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Miniatures Adventure => Call of Cthulhu => Strange Aeons => Topic started by: Uncle Mike on June 07, 2010, 10:53:53 PM

Title: Von Unaussprechlichen Kulten
Post by: Uncle Mike on June 07, 2010, 10:53:53 PM
So, we are hard at work on Shocking Tales #2 and a new project as well...Von Unaussprechlichen Kulten...just thought I should start up this thread to babble a little about the new project, take in some ideas and various other stuff in relation.

Here are the four basic cults (two remaining will be debated and added...possibly a 'build your own cult' contest...) and a little info on the game...Onto the add copy ( ;)):

Getting Started
Each player will be responsible for building, organizing and maintaining a cult of despicable degenerates. To begin pick one of the Cult Archetypes as a starting template, it will tell you what models are allowable and other special rules relating to your cult of choice.

 A starting cult has 35 Resource Points (RP) to utilize in the recruitment of its members. Resource Points are usable as either Build Points or Base Points, representing the cults ability to persuade with money and by other, less wholesome means…
A starting cult must be between 5 and 10 models…it can grow to as many as you can afford to maintain.

Cults must be lead by one (and only one…) Magus. Start by choosing and equipping the Magus as you see fit. The Magus may gain up to 10 Skills.

After you have decided on your Magus he will need a Congregation of depraved followers. Check the Congregation section of your Cult Archetype for allowable choices, then purchase and equip them. Members of the Congregation may gain up to 5 Skills each.

Spend the left over RP on additional weapons and gear or any other Lurkers from the Strange Aeons rulebooks that are allowed to you. Allowable Cultists will tell you the category of Lurkers you may choose from. These other cultists may only ever gain 2 Skills each.

Tally up all the RP and you should be at a Total RP of 35. If so you have built your vile cult and are now ready to fight for the amusement of your dark masters.

Cult Archetypes
Each of the Cult Archetypes offers its own unique challenges and abilities…choose wisely from the following options: Arcane Seekers, Death Cult, Serpent Worshippers, Dagonites, ________ and ________.

Arcane Seekers
Magus: High Priest or Rogue Threshold Character
Congregation: Cultist, Cult Leader, Henchman, Suicide Cultist, and Rogue Threshold Agent
Allowable Cultists: Human
Special Rules: None

Death Cult
Magus: Mad Scientist, Witch or Mummy
Congregation: Cultist, Cult Leader, Zombie, Henchman and Conglomerate
Allowable Cultists: Human and Undead
Special Rules: A Death Cult may never have more Undead models than Human Models in the cult.

Serpent Worshippers
Magus: Serpentman Demagogue or High Priest
Congregation: Cultist, Cult Leader, Tcho-Tcho and Serpentman
Allowable Cultists: Humanoid and Human
Special Rules: Serpent Worshippers may never have more Human models than Humanoid Models in the cult.

Dagonites
Magus: Fishman Demagogue or High Priest
Congregation: Cultist, Cult Leader, Hybrid, Fishman, Henchman
Allowable Cultists: Humanoid and Human
Special Rules: Rogue Threshold Agents and Characters may never join a Dagonite cult.



So? what do you think so far? Questions...concerns?


Title: Re: Von Unaussprechlichen Kulten
Post by: gauntman on June 07, 2010, 11:16:57 PM

That is simply glorious  :D.

In fact I love it.  Those categories fit every cult type one might want to build. 

One thought...

I might suggest a cult which could field Demons though to be added.  Whether the cult be a band of hearty old Devil Worshippers with a Succumbus in their midst or a brandch of the Cult of the Bloody Tongue with a Nightgaunt.  Regardless, some category of Cult should be able to field demons...???

 
Title: Re: Von Unaussprechlichen Kulten
Post by: jnr on June 07, 2010, 11:20:35 PM
up to now look ok,but how you going to make up a group of threshold with 35 points to match them, will the agents have exter skill given, or or will the BP be spent on buying exter agents.
Title: Re: Von Unaussprechlichen Kulten
Post by: pixelgeek on June 07, 2010, 11:33:35 PM
Looks interesting. I think the first thing I would do with the rules would be to add "good-guy" teams.

Aside from the theme of the game is there any reason why you wouldn't add rules for Threshold or Academic teams to the game?
Title: Re: Von Unaussprechlichen Kulten
Post by: Uncle Mike on June 08, 2010, 12:14:32 AM
Basically the cults will earn Skills and fight for Favor while managing Resources to keep them in members and gear...and other unsavory things. It will be cult vs. cult with a differential bonus for ratings (more like a standard skirmish game) when the difference is too high the lower cult can inform the Government and Threshold are dispatched to 'clean out' the cult...

Hope to have enough together for a 'Free Play Test Package' that should be available in Rocktober...get some feedback from you guys.  :)
Title: Re: Von Unaussprechlichen Kulten
Post by: Uncle Mike on June 08, 2010, 12:26:01 AM
Gauntman,
Daemons will have to be Summoned to the table and (probably...) Bound to the cult. Got some crazy Scenarios lined up...don't tell your buddy with no sense of humor!  lol

Jnr,
It is a different game set in the same universe as Strange Aeons but using various different game mechanics...to come at things from a more 'sinister and debautched' angle...kinda Lurker-centric.

Pixelgeek,
I would argue that the Arcane Seekers are kinda good guys...at least they used to be.  :? An Academic team is a very good idea...Armatage and co. I'll have a think on that one...not 'good guys' as much as 'normal folk' or 'consciencious objectors'... :D
Title: Re: Von Unaussprechlichen Kulten
Post by: bc99 on June 08, 2010, 01:54:38 AM
Hey Uncle Mike, this looks great. Can't wait for it!
Title: Re: Von Unaussprechlichen Kulten
Post by: gauntman on June 08, 2010, 02:09:59 AM
Mike...

So this Cult version will actually center around cults rather than characters??? 

I thought you were describing a separate team advancement mechanic for the Lurkers too.  More of a team building competition approach alternative rather than a balanced character driven system.

So there would be no Threshold protangonics but rather various Lurker Cult type forces vying for domination or damnation???
Title: Re: Von Unaussprechlichen Kulten
Post by: pixelgeek on June 08, 2010, 03:13:09 AM
Pixelgeek,
I would argue that the Arcane Seekers are kinda good guys...at least they used to be.  :? An Academic team is a very good idea...Armatage and co. I'll have a think on that one...not 'good guys' as much as 'normal folk' or 'consciencious objectors'... :D

They don't really need to be "good" as long as I have some option for gamers to have regular people in the game
Title: Re: Von Unaussprechlichen Kulten
Post by: mkcontra on June 08, 2010, 04:19:56 AM
I like the idea.  What about a corrupt Gov or Business group? 
Title: Re: Von Unaussprechlichen Kulten
Post by: Uncle Mike on June 08, 2010, 05:11:45 AM
Just wrote up some Skills for Conspiracy and Government Funding to do with just that.  :D
Title: Re: Von Unaussprechlichen Kulten
Post by: pixelgeek on June 08, 2010, 06:19:58 AM
With the option to have some "regular" people in the game it's much easier to finese a list to match what a player wants. We'd really only need one list as well since the difference between most human groupsnwould be in the background for the most part
Title: Re: Von Unaussprechlichen Kulten
Post by: pixelgeek on June 08, 2010, 06:22:18 AM
Not sure if you have rules for it but I think you'll need to include some rules or scenario additions to balance out games between cults that have widely different values.

It is always a problem in these sort of campaign games
Title: Re: Von Unaussprechlichen Kulten
Post by: jnr on June 08, 2010, 09:49:25 AM
That thought did pass through my mind cult against cult, seeing  how the gods did not like one and other.
Thank you for update looking forward to try it out the free play test package.
Title: Re: Von Unaussprechlichen Kulten
Post by: Lupus on June 08, 2010, 10:16:40 AM
Why not just change the rules to include Threasehold as a Cult that way you include both elements into a single game style and thus expand it.

Liking death Cult for some reason, It would have to be run by a Mummy..Just because :D

Title: Re: Von Unaussprechlichen Kulten
Post by: gauntman on June 08, 2010, 12:53:58 PM

I think it would broaden the game system as a whole if it could be used to encompass Threshold style teams as well.  I 'm really intrigued by this multiple team and evil team development.
Title: Re: Von Unaussprechlichen Kulten
Post by: Lupus on June 08, 2010, 02:13:18 PM
I think it would broaden the game system as a whole if it could be used to encompass Threshold style teams as well.  I 'm really intrigued by this multiple team and evil team development.

Yep i totally agree on that.

Title: Re: Von Unaussprechlichen Kulten
Post by: Uncle Mike on June 08, 2010, 02:23:46 PM
From a design standpoint this is very difficult...Threshold will be used as a sort of 'great equalizer'...if the point spread between the two cults is too wide the lower cult has several options...one option is to call in Threshold. This won't be a continuing list but built to the Cult Total much like how you build a Lurker list in Strange Aeons.

V.U.K. will be the same core rules of Strange Aeons...but played in a much different way. Expecting great things from this...at least a great time playing. Will be more set up for large league groups and Multi-player...
Title: Re: Von Unaussprechlichen Kulten
Post by: fairoaks024 on June 08, 2010, 07:13:13 PM
sounds fantastic, really like the sneaky 'caling in threshold' for when your puny cult is threatened by a bigger cult, very flavousome.

regards

jim
Title: Re: Von Unaussprechlichen Kulten
Post by: pixelgeek on June 08, 2010, 07:34:12 PM
From a design standpoint this is very difficult...Threshold will be used as a sort of 'great equalizer'...if the point spread between the two cults is too wide the lower cult has several options...one option is to call in Threshold.

Again not sure how else you are going to be doing this but what about

1) allowing one team to buy Plot Points
2) having a set of Evil Fates that the player can buy that then effect the opposing team. Cultists are effected by illness, guns misfire, spells miscast, that sort of thing. Like the event cards but perhaps not as powerful
Title: Re: Von Unaussprechlichen Kulten
Post by: Mr. Peabody on June 08, 2010, 10:32:07 PM
Very exciting. Like the bigger scale of play and of back-story.
Uncle Mike, I can relate to your desire to not want to make it all things to all people.
Lets see what the first proof looks like before calling for a V.U.K. / S.A. splice.
Title: Re: Von Unaussprechlichen Kulten
Post by: Uncle Mike on June 09, 2010, 03:59:28 PM
Pixelgeek,

1) Still unsure about Plot Points...most likely they will be purchasable at the start of game with RP...
2) Yup...more of this stuff than you would have believed possible. New Skills, Gear, Events, happenings and a swack of new scenarios...also, debating another card deck...

Mr. Peabody,

There will be no splice...not exactly. All the points will be the same as S.A. and many of the rules. At this time I would say with 95% accuracy that anything from S.A. could be used in V.U.K. but not visa versa...
Title: Re: Von Unaussprechlichen Kulten
Post by: Lupus on June 09, 2010, 04:05:50 PM
Mr. Peabody,

There will be no splice...not exactly. All the points will be the same as S.A. and many of the rules. At this time I would say with 95% accuracy that anything from S.A. could be used in V.U.K. but not visa versa...

You know people are going to try and do it so they can play Threashold in it ;)  even if its not your intention its what people will try and work out.



Title: Re: Von Unaussprechlichen Kulten
Post by: Puuka on June 09, 2010, 04:26:23 PM
As a comic reader, this comes to mind, what about an organization like Hydra? They seem more of a world conquering cult. (I know they seem to pay their troops, so I'm not sure if it would be considered a cult or not). The troops seem to have a more zealous need to follow the orders though. Their troops all seem to be human, but the goal is not so much Arcane knowledge so much as tech advancement (not saying they haven't dabbled in gaining any Arcane artifacts).

I could see Red Skull or Baron Strucker as your Magus, then a hand full of Hydra Agents as the Congregation.

Just a thought. I know not all people would play with this, but I like to have Supers pop in to most of my games (I think Dr. Strange, or Dr. Fate would encounter some of the Elder Gods at some point or another, and I know they have done a few Batman Elseworlds where he's encountered such horrors.)
Title: Re: Von Unaussprechlichen Kulten
Post by: pixelgeek on June 09, 2010, 05:08:14 PM
I could see Red Skull or Baron Strucker as your Magus, then a hand full of Hydra Agents as the Congregation.

Oooh. I have the perfect miniature for that as well :-)
Title: Re: Von Unaussprechlichen Kulten
Post by: Uncle Mike on June 09, 2010, 05:13:06 PM
In playtesting I'm using the Murch bad guy who looks kinda like 'The Spider'...Calling him 'Baron Skullface'...insane minds think alike... ;)
Title: Re: Von Unaussprechlichen Kulten
Post by: mkcontra on June 11, 2010, 01:17:28 AM
Just wrote up some Skills for Conspiracy and Government Funding to do with just that.  :D

Grand.  Just thinking about it...I totally want to run a modern version similar to "Fringe" (current TV serial).  Massive Dynamic would make a fantastic corrupt business/gov cult. 
Title: Re: Von Unaussprechlichen Kulten
Post by: Argonor on June 11, 2010, 12:17:24 PM
In playtesting I'm using the Murch bad guy who looks kinda like 'The Spider'...Calling him 'Baron Skullface'...insane minds think alike... ;)

Oh, you mean the Rogue Treshold Agent..?  ;)
Title: Re: Von Unaussprechlichen Kulten
Post by: Uncle Mike on June 17, 2010, 03:48:07 AM
Yup, love that fig!
Title: Re: Von Unaussprechlichen Kulten
Post by: Uncle Mike on June 17, 2010, 03:50:35 AM
Here is a little bit of the 'back end' of VUK...If anyone wants to give it a go let me know your questions/concerns. Obviously this is only the basic framework...with no scenarios. Playing 'Fight' will give you an idea at least... :)

Scenarios
Pre-Game Sequence
Before a game of Von Unaussprechlichen Kulten can begin the players should check the cult BP total, check over the cult list for recent Injuries and Phobias and roll for Poor Health prior to set up. After this is done a scenario is all that is needed to play, there are two ways to generate a scenario. The first is simple: Both players roll 1D6, add them together and check the Basic Scenario Table.

Basic Scenario Table
Scenario   2D6
   2
   3-4
   5-7
   8-9
   10
   11
   12

The second requires the player to ‘spend’ Favor equal to the Requirements of the Favor Scenario he wishes to play. Any available Favor Scenario may be chosen but the same game may not be played twice in a row. Regardless of which Favor Scenario is chosen ‘spent’ Favor should be removed from the total on the Log Sheet.  Favor Scenarios can be found after the Basic Scenarios in this rulebook.

Post-Game Sequence
Once the game is over there are still some loose ends to be tied up. Who was injured? What was learned? And what was it all for? To keep it simple the Post-Game Sequence is always composed of the same steps.
 
-Major Injury Phase
-Skill Phase
-Favor Phase
- Cult Management Phase
-Re-Equipment Phase

Major Injury Phase
Cult life is hard; injury and madness are a way of life for the faithful. Any model removed from the table with a Major Injury must roll on the Major Injury Table for permanent effects. See Major Injuries in the Injuries section. Hostages may be rolled for at the end of this phase.

Skill Phase
You don’t have to be a hero to learn something. Any model that survived (was not removed from the table due to injury) may roll for the chance to gain a Skill. Players receive a dice for each uninjured model in the cult. Roll all dice, on a 6 a Skill has been learned, then assign the Skill(s) to any of the uninjured models. Skills add +1 BP (Base Point) to the models profile and a model may learn only one Skill per game.

Favor Phase
Gaining the favor of nebulous, ancient and utterly evil deities is difficult…but rewarding. Both players may roll one dice each. On a roll of 6 a point of Favor has been attained for some diabolical act that transpired in game.
The winning player gains a –1 bonus to this roll making his roll a 5 or better. Models may be ‘sacrificed’ and will add an additional –1 bonus for each model.

Cult Management Phase
Looking after the needs and wants of depraved madmen and monsters can take a bit of management. If the Magus survives the game without injury he generates 1D6 RP. Players receive a dice for each uninjured model in the cult (beside the Magus). Roll all dice, on a 4-6 a Resource Point has been generated. Once all available models have generated points check the Upkeep table to see what amount of RP must be paid to manage the cult.

Re-Equipment Phase
 Any available RP can now be saved or spent as the player wishes to re-equip his cult. It may be a good idea to bank a point or two to ensure your cult doesn’t have to make a Cult Unity Test.


Title: Re: Von Unaussprechlichen Kulten
Post by: Lupus on June 17, 2010, 10:08:09 AM
Major Injury Phase
Cult life is hard; injury and madness are a way of life for the faithful. Any model removed from the table with a Major Injury must roll on the Major Injury Table for permanent effects. See Major Injuries in the Injuries section. Hostages may be rolled for at the end of this phase.


Would this be a straight roll or would you modify it like you do for Agents?

Though we have a house rule that Agents and Character just roll the same.  We also ahve one that allows an Agent with liutenant to take over the group if the character is killed.  We just swap it to Command and carry on ;)

Title: Re: Von Unaussprechlichen Kulten
Post by: Mr. Peabody on June 17, 2010, 12:40:44 PM
Will a 'secret' base / headquarters / shrine / temple /den-of-inequity be a feature of VUK?

Spending Resource Points to establish such a location for a benefit in Cult Stability, generating additional Favour and perhaps cultivating the more interesting breed of monster?

This could lead to an all out 'big-campaign' of conquest as our cults vie for control of a city, territory or small country by building these sorts of bases & spreading influence.
Title: Re: Von Unaussprechlichen Kulten
Post by: Lupus on June 17, 2010, 01:04:34 PM
Nice idea peabody :D

Title: Re: Von Unaussprechlichen Kulten
Post by: commissarmoody on June 17, 2010, 01:09:54 PM
Will a 'secret' base / headquarters / shrine / temple /den-of-inequity be a feature of VUK?

Spending Resource Points to establish such a location for a benefit in Cult Stability, generating additional Favour and perhaps cultivating the more interesting breed of monster?

This could lead to an all out 'big-campaign' of conquest as our cults vie for control of a city, territory or small country by building these sorts of bases & spreading influence.
I like this idea  :D
Title: Re: Von Unaussprechlichen Kulten
Post by: Argonor on June 17, 2010, 04:22:14 PM
I so totally like where all this is going! Also extremely interesting to follow a creative process where the fan input is a major factor.

 :)
Title: Re: Von Unaussprechlichen Kulten
Post by: Uncle Mike on June 17, 2010, 05:35:50 PM
Lupus,

The Magus rolls the standard 2 dice no modifiers...everyone else in the cult rolls -1 to the result of the first dice. You can see already this will lead to plenty of injured cultists...don't worry about that thou, once they have outlived their usefulness you can sacrifice them (which allows you to keep gear and weapons...) and adds to your chance of gaining Favor.  >:D
Also, a there is a game dynamic that allows for 'replacing' the boss...more on this once the bugs are worked out...

Mr.Peabody,

You are a f*&^ing genius buddy! I like that idea a lot and am currently attempting to cobble together some basic rules for bases. Great idea.

Argonor,

Me too!!! 8) 8) 8)
Title: Re: Von Unaussprechlichen Kulten
Post by: pixelgeek on June 17, 2010, 06:12:53 PM
Which means you need a base invasion scenario :-)
Title: Re: Von Unaussprechlichen Kulten
Post by: Mr. Peabody on June 18, 2010, 12:26:59 AM
Uncle Mike, I'll do my best to repay your wicked generosity at Salute! If you take this cult-hideaway idea somewhere I would love to be in on the play-test.  :-*
Title: Re: Von Unaussprechlichen Kulten
Post by: Uncle Mike on June 18, 2010, 01:31:18 AM
It's already taken somewhere  ;)...just ideas so far but on the way!
Territories: Church, School, Cemetery, Secret Hideout, Business Front and Government Building
...each will cost RP and add some bonus to the cult...and as Pixelgeek said this will need a Raid type scenario... :P
Title: Re: Von Unaussprechlichen Kulten
Post by: pixelgeek on June 18, 2010, 02:09:49 AM
How about:
Abandoned Factory
Remote farm
Speakeasy

Title: Re: Von Unaussprechlichen Kulten
Post by: commissarmoody on June 18, 2010, 06:17:01 AM
This might fall under the first group of cultist that were talked about, but why not add groups like the thule society.
Or if your looking for an american feel you could use the Silver Legion of America. There Leader William Dudley Pelley, was a religious nut job, who founded an American fascist movement after he had an out of body experience and was supposedly dead for 7 mins. He became obsessed with making the US the new kingdom for christ when he returned.
They would be a great group of badies, because they think they are doing good by what they are doing.  >:D
Title: Re: Von Unaussprechlichen Kulten
Post by: Malebolgia on June 18, 2010, 09:57:19 AM
Cool thread! Really looking forwards to this expansion. I have some ideas:

Cult: Silver Twilight
Magus: High Priest or Rogue Threshold Character
Congregation: Cultist, Rogue Threshold Agents, Henchman, Zombie, Blasphemous Construct. Allowable Cultists: Human
Special Rules: The Cult can have up to one Blasphemous Construct.

This allows players to build a list similar to Threshold with some evil twists. The idea is based on the 'Hermetic Order of the Silver Twilight'  scenario from the 'Cthulhu Classics' campaign book by Chaosium.

Ideas for scenarios
Soulémon (gotta catch 'em all!): Both cultist groups invaded a small town to "collect" as much civilians as possible to fuel a foul and daemonic ceremony with their souls. Both groups have brought a truck to place the civilians in. Place the trucks on the edge of their deployment zones. Place 10 civilians in town (no weapons!), within 4" of the mid-line of the table. Models can collect civilians by taking them out in close combat. Civilians cannot be shot at (they are too precious!). If a civilian is taken out with either a minor or major injury in close combat, it is unconscious. A model can drag an unconscious civlian along but at -2 to movement. A model that ends its movement in base contact with its truck, can dump a body in it for one action.
The game ends after 8 turns when the police arrives and the cults must make their getaway. The side with the most captured civilians inside their truck wins the game.
You can think of nice boons in the post-game sequence for capturing civilians (like getting free cultists, getting a bonus to casting spells, etc.).

Ideas for advancements
Possession: The cultist has been possessed by its chosen deity. Although this is the highest favour a cultist can obtain, it is also its last... The Cultist transforms and takes on a form chosen by its deity.
The Cultist gains +D3 to M, A and W. Its Dex. is lowered by 1 point and its Con. by 1 point. Its Resolve becomes 2+. It gains the Fear and Command skill. It gains the following weapons:
Shrivelling (Range 8", 2D, 1D+3 damage)
Talons (C.C.B. +2, Dam. D+2)
In addition, the possessed gains one advantage determined by its cult:
Arcane Seekers: The model gains one random spell and the Speak Languages skill, rolled randomly on the Evil Spell table.
Death Cult: The model gains the Tough skill.
Serpent Worshippers: The model gains Poison on its attacks
Dagonites: The model gains the Rugged skill
Silver Twilight: The model gains the Daemon insted of Fear special rules.
After the next game, the cultist dies as its life energy is consumed by its deity.
Title: Re: Von Unaussprechlichen Kulten
Post by: Uncle Mike on June 18, 2010, 02:29:59 PM
Mal,

Once again twisted minds think alike...Soulemon will be a scenario simply titled: Get 'Em! A few minor differences but essentially the same thing.

Also, really like the concept of 'possession'. Great ideas!
Title: Re: Von Unaussprechlichen Kulten
Post by: pixelgeek on June 18, 2010, 02:46:59 PM
Once again twisted minds think alike...Soulemon will be a scenario simply titled: Get 'Em! A few minor differences but essentially the same thing.

The required trucks should be removed. I think getting the civilians off the table would be good enough. Its a fun addition to use trucks if you have them but the scenario can work without them
Title: Re: Von Unaussprechlichen Kulten
Post by: Uncle Mike on June 18, 2010, 02:54:46 PM
Agreed. Trucks/cars/conveyances may be covered in more detail as things go on. Possibly a points blocker before you are 'big enough' to use them...would be great fun loading all your Hybrids into the farm truck to head into town and find new 'converts'.  >:D
Title: Re: Von Unaussprechlichen Kulten
Post by: Malebolgia on June 18, 2010, 03:15:06 PM
The trucks are merely scenery pieces to dump off the civilians, but yes, you could do without them :)
Title: Re: Von Unaussprechlichen Kulten
Post by: Argonor on June 18, 2010, 04:54:56 PM
Agreed. Trucks/cars/conveyances may be covered in more detail as things go on. Possibly a points blocker before you are 'big enough' to use them...would be great fun loading all your Hybrids into the farm truck to head into town and find new 'converts'.  >:D

I have a sh*tload of pulpish vehicles. Please, please please!  lol
Title: Re: Von Unaussprechlichen Kulten
Post by: Lupus on June 18, 2010, 04:59:39 PM
I have a sh*tload of pulpish vehicles. Please, please please!  lol

Where do you get your trucks from been looking about for some 1920's style vehicles.

Title: Re: Von Unaussprechlichen Kulten
Post by: pixelgeek on June 18, 2010, 05:00:52 PM
I was just thinking in terms of having to buy a specific model for a scenario. Even if you treat it like terrain you still need to go and get two period truck models.
Title: Re: Von Unaussprechlichen Kulten
Post by: Argonor on June 18, 2010, 05:39:31 PM
Where do you get your trucks from been looking about for some 1920's style vehicles.

Different places - mainly Ebay and other LAF'ers

But try searching for Matchbox 'Models of Yesteryear' and 'Lledo' cars.

There's always Blue Moon and Sloppy Jalopy, if you like your cars to be 'proper' minis instead of die-casts (but also more expensive) Both do some NICE trucks.
Title: Re: Von Unaussprechlichen Kulten
Post by: commissarmoody on June 18, 2010, 07:52:47 PM
It dose not always have to be a truck, it could some location on the table. Say a manhole to the sewers, The tree line, or maybe to a house that the cultist just happen to have built a tunnel in the basement.
It could be any location or item really.
But on a side note, I have tons of pulpish 1920/30 cars, trucks and tanks :D
Cultiest raid the local national guard armory and get MkIII and FT-17s :P
Yeah no one would notice that.
Title: Re: Von Unaussprechlichen Kulten
Post by: jnr on June 18, 2010, 08:42:40 PM
Two Ford T models being used in WW1
http://www.grandmanner.co.uk/shop/prodtype.asp?PT_ID=81&numRecordPosition=11&strPageHistory=cat&strKeywords=&strSearchCriteria=
and Compony B do some plus they got a Rolls Royce truck.
http://homepage.mac.com/brentdietrich/Gallery_Tcontest.html
http://homepage.mac.com/brentdietrich/companyB_models_Rollers.htm
Title: Re: Von Unaussprechlichen Kulten
Post by: Uncle Mike on June 20, 2010, 05:02:05 PM
In an attempt to get this thread back on topic ( ;)) here is some flava:

The Story So Far…
1920, October 31: Somewhere in America…
The town hall was crowded and there was a certain air of fear in the crowd tonight, times had been hard for these good people for the last few years. Crops were scarce, the winters were hard, sickness…and then the others had come to rape and loot. Bad times were when folks were willing to look for unconventional answers…hard solutions to hard problems. An almost palpable miasma of dread abounded…it was beautiful. They were ready to do anything now; they would listen to his every command. All anyone wanted was security, comfort and acceptance in these troubled times. He would offer those things and much more. The dark powers he worshiped would be well sated on the souls of these frail creatures. He opened the old book and raised his hands, the room grew still and in a booming voice he proclaimed, “Brothers, the way shall not be easy! But we shall triumph by power of faith! Who shall be counted among the faithful?”

Makes ya think... :)
Title: Re: Von Unaussprechlichen Kulten
Post by: Argonor on June 20, 2010, 05:17:01 PM
In an attempt to get this thread back on topic ( ;)) here is some flava:

The Story So Far…
1920, October 31: Somewhere in America…
The town hall was crowded and there was a certain air of fear in the crowd tonight, times had been hard for these good people for the last few years. Crops were scarce, the winters were hard, sickness…and then the others had come to rape and loot. Bad times were when folks were willing to look for unconventional answers…hard solutions to hard problems. An almost palpable miasma of dread abounded…it was beautiful. They were ready to do anything now; they would listen to his every command. All anyone wanted was security, comfort and acceptance in these troubled times. He would offer those things and much more. The dark powers he worshiped would be well sated on the souls of these frail creatures. He opened the old book and raised his hands, the room grew still and in a booming voice he proclaimed, “Brothers, the way shall not be easy! But we shall triumph by power of faith! Who shall be counted among the faithful?”

Makes ya think... :)

Sounds much like Heinrich Himmler...  ::) ;)
Title: Re: Von Unaussprechlichen Kulten
Post by: commissarmoody on June 20, 2010, 09:36:58 PM
Or the last time I went to church  lol
Title: Re: Von Unaussprechlichen Kulten
Post by: Uncle Mike on June 23, 2010, 04:34:27 PM
Working up a 'Deviant Scum' list...Ghouls and Maniacs are the order of the day. Any thoughts on this? Stuff you would like to see?
Title: Re: Von Unaussprechlichen Kulten
Post by: Mr. Peabody on June 23, 2010, 05:28:35 PM
Thinking about this has rekindled my interest in one of HPL's less shiny nuggets: 'The Horror at Red Hook.'
Despite the overt racist context, the collapse of the building(s) and the last minute 'revolt' of the reanimated white slaver Suydam at his wedding to Lilith (is that how the story went?) were nifty events that could be good scenario fodder...

So, occult experienced slave-trading pirates are on my deviant short list. ;)

Title: Re: Von Unaussprechlichen Kulten
Post by: fairoaks024 on June 23, 2010, 05:30:32 PM
hi mike,

the 'degenerate scum list' sounds great. The cultists could be graverobbers and the derranged followers in league with ghouls.
unearthing both followers and food!

regards

jim
Title: Re: Von Unaussprechlichen Kulten
Post by: pixelgeek on June 23, 2010, 08:25:18 PM
Working up a 'Deviant Scum' list...Ghouls and Maniacs are the order of the day. Any thoughts on this? Stuff you would like to see?

Cannibals
Degenerate Sailors
Street Thugs
Title: Re: Von Unaussprechlichen Kulten
Post by: fairoaks024 on June 23, 2010, 08:45:53 PM
wouldn't degenerate sailors fit in better with a dagon worshipping deep one aligned cult?

regards

jim
Title: Re: Von Unaussprechlichen Kulten
Post by: pixelgeek on June 23, 2010, 09:24:37 PM
wouldn't degenerate sailors fit in better with a dagon worshipping deep one aligned cult?

Why? What is particularly Dagon related about being degenerate?
Title: Re: Von Unaussprechlichen Kulten
Post by: Malebolgia on June 23, 2010, 10:02:59 PM
Scum...

Beggar (simple skills, with the skill the hybrid has)
Ruffian (backstab: when attacking an enemy in close combat in multiple combat, he gains one +1 attack and +1 damage)
Cultist press ganger (a model taken out in melee by the press ganger is automatically captured after the game)
Scurvy dog (a dog with poison)
Dirty lass (seduce: target enemy model within 8" must make a RES. Check. If failed, the model gains -2 to attack rolls for one round)

Typing this from my blackberry, so no stats or precise skills :)
Title: Re: Von Unaussprechlichen Kulten
Post by: fairoaks024 on June 23, 2010, 10:09:34 PM
@pixelgeek,
 It's more to do with being sailors particularly associated with the sea and dagon and mother hydra are kinda sea gods.

Not so much anything to do particularly with being degenerate, but i would have thought an innsmouth looking sailor is more likely to worship Dagon.

regards

jim

Title: Re: Von Unaussprechlichen Kulten
Post by: LidlessEye on June 23, 2010, 10:52:46 PM
I'll take any excuse to use the enormous number of Pulp Figures sailors I've accumulated.  It's funny, you order them one pack at a time, next thing you know you can crew a small frigate...
Title: Re: Von Unaussprechlichen Kulten
Post by: pixelgeek on June 23, 2010, 11:37:39 PM
Not so much anything to do particularly with being degenerate, but i would have thought an innsmouth looking sailor is more likely to worship Dagon.

I was thinking degenerate as a more broad category and it would then allow you to add wharf rat sailors to any cult or group without necessarily having to give it a "fishy" theme.

More of an excuse to get more use out of the Pulp Figures seamen minis
Title: Re: Von Unaussprechlichen Kulten
Post by: Sheerluck Holmes on June 24, 2010, 12:00:06 AM
Working up a 'Deviant Scum' list...Ghouls and Maniacs are the order of the day. Any thoughts on this? Stuff you would like to see?

Some companies make nurse figures - how about "Angel of Death"?  A nurse killing off people.

"Insane Side kick" - so insane this person does what ever the cult leader wants... as long as the figure is within 5" of the cult leader it gains a free activation (i.e. doesnt use up one of the command activations), plus it doesnt need to make resolve tests.  Think Renfield from Dracula.

"Mad Cat Lady"?   http://blackcatbases.com/index.php?main_page=product_info&cPath=437_457&products_id=2169 (http://blackcatbases.com/index.php?main_page=product_info&cPath=437_457&products_id=2169)


A crazed "Ripper"  (a Jack the Ripper type).



Title: Re: Von Unaussprechlichen Kulten
Post by: Sheerluck Holmes on June 24, 2010, 03:23:01 AM
Ooh - a Scarecrow too
Title: Re: Von Unaussprechlichen Kulten
Post by: fairoaks024 on June 24, 2010, 08:31:15 AM
I agree with Pixelgeek and LidlessEye, any excuse to use more Pulp figures sailors  is good.

regards

jim
Title: Re: Von Unaussprechlichen Kulten
Post by: Argonor on June 24, 2010, 01:11:35 PM
I'll take any excuse to use the enormous number of Pulp Figures sailors I've accumulated.  It's funny, you order them one pack at a time, next thing you know you can crew a small frigate...

SO true  :?  lol
Title: Re: Von Unaussprechlichen Kulten
Post by: Christian on July 31, 2010, 01:38:56 PM
I'm not sure if this would resemble a Death Cult, but how about:

Sinister Psychiatrist, Orderlies, Nurses, Derranged Patients...?

I'm thinking Shutter Island.