I had a fun event last week at my Call of Cthulhu campaign after I killed two players via sanity loss from an elder god. How about we add that in as an option.
Bask in New Knowledge
When a character sees an elder god and would passes a sanity check, that character may elect to fail the roll. If they do so they take normal sanity loss as if they had failed the roll, but gain half the lost sanity as a bonus to their Cthulhu Mythos skill. Luck may by spent on a point by point basis to reduce sanity loss to avoid going insane.
Did you know back in the 1910-1930 there was an attempt to educate via radio waves? http://iml.jou.ufl.edu/projects/spring01/declair/history.html
Let’s work that into Call of Cthulhu!
Distance Radio Education
Over the course of 1 month, a character may attempt to learn a skill via the standard education rules. However, the character gets a bonus die when they attempt to roll over their current skill, thus it is harder for them to do so. When a character succeeds on this check, they gain 1d4 points in that skill. No character may gain more than 20 total points in a skill via this method.
How about a modification for starting characters? Who wants to trade san for forbidden lore?
After character generation, a character can trade 1 point of sanity for 1 point of sanity for 1% of Cthulhu Mythos at a rate of 1 for 1 up to 25%.
I’m playing a lot of Call of Cthulhu 7th ed lately, so let’s add something I think it needs. I’m a PhD who teaches at a community college, so there is really only one option…
Sometimes people need things. Sometimes they need chemicals. Drug Pushers sell drugs of all kinds from the simple kid who sells the funny smelling plant to the doctors who skim a bit off the top and make sure the talent has enough pep to keep going. You’re not a bad guy, you make people happy right?
Occupation Skill Points: EDU × 2 + APP × 2
Credit Rating: 20–60
Suggested Contacts: Organized crime, local community, local physicians, local patients
Skills: Firearms, Listen, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Sleight of Hand, Spot Hidden, Science (Pharmacy), (Chemistry).