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Delta Green Call of Cthulhu meets government conspiracy
#1
Posted 12 July 2008 - 08:26 PM
All this talk about H. P. Lovecraft and ways to do PBP have got my brain cells working on something that I've wanted to run for a while now but haven't really had a chance to yet: Delta Green. Basically it's Call of Cthulhu set in the modern era, where the PCs are members of various Federal agencies that have had cases or assignments dealing with the Cthulhu Mythos. Their job is to stop the latest monster or cult or what have you while keeping mythos knowledge away from the general public and trying not to go completely bat-fuck insane. There's a bit more to it, but that's the basic gist. Anyway, I'm thinking this could work pretty well for the chapter-based PbP idea since each case (adventure) could be solved and then everyone could decide if they wanted to keep going, and if anyone wanted to join they could be added pretty easily for the next case. Any interest?
#4
Posted 16 July 2008 - 09:35 PM
Cool, cool. I'd like to see if we can get 1 or 2 more, but if not 2 should be doable. Right now I'm working on some tweaks to the system, consolidating skills, double-checking which abilities affect which skill, stuff like that, but in the meantime you guys should think about whether you want to start assuming that your characters have already had some freaky cases and realize the supernatural is out there, or if you want to start with them not knowing about that stuff. The first gives alot more options for where the characters work, but we'd have to just handwave the introductions to the mythos. The second would let us run through the first time that the shit really hits the fan, but I'd need to limit your starting occupations for ease and to bring you into the case more naturally.
#5
Posted 18 July 2008 - 10:15 AM
I'm thinkin' the law enforcement route. Occult crimes of the FBI division, or fucked up homicide from a cop. With a touch of med school.
Edit:
Will you be posting a place for character sheets, as well as PDFs?
Call of Chuthlhu d20 Character Generator
Edit:
Will you be posting a place for character sheets, as well as PDFs?
Call of Chuthlhu d20 Character Generator
This post has been edited by Sunshine Bear: 18 July 2008 - 10:22 AM
#6
Posted 18 July 2008 - 03:32 PM
I actually wasn't planning on using d20, because
1) d20 Cthulhu is long out of print and cannot be reprinted by anyone involved due to legalities
2) d20 Cthulhu never got much support in the first place (about 4 books were printed with d20 stats other than the core)
3) and this is the biggy, I misplaced my copy of the rulebook and thus have no stats for monsters or anything.
Instead, we'll be using the Basic Roleplaying system from Chaosium, the system that appears in their Call of Cthulhu game.
Quickstart rules can be found here
Or you can use these handy dandy character creation rules which I typed up and which contain the changes to character creation I'm using.
Modified_Cthulhu_Creation_rules.pdf (77.77K)
Number of downloads: 0
You'll notice that a big part of which skills you can spend points on is your character's starting profession or occupation. There are way too many possible professions to type them all up, but here's an example of the profession skills list for an FBI special agent.
Drive(the ability to drive a car or motorcycle), Fast Talk(temporarily convince a person that you're telling the truth), Firearm[Handgun](accurately fire pistols or revolvers), Knowledge[Law](remember pertinent facts in the field of legal practice and precedent), Listen(hear interpret and understand sounds), Insight(evaluate character, emotional state, and motives of another person), Spot(notice visual details, either passively or by actively searching)
plus any two of the following:
Knowledge[Accounting](remember pertinent facts in the field of bookkeeping practices), Technical Skill[Computer Use](troubleshoot computers, write programs, or bypass security protocols), Technical Skill[Electronics](use advanced electronics, troubleshoot electronic systems, or modify electronics for a new purpose), Repair[Electronics](repair modern devices with chips, circuit boards, or onboard computers), Martial Arts(increase damage with one type of melee attack through technique), Language[any](speak, read, and write a language other than English, or improve your proficiency in English), Firearm[Rifle](accurately fire medium to large, long-barreled firearms), Firearm[Submachine Gun](accurately fire small or medium automatic weapons in single shot or controlled burst modes).
1) d20 Cthulhu is long out of print and cannot be reprinted by anyone involved due to legalities
2) d20 Cthulhu never got much support in the first place (about 4 books were printed with d20 stats other than the core)
3) and this is the biggy, I misplaced my copy of the rulebook and thus have no stats for monsters or anything.
Instead, we'll be using the Basic Roleplaying system from Chaosium, the system that appears in their Call of Cthulhu game.
Quickstart rules can be found here
Or you can use these handy dandy character creation rules which I typed up and which contain the changes to character creation I'm using.
Modified_Cthulhu_Creation_rules.pdf (77.77K)
Number of downloads: 0
You'll notice that a big part of which skills you can spend points on is your character's starting profession or occupation. There are way too many possible professions to type them all up, but here's an example of the profession skills list for an FBI special agent.
Drive(the ability to drive a car or motorcycle), Fast Talk(temporarily convince a person that you're telling the truth), Firearm[Handgun](accurately fire pistols or revolvers), Knowledge[Law](remember pertinent facts in the field of legal practice and precedent), Listen(hear interpret and understand sounds), Insight(evaluate character, emotional state, and motives of another person), Spot(notice visual details, either passively or by actively searching)
plus any two of the following:
Knowledge[Accounting](remember pertinent facts in the field of bookkeeping practices), Technical Skill[Computer Use](troubleshoot computers, write programs, or bypass security protocols), Technical Skill[Electronics](use advanced electronics, troubleshoot electronic systems, or modify electronics for a new purpose), Repair[Electronics](repair modern devices with chips, circuit boards, or onboard computers), Martial Arts(increase damage with one type of melee attack through technique), Language[any](speak, read, and write a language other than English, or improve your proficiency in English), Firearm[Rifle](accurately fire medium to large, long-barreled firearms), Firearm[Submachine Gun](accurately fire small or medium automatic weapons in single shot or controlled burst modes).
#8
Posted 19 July 2008 - 12:52 AM
Yeah, no problem. I'll be putting up a full list of skills and a short list of federal law enforcement agencies in a few days.
Edit: small typo in the creation rules I typed up. minimum age should be EDU +6, not +5.
Edit: small typo in the creation rules I typed up. minimum age should be EDU +6, not +5.
This post has been edited by EvilDespot: 19 July 2008 - 05:57 PM
#9
Posted 19 July 2008 - 08:59 PM
List of all available skills, the skill category they fall under, the starting chance for each, and a brief description. Does not include available specialties. The skill system is roll-under on percentile, so the higher your skill the better.
Skills_list.pdf (44.95K)
Number of downloads: 0
Skills_list.pdf (44.95K)
Number of downloads: 0
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