More nature, and times for the one for more spells!
Natural Dilatant Variable actions Feat 7
General Skill Prerequisites master in nature
You’ve picked to continue to learn even more! Once per day, you can choose an primal 1st level spell that is not uncommmon and attempt a DC25 arcana check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Wisdom as the spell casting ability and are considered an expert to determine spell casting attack or save DC.
Basics– Homework and the end of days? Bummer…. High School Cthulhu is about that turbulent time in any young man’s life where the elder gods are trying to end life as we know it and you have to figure out the school dance. High School Cthulhu is a teen drama RPG set in the 90s where all of Lovercraft is happening just below the surface. Let’s go Innsmith tentacles! Here is the breakdown.
Base Mechanics and stats- Every character has base attributes that can’t go below 1 and base skills for each stat that can’t go below one. Each time you want to do anything, the GM will tell you the skill and attribute to roll. You take that many d6s and roll them. You are not aiming for any particular number, just a group of one number. The number of same results you get determines the level of your success. More successes is better than less.
Rerolls-You can choose to take any number of unsuccessful dice and reroll them. If you do, you MUST roll one more of the number you saved. If you do, great! Take the new result or reroll again. If you fail to get another number like the ones you saved, then you fail!
Grit-Grit is your hit points. You gain and lose these as things happen. They are not the same as your DnD hit points, but they serve the same function. Lose too many and bad things happen, like getting knocked out.
Miracles and Guts- If you succeed at anything really well you gain Guts. Guts give you special bonuses to rolls or help a bit in a situation. Miracles are like guts but WAY bigger. You’re still a teen and mortal. You can absolutely get wrecked by some monster or a crazy person with a shovel. Miracles are your dad stepping in punching the guy or talking the cops out of arresting you for breaking into the school.
Madness– Wouldn’t be Cthulhu without madness. Each character has a spiral of madness. As you see things and fail rolls you gain madness. Along the spiral you hit bad points and you get a bit crazy. These are not realistic mental illnesses, but it does give the Lovecraft flavor we know and love. Lose too much and you lose yourself.
Drama- And it wouldn’t be teen-centered storytelling without drama! As you fight other characters and fail rolls, you gain drama. Too much drama and everyone has to have a montage where you all separate and have a sad moment to reconcile, but friendships are hurt and bonds broken. Standard teen stuff.
Allright, let’s review the game
Mechanics or Crunch– This is an interesting take on a d6 system. You roll a bunch of dice and see what happens. You don’t need specific dice results, so it’s different. I do love rolling 40 dice in Shadowrun, but while this is different it is fun still. SImple and clean make a good system. 5/5
Theme or Fluff– I WAS a teen in the 90s! I remember most of the movie and show references this game parodies, and I love it. It might not be for the younger kids, but if you remember “I know what you did last summer” and read “The shadow over Innsmouth” in the 90s, then this is the game for you. So many references in this book! I like what’s here, and if you need to take aspirin for your knees in the morning, you will too. 5/5
Execution– This is a near perfect demo for the game. You have a decent rundown of the game, fun worldbuilding, and a FULL four hour adventure with multiple premade characters. It reads fast and easily, but no hyperlinks! That is the lone issue with this book’s construction. 4.95/5
Summary– This is free and hits near Halloween. Just go get this one from the backerkit. I love what I see, and the price is right for free! I love the game, and I hope you do as well. Solid 90s vibes with solid Cthulhu energy. 99%
How about some love for basic nature spell casting
Nature Dabbler Variable actions Feat 4
General Skill Prerequisites expert in nature
You’ve learned from the forest. Once per day, you can choose an primal cantrip and attempt a DC20 nature check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Wisdom as the spell casting ability and are considered an expert to determine spell casting attack or save DC.
You pay attention in the forest, and it will take care of you. You gain the the ability to craft and identify potions, alchemical elixirs, and poisons using Nature as the associated skill instead of Craft.
roll 1d4: (1) Your fingers extend to knives (2) Your skill pulls back to reveal sharp fingernails (3)Your hands spontaneously become elongated talons (4)Nothing changes on a large level, but at a small level your nails are sharp down to an atomic level
1
failure, power may not be used again today
2-11
failure
12-13
Your claws are melee weapons dealing 1d4 damage on a hit for 1 round
14-17
Your claws are melee weapons dealing 1d6 damage on a hit for 5 rounds and you gain 1d2 on critical hits
18-19
Your claws are melee weapons dealing 1d8 damage on a hit for 10 rounds and you gain 1d4 on critical hits on critical hits table results
20-23
Your claws are melee weapons dealing 2d6 damage on a hit for 10 rounds. You gain 1d6 on critical hits on critical hits table results and can critical on a 19 or 20.
24-27
Your claws are melee weapons dealing 2d8 damage on a hit for 10 rounds. You gain 1d6 on critical hits on critical hits table results and can critical on a 18 to 20.
28-29
Your claws are melee weapons dealing 2d8 damage on a hit for 10 rounds. You gain 1d8 on critical hits table results and can critical on a 17 or 20.
30-31
Your claws are melee weapons dealing 3d8 damage on a hit for 10 rounds. You gain 1d8 on critical hits table results and can critical on a 16 to 20.
32+
Your claws are melee weapons dealing 3d8 damage on a hit for 10 rounds. You gain 2d8 on critical hits table results and can critical on a 15 to 20.
You pull blood from a unwilling living creature and gain life
Manifestation
roll 1d4: (1) You sink your teeth deep into the creatures neck (2) You grab the creature by the neck and pull blood form their body into yours (3) You lash the target and lap up the blood (4)With a touch, the target withers and you gain vitality
1
failure, power may not be used again today
2-11
failure
12-13
You deal 1d4 damage to the target and heal 1 HP
14-17
You deal 1d6 damage to the target and heal half rounded down
18-19
You deal 1d8 damage to the target and heal half rounded down
20-23
You deal 2d6 damage to the target and heal half rounded down
24-27
You deal 3d6 damage to the target and heal half rounded down
28-29
You deal 3d8 damage to the target and heal half rounded down
30-31
You deal 4d8 damage to the target and heal half rounded down
32+
You destroy the target and heal half its maximum hit points, rounded down
General Skill Prerequisites master in a specific lore
You know what they say about assumptions. When it pertains to a topic that you have master training in or higher, you can use this lore skill in place of deception or diplomacy skills.
Time to make some minions! time to make a vampire power! Here comes a vampire!
Thrall
Level: 1
Range 30 feet
Duration: varries
Casting time: 1 action
Save: Willpower vs vampire check
General
You gaze into a targets mind and force them to follow you
Manifestation
roll 1d4: (1) The casters eyes glow with purple light. (2) The caster and five feet around them darken and pure red eyes stare at the target. (3) The caster and the target lock eyes. (4)the caster looks at a target and the target’s eyes are drawn helplessly to the vampire.
1
failure, power may not be used again today
2-11
failure
12-13
You dominate a creature of 1HD to your will for 1d2 rounds
14-17
You dominate a creature of 1d4HD to your will for 1d4 rounds
18-19
You dominate a creature of 1d6HD to your will for 1d6 rounds
20-23
You dominate a creature of 2d6HD to your will for 1d8 rounds
24-27
You dominate a creature of 2d8HD to your will for 2d6 rounds
28-29
You dominate a creature of 2d10HD to your will for 3d6 rounds
30-31
You dominate a creature of 3d10HD to your will for 4d6 rounds
32+
You dominate any creature you look directly at until you rest again