Monday, February 24, 2014

Lodge - 2nd Floor


Lodge - 1st Floor




This will give you a better idea of the first floor. It is not to scale. A description of each room will be posted eventually. 

Monday, February 17, 2014

Connections

Another rule that goes with Luck. Read it, and if we want to begin using it during the next game session.

Connections are things that are important to the character. A Connection could be anything — a person, a place, a thing, an abstract idea. “It might be your dear old mum,” Paul says. “It might be the house you grew up in. It might be your dog. If you want to play it, it might be your trusty .38 revolver. Faith in the Lord. Abstract concepts. Whatever is important to your character.”

You can call on a Connection to refresh Luck points, but only once in a given game session for each Connection. The amount of Luck you can refresh by calling on a Connection depends on the length of the game session, one point per hour of play. Or for a one-off, standalone game session, a flat five points.

Each character starts with three Connections. You can gain more through play, mostly by experiencing indefinite insanity due to catastrophic Sanity loss. Each indefinite insanity adds a Connection: Fear of Rats, maybe, or some kind of delusions. You can invoke that Connection, playing up the insanity, to regain Luck points.

But you can have no more than five Connections. And once you hit five, if you suffer another insanity, rather than adding a new Connection it corrupts or perverts an old one. So your Connection to dear old mum might get warped and ugly as your sanity erodes

Luck - Change

The following rule is not in the quick start rules, but I found it at reliable source. The rule will allow us to beginning using luck they way in which it will be intended in 7th Ed.

“Pushing” a skill or characteristic isn’t the only way to turn failure to success. In 7th Edition, the Luck roll becomes a resource you can spend to adjust the results of skill or characteristic rolls.

Let’s say you need to roll 60 or less and you roll 63. You can spend three points of Luck to boost your odds enough to succeed after all. But now your Luck score is three points lower — if you need to make a Luck roll it’s that much less likely to succeed.

The 7th Edition rules mean to make the functions of the Luck roll more explicit. Paul says, “It’s strictly for external circumstances beyond the player character’s control. So, you’re in the old house, you hear something upstairs. ‘I’m going to run to the kitchen. Are there any knives there?’ It’s a Luck roll.”

Importantly, spent Luck points don’t come back on their own. You can get them back only by calling on a new attribute called Connections during play.

Opposed Skill Rolls

If two investigators are opposing one another, or if an investigator is in a conflict with a significant NPC, the Keeper may require an opposed roll. To resolve an opposed roll, both sides make a skill roll and compare their level of success. A Regular success beats a Fail, a Hard success beats a Regular success, an Extreme success beats a Hard Success.

In case of a draw, the side with the higher skill value wins. If both skills are equal then have both sides roll 1d100, with the lower result winning.

Skill Rolls and Difficulty Levels

I'll posting a series of 7th Edition rules that I have not really been implemented or need to do so more often. The first one is about skill rolls and difficulty levels.

Your Keeper (me and OJ?) will tell you when you should attempt a skill roll and how difficult the task is. A regular task requires a roll of equal to or less than your value on a 1d100 (a regular success). A difficult task requires a roll result equal to or less than half your skill value (a hard success). A task approaching the limits of human capability requires a roll equal to or less than one-fifth of your skill value (an extreme success).

If you can justify it through your investigator’s actions, you can “Push” a failed skill roll. Pushing allows you to roll the dice a second time. However, the stakes are raised. If you fail a second time the Keeper gets to inflict a dire consequence upon your character.
Example: You are trying to lever open the heavy stone door of a crypt. The Keeper decides this is very difficult and asks for a STR roll, specifying that a ‘hard success’ is required. You roll the dice but the result shows that you have failed, as you rolled above half your investigator’s STR. You ask if you can push the roll, stating your character is using a spade to lever the door. The Keeper permits a second roll, but warns you that if you fail this roll not only will the door still be closed but ‘something’ may hear you and could coming for your blood!

Monday, February 3, 2014

One Summer

I just finished reading a book by Bill Bryson called One Summer. Bryson writes about America in the summer of 1927. 

It was quite a pivotal year, really. Lindbergh flew across the Atlantic, which kicked aviation into high gear. Many, many people died in plane accidents, ie testing new planes and or testing the limits of planes. The Model A was released in Dec. (Henry Ford was weirdo, by the way, if you didn't know that already.) 
Those little tidbits are just the tip of the ice berg.
The book comes high recommended.

Saturday, February 1, 2014

John Scott

The Noble Philosopher of the Silver Twilight Order in Boston.

Carl Stanford






An image of Carl Stanford. You have seen him at the Lodge and he is accompanied by another gentleman: Max Reed. You're not entirely sure if Reed is Stanford's lover, bodyguard, driver, or a maybe a combination of many things. Regardless, Stanford is respected by other members that you have spoken with.


Max Reed: Carl Stanford's bodyguard, driver, lover (?), etc. He is approximately 6' 5'' tall and in very good shape. 
 

Silver Twilight Lodge

An exterior image of the three story Silver Twilight Lodge in Boston, Mass.