recursal/Fanatic-Fandom huggingface dataset:
Session Fourteen - 07/16/2021

(Back to Campaign Sessions)

Waking up the next morning, most of the group makes their way to the mess hall for a much needed cup of coffee, while Ophelia stays behind to draw from her deck of tarot cards. While in the mess hall, they notice a strange couple of crewmen enter. These crewmen not only have not been seen prior to this point, but they have large watery eyes, pale skin, and notable lack of hair. The crewmen lock eyes with the investigators, who get a malevolent feeling from the odd looking crewmen. Vincent goes pale and his eyes widen like he's just seen a ghost, however he's unwilling to share why he had the reaction. Lotte and Elijah leave the mess hall at this point to go check on Ophelia's tarot reading. They walk in just as she finishes the reading, and she tells them that there will be imminent conflict and that they will be victorious.

Back in the mess hall, the crew starts to clear out of the room in a hurry. The sound of raised voices comes from above. McQuaid, Samuel, and Vincent follow the crew out of the room and to the deck, where they see a ring of crew surrounding a six-person brawl. Captain Farthing is on the sidelines shouting at the six crewmen to stop, but the shouts of the crowd drown him out. McQuaid pushes his way to the front of the crowd and fires his pistol into the air to get everyone's attention. All of the crewman stop shouting, and the six brawlers immediately cease fighting and look directly at McQuaid. He sees that brawlers are the same odd crewmen he saw in the mess hall earlier, and that they have blood streaming out of their eyes like morbid tears. McQuaid looks over the crowd and chastises them for allowing some of their own tear each other apart like this. The crowd begins to disperse. McQuaid asks Farthing for help with the odd brawlers, to which the captain responds that they weren't part of his crew and he'd never seen them before today. Samuel holds up the broken mirror and catches the reflection of one of the crewmen. He sees that their strange features are far more pronounced in the reflection, far more reminiscent of fish. McQuaid suggests putting the six strange crewmen in isolation for the remainder of the voyage. Captain Farthing turns to answer but only spits up blood as the points of a trident emerge violently from his chest. Holding the trident is an 8 foot tall fish person covered in green scales and grinning toothlessly at McQuaid.
Handguns, Multiple Shots

(Back to Firearm Attack Modifiers)

Many handguns are capable of firing 2 or 3 shots per round. Firing one shot allows for a more careful aim and steadying of the weapon. Firing more than one shot places speed above accuracy. When firing two or three shots in one round, roll for each shot individually, with all shots receiving one Penalty die.
Bouts of Madness - Real Time (roll 1D10)

(Back to A Bout of Madness - Real Time)

**1) Amnesia:** The investigator has no memory of events that have taken place since they were last in a place of safety. For example, it seems to them that one moment they were eating breakfast and the next they are facing a monster. This lasts for 1D10 rounds.

**2) Psychosomatic disability:** The investigator suffers psychosomatic blindness, deafness, or loss of the use of a limb or limbs for 1D10 rounds.

**3) Violence:** A red mist descends on the investigator and they explode in a spree of uncontrolled violence and destruction directed at their surroundings, allies or foes alike for 1D10 rounds.

**4) Paranoia:** The investigator suffers severe paranoia for 1D10 rounds; everyone is out to get them; no one is to be trusted; they are being spied on; someone has betrayed them; what they are seeing is a trick.

**5) Significant People:** Review the investigator's backstory entry for **Significant People**. The investigator mistakes another person in the scene for their Significant Person. Consider the nature of the relationship; the investigator acts upon it. This lasts for 1D10 rounds.

**6) Faint:** The investigator faints. They recover after 1D10 rounds.

**7) Flee in panic:** The investigator is compelled to get as far away as possible by whatever means are available, even if it means taking the only vehicle and leaving everyone else behind. They travel for 1D10 rounds.

**8) Physical hysterics or emotional outburst:** The investigator is incapacitated from laughing, crying, screaming etc. for 1D10 rounds.

**9) Phobia:** The investigator gains a new phobia. Roll 1D100 on Sample Phobias, or the Keeper may choose one. Even if the source of the phobia is not present, the investigator imagines it is there for the next 1D10 rounds.

**10) Mania:** The investigator gains a new mania. Roll 1D100 on Sample Manias, or the Keeper may choose one. The investigator seeks to indulge in their new mania for the next 1D10 rounds.
Library Use

(Back to Skill List)

**Library Use (20%)**

Library Use enables an investigator to find a piece of information, such as a certain book, newspaper, or reference in a library, collection of documents, or database, assuming the item is there. Use of this skill marks several hours of continuous search.

This skill can locate a locked case or rare-book special collection, but Persuade, Fast Talk, Charm, Intimidate, Credit Rating, or special credentials may have to be used to get access tot he books or information in question.

**Opposing skill/Difficulty level:**

* Regular difficulty: locating a book or piece of information in a library.
* Hard difficulty: identifying a piece of information in a disorganized library, or if you are extremely pressed for time.

**Pushing examples**: pressing the librarian for extensive assistance; taking longer to systematically work through the stacks.

**Sample Consequences of failing a Pushed roll**: finding a similar book, containing misleading information, which will lead the investigators into danger; entanglement with an adversary - perhaps they are alerted to your research and act against you, or they check out the book you are searching for (or simply tear out the pages in question); getting into an argument with the librarian, resulting in your library membership being revoked.

* If an insane investigator fails a pushed roll, they hoard books, cutting out pages to stick to their bedroom wall, making copious bizarre notes, linking the pages with threads of cotton and pins. Alternatively, the investigator is obsessed with finding the "correct" book or piece of information, spending all of their time pilfering and poring over books.
A Bout of Madness - Real Time

(Back to Insanity Phase 1: A Bout of Madness)

If the Bout of Madness happens during a scene in which other investigators are present, the bout of madness lasts for 1D10 combat rounds (note that this is not the full duration of the state of insanity - which is 1D10 hours for temporary insanity or longer for indefinite insanity).

The option to play out the bout of madness round by round may be used even when the investigator is alone, or if the Keeper thinks it appropriate.

To determine the nature of the bout of madness, either roll on the "Bouts of Madness - Real Time" table, or the Keeper may choose an appropriate option.
Reality Check Rolls

(Back to Insanity Side-Effects 2: Delusions and Reality Checks)

While reality checks are usually only called for on behalf of insane investigators, a player might call for one if they wish to "see through" what they believe to a hallucination or illusion. To perform a reality check, the player makes a Sanity Roll:

* **Failure:** lose 1 Sanity point. This will immediately induce a bout of madness if the investigator is suffering Underlying Insanity. Any delusions are not dispelled.
* **Success:** the investigator sees through any delusions, and the Keeper must describe what the investigator genuinely perceives.

On making a successful reality check roll, the investigator should see things as they really are and will be resistant to delusions until losing further Sanity points (thus preventing the Keeper from constantly throwing delusions at a player).

Successful use of the Psychoanalysis skill will an allow an insane investigator to see a delusion for what it is.

*Harvey, still suffering from underlying insanity, returns to his home. Going out of his back door, he finds his neighbor leaning over the garden fence with some kind of recording device in his hand, pointed at Harvey's house. The Keeper tells Harvey's player that Harvey's neighbor is spying on him. This is a delusion - in fact the neighbor is doing no such thing. The player, wondering if this is a delusion, asks for a reality check.*

*With a successful reality check roll, Harvey is free of his delusion. The Keeper cannot continue the delusion and must describe the scene realistically. In this case, there was no recording device and the neighbor was simply admiring Harvey's lawn.*

*If the player chooses to make a reality check roll and fails, Harvey will lose 1 Sanity point and suffer a bout of madness. As he is the only investigator present, the Keeper is free to fast-forward to the point where another investigator (or the police) turns up to find Harvey coming out of his own front door, armed with a shotgun, determined to break into his neighbor's house and interrogate him, or worse.*

*If the player does not choose to ask for a reality check, the Keeper is free to elaborate on the delusion, perhaps staging that Harvey sees his neighbor conversing with a ghoul (actually the neighbor's child) on the patio. At this point the player would have to either make a Sanity roll for seeing a ghoul or make a reality check roll. If they succeed in the reality check, Harvey will realize there is no ghoul and that he was imagining it all. If they fail, Harvey will lose a point of Sanity, suffer a bout of madness, and terrible things will no doubt ensue.*
Language (Own)

(Back to Skill List)

**Language (Own) (EDU%)**

When choosing this skill, the exact language must be specified and written next to the skill. In infancy and early childhood, most humans use a single language. The tongue chosen by the player for their **Own Language** automatically starts as equal to the investigator's EDU characteristic; thereafter, the investigator understands, speaks, reads, and writes at that percentage or higher (if further skill points are added during investigator creation).

**Opposing skill/Difficulty level:** Normally no skill roll is necessary to use **Own Language**. Even when technical, archaic, or esoteric terms are used, if both parties are sympathetic to each other and there is sufficient time for conversation, most things should be covered without a die roll.

If a document is extremely difficult to read or in an archaic dialect, the Keeper may require a roll.

**Pushing examples:** See Other Language skill.
1920's Medicine

(Back to 1920's Era Information)

The Great War results in X-ray machines that are fast and portable.

Insulin is isolated in 1922.

Sir Alexander Fleming discovers penicillin in 1928.

By the end of the decade, radiation therapy is being administered to cancer patients.

Nitrous Oxide is still the best general anesthetic, despite tests with ethylene and acetylene.

Cocaine is still the best topical anesthetic, although it is quickly being replaced by synthetic Novocaine.

Morphine, although regulated by the Federal Government, is the best massive painkiller and, despite its addictive quality, has still not completely lost its early wonder-drug image.

Antibiotics are non-existent, and quinine is still used to treat such things as malaria and yellow fever.

State-mandated vaccinations have nearly eliminated smallpox as a threat, and success have been obtained against typhoid-type diseases; however others such as cholera and tuberculosis have proved resistant and remain virulent.

A worldwide influenza epidemic in 1918-1919 infected twenty million in the U.S., resulting in 850,000 fatalities. It is estimated that the pandemic killed twenty million people across the globe.
Lore (Specializations) (Uncommon)

(Back to Skill List)

**Lore (Specializations) (Uncommon) (01%)**

This skill represents a character's expert understanding of a subject, including those that may fall outside the normal bounds of human knowledge. Specializations of **Lore** should be specific, such as:

* Dream Lore
* ***Necronomicon*** Lore (*e.g.* history of)
* UFO Lore
* Vampire Lore
* Werewolf Lore
* **Yaddithian** Lore

Where the Keeper wish to test an investigator's knowledge of something that falls within the bounds of one of these fields of **Lore**, but the investigator lacks the relevant **Lore** specialization, the Keeper may allow for another (more general) skill to be used but require a higher level of success. For example, if the Keeper were testing a modern-day investigator's knowledge of alien abductions in the 1980's, they could ask for either a Regular success using **UFO Lore** or a Hard success using History.

**Lore** skills are also used as a shorthand method of communication the knowledge of a non-player character to the Keeper. In the main, knowledge is represented by the EDU characteristic and specific skills, such as History or Cthulhu Mythos. The Keeper should decide when the **Lore** skill should be incorporated into the game - usually only when a particular area of specialist knowledge is central to the campaign being played.
Diving (Uncommon)

(Back to Skill List)

**Diving (Uncommon) (01%)**

The user is trained in the use and maintenance of diving equipment for swimming underwater, including underwater navigation, proper weighting, and emergency procedures.

Prior to the invention of the Aqua-Lung in 1942, rigid diving suits were worn with air pumped from the surface through a connecting tube.

In the modern age, a scuba diver will be familiar with the physics of diving, air pressure, and the physiological processes that occur when breathing with pressurized air.

**Opposing skill/Difficulty level:**

* Regular difficulty: routine dives using correct and well-maintained equipment.
* Hard difficulty: diving in dangerous conditions or with poorly maintained equipment.

**Pushing examples:** pushing the limits of the equipment; methodically double-checking equipment; gaining professional assistance.

**Sample Consequences of failing a Pushed roll:** become trapped underwater; attacked by sea creatures; suffer the bends.

* If an insane investigator fails a pushed roll, they begin to understand whale-song; all you have to do is follow their instructions.
Call of Cthulhu: Nachtstadt Berlin Wiki

Welcome to the hub for our Call of Cthulhu 7th edition TTRPG campaign, ***Nachtstadt Berlin.***

* Any of the information listed below, specifically anything player and/or character related, can be updated, upon request if any of you notice something missing or incorrect.

***OUR GAME***

Campaign Sessions - Summaries for each of the sessions we've played to date, and I plan to update the list with each new session we play.

Player Characters - Here is a list of your player characters so far. At the moment, the only thing in each profile is just a screen snip of your chosen Occupation.

* Biographies, backstories, general physical descriptions will all be added, with your approval, once I have received them. Please do not include anything you do not want the other players to know (such as any secrets and/or backstory information only you and I have discussed.

Non-Player Characters - Pertinent non-player characters you all have come across in the game so far. Summaries are limited to what has been revealed about them in game.

Organizations - Various groups with a part to play in our story.

Locations - Relevant locations you all have visited so far.

Items - Noteworthy items discovered by the investigators.

Events - Important events directly impacting the story.

***GENERAL INFORMATION - Ripped Straight from the Books***

Occupations - General information on Occupations, and links to specific Occupations.

Skills - General information on Skills, and links to specific Skills.

1920's Era Information - Things were different in the 1920's. Here you'll find info related to how a skill or occupation would have worked back then.

Game System - The ins and outs of playing the game.

Combat - Fighting, gun-fighting, wounds, death.

Sanity - Various states of Insanity and Bouts of Madness

Grimoire - Spells, Rituals, Incantations, etc
Alienist (Classic)

(Back to Occupation List)

In the 1920's, "alienist" is the term given for those who treat mental illness (early psychiatrists). Psychoanalysis is barely known in the U.S., and its basis in sexual life and toilet training is felt to be indecent. Psychiatry, a standard medical education augmented by behaviorism, is more common. Intellectual wars rage between alienists, psychiatrists, and neurologists.

**Occupation Skill Points**: EDU x 4

**Credit Rating**: 10 - 60

**Suggested Contacts**: Others in the field of mental illness, medical doctors, and occasionally detectives in law enforcement.

**Skills**: Law, Listen, Medicine, Other Language, Psychoanalysis, Psychology, Science (Biology), (Chemistry)

https://en.wikipedia.org/wiki/Psychiatrist
Treatment and Recovery from Insanity

(Back to Sanity)

Temporary Insanity ends quickly enough that schedules of treatment are not realistic. On the other hand, treatment of Permanent Insanity mostly has no meaning, since by definition the character will never recover, no matter how good the facility (the character should be retired from play). Only Indefinite Insanity offers real scope for intervention and treatment.

Recovery from Temporary Insanity

Recovery from Indefinite Insanity
Swim

(Back to Skill List)

**Swim (20%)**

The ability to float and to move through water or other liquid. Only roll **Swim** in times of crisis or danger, or when the Keeper judges it appropriate. Failing a pushed **Swim** roll can result in a loss of hit points. It may also lead to the person being washed away downstream, partially or completely drowned.

**Opposing skill/Difficulty level:** Modifiers may be awarded

* Swimming a length in the swimming pool: no roll required.
* Regular difficulty: swimming in a fast-moving current.
* Hard difficulty: swimming against a rapid current while fully dressed; adverse weather conditions.

**Pushing examples**: taking a big breath and really going for it with all your remaining strength; pushing your physical limits.

**Sample Consequences of failing a Pushed roll**: the current pulls you under and you lose consciousness, awaking on an unknown beach; you are pulled under and are injured by being dashed against rocks; you strive for the lifeboat and, just as you make it, you feel something cold and slimy grab your ankle.

* If an insane investigator fails a pushed roll, they keep on swimming and probably consider dry ground dangerous for some reason.
Diving for Cover

(Back to Firearm Attack Modifiers)

A target that is aware of being fired upon may react by diving for cover. This may mean jumping behind a physical barrier, throwing oneself to the floor, or ducking and diving at speed in an attempt to present a more difficult target.

Diving for cover requires a Dodge roll. If this is successful, the target presents a more difficult target and the attacker gets one Penalty die.

Diving for cover is a desperate response to a desperate situation. A character that opts to dive for cover forfeits their next attack (regardless of whether they were successful or not). If they have already used their attack for this round, they forfeit their attack in the following round. The only option available to a character that has dived for cover, until their next attack, is to dodge further attacks. If an individual with multiple attacks dives for cover, they forfeit all of their attacks, not just a single attack.
Combat

(Back to the main page Call of Cthulhu: Nachtstadt Berlin Wiki)

Despite their best efforts to avoid bloodshed, sometimes investigators are faced with situations where the outcome can only be decided by fist or gun.

Combat encompasses a range of skills and goals; sometimes an investigator may wish to merely subdue an opponent without causing undue harm, while at other times the goal may be to kill, or simply to flee.

Combat has its own rules that focus on the action and help to determine who is doing what, when it is done, and the degree of success achieved. Rather than having a single roll decide the outcome of the fight, a series of rolls are made until there is a clear victor.

Declaration of Intent: "What is your character doing?"

The Combat Round

* Dexterity and the Order of Attack
* Actions in a Combat Round

**Melee Combat**

Fist Fights

* Resolving a Fighting Attack Made Against a Target That is Fighting Back
* Resolving a Fighting Attack Made Against a Target That is Dodging
* Determining Damage

Using Weapons in a Fight

* Improvised Weapons
* No Pushing Combat Rolls
* Does the Monster Fight Back or Dodge?

Fighting Maneuvers

* Fighting Maneuvers Require a Definite Goal

Striking the First Blow (Surprise)

Outnumbered

Ranged and Thrown Weapons

Escaping Close Combat

Armor

* Armor Examples

**Firearms Combat**

Firearms

* Range and Firearms Difficulty Levels
* Firearms and the DEX Order

Firearm Attack Modifiers

* Diving for Cover
* Cover and Concealment
* Point-Blank Range
* Aiming
* Fast-Moving Targets
* Target Size
* Reloading Firearms
* Handguns, Multiple Shots
* Firing into Melee Combat

Automatic Fire

Malfunctions

**Wounds and Healing**

Wounds and Healing

* Tracking Damage
* Regular Damage: the Effects

* Major Wound: the Effects
* Zero Hit Points: the Effects
* First Aid (rules)
* Medicine (rules)
* Dying
* Regular Damage Recovery
* Major Wound Recovery
* Unconsciousness and Death
Tracking Damage

(Back to Combat)

The number of hit points of damage inflicted by an attack can be used to differentiate between regular damage and major wounds. Someone beaten unconscious by punches (each doing a small bit of damage) may awaken the next day battered and bruised but able to act. However, someone who takes the same total amount of harm from a single attack, such as a gunshot, might be out of action for a week or more before the slow healing process even begins. A punch is likely to result in regular damage, whereas a gunshot is more likely to inflict a Major Wound.

If the damage from a single attack is:

* Less than half the character's maximum hit points, it is regular damage.
* Equal to or more than half the character's maximum hit points, it is a Major Wound.
* More than the character's maximum hit points, the result is death.
Natural World

(Back to Skill List)

**Natural World (10%)**

Originally the study of plant and animal life in its environment. By the nineteenth century, this study had long separated into a range of academic disciplines (Biology, Botany, etc.). As a skill, **Natural World** represents the traditional (unscientific) knowledge and personal observation of farmers, fisherman, inspired amateurs, and hobbyists. It can identify species, habits, and habitats in a general way, and identify tracks, spoors, and calls, as well as allowing guesses as to what may be important to a particular species. For a scientific understanding of the natural world, one should look to the Biology, Botany, and Zoology skills.

**Natural World** may or may not be accurate - this is the region of appreciation, judgment, folk tradition, and enthusiasm. Use **Natural World** to judge horseflesh at the county fair, or decide whether a butterfly collection is excellent or just excellently framed.

**Opposing skill/Difficulty level:**

* Regular difficulty: identifying a particular species; remembering some common lore; knowing the best place to catch fish.
* Hard difficulty: identifying an unusual specimen; locating a rare species of plant or animal; remembering a very obscure fact or piece of lore.

**Pushing examples:** spending much longer (forgetful of the time) examining the habitat; tasting the unknown mushroom or plant to get a better idea what it is; consulting with the old woman in the village about the local wildlife.

**Sample Consequences of failing a Pushed roll:** you spend long hours obsessively poring over books to identify the species; you get the facts wrong, and instead of the wasps being repelled by your concoction of swamp mud and herbs, they are drawn to you (with painful results); you picked the wrong mushroom and find yourself, hours later, walking naked towards a policeman.

* If an insane investigator fails a pushed roll, they go native and will be lost in the wilderness until friends come to their aid.
Penalty Dice

(Back to Bonus Dice and Penalty Dice)

**For each Penalty die**: Roll an additional "tens" percentage die alongside the usual pair of percentage dice. You are now rolling 3 separate dice: one "units" die and two "tens" dice. For a Penalty, use the "tens" die that yields the worse (higher) result.

*In a dire turn of events, two investigators, Felix and Harrison, have been captured by the insane cultists of the Scarlet Smile. The cultists decide to have some fun at the investigators' expense, decreeing that both must undertake the Ordeal of Pain, from which only one can survive; the loser will be sacrificed to the cultists' foul god.*

*The Ordeal of Pain involves lifting up a huge rock and holding it aloft. Whoever holds the rock up longest will win. This requires an opposed **Strength** roll from each of the investigators. The Keeper rules that Harrison must take a Penalty die, as he recently suffered a Major Wound (he received an injury when he was captured by the cultists) and is still recovering.*

*Felix's player rolls 51 against STR 65 - a Regular success.*

*Harrison's STR is 55. His player rolls 20 and 40 on two tens dice and 1 on the units die, which can be combined to read 21 or 41. The extra die was a Penalty die so Harrison must take the higher result - a Regular success.*

*Both players have achieved a Regular success, so Felix wins because he has the higher STR.*

*Felix is able to hold the rock above his head for longer than Harrison. The cultists jeer and lead Harrison off towards their altar.*

See also Bonus Dice and Difficulty Levels vs. Bonus/Penalty Dice
Regular Damage: the Effects

(Back to Combat)

Regular damage is the result of any single attack that deals damage equal to less than half the character's maximum hit points in a single blow. It has no significant effect on the character until current hit points are reduced to zero, when the character will become unconscious. A character cannot die as a result of regular damage.
Skill List

(Back to Skills)

**Key:**

* Base skill values are noted in parenthesis; **Occupation** and **Personal Interest** skill points are added to these base values.
* (**Modern**) denotes a skill only available in Modern Era games.
* (**Uncommon**) denotes an uncommon skill not written on the standard investigator sheet.
* (**Specializations**) denotes a skill that is broken up into various separate skills.

Accounting

Animal Handling (Uncommon)

Anthropology

Appraise

Archaeology

Art and Craft (Specializations)

Artillery (Uncommon)

Charm

Climb

Computer Use (Modern)

Credit Rating

Cthulhu Mythos

Demolitions (Uncommon)

Disguise

Diving (Uncommon)

Dodge

Drive Auto

Electrical Repair

Electronics (Modern)

Fast Talk

Fighting (Specializations)

Firearms (Specializations)

First Aid

History

Hypnosis (Uncommon)

Intimidate

Jump

Language, Other (Specializations)

Language (Own)

Law

Library Use

Listen

Locksmith

Lore (Specializations) (Uncommon)

Mechanical Repair

Medicine

Natural World

Navigate

Occult

Operate Heavy Machinery

Persuade

Pilot (Specializations)

Psychoanalysis

Psychology

Read Lips (Uncommon)

Ride

Science (Specializations)

Sleight of Hand

Spot Hidden

Stealth

Survival (Specializations)

Swim

Throw

Track
Electrical Repair

(Back to Skill List)

**Electrical Repair (10%)**

Enables the investigator to repair or reconfigure electrical equipment, such as auto ignitions, electric motors, fuse boxes, and burglar alarms. In the present day, this skill has little to do with the **Electronics** skill. Fixing an electrical device may require special parts or tools. Jobs in the 1920's may call for this skill and for Mechanical Repair in combination.

Electrical Repair may also be used in conjunction with modern explosives, such as blasting caps, C-4 plastic explosives, and mines. These weapons are designed to be easy to deploy; only a fumble result will lead to misfire (remember the roll can be pushed). Defusing explosives is far trickier, as they may be fitted with anti-tamper mechanisms; raise the level of difficulty when disarming explosives - see Demolitions skill.

**Opposing skill/Difficulty level:**

* Regular difficulty: repairing or creating a standard electrical device.
* Hard difficulty: repairing something that is badly damaged; working without the proper tools.

**Pushing examples**: taking longer to repair or reconfigure the equipment, taking a risky short-cut.

**Sample Consequences of failing a Pushed roll**: take damage from an electrical shock; blow the fuses and plunge the building into darkness; wreck the thing you are working on beyond repair.

* If an insane investigator fails a pushed roll, they attempt to harness the electrical power of living organisms into the device.
The Combat Round

(Back to Combat)

It is confusing for everyone when multiple players act and speak at once, so to maintain order, combat is structured into rounds, with each player taking one turn in each round.

A combat round is a deliberately elastic unit of time in which everyone wishing to act and capable of doing so has a chance to complete at least one action. An investigator's equality of opportunity is much more important than the notion that a combat round must represent a precise amount of real-world time. When every investigator and other Keeper-controlled characters have had an opportunity to act, that combat round is over and the next round can begin.

**Dexterity and the Order of Attack**

The question of who gets the first opportunity to attack can be an important issue in a fight Determine the order of attack by ranking the combatant's DEX from highest to lowest. In the case of a draw, the side with the higher combat skill goes first.

**Actions in a Combat Round**

On their turn in DEX order (highest to lowest) each character may use their action:

* To initiate an attack using the Fighting or Firearms skill \*
* To perform a Fighting Maneuver
* To flee from the combat.
* To cast a spell.
* To perform some other action requiring time and perhaps a dice roll, such as picking a lock while others fight.

*\*Note that some monsters are capable of multiple attacks in one round: these all take place on the monster's turn.*

A character may elect to delay acting until another character has acted. If this leads to more than one character wishing to act simultaneously, the one with the highest DEX takes priority. If both insist on waiting for the other, the round may end with neither of them acting and therefore losing their action, after which play will continue with the usual order of combat next round.
Father, I Don't Want to Get Married Manhwa

**Father, I Don't Want to Get Married Manhwa** is a Korean Webcomic adapted from the webnovel by Hong Hee su. It is written by Yuri and illustrated by Roal.

## Synopsis

> I’m Jubelian? The daughter of the duke and the villainess of this novel? I managed to avoid my death with some previous knowledge about my life. Now, I should be able to live in peace! “I’m not going to marry a man unless he has everything. I want the most wealthy, famous, and competent man there is.” But my father tells me the Crown Prince who is known to be a lunatic is to be my husband! As an extraordinary measure, I couldn’t help but start a contract relationship with a handsome side character that looks better than the main one. “Why are you trying to avoid being engaged to the prince?” “He’s scary. I heard that he even kills his own entourage if he doesn’t like them.” A few days later, the prince sent a terrible letter to me. “I will not kill you.” Oh no, did I set up another death trap for myself?
>
>

## Chapters

Oneshot: A promotion piece done for the webnovel in 2019.

Manhwa: Chapter summary
First Aid

(Back to Skill List)

**First Aid (30%)**

(see also First Aid (rules))

The user is able to provide emergency medical care. This might encompass: applying a stint to a broken leg, stemming bleeding, treating a burn, resuscitating a drowning victim, dressing and cleaning a wound, etc. ****First Aid**** cannot be used to treat diseases (where the Medicine skill is required).

To be effective, ****First Aid**** must be delivered within one hour, in which case it grants 1 hit point. It may be attempted once, with subsequent attempts constituting a pushed roll. Two people can work together to administer ****First Aid****, with a success granted if either one of them rolls a success. Successful use of ****First Aid**** can rouse an unconscious person to consciousness. A character is limited to one successful treatment of ****First Aid**** and Medicine until further damage is taken.

When treating a dying character, successful ****First Aid**** stabilizes them for one hour and grants 1 temporary hit point. At the end of the hour, and each hour thereafter, the character must make a successful CON roll to remain stabilized, otherwise (with a failed CON roll) the character is dying and loses the temporary hit point, and must now make a CON roll per round thereafter to stave-off death. If the character survives until the following round, ****First Aid**** can be attempted again (by up to two individuals). This can be continued (without constituting a pushed roll) until stabilization or death.

****First Aid**** (and only ****First Aid****) can save the life of a dying character, after which they must receive a successful Medicine roll, or be hospitalized. Thus, ****First Aid**** is an important skill to have alongside Medicine, if you wish to be an effective medic.

**Opposing skill/Difficulty level:**

* Administering **First Aid** to a fellow human is always of Regular difficulty level. If one were treating the alien being whose physiology was unfamiliar, the difficulty level would be higher.

**Pushing examples**: taking longer to treat the patient; employing high risk methods to stabilize the wound.

**Sample Consequences of failing a Pushed roll**: make things worse, causing an additional point of damage.

* If an insane investigator fails a pushed roll, they feel compelled to "heal" the person, even if it means amputation or worse. In effect, their endeavors constitute physical attacks that may lead to murder if they are not stopped.
Fast Talk

(Back to Skill List)

(see also Interpersonal Skills: Disambiguation)

**Fast Talk (05%)**

**Fast Talk** is specifically limited to verbal trickery, deception, and misdirection, such as bamboozling a bouncer to let you inside a club, getting someone to sign a form they haven't read, making a policeman look the other way, and so on. The skill is opposed by Psychology or **Fast Talk**. After a brief period (usually after the fast talker has left the scene) the target will realize that they have been conned. The effect of Fast Talk is always temporary, though it will last longer if a Hard success is achieved.

**Fast Talk** may be used to haggle the price of an item or service down. If successful, the seller momentarily things that they have stuck a good deal; however, if the buyer returns and attempts to purchase another item, the seller may well refuse further haggling and even increase the price in order to recoup what they lost on a previous sale!

**Opposing skill/Difficulty level:**

* (see Charm, Fast Talk, Intimidate, and Persuade Skills: Difficulty Levels)

**Pushing examples**: getting up close and personal to the target; talking outlandishly, aiming to confuse the target.

* Remember this is Fast Talk, so if the investigator begins to take an alternative approach, the Keeper may ask for a different skill to be used; if threats are used, it may become Intimidate; or if a protracted discussion ensues, it may become Persuade. Switching from one to the other to gain a second roll still constitutes a pushed roll.

**Sample Consequences of failing a Pushed roll**: cause great offense leading to violence, outrage, or criminal proceedings.

* If an insane investigator fails a pushed roll, they begin hurling random abusive phrases at people.
Resolving a Fighting Attack Made Against a Target That is Dodging

(Back to Combat)

(see also Resolving a Fighting Attack Made Against a Target That is Fighting Back)

The attacker and the target (who is trying to dodge) make an opposed skill roll using their Fighting skill and Dodge skill respectively. If the attacker gains a higher level of success, the attack is successful and the attacker inflicts damage on the loser (see Determining Damage). Otherwise the attack is dodged and no damage is dealt. If both sides achieve the same level of success, the character dodging wins and evades the attack.

* If the attacker achieves a higher level of success, they deal damage.
* If the defender achieves a higher level of success, they have dodged the attack and take no damage.
* In the case of a draw, the defender wins (when the defender is dodging).
* If both fail, no damage is inflicted.
Fighting (Specializations)

(Back to Skill List)

**Fighting (Specializations) (varies %)**

The Fighting skill denotes a character's skill in melee combat. You may spend skill points to purchase any skill specialization. The generic **Fighting** skill cannot be purchased. Choose fighting specializations appropriate to your investigator's occupation and history.

Those starting the game with a **Fighting (Brawl)** skill of 50% or higher may wish to choose some type of formal training as part of their background to account for their skill level. A myriad of fighting styles exist, each with its own pros and cons. Martial arts are simply a way of developing a person's Fighting skill. Decide how the character learned to fight, whether it be from formal military training, martial arts classes, or learned the hard way as a result of street-fighting. The term "brawl" might feel too crude for a skilled martial artist and could be replaced (with Karatefor example) if a player so wished.

* **Note**: as a combat skill, this cannot be pushed.

***Specializations:***

**Axe****(15%)**: use this skill for larger wood axes. A small hatchet can be used with basic brawling skill. If thrown, use the Throw skill.

**Brawl** **(25%)**: includes all unarmed fighting and basic weapons that anyone could pick up and make use of, such as clubs (up to cricket bats or baseball bats), knives, and many improvised weapons, such as bottles and chair legs. To determine the damage done with an improvised weapon, the Keeper should refer to the weapons list and pick something comparable.

**Chainsaw** **(10%)**: the first gasoline-powered, mass-produced chainsaw appeared in 1927, however earlier versions existed.

**Flail** **(10%)**: nunchaku, morning stars, and similar medieval weapons.

**Garrote** **(15%)**: any length of material used to strangle. Requires the victim to make a Fighting Maneuver to escape, or suffer 1D6 damage per round.

**Spear** **(20%)**: lances and spears. If thrown, use the Throw skill.

**Sword** **(20%)**: all blades over two feet in length.

**Whip** **(05%)**: bolas and whips.

* **Note**: Thrown knives use the Throw skill.

Weapons and their skill categories are listed in the **Weapons Table**. The above specializations may not cover all weapons, but where possible try to fit other weapons into one of the above categories. Chainsaw is included as a weapon because of its use in numerous films, but players should note that the chance of a fumble is doubled and that they risk killing their investigator (or removing a limb) should this happen.
Ride

(Back to Skill List)

**Ride (05%)**

This skill is intended to apply to saddle horses, donkeys and mules, granting knowledge of basic care of the riding animal, riding gear, and how to handle the steed at a gallop or on difficult terrain. Should a steed unexpectedly rear or stumble, the rider's chance of remaining mounted equals their **Ride** skill. Riding sidesaddle increases the level of difficulty by one level. An unfamiliar mount (such as a camel) might be ridden successfully, but the level of difficulty would be higher.

If an investigator falls from a mount, either because the animal has collapsed, fallen, or died (or because a pushed **Ride** roll failed) at least 1D6 hit points are lost in the accident - although a Jump roll can negate this loss.

**Opposing skill/Difficulty level:** Basic animal handling or riding a mount at walking pace does not require a skill roll.

* Regular difficulty: riding at speed; holding onto a scared mount.
* Hard difficulty: riding a mount at speed in rough, unfamiliar terrain where weather conditions are poor (*e.g.* a heavily wooded forest at night in the pouring rain).

**Pushing examples**: whipping or pushing the mount aggressively - perhaps forcing a horse to jump a ravine or high ditch; taking a risk of keeping your mount rather than jumping clear as trouble approaches.

**Sample Consequences of failing a Pushed roll**: the rider is thrown from mount and takes falling damage; mount is injured; rider's foot is entangled in the mount's bridle and the rider ends up being dragged for some distance.

* If an insane investigator fails a pushed roll, they become obsessed with the animal.
Actor

(Back to Occupation List)

Usually a stage or film actor. Many stage actors have a background in the classics and, considering themselves "legitimate", have a tendency to look down upon the commercial efforts of the film industry, although by the late twentieth century this is diminished, with film actors able to command greater respect and higher fees.

Movie stars and the film industry have long captured the interest of people across the world. Many stars are made overnight and most of them lead flashy, high profile lives, ever in the media spotlight.

In the 1920's, the theatrical center of the U.S. is in New York City, although there are major stages in most cities across the country. A similar situation exists in England, with touring repertory companies traveling the counties, with London the heart of theatrical shows. Touring companies travel by train, presenting new plays, as well as classics by Shakespeare and others. Some companies spend considerable amounts of time touring foreign parts, such as Canada, Hawaii, Australia, and Europe.

With the introduction of "talkies" in the latter part of the 1920's, many stars of the silent film era cannot cope with the transition to sound. The arm-waving histrionics of silent actors give way to more subtle characterizations. John Garfield and Francis Bushman are forgotten for new stars, such as Gary Cooper and Joan Crawford.

Stage Actor

**Occupation Skill Points:** EDU x 2 + APP x 2

**Credit Rating:** 9 - 40

**Suggested Contacts:** Theatre industry, newspaper arts critics, actor's guild or union

**Skills:**  Art and Craft (Acting), Disguise, Fighting (any), History, two interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade), Psychology, any one other skill as a personal or era specialty.

Film Star

**Occupation Skill Points:** EDU x 2 + APP x 2

**Credit Rating:** 20 - 90

**Suggested Contacts:** Film industry, media critics, writers

**Skills:**  Art and Craft (Acting), Disguise, Drive Auto, two interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade), Psychology, any one other skill as a personal or era specialty (e.g. Fighting (Any) or Ride)
Ranged and Thrown Weapons

(Back to Combat)

Ranged missile attacks (such as bows) are treated like firearms (target has the option of Diving for Cover.

Thrown weapons may be opposed with the Dodge skill in the same way as Fighting attacks (see Resolving a Fighting Attack Made Against a Target That is Dodging).

A character may not choose the option of fighting back against a ranged (missile) or thrown weapon attack unless they are within one-fifth of their DEX in feet near the attacker.

Half the attacker's damage bonus is applied to thrown and missile weapons that rely on the user's strength - this applies to bows and slings but not to crossbows.

To resolve a ranged or thrown attack, the Keeper should set a difficulty level as for a firearm attack (see Range and Firearms Difficulty Levels).
Occupations

(for complete list of Occupations, see Occupation List)

Your investigator's occupation determines the skills they are most proficient with, their income level, and who they are likely to know. An occupation also, in part, helps define the investigator's character, their motivations, and view of the world around them.

**Sample Occupations**

The occupations listed are just a sample of the possibilities. Most occupations can be applied to pretty much any historical setting in which games might take place. However, some occupations, like **Hacker** for example, exist only in specific settings like the modern-day. You should choose only those appropriate to the historical setting in which your game is taking place. If you're unsure about this, talk to your Keeper.

**Creating Occupations**

Use the listed occupations as a guide when creating ones not listed here. If creating a new occupation, confine the number of skills to eight, otherwise the notion of an occupation being a concentration of knowledge and ability (Skills) quickly becomes pointless. These skill should be an essential concentration of the knowledge and abilities required for the occupation you are developing. In some cases you may not need all eight skills to adequately represent the occupation; if there are free skills then these may be taken as player choices, *i.e.* the player can choose any skill befitting their occupation, era, or character concept. An appropriate **Credit Rating** range for the profession should also be assigned.

**Key**:

Occupations are listed alphabetically. Some entries group related occupations; for example Bank Robber, Bootlegger, Burglar, Conman, Forger/Counterfeiter, and Assassin are all listed under the Criminal occupation.

* (**Lovecraftian**) Occupations important in Lovecraft's stories.
* (**Classic**) Occupations only available in the Classic 1920s period.
* (**Modern**) Occupations only available for modern-day game settings.
* **Occupation Skill Points**: Determines which Characteristics are used to derive the investigator's occupation skills.
* **Credit Rating**: Determines the number of occupation skill points that must be spent on Credit Rating. Each entry is a range, and any number within this range may be chosen and that amount of occupation skill points spent.
* **Suggested Contacts**: Suggestions of the type of people and/or society that a member of this occupation might know in their day-to-day pursuits. These may serve as ideas for the investigator's backstory.
* **Skills**: The eight skills that define this occupation. Occupation skill points are spent on these skills; Personal Interest skill points may also be used to further top-up these skills if wished. Add such points to the base skill value noted by each skill on the investigator sheet.

**Occupation List:**

Accountant

Acrobat

Actor

Alienist (Classic)

Antique Dealer

Criminal

Mechanic (and Skilled Trades)

Occultist

Pilot

Police Detective/Officer (Lovecraftian)

Undertaker
Firearms

(Back to Combat)

(see also Firearm Attack Modifiers)

To resolve a firearms attack, make a 1D100 roll and compare the result with the attacker's Firearms skill (using the appropriate specialization).

The firearms roll is not opposed. The difficulty level is determined by the range, with various other factors granting either Penalty or Bonus dice. A failure never deals damage.

**Firearms and the DEX Order**

It takes less time to pull a trigger than to swing a club or sword, therefore readied firearms may shoot at DEX + 50 in the DEX order.

**Range and Firearms Difficulty Levels**

The difficulty level of a firearms skill roll is always set according to range. Each doubling of range above the weapon's listed base range on the **Weapons Table** increases the difficulty level by one step.

* Within the base range: Regular difficulty level.
* Long range (up to twice the base range): Hard difficulty level
* Very long range (up to four times the base range): Extreme difficulty level