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Originally Posted by Trifletraxor
Something tells me this will be a busy thread. Especially after I spread the word to draw more people to the forum! 
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Spread the word, though I'll likely be doing a bunch of evangelism for the book on various forums over the next two-to-forever months.
Quote:
Originally Posted by Trifletraxor
Sanity?? Allegiance?? This is optional spot rules I hope? 
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Optional rules in the GM's chapter.
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Originally Posted by Trifletraxor
CoC skill modifiers? Do you mean like RQ3?
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Like from the
Call of Cthulhu Keeper's Handbook. If a skill is being performed under ideal conditions and isn't essential to the plot, the GM can make the skill Easy (double the chance of success). If it's going to be hard, the GM can rule that it's Difficult (1/2 chance). It's a simple means of quickly resolving issues, or for making them tougher. There are also rules about when you'd add a modifier from -20% to +20% for various things, applied after a skill is either doubled or halved.
Quote:
Originally Posted by Trifletraxor
The rumoured scenario pack, which might get cancelled because the sci-fi scenario was not handed in. Would be great if you could get som news on this.
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I wonder if the sci-fi scenario was mine? It is admittedly late. I'll ask Dustin about it.