Besm Coc Theme

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BESM2 rules for Call of Cthulhu BESM2 is a product copyrighted to Guardians of Order. Call of Cthulhu is a product of copyrighted to Chaosium Inc. The following is copyrighted to William Timmins, except those elements that are components of Guardians of Order or Chaosium Inc.'s intellectual property. Optional module: Occupations The skill system as laid out in BESM2 is perfectly fine, as is. Keepers who wish to keep more of the flavor of CoC, or simply like the idea of Occupations, may find this optional system handy. Designing an occupation is simply a matter of collecting a series of skills so that the skill cost, per level, is divisible by 10. The cost in Character Points is the skill cost divided by 10. Characters get 2 points of 'occupational package', 2 CP put toward an occupational package automatically. They may buy up the package further, or spend a CP to get 10 skill points to apply as desired. CoC is a fairly distinct genre. My judgement for skill costs are outlined below. Standard CoC is more about information and individuals dealing with the Mythos and cults. It is appropriate for 1920s CoC. Delta Green games in which the agents have to rely on their own resources and violence is rarely appropriate should also use the standard costs. Combat focus does not mean the game is all about combat. However, campaigns in which blowing up cult compounds and shooting Dark Young is likely should use these skill costs. In some campaigns, certain skills are not allowed. Computers, for example, doesn't apply to 1920s campaigns. The choise is a matter of taste. Keepers should feel to use other genres listed for BESM, or make up their own cost lists. Skills with * are ones I've added. They seem necessary for the style of CoC. My rule of thumb is that informational skills are generally 2 or 3, piloting type skills are 1. The standard skills are mostly based on the 'occult horror' genre, the combat focus on the 'modern military' genre.

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BESM CoC Theme

Transcript of Besm Coc Theme

BESM2 rules for Call of Cthulhu

BESM2 is a product copyrighted to Guardians of Order. Call of Cthulhu is a product of copyrighted to Chaosium Inc.

The following is copyrighted to William Timmins, except those elements that are components of Guardians of Order or Chaosium Inc.'s intellectual property.

Optional module: Occupations

The skill system as laid out in BESM2 is perfectly fine, as is. Keepers who wish to keep more of the flavor of CoC, or simply like the idea of Occupations, may find this optional system handy.

Designing an occupation is simply a matter of collecting a series of skills so that the skill cost, per level, is divisible by 10. The cost in Character Points is the skill cost divided by 10.

Characters get 2 points of 'occupational package', 2 CP put toward an occupational package automatically. They may buy up the package further, or spend a CP to get 10 skill points to apply as desired.

CoC is a fairly distinct genre. My judgement for skill costs are outlined below.

Standard CoC is more about information and individuals dealing with the Mythos and cults. It is appropriate for 1920s CoC. Delta Green games in which the agents have to rely on their own resources and violence is rarely appropriate should also use the standard costs.

Combat focus does not mean the game is all about combat. However, campaigns in which blowing up cult compounds and shooting Dark Young is likely should use these skill costs.

In some campaigns, certain skills are not allowed. Computers, for example, doesn't apply to 1920s campaigns.

The choise is a matter of taste. Keepers should feel to use other genres listed for BESM, or make up their own cost lists. Skills with * are ones I've added. They seem necessary for the style of CoC.

My rule of thumb is that informational skills are generally 2 or 3, piloting type skills are 1. The standard skills are mostly based on the 'occult horror' genre, the combat focus on the 'modern military' genre.

The skill costs for CoC are:

SkillStandardCombat focus

Acrobatics42

Animal Training11

Architecture32

Artisan12

Biological Sciences22

Boating11

Burglary44

Business Management12

Computers22

Controlled Breathing12

Cooking11

Cultural Arts42

Demolitions33

Disguise23

Driving11

Electronics24

Forgery23

Gaming11

Interrogation23

Law13

Linguistics32

Mechanics23

Medical34

Military Sciences24

Navigation23

Performing Arts11

Physical Sciences23

Piloting11

Poisons11

Police Sciences12

*Persuasion34

*Research44

Riding11

Seduction12

Sleight of Hand22

Social Sciences22

Sports11

Stealth45

Swimming12

Urban Tracking24

Visual Arts31

Wilderness Survival44

Wilderness Tracking44

Writing21

--

Archery33

Gun Combat36

Heavy Weapons35

Melee Attack45

Melee Defense45

Ranged Defense45

Thrown Weapons34

Unarmed Attack45

Unarmed Defense45

Not all skills apply. Many normal attributes are applicable. Spot Hidden and other sensory abilities are dropped as skills

Example, in standard genre:

Antiquarian Art, Bargain, History, Law, Library Use, Other Language, Spot Hidden, + any one skill as a personal specialty

Visual Arts (any) 3/level

Persuasion (Bargain) 3/level

* I added this, it is not in normal BESM2. Other specializations: fast talk, persuade

Cultural Arts (History) 4/level

Research (any) 4/level

* I added this, too. Specializations: library use, lab work, internet use, statistical analysis

Linguistics (any) 3/level

Standard package costs 2 CP, gets one level of Visual Arts (any), Persuasion (bargain), Cultural Arts (History), Research (any), and two levels of Linguistics (any).

Normal Attributes:

Animal Friendship

Though acceptible for CoC, it isn't very common to the genre.

Appearance:

Useful for most flavors of CoC. Useful for dandies, or persuasive agents.

Art of Distraction:

Much like Appearance.

Aura of Command:

Much like Appearance. Well-to-do gentlement of the 20s or military characters with leadership ability might have this.

Combat Mastery:

More applicable to combat focus genres.

Damn Healthy!:

A handy attribute in any genre.

Divine Relationship:

Useful as a measure of basic luck, though a particularly nasty Keeper may accompany it with darker forces.

Energy Bonus:

This can be represented as an innate abundance of Pow. With Divine Relationship, furthermore, Luck and Pow can be separated. The desirability of this is a matter of taste.

Extra Attacks:

NPCs with unusual combat abilities can make good use of this. It should be rare for PCs, however, even in a combat focus game.

Flunkies:

Rich men with retainers or military underlings can be represented with this attribute.

Focused Damage:

This attribute isn't really appropriate for PCs.

Gun Bunny:

Some of these abilities are not applicable for the realistic tone of CoC. One Bullet Left and Two Gun abilities are not appropriate for the realistic tone of CoC. Dead Eye and Portable Armoury are somewhat inappropriate, but Keepers may allow them.

Heightened Awareness:

A staple for the smart CoC investigator or agent.

Highly Skilled:

This is an integral part of the skill system.

Kensei:

Kensei abilities are generally inappropriate. Lightning Draw and Two Weapons are acceptible. Blind Fighting, Judge Opponent, and Precise Stroke are not very appropriate, but a Keeper may allow them.

Massive Damage:

Inappropriate for CoC.

Mechanical Genius:

This attribute is useful for all flavors of CoC.

Organizational Ties:

Characters tied to a secret organization or a government agency should have this. It is useful for police, military characters, or members of companies.

Personal Gear:

A standard attribute. A Keeper should feel free to drop personal gear if desired, but the rules are a nice, simple way to handle equipment.

Normal Defects:

Ageism:

Though typically meant to reflect younger characters, other isms are very applicable to CoC characters. Discrimination based on race, wealth, and other factors are common in all periods. It is suggested that each level reflects a +2 difficulty for applicable tasks. Old age isn't really appropriate for defects and should simply affect Body, if it has any effects.

Attack Restriction:

This is most appropriate for combat focus games, but violence and issues of violence permeate most CoC campaigns.

Awkward:

Appropriate to professors and the many intellectuals that fill CoC games.

Easily Distracted:

As with Awkward.

Girl/Guy Magnet:

This isn't appropriate for CoC, unless the game has an unusual comedic bent.

Inept Combat:

As with Awkward.

Marked:

Whether from birthmarks or scarring, this defect is appropriate to all flavors of CoC.

Nemesis:

A bit odd for a starting character, but not unheard of. DG agents have many possible Nemeses, and this is a common defect to gain later in a campaign.

Not So Fast:

As with Awkward.

Not So Strong:

Ditto.

Not So Tough:

Ditto.

One Arm/No Arms:

One Arm is a bit unusual, but not unreasonable as a defect. No Arms should be avoided, particularly in campaigns where the character will require constant supervision by other characters. This defect could also be used to reflect impaired mobility.

Owned by a Megacorp:

This can reflect Mythos control, or domination by a variety of organizations or groups. More applicable to NPCs.

Phobia:

A common defect, particularly later in a campaign.

Physically Unappealing:

A fairly normal defect.

Recurring Nightmares:

It's advised that starting characters avoid these sorts of defects. There's plenty of time to gain them later.

Red Tape:

Common to any characters that have to deal with government or other organizations on a frequent basis. This is particularly appropriate in Delta Green campaigns.

Sensory Impairment:

Much of the same device as for One Arm/No Arms.

Significant Other:

A useful defect to give characters some dimension, and to enhance potential horror. One-shots should avoid this, unless it is a featured element of the plot.

Skeleton in the Closet:

A fairly standard defect. This might be a bit overly dramatic for some campaigns.

Special Requirement:

This defect is not appropriate for most CoC campaigns.

Unskilled:

A standard part of the skill system. Two levels of unskilled can be useful for quickly defining NPCs. Putting the points toward stats allows a character to be rather simply defined.

Wanted:

Fairly appropriate for many CoC games. Keepers that find Wanted PCs don't fit their game style or campaign setup should disallow this defect.

Sanity:

Many Mythos entities, spells, and tomes have a special 'SAN blasting' effect.

Average of Mind and Soul is rolled with a dice modifier of the situation or monster's Horror rating.

Difficulty is +1 if there are many of the source of SAN loss, +2 if there are hordes.

Only one roll is needed per game day. Defects gained through Sanity issues are tracked. If a given result has a max equal to or below the current defects due to insanity. Defects can be new or can raise the levels of previous defects.

Each defect should also list the Horror rating of what caused it, such as Phobia 2 (HR +1)

Roll difficulty Effect for witnessing something:Effect for enduring something (spells, torture)

-8 -No rolls are necessary with this situation againAll further rolls at 1 difficulty (cumulative)

-7 - -6Rolls unnecessary with this precise situationAll further rolls at 1 difficulty (this result noncumulative)

-4 - -5No rolls necessary for a month or soNext similar roll at 2 difficulty

-2 - -3No further roll necessary for the sessionNext similar roll at 1 difficulty

-1Not affected by the sightEffect is shrugged off

0 - 1Taken aback/knocked for a loop for 1d6 roundsDizzy/intense distraction for 1d6 rounds

2 - 3 Taken aback/knocked for a loop for 1d6 hoursDizzy/intense distraction for 1d6 hours

4 - 5Indefinate insanity, gain one defect up to 2 max, plus 1d6 days of 'out of it'. If max has been reached or surpassed, they are only aggravated for the duration of the indefinate insanity. Indefinate insanity lasts 1d6 months. As with witnessing. Defects may include scarring or loss of stats.

6 - 7Gain two defects up to 6 max, plus 1d6 days of 'out of it'. Same results as above, if max is reached or surpassed.As with witnessing.

8+Gain two defects up to 12 max, plus 1d6 days of 'out of it'. As above.As with witnessing.

As a rule of thumb, the Horror level of a monster or situation is equal to:

(square root of CoC average SAN loss) 4

For these purposes, round the square root up. For monsters, it is average SAN loss when SAN roll is failed, the second part of the N/N designation.

Ex:

CoC die rollHorror rating

1 SAN loss-3

1D6 or less-2

1D6+2, 1D10, 2D8-1

1D20, 3D100

D100+4

So viewing Cthulhu would add 4 to the dice roll, seeking to make or beat the average of Mind + Soul.

The average person, with 4s in Mind and Soul, has only a 1 in 12 chance of getting even a marginal failure (missing the average by one), and will likely do worse. On average, such a character will get an extreme failure, the second to last result.

Likely psychological defects:

Awkward (psychosomatic), Easily Distracted, Not So Fast (psychosomatic), Phobia, Recurring Nightmares, Sensory Impairment (psychosomatic)

Recovery:

Improving Sanity may be handled as spending CP on Mind or Soul stat.

Recovering from psychological defects requires a test of the psychologist's Average Mind&Soul + Psychology vs. the character's average of Mind&Soul + Horror rating of the defect.

One attempt is made per month. Difficulty is +1 or more if the month is not restful.

Three consecutive successes allows the character to eliminate one point of a psychological defect. The months of treatment do not have to be contiguous, just three attempts to resolve the problem.

Monsters:

Monsters have to be handled with some effort. Preserving the flavor of a being is more important than getting the numbers precisely equal.

Monsters often have special skills, so consider what stat will be used, and provide an appropriate skill bonus. With CoC monsters, it's probably best not to sweat a precise tallying of point levels, and simply convert information that is useful for using the being.

A helpful guide is that the average of Str, Con, Siz, and Dex for humans is about 11. The average of a monster's physical stats, divided by 11 and multiplied by 4, is a rough estimate of Body.

Mind should be tied to Intelligence (and Edu, if possessed), Soul to Pow.

Hit Points and Energy Points may be useful to calculate apart from the three stats, but this is more detail than is often needed.

Skills should be rounded up to the nearest CoC skill level. Note that some fairly broad skill defaults apply in BESM that do not, normally, in CoC. These can generally be ignored.

If the BESM value should actually be lower than indicated, ignore it and simply use the default. Similarly, if AV and DV result in excess of the indicated number, simply use the calculated AV and DV.

Very large beings may not function well without tweaking.

Many CoC monsters have 'extra attacks'. These are as the attribute.

This table can also be a guideline to converting CoC characters, if desired. Similar advice applies, if defaults exceed the level indicated in CoC.

Total BESM valueCoC skill level

23%

38%

417%

528%

642%

758%

872%

983%

1092%

1197%

1299%

Ex:

Average Ghoul

Body 5

Mind 4

Soul 5

Attack Value: 4

Defense Value: 2

Hit Points: 50

Energy Points: 45

Unarmed attack (claw, bite): 2 (+2 AV when using claws or bite)

Natural weaponry: Claws 1

Burrow Bod+4, Climb Bod+5, Hide Mind+6, Jump Bod+4, Listen Mind+4, Scent Decay Mind+4, Sneak Mind+5, Spot Hidden Mind+3

Note that Jumping can be a special attribute. For simplicity, I've just converted the skills quickly over. Total time taken is maybe 10 minutes.

Spells:

Spells are tricky. BESM has elaborate systems set up to handle a wide variety of powers. It is suggested that Keepers use the system for most magic use.

Voorish Sign, for example, fits easily as a spell bought from the Magic pool. It is simply a one point spell of Sixth Sense: Detect Spirits.

Other spells are more appropriately described as abilities. Learning to craft an Elder Sign, for example, might be the Spirit Ward ability, with varying levels confering the ability to create bigger Signs.

To reflect the SAN loss that usually comes with magic, a Keeper can replace part or all of the Energy Point cost of a spell with SAN loss. The square root of the total cost, rounded up, -4 is the Horror rating.

This SAN cost should be fixed as part of the spell when it is learned. It may scale for the duration or magnitude of the spell.

Summonings:

Summoning of entities is a special case. By the BESM rules, most summoning would entail a costly magical spell that effectively creates a servant.

There are several reasons not to handle it this way. It would require the Keeper to more precisely define the point values of monsters. It would be quite costly. Most importantly, the costs and side issues entailed do not really fit either the CoC game or the source material.

Instead, for Summonings and Bindings, translation of the CoC spells will be made more exactly. Each summoning costs one CP, each binding costs another. Spells which function as both cost two CP.

All of these spells have the normal requirements listed, with the following notes.

Summon Servitor spells

Each minute of chanting sucks away one EP from the caster and siphons it to the spell. For every 4 points, the success value of the spell goes up by 1 (starting at 0). When the caster decides it is enough, the spell is finished. 2D6 is rolled. If it is equal to or less than the success level, the spell succeeds.

It is a Horror rating of 2 to cast one of these spells.

Other factors are as the CoC rulebook indicates.

Bind Servitor spells

If cast with the summoning, the entity will obey one order.

If cast separately, this normally functions as the book indicates with the rules for Separate Binding. 5 EP are used per repeated attempt, and the attempt takes the form of a Soul test.

Alternate forms of Bind Servitor may exist that functions like standard BESM exorcism.

Contact Spells

Magic point cost x4 becomes EP cost. Each Contact spell functions as a Horror rating 2.

Call Deity

The caster spends EP freely. Each helper may spend up to 4. Every 25 points increases the success value by 1, starting at 0. Success is handled as with Summon Servitor.

The caster suffers a Horror rating 1 from the spell itself.

The chant takes 5 minutes per success value. If success exceeds 12, each extra point also reduces the chant time by 5 minutes. In no case is a chant shorter than one minute.

Pow requirements /3 subtract from the Soul stat. This rounds down, so a '1' is ignored.

Dismiss Deity

Requires a minimum expenditure of 2 EP per Soul point possessed by the deity. This confers a success value of 2. Every 8 EP spent in addition increases the success value by 1.

Helpers may spend up to 4, as before.

Shub-niggurath, by way of example, has a Soul stat of 25. She would require 50 EP to gain a basic chance to dismiss. Another 80 EP would guarantee the dismissal.

Contact Deity

Every three attempts, starting with the first, burns a Soul point permanently. This is the first attempt, the fourth, seventh, and so forth.

The first attempt is a test of Soul/2, rounded down. Subsequent attempts are test of Soul.

Each attempt causes a spell stress of Horror rating 2.