28 October 2024

Cthulhubane

So this started as a joke on Bluesky with Old Scouse Roleplayer: if Dragonbane = streamlined RuneQuest then we ought to have ‘Cthulhubane’ = streamlined Call of Cthulhu, right?


I have pondered this and jotted down a few ideas. 


DAGONBANE

Your Investigator

Attributes

Same as Dragonbane; add a new attribute, EDU (2D6+6).

SAN is replaced with RESolve. Starting RES is equal to WIL. Whenever a scenario calls for a SAN roll, make a RES roll instead. Success: nothing happens; failure: lose 1 RES.


Professions

Athletic

Key attribute AGL

Skills: Acrobatics, Awareness, Bluffing, Brawling, Evade, Swimming

Heroic ability: Veteran

Sample occupations: acrobat, boxer, gangster, soldier…


Charismatic

Key attribute CHA

Skills: Acrobatics, Bartering, Bluffing, Languages [Living], Performance, Persuasion

Heroic ability: Insight

Sample occupations: actor, clergyman, prostitute, solicitor…


Cultured

Key attribute EDU

Skills: Awareness, Etiquette, Evade, First Aid, Languages [Dead], Spot Hidden

Heroic ability: Intuition

Sample occupations: archaeologist, author, book dealer, librarian, occultist, humanities professor…


Investigative

Key attribute AGL

Skills: Acrobatics, Awareness, Bluffing, Brawling, Sneaking, Streetwise

Heroic ability: Word on the street

Sample occupations: journalist, police detective, private investigator…


Scientific

Key attribute INT

Skills: Awareness, Evade, First Aid, Languages [Living], Sneaking, Spot Hidden

Heroic ability: Practical Science

Sample occupations: laboratory assistant, physician, psychiatrist, science teacher…


Skilled

Key attribute STR

Skills: Awareness, Brawling, Sleight of Hand, Spot Hidden, any skill based on the investigator’s occupation (Drive Auto, Elec. Repair, Mech. Repair, Pilot Aircraft…)

Heroic ability: DIY

Sample occupations: driver, mechanic, pilot…


List of Core Skills

Acrobatics

Awareness

Bartering

Bluffing

Drive Auto (like ‘Riding’ but for automobiles)

Elec. Repair (like ‘Crafting’ but for electrical gear)

Etiquette (like ‘Bushcraft’ but in the jungle of high society)

Evade

First Aid (‘Healing’ renamed)

General Knowledge (new skill, EDU)

Languages [Dead]

Languages [Living]

Mech. Repair (like ‘Crafting’ but for mechanical gear)

Occult (like ‘Myths & Legends’ but based on EDU)

Performance

Persuasion

Pilot Aircraft (new skill, INT)

Pilot Boat (‘Seamanship’ renamed)

Riding

Sleight of Hand

Sneaking

Spot Hidden

Streetwise (like ‘Bushcraft’ but in the urban jungle)

Swimming


Weapon Skills

Brawling (STR)

Firearms (AGL)

Mêlée weapons, ancient (STR)

Missile weapons, ancient (AGL)



List of Heroic Abilities

Catlike

Contortionist

Defensive

Disguise

DIY (works like ‘Master Blacksmith/Carpenter/Tanner’, but is based on the investigator’s occupation, Requirement: Elec. Repair/Mech. Repair 12)

Eagle Eye

Fast Footwork

Fast Healer

Fearless

Focused

Guardian

Insight

Intuition

Iron Fist

Iron Grip

Lightning Fast

Magic Talent – you can cast a single mythos spell without incurring the associated RES loss (TBD). This heroic ability must be selected for each such spell.

Marksman (new heroic ability: boon on firearms, Requirement: Firearms 12, WP 3)

Monster Hunter (only available in pulp games)

Musician

Mythos Creature Slayer (‘Dragonslayer’ renamed, only available in pulp games)

Practical Science (works like ‘Master Blacksmith/Carpenter/Tanner’, but is based on the investigator’s speciality, Chemistry, Medicine, Physics…)

Relic Hunter (‘Treasure Hunter’ renamed, only available in pulp games)

Robust

Sea Legs

Veteran

Word on the street (like ‘Intuition’, but for street wisdom-based decisions, Requirement: Streetwise 12)