Archived from groups: rec.games.frp.gurps (
More info?)
Luca wrote:
>
>> They're in GURPS CthulhuPunk, of course, as "Mythos Fright Checks,"
>> and also in GURPS Horror 3E (by Kenneth Hite) under the name
>> "Sanity-Blasting Fright Checks."
>
>
> OK, fine! I'm waiting for my ebay seller to ship GURPS Horror 3E...great
> supplement, eh?
>
>> Basically, you can never get more than +4 to Will for Fright Checks,
>> no matter how many levels of Fearlessness and whatnot you have, and
>> then Will is cut in half (*after* the +4, so you really only get +2)
>> for the roll.
>
>
> That feels quite right.
>
> I've also read Roleplayer #22 article "Cthulhu Lives!" and I feel rather
> ready to go now.
> Anyway, there are just two things left:
>
> 1) sanity isn't tied to the Cthulhu Mythos skill. As you problably
> already know, in CoC the Cthulhu Mythos skill level corresponds to the
> roof for your maximum Sanity level. IMO, this little rule is helps a lot
> in conveying HPL's concept of "dangerous knowledge".
An oft-overlooked aspect of the Mythos fright check is that once you
have the Mythos Lore skill you can use it in place of Will for your
fright checks. In the game I'm in we use it a full value, not halved.
That said we're going for a more August Derleth style game & not your
standard utterly nihilistic pure Lovecraft approach (which I don't feel
makes for a decent game myself).
However increasing the skill results in a Mythos fright check with a
penalty equal to the level of skill that you are going to. Hence
dangerous knowledge. Also any critical failure of a Mythos fright check
(which is fairly probable when researching the skill) results in the PC
loosing a point of will (either 1 off Strong Will or a point of Weak
Will). I guess once Weak Will has got to the point that PC mental
disadvantages kick in automatically they could be regarded as being SAN 0.
> 2) magic doesn't cause madness. HPL's alien unholy magic should trigger
> a fright check, don't you think?
Abso-frickin-lutely! Just pick a penalty appropriate to the power of
the spell.
> I'm aware that, no matter how well you convert rules and system, you'll
> never get all the same. Nontheless, do you have any suggestions about
> these two points? Or maybe I should go without these two concpts?
>
> Thank you very much,
> Luca
No worries.
> P.S. I forgot to say that I'm a quite the GURPS enthusiast, but this
> would be my first GURPS GMing!
Well good luck to you.