- Call Of Cthulhu Weapon Damage
- Call Of Cthulhu Investigator Weapons Codes
- Call Of Cthulhu Weapons Chart
When an investigator is injured or wounded, subtract the loss from the amount currently shown on the investigators sheet. Unless a keeper decrees otherwise, or unless losing half or more of current hit points from a single attack, an injured investigator function normally until lowered to 2 hit points or fewer, and then goes unconscious or dies. Melee Weapon (25%) – Any hand-to-hand weapon can be used in Call of Cthulhu. The possibilities are so numerous and often so strange that it is pointless to write them up as skills. Common classes of melee weapons are Clubs or Blunt Instruments, Foils or Rapiers, Knives, and Swords or Sabers. – - Back to Occupation and Skills.
Call of Cthulhu d100
STANDARD RULES
๏ Armor: Subtract the listed hit point factor from the damage
roll.
๏Dodge: An investigator may only dodge the first bullet shot at him in a round. If dodging, an investigator may also parry, but not attack.
Call Of Cthulhu Weapon Damage
๏ Impales: On a d100 result equal to 1/5 or less of the player’s
skill with a pointed weapon an Impale occurs.
•Roll for damage twice on an Impale.
•Some Mythos creatures are immune to Impales.
•Hand-to-hand weapons stick in the target on an impale and the investigator may spend another round making another weapon skill roll to free the weapon. Removing the weapon deals no damage.
๏ Parry: Parry equals the weapon skill and may only be
performed once per round. The target of the parry is
declared at the beginning of the round.
๏ Surprise: Those surprised act at 1/2 DEX. Extreme surprise
affords no attacks for the surprised party in the first round,
๏Knock-Out Attacks: Using unarmed or blunt attacks, roll damage as normal and compare the result against the target’s HP on the Resistance Table. If the attacker is successful, the target takes 1/3 damage and is knocked out for several rounds. On a defender success, the target takes full damage. A successful First-Aid or Medicine roll immediately wakes a target.
•Most Mythos creatures may not be knocked out.
•Humanoid creatures may be knocked out at Keeper discretion.
๏ Thrown Weapons: If an investigator throws an object add half of his damage bonus to the
damage done. See also the Throw Skill.
๏ Two Weapons: Two melee weapons may be held, but only one attack and one parry may be made per round, as usual
Call Of Cthulhu Investigator Weapons Codes
Call Of Cthulhu Weapons Chart
Specifically designed for Call of Cthulhu in the Classic era, Investigator Weapons features several dozens of firearms available during the Inter-war period to discerning investigators of the Mythos and their crazed cultist opponents.
Hans-Christian Vortisch (author of Cthulhu – Waffen-Handbuch,GURPS High-Tech, GURPS Martial Arts: Fairbairn Close Combat Systems, and GURPS Tactical Shooting) has selected the most typical or iconic weapons to lesser known but more widespread firearms.
Each firearm and its variant models are illustrated and detailed in depth, including operation and common malfunction, and extended game stats. Investigator Weapons also tell you which movie to see the firearm in use.
Investigator Weapons not only covers firearms, and includes flamethrowers, melee weapons, explosives, and special ammunition for completeness. Also gathered together in the same place, for the first time, are all the spot rules for injury, environmental conditions, and firearms combat from many Call of Cthulhu publications, as well as introducing many optional rules for enhanced play.
Author(s): Hans-Christian Vortisch
Artist(s): Chris Huth
Pages: 132
Format: Original electronic PDF
Publisher Stock #: 60-IHB01-P
Price: US $14.99
Available for download from DriveThruRPG, RPGNow, e23 and Chaosium.
A print version of Investigator Weapons, volume one will be available via Chronicle City later this year.