moore fans may recognize the text from Swamp Thing.
Frank’s temporary insanity is that the trapezohedron is alive and it spoke to him during the gate experience. Maybe it did. It is pulsing more quickly now, almost in tandem with Frank’s heartbeat, or so he believes.
Frank’s temporary insanity is that the trapezohedron is alive and it spoke to him during the gate experience. Maybe it did. It is pulsing more quickly now, almost in tandem with Frank’s heartbeat, or so he believes.
Re: Howie's Speakeasy - "Come on in"
I've already rolled idea roll.
Sanity recovery:
Sanity recovery for killing monster [1d10] = 5
Back up to 65 san points.
Sanity recovery:
Sanity recovery for killing monster [1d10] = 5
Back up to 65 san points.