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Author Topic: Chaos in Innsmouth  (Read 11137 times)

Offline P_Clapham

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Re: Chaos in Innsmouth
« Reply #15 on: 07 June 2010, 09:51:52 PM »
Magic in Chaos in Innsmouth

Until I get a look at the first edition CiC rules, I'm going with an adaptation of the nameless ones gifts and monster abilities.  So here are the spells, with the ability they were based off of.  The spells are available to characters with the Forbidden lore ability.

Mindblast (1 use) +5
This is just the Horrific Gaze ability with a different name.  A one use ranged attack against the mind.

Steal Life  +5
Pretty much just the life drain ability.  I'm wondering if it's been erratad.  My copy of CiC has it as an unlimited use power.

Warp Body (1 use) +8
The transfiguration ability.  My flavor text includes a brief prayer to Nyarlathotep.  The Sorcerer essentially warps into a monster.

Limbo Gate +10 GBP
The Dust Devil ability.  Lets a Sorcerer escape from the battlefield.

Implant Fear +5 GBP
Based on Stench of the Tomb.  The ability involves a resolve check for the attacking model, so I figured it could work as a fear effect too.  I considered using Terrifying Aura, but that's going to be reserved for Mythos Critters.

Dread Curse +5 GBP (one use)
This is the curse of Set but with a different name.  I considered going with Pharaoh's Curse, but it seemed to be a little too nasty.
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Offline P_Clapham

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Re: Chaos in Innsmouth
« Reply #16 on: 07 June 2010, 10:40:45 PM »
Some Hired Guns and Monsters I'm working on

Mi-Go Scout   Cost 65, Retainer 6
Attributes
Strength 2,  Agility 3,  Mind 4,  Resolve 4,  Move 8",  Fate 4,  Vitality 4
Abilities
Crack Shot x2,  Extra Vitality, Monster (Grasp, Solitary and Terrifying Aura), Flight
Equipment
Mist Projector (Shotgun)
Special rules
Mi-Go scout cannot be hired by Investigators (Archeologists) or The Agency (Monster Hunters)

Ghoul Guide    Cost 60, Retainer 6
Attributes
Strength 3,  Agility 3,  Mind 4,  Resolve 4,  Move 8", Fate 4, Vitality 3
Abilities
Combat Attack x2, Combat Evade x1, Guide, Pathfinder, Monster (Grasp, Solitary and Terrifying Aura), Sharp Senses x2, Stealthy x2
Equipment
None
Special Rules
The Ghoul Guide cannot be hired by The Agency.  The Ghoul Guide cannot use weapons of any kind.  They may use equipment, rare books and artifacts.  If the opposing warband rolls a dead result on the post battle table, the Ghoul Guide with waive his upkeep fee

Hired Mystic   Cost 50, Retainer 5
Attributes
Strength 2,  Agility 2,  Mind 4,  Resolve 4,  Move 5",  Fate 7,  Vitality 3
Abilities
Combat Evade x1, Iron Will x2, Scholar x3, Gypsy's Luck
Equipment
Dagger, Amulet of Anubis, Forbidden Lore x2
Special rules
The hired mystic can choose two spells from the Sorcery list.  Include the cost of the spells in the Hired Mystic's GBP cost.
« Last Edit: 12 June 2010, 04:09:10 AM by P_Clapham »

Offline Donpimpom

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Re: Chaos in Innsmouth
« Reply #17 on: 07 June 2010, 10:48:05 PM »
I couldn't find either a hard or electronic copy.  Pity, I'd pay for either of them.

both pdf can be found here
http://www.wargamedownloads.com/search_results.php?searchterm=chaos+in

Offline P_Clapham

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Re: Chaos in Innsmouth
« Reply #18 on: 08 June 2010, 12:29:15 AM »
Thanks for the link, but I'm looking for the 1st edition o the game.  Wargamedownloads only has the second edition.  The site is where I purchase most of my goalsystem PDFs, it would be nice if they had the original edition for sale as well.

both pdf can be found here
http://www.wargamedownloads.com/search_results.php?searchterm=chaos+in

Offline Argonor

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Re: Chaos in Innsmouth
« Reply #19 on: 08 June 2010, 09:25:51 AM »
I couldn't find either a hard or electronic copy.  Pity, I'd pay for either of them.


The book(let) has been OOP for a long time, and was never, to my knowledge, sold as a PDF (the recent version, on the other hand, is).
Ask at the LAF, and answer shall thy be given!


Cultist #84

Offline P_Clapham

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Re: Chaos in Innsmouth
« Reply #20 on: 09 June 2010, 08:57:35 PM »
For those of you who have the old Chaos in Cairo rules.  Are the magic rules similar to those found in Goalsystem Fantasy?  In that system you buy the Wizard quality for your character, then you pick a spell list.  Spells count as a special action, and cost a varying amount of magic points.

Offline Argonor

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Re: Chaos in Innsmouth
« Reply #21 on: 10 June 2010, 07:05:10 AM »
For those of you who have the old Chaos in Cairo rules.  Are the magic rules similar to those found in Goalsystem Fantasy?  In that system you buy the Wizard quality for your character, then you pick a spell list.  Spells count as a special action, and cost a varying amount of magic points.

Will have to check - long time since I read them. As far as I remember, the characters are pretty fixed (basically, you get rules for all the minis made for the game, and that's it).

Offline pixelgeek

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Re: Chaos in Innsmouth
« Reply #22 on: 10 June 2010, 10:39:21 PM »
Sorry for the delay in replying. Been too busy to sit down and go through all the material.

I think the suggested warbands are a good idea.

Investigators (Archaeologists)
Order of the Silver Twilight (an Investigators/Seekers gone bad warband? More human than the Cult)
The Agency (Monster Hunters with Monsters :-)
Cult of Dagon

That seems like a good starting point and offers a fairly decent range of figures and play types. If we want we can always expand that a bit but its probably better to start off with four warbands and then add the rest of the trappings.

I also like the idea of using the Gifts of the Nameless Ones as spells. At least for now.

Do you think that making the spells all single use in a game is a good thing? And will people be able to pick multiple instances of the same spell?


Offline P_Clapham

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Re: Chaos in Innsmouth
« Reply #23 on: 11 June 2010, 12:25:45 AM »
Some gifts could be one use, others could be multiple use.  I'd likely use the Supersystem rules to puzzle them out. 

Offline P_Clapham

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Re: Chaos in Innsmouth
« Reply #24 on: 12 June 2010, 03:46:52 AM »
The Following Special Characters from Chaos in Cairo and Carpathia are appropriate for the game.

Cairo
Bedouin Guide: Can be used to represent just about any native guide.  Not sure about the Horse / Camel though.
Big Game Hunter: Works equally well as a Soldier or Mercenary of some type.  Maybe even a hit man. 
Doctor:  Functions pretty much as is.  Given the tainting nature of the Cthulhu Mythos you can find Doctors working along unspeakable allies.
Holy Man/ Holy Woman, From a Street Preacher, Catholic Priest, Native Shaman, or Devout Spiritualist.  This is a very versatile special character.  The previous rule still stands, the Holy Man / Woman will not work for 'Mythos' Warbands.
Reporter:  The description is pretty through.  I like the fact that they included Pulp writers.  This would be an excellent base for a Robert E. Howard or H.P. Lovecraft special character.  Not sure if the shouldn't be allowed to join a Mythos / Monstrous Warband.  I like the idea of a mad pulp writer aiding the thing he thought were of his own imagination.
Street Urchin:  Works perfectly good as is.  I'd add that they will not join a Mythos / Monstrous warband.  A little kid will be viewed less as a ally, and more of a sacrifice or snack.
Two Fisted Archeologist:  Yeah, this might as well be a unique character.  I'd add that Doctor Jones will not join a Mythos / Monstrous warband, and that goes double for the National Socialists.

Carpathia
Canine Companion:  Could work as a attack dog, a particularly vicious cat, or a familiar of some sort.
Gypsy Knife Man:  Could work as a exotic assassin / thug of some sort, like a Tong Axe Man of Thuggie cultist.  Going with a ex circus man, or even Masked Crimefighter would work too.
The Old Woodsman:  From a Salt of the earth Hermit, to a degenerate cannibal this covers quite a few roles.  If you change the pathfinder from Woodland to Urban you have a nice Native guide.
The Mad Doctor and Monster:  Just change it to Reanimator and Experiment.  This Special character(s) would also make a fine Unique.  Doctor Herbert West, Reanimator.  Will not work for the Agency.
Manservant:  Perfect for a variety of roles.  Butler, lackey and sidekick.
Mentalist:  Like the Holy Man / Woman this could also be used to represent a Spiritualist.  Although in this case I don't see why this character couldn't work for the baddies.
Western Gunfighter: I see this less as a Cowboy, and more of a two fisted gangster or masked avenger.

Offline P_Clapham

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Re: Chaos in Innsmouth
« Reply #25 on: 12 June 2010, 04:11:19 AM »
Updated the costs on the Mi-Go Scout, Ghoul Guide and the Hired Mystic.  I used a combination of the two Chaos books and Goal System Fantasy to come up with the GBP costs.  Went with 10 GBP for the Flight ability.

Offline Smokeyrone

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Re: Chaos in Innsmouth
« Reply #26 on: 13 June 2010, 10:32:39 PM »
So, what figures does one use besides the great Brigade hybrids for the denizens of Innsmouth?
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Offline P_Clapham

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Re: Chaos in Innsmouth
« Reply #27 on: 14 June 2010, 04:57:49 AM »
You can take a regular figure, paint it up with a odd tint to the skin, and just paint buggy or all black eyes.  If you are feeling ambitious, you could try conversions and greenstuff.  Even just a figure in a trenchcoat, with the collar pulled high could work as a hybrid.

Offline Donpimpom

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Re: Chaos in Innsmouth
« Reply #28 on: 15 June 2010, 10:55:31 PM »
so big are the diferences between the CiC first and second edition?

Offline P_Clapham

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Re: Chaos in Innsmouth
« Reply #29 on: 15 June 2010, 11:12:08 PM »
The original edition had magic and character creation rules.  more than that, I do not know.  Just have the current edition.

so big are the diferences between the CiC first and second edition?

 

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