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The World of Georic 1989-Present

Sunday, July 15, 2012

(Stat Crunch) CoC Day of the Beast

As I've done previously here, I've been trying to enesure that a handful of poor skill checks don't destroy an entire session/campaign.  I'm also looking into those skills which would be essential to the success of the scenario, and to properly guide the players away from kung-fu hobos and crop dusters for replacement characters, if they can't help the game.

Today, I'll be breaking down Day of the Beast, a large, globe trekking expedition to prevent a menace beyond the group's imagination i.e. a regular CoC game.

#1 Suffer
Library Use x13
Persuade
Psychology x2
Spot Hidden x8

0-26 Potential SAN loss
4-19 Potential SAN gain
0 Cthulhu Mythos


#2 Black
Accounting
Anthropology
Cthulhu Mythos
Forensics  x2
Geology  x2
Library Use 5
Medicine x5
Natural History
Occult
Persuade
Physics  x2
Spot Hidden x3

1-19 Potential SAN loss
1-11 Potential SAN gain
0 Cthulhu Mythos

#3 Dreamer
Accounting
Cthulhu Mythos
Club (non-combat application)
Credit Rating x2
Electrical Repair
Fast Talk x3
Hide
Law x2
Locksmith
Mechanical Repair
Medicine  x2
Persuade  x4
Spot Hidden

2-9 Potential SAN loss
1-4 Potential SAN gain
9%  Cthulhu Mythos

#4 London
Biology     x2
Credit Rating
Cthulhu Mythos
Fast Talk
Library Use   x3
Persuade
Psychology
Spot Hidden x3
Tracking

2-16 Potential SAN loss
1-12 Potential SAN gain
0 Cthulhu Mythos

#5 Thing
Fast Talk  x3
German
Latin x4
Law
Library Use x5
Natural History x2
Occult
Persuade  x3
Psychology

1-12 Potential SAN loss
1-6   Potential SAN gain
0 Cthulhu Mythos

#6 Castle
Archaeology
Astronomy
Chemistry
Cthulhu Mythos x4
Geology
German       x2
Latin           x6
Library Use x4
Pharmacy
Romanian    x3
Spot Hidden x5

3-39 Potential SAN loss
1-3 Potential SAN gain OR 1-10 additional loss
10% Cthulhu Mythos

#7 Halls
Cthulhu Mythos x2
Hide
Sneak 
Spot Hidden x2


3-48 Potential SAN loss
0 Potential SAN gain


#8 Sands
Anthropology
Arabic
Climb
Cthulhu Mythos
Hieroglyphics
Listen
Mechanical Repair
Persuade
Psychology
Ride Camel
Track

2-19 Potential SAN loss
no reward

#9 Mountains
Accounting
Anthropology  x3
Archaeology   x2
Chinese
Cthulhu Mythos x4
Dodge
Electrical Repair
Fast Talk
Geology        x6
Hide              x2
Library Use
Listen  
Mechanical Repair
Medicine
Natural History
Persuade      x3
Psychology
Spot Hidden  x4
Track


2-16 Potential SAN loss
1-10 Potential SAN gain

#10 By I
Anthropology x4
Arabic
Archaeology x3
Chinese        x11
Conceal
Cthulhu Mythos x5
Drive Auto x2
Hide
Library Use  x4
Listen          x2
Natural History x3
Occult
Persuade       x7
Sneak
Spanish
Spot Hidden x6
Swim
Track           x2

1-16 Potential SAN loss
no reward

#11 By II
Astronom
Electrical Repair x4
Fast Talk 
German                x2
Library Use         x2
Locksmith
Mechanical Repair
Psychology


2-28 Potential SAN loss
6-15  Potential SAN gain
0 Cthulhu Mythos


#12 Day
Spot Hidden is the only skill listed for the climax of the campaign.

1-21  Potential SAN loss
SAN gain for the finale is dependent on what the Investigators could accomplish through numerous plot lines. 
If the group succeeds at everything, the gain could be as high as 18-73!

Now where can I get the cunning linguist  necessary to finish this campaign?

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