MUP 102 - CONsider Swimming lessons

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Keeper Dan
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MUP 102 - CONsider Swimming lessons

Post by Keeper Dan » Mon Jun 27, 2016 3:18 am

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Episode 102 has Keepers Chad and Murf (AKA Frick and Frack) continuing our conversation about the Statistic Rolls in Call of Cthulhu Player Character generation. This time they hit on Constitution, and then they go into the not-very-often used Swim skill. This episode was recorded on June 6th, 2016.

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Topics

Character Creation: Constitution
This week, we're covering the Constitution characteristic - what it means, its various roles in the game and what happens when you fail a CON check.

Forgotten Skills: Swim
Moving ahead with our series on lesser-used skills in Call of Cthulhu, we talk about Swim.
During the chat, there was an unexpected third chair, in that Max called up Chad on Skype, and so they brought him into the show.
Keeper Dan of the Miskatonic University Podcast

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fox01313
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Re: MUP 102 - CONsider Swimming lessons

Post by fox01313 » Sun Jul 10, 2016 3:01 pm

What I'm thinking of too for pushing Con rolls, is that if you are taking medicine to use while being sick that you take too much, too little or mix it with something else so now you are twice as sick (shouldn't mix those medicines), also just in general of staying awake for a day or more & get little rest. That one is hard but I can see just pushing yourself physically with stamina & finding ways to screw that up.

Swimming:
* well how about you swim closer to the docks where nets or worse is a line of fishing hooks that you can swim into
* in the water & something loose falls out while changing direction (could be a shoe or now your wallet & badge if a PI is now at the bottom of Lake Superior)
* same thing with the docks & it gets you closer to civilization where all the boats & water skiing is going on, they might not see a guy swimming so damage that way (watch out for the boat propellers)
* swimming underwater & you swim to the boat but it's full of angry GM characters who want to kill you or fishermen not wanting to help the crazy person in the water
* better yet the fishermen take your exhausted character (not up for speaking after a long swim) & they're friendly, taking you back to town/docks (either away from where you were trying to go in the water or back to the town full of cultists, hopefully you wake up by then)
* clues on your character lost in the water or ruined
"That's funny, usually the blood gets off on the second floor." -Mr. Burns in The Shinning episode (Treehouse of horror V)

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