![]() Mental Suggestion (KR#260): the target carries out a single command of the caster. Melt Flesh (KR#259): heat flesh (living or dead) to its melting point. ( Finger of Doom, Eibon’s Jinx, The Evil Eye) Implant Fear (KR#259): fill the target with dread and disrupt their concentration. Hands of Colubra (MoN#635): temporarily transform the hands of the caster into venomous snakes which can reach 2m away. ( The Creeping Mold, Ye Rotting Awfulness) Green Decay (KR#259): turn the target into a pile of green mould. Grasp of Cthulhu (MoN#635): temporarily immobilise the target. ( Channel the Strength of the Opener of the Way, Smite Down Thine Enemy, The Hideous Blast of the Foul One)įlash of Ra (MoN#635): create a blinding flash of light, which can also harm some creatures. ( Ye Rite of Ill Fortune, Dark Curse, Witches’ Hex)įist of Yog-Sothoth (KR#259): strike a target with an invisible force and propel them backwards, with a chance to knock them unconscious. ![]() ( Strike Dumb, The Silver Beguiling Tongue)Įvil Eye (KR#259): afflict the target with bad luck. ( The Egyptian Powder, Protection of the Dead)Įnthrall Victim (KR#258): put the target in a trance until they are shocked. Harmless to creatures made of earthly matter. ( Utterance of the Last Syllable, Ye Doleful Leeching, By the True Name Thy Power is Sapped)ĭust of Suleiman (KR#255): harms an extraterrestrial being. ( Command of the Wizard, The Chant of Possession, Baleful Influence)ĭread Curse of Azathoth (KR#254): drain POW from the target. ( Ye Dreadful Prickling, The Curse of the Fiery Doom, Cthuga’s Embrace)ĭominate (KR#254): bend the will of the target to the caster. ( The Insidious Nightmare, Summon Seven Devils to Afflick Thine Enemy, Wither the Mind of the Weak)ĭeath Spell (KR#254): set the target on fire. ( The Vile Wrench, The Insidious Wrath of the Dark Wizard, Ye Loathsome Tickle)Ĭurse (MoN#632): temporarily reduce the target’s attributes.Ĭurse of the Putrid Husk (KR#254): the target perceives their flesh as rotting. ( Befuddle, Dumfound, Mystify)Ĭlutch of Nyogtha (KR#250): damage and paralyse the target. ( Grant Sight, Shade of Darkness, The Pharaoh’s Curse).Ĭloud Memory (KR#250): block a specific memory in the mind of the target. ( Currency of the Blue Sea, The Sailor’s Curse, Kiss of Brine)Ĭause/Cure Blindness (KR#249): make the target blind without damage to the eyes or nerves, or undo blindness if those are intact. Education remains static.Breath of the Deep (KR#247): fill the target’s lungs with water. You could only swap Size and Intelligence with each other. In other words, you could swap any of the values for Strength, Constitution, Dexterity, Appearance or Power with each other. Roll 3d6 to determine the value for APP.Įducation ( EDU) – is a measure of the knowledge which your investigator has accumulated through formal education, or the venerated “School of Hard Knocks.” Roll 3d6+3 to determine the value for EDU.īefore play begins, you may swap around any attributes which use the same dice to determine their value. Roll 3d6 to determine the value for POW.Īppearance ( APP) – measures the charm and physical appeal of your character. It influences your character’s ability to cast magical spells, as well as his resistance to the sanity-blasting horrors of the Cthulhu Mythos. Power ( POW) – is a combination of personal magnetism, spirit, and mental stability. Roll 2d6+6 to determine the value for INT. Intelligence ( INT) – is a rough guide to your investigator’s cunning and ability to make leaps of logic and intuition. Roll 2d6+6 to determine the value for SIZ. ![]() Also, as a measure of your Investigator’s weight, it influences the ability of horrible monsters to pick him up and toss him around the room. It influences how much damage you can take, as well as how much you can deliver. Size ( SIZ) – is a measure of your investigator’s physical mass. Roll 3d6 to determine the value for CON.ĭexterity ( DEX) – is a measure of your investigator’s agility and speed. It influences the amount of damage you can take before going unconscious or dying as well as how resistant you are to diseases and poison. Roll 3d6 to determine the value for STR.Ĭonstitution ( CON) – is a measure of the hardiness of your investigator. It influences the amount of damage he can deliver with a punch or kick, as well as his grip, or ability to lift heavy items. Strength ( STR) – measures the raw physical power your investigator can bring to bear. If you are not pleased with your attribute rolls, or desire a particular build for a specific career or investigator archetype, feel free to re-roll/fudge as needed since there’s a good chance nobody is watching your dice. Each of these attributes is described below. A Call of Cthulhu investigator has seven primary attributes.
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