Chaosium Digest Volume 18, Number 7 Date: Sunday, February 23, 1997 Number: 1 of 1 Contents: Sage Advice (Peter Devlin) CALL OF CTHULHU Priests & Champions (Patricio Gonzalez) ELRIC! Brewing Potions (Patricio Gonzalez) ELRIC! Demons & Elementals (Patricio Gonzalez) ELRIC! Young Kingdoms Nationalities (Patricio Gonzalez) ELRIC! Editor's Notes: Welcome to another issue of the Chaosium Digest. This time around, a new sage for Call of Cthulhu (a fun topic that's been explored before in V3.2, V8.12, and V12.12), as well as a ton of rules additions for Elric! Don McGregor (Khelbon@wwnet.com) is looking for a Call of Cthulhu email game. Anyone got such a beast running currently? If not, and someone is interested in keeping one, I'd by happy to run an announcement here in the Chaosium Digest. Shannon RECENT RELEASES * Call of Cthulhu - _A Resection of Time_ (Chaosium, 64 pg., $11.95), by Sam Johnson, is a cool campaign set in the 1990s era. It involves an investigation into the mysterious death of Kyle Woodson, and subsequent travels to San Francisco, the Sanbourne Institute of Pacific Antiquities near Los Angeles, and Modern Arkham. In the end, all clues lead to ancient Mayan ruins, deep in Central America. -------------------- From: "Peter Devlin" Subject: Sage Advice System: Call of Cthulhu Sage Advice Copyright (c) 1997 Peter Devlin pdevlin@scotsys.co.uk At some point in their lives, PC investgators will have to look to a reputed scholar of arcane lore for advice on their current predicament. Jean Le Strange is one such man. But, how do you approach such a man for assistance? And, what will be the price for that assistance? Born in Paris (or Alsace Lorraine, or Cairo), reputedly during the Revolution, Jean Le Strange is a figure of some notoriety, due mainly to his outre religious and philosophical beliefs. He is said to have inspired works such as "La Bas", has given guest lectures to the Golden Dawn, made an enemy of Dietrich Eckhart, has been denounced by the Vatican, and has been studied and debunked by the Society for Psychical Research. Independently wealthy, he maintains elegant homes in a number of cities across the globe, furnished with many rare curios and pieces of art. He is a combination of scholarly recluse and Gallic playboy. Apparent age 37. Height 6'1". Weight 178 pounds. Slim athletic physique, narrow hips, wide shoulders. Tanned. Short dark hair oiled and combed back. Gallic nose and strong chin. Dresses in dark, rich, sombre, classic, fashionable suits made of silk or wool, white cotton or silk shirts, crimson silk ties, patent leather or suede Chelsea boots, and a dark fedora. Carries an ebony cane concealing a rapier. Speaks many languages with a soft, educated French accent. Smokes Turkish cigarettes and drinks only rich red wines. Possibilities: 1) Le Strange is a sorceror of considerable power, knowledgeable in the ways of the Mythos and its creatures. He is on intimate terms with The Black Man (Nyarlathotep), who has granted him much of his power, and his position on the ruling council of the Illuminati (or whichever organization is appropriate for your campaign). He acts as a lethal lure for those who have enough knowledge to be dangerous. His great age is attributable to both his dark sorceries and his skill as a deceiver and manipulator. When PCs contact him he will become a mysterious, reserved patron, and will aid them for some months. At some point he will unexpectedly enter a scenario to which he is ostensibly unrelated (e.g. as confidant of a certain high priest of the Brotherhood of the Black Pharaoh) and reveal the PCs to the bad guys. He is always guarded by a permanently bound Star Vampire (or two), which has had many years of feedings on foolish investigators during which to wax powerful and become difficult to dismiss. 2) Le Strange is a sorceror of considerable power who has yet to be seduced totally by the Mythos. When PCs contact him (after establishing a relationship), he is evasive and distant. He is suffering from a severe and odd form of somnambulence. During his "attacks" he cruises the city streets in a large black saloon, engages an escort for the evening, returns to his home, kills her horribly, then dumps the body. He remembers only short fragments which he attributes to nightmares induced by his studies. Astute PCs researching him should stumble across the pattern of slain prostitutes in the world's fashionable cities, e.g. Paris, Venice, London, New York. This is the secret of his great age as his victims' life force feeds both him and his personal demon. Those who can help him will make a useful friend, but he will then begin to age normally. Those who follow him at night will bite off more than they can comfortably chew. 3) Le Strange is a well-preserved scholar with more than a passing knowledge of the Mythos. His background is a combination of rumour, a pinch of truth, and a lot of fantasy. However, his occult collection is real. His latest accquisition during his travels is an ornate blue crystal bottle (9 inches tall, 4 inch diameter base, fluted and stoppered, sealed with lead), purchased at an exhorbitant price at Sothebys in London. It is reputed to have once been the possession of John Dee. When PCs visit Le Strange, his extensive house will be empty. In the large parquet floored study is the expected library, with a paper-littered desk and comfy chairs. There is also a wooden pedestal similar to a flat lectern, but with nothing on it. On the floor is a fine sand which will crunch under the investigator's foot. Looking closely will show that it is very fine powdered blue glass. Looking even closer will reveal the "burst" pattern which it appears to have. The floor beneath the wooden pedestal is mainly sand-free. What exactly was in that bottle? Where is the owner? What's that noise? (Thanks to David Drake, author of the novel _Dagger_, published by Ace, for option 3. Also check out his short story "Than Curse The Darkness" in _New Tales of the Cthulhu Mythos_, edited by Ramsay Campbell, published by Arkham House and Grafton. That particular story is one of the finest ever Man vs. Mythos stories.) Copyright (c) 1997 Peter Devlin pdevlin@scotsys.co.uk -------------------- From: Patricio Gonzalez Subject: Priests & Champions System: Elric! I was disappointed to see that there was no info about cults in the Elric! rulesbook. This article gives additional info on Priests, as well as on Champions. PRIESTS Typically, PCs become Priests only by the appropriate roll on the occupation table (see Elric! pp. 38-39). GMs may determine ways for players to become priests in game play. Table of Clerical Hierarchy POW+APP+1/10 of Hierarchy Probability Benefits* the appropiate to ascend allegiance (per year) 22 or less Assistant 60% None 23-30 Novice 40% Recognition 31-40 Minor Priest 20% Average lesser elemental (B); 28 MP demon (C); 5% increase in all skills or an artifact (L) 41-50 Priest 10% Elemental with 35MP (B); lesser demon (C); 10% increase in all skills or a better artifact (L) 51-60 High Priest 05% Elemental with 42MP (B); greater demon (C); 15% increase in all skills or a great artifact (L) 61 or more Head Priest --- Direct contact with appropiate god. * B marks a Balance benefit, L a Law benefit, and C a Chaos benefit. Benefits are not cumulative save for Law. For example, if a minor priest of Chaos ascends to high priest he will get the lesser demon but lose his 28 MP demon. Extra Benefits For each year (eight months) of work in a church, a PC receives a 2% increase in the priest's skills (see p. 39), thus a PC who works for five years will get 10% in each skill. Disadvantages The priests get the allegiance benefits (p. 35-36) but not the champion ones (p. 36). If he wants he can become a champion by the appropriate method. The PC must spent eight months a year working for his church (optionally the GM could give him a great deed to finish in the name of church to allow him to receive the extra benefits) CHAMPIONS To become a champion a PC must do as the Elric! rules say. See p. 36. Benefits Champions receive the normal champion powers. Disadvantages The PC must spend two months a year working at his church and has to pay 50% of his earnings as a tribute to his order every month. Exception: Agents or Champions of Lord Grome have to pay 60% of their PC's earnings, but only work one month a year. -------------------- From: Patricio Gonzalez Subject: Brewing Potions System: Elric! I made this table because I wanted to know what kind of potions my players could make according to their skill in Natural World and Potions. You may change values as you see fit. Skill POT Heal Charact. Effects Effect Time(opt.) 01-10 1d2 1 -- Smells/Colors 1 Hr/Rnd 11-20 1d4 1d2 1 Digestive 1d2 Hrs/Rnds 21-30 1d6 1d2 1 Sedative 1d4 Hrs/Rnds 31-40 1d8 1d4 1d2 Dizziness 1d6 Hrs/Rnds 41-50 1d10 1d4 1d2 Fever 1d8 Hrs/Rnds 51-60 1d10+1d2 1d6 1d4 Catatonia 1d10 Hrs/Rnds 61-70 1d10+1d4 1d6 1d4 -- 1d10+1d2 Hrs/Rnds 71-80 1d10+1d6 1d8 1d6 Illness 1d10+1d4 Hrs/Rnds 81-90 1d10+1d8 1d8 1d6 -- 1d10+1d6 Hrs/Rnds 91-100 2d10 1d10 1d8 Evil Illness 1d10+1d8 Hrs/Rnds 101-110 2d10+1d2 1d10 1d8 Death in: 2d10 Hrs/Rnds 1d6 years 111-120 2d10+1d4 1d10+1d2 1d10 1 year 2d10+1d2 Hrs/Rnds 121-130 2d10+1d6 1d10+1d2 1d10 2d4 months 2d10+1d4 Hrs/Rnds 131-140 2d10+1d8 1d10+1d4 1d10+1d2 1 month 2d10+1d6 Hrs/Rnds 141-150 3d10 1d10+1d4 1d10+1d2 3d6 days 2d10+1d8 Hrs/Rnds 151-160 3d10+1d2 1d10+1d6 1d10+1d4 1d6 days 3d10 Hrs/Rnds 161-170 3d10+1d4 1d10+1d6 1d10+1d4 2d8 hrs 3d10+1d2 Hrs/Rnds 171-180 3d10+1d6 1d10+1d8 1d10+1d6 1 hr 3d10+1d4 Hrs/Rnds 181-190 3d10+1d8 1d10+1d8 1d10+1d6 2d10 min 3d10+1d6 Hrs/Rnds 191-200 4d10 2d10 1d10+1d8 1 min 3d10+1d8 Hrs/Rnds 201-210 4d10+1d2 2d10 1d10+1d8 2 rnds 4d10 Hrs/Rnds 210-220 so on... so on... so on... Instantaneous so on... The effect time must be chosen to be either hours or rounds as the GM judges best for the effect or change. When making a potion, a player must decide whether it will be a healing potion, a potion which increases characteristics, or a potion that has some other effect. The POT is relevent for potions which have some adverse or undesired effect on another. To find the proper ingredients, the PC must roll against Natural World, and will find herbs up to his Natural World skill according to the table above. To prepare a potion with those herbs, the PC must roll against Potions to make one of a power up to his Potion skill, according to the same table. Example: Krean of Org searchs for 2d10 POT herbs (he has 95% in Natural World). He succeeds at the roll. At his lab he tries to use the herbs to make poison but he has only 80% in Potions, so he can only make poison of up 1d10+1d6 POT. The PC may, buy, borrow, steal, or get by any means, herbs whose POT exceeds his Natural World skill level and use them according the above rules. In the same way, he can hire the services of a higher skilled PC or NPC to make good use of herbs whose POT exceeds his own Potion skills. -------------------- From: Patricio Gonzalez Subject: Demons & Elementals System: Elric! Following are some suggested modifications for the summoning of Demons and Elementals in Elric! A NOTE ON DEMON'S POW While mastering Elric!, I've been watching the evolution of my players, in particular Urosh, an Eastern sorcerer (now a Champion of Chaos). This sorcerer has POW 29 and has accumulated around 200 Chaos points, even without the half MP spent point award from the Eastern magic rules. He can get around 78 MP for summoning. This causes a problem. The Elric! rulesbook says: "A greater demon has no less than 25d8 of characteristics and among them no less than 4d8 POW", but there's no upper limit, thus a demon with 60d8 characteristics and 300% abilities still has 4d8 in POW and is as easy to bind as a less powerful greater demon, which favors abuse from powerful sorcerers. I made a demon POW evolution table. I've playtested it and I think it works fine. Note: the same goes for elementals but with d6s instead of d8s. CHARACTERISTICS ABILITIES POW 25-34(d8) 110%-200% 4d8 35-44(d8) 210%-300% 5d8 45-54(d8) 310%-400% 6d8 And so on... Note: If a demon reaches a higher level in one entry, and a lesser level in another, the POW level counts for the higher one. POWERFUL ELEMENTALS My players have made really powerful elementals, big enough to match demons in combat. This is not right since there is no POW cost and there are no really big elementals in the Saga, save the fire elementals in "To Rescue Tanelorn", but even those were several minor fire elementals linked. I've put a limit in MP of 42 (double 21, the normal human limit for all characteristics but POW and INT) for summoning normal elementals. More powerful elementals (like Misha and Graoll) could be summoned by a pact with the Elemental Rulers or by doing some deed for them. -------------------- From: Patricio Gonzalez Subject: Young Kingdoms Nationalities System: Elric! THE COMPLETE NATIONALITY TABLE FOR ELRIC! 1D% Nation 01-06 Isle of Purple Towns 07-08 Melnibone 09-11 Pan Tang 12-19 Argimiliar 20-23 Dorel 24-31 Filkhar 32-40 Lormyr 41-42 Oin 43-44 Yu 45-52 Pikarayd 53-57 Ilmiora 58 Nadsokor 59 Org 60-63 Sighing Desert 64 Quarzhasaat 65-69 Vilmir 70-73 Weeping Waste 74-78 Dharijor 79-83 Jharkor 84-85 Myyrrhn 86-90 Shazar 91-95 Tarkesh 96-100 Unknown East (see Eastern Nationality Table*) * _The Unknown East_, p. 43 -------------------- The Chaosium Digest is an unofficial electronic 'zine about Chaosium's Games. In no way should it be considered representative of the views or beliefs of Chaosium Inc. To submit an article, subscribe or unsubscribe, mail to: appel@erzo.org. The old digests are archived on ftp.csua.berkeley.edu in the directory /pub/chaosium, and may be retrieved via FTP.