Sandy petersens cthulhu mythos (1) 8

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Sandy petersens cthulhu mythos (1) 8

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I Getting Started Using This Book In the second part of the book, GMs will find new tools for challenging player characters, including descriptions of many dangerous cults and their tactics, rules for facing the overwhelming power of Great Old Ones and Outer Gods directly, and dozens of horrific Searchers after horror haunt monsters, including many new interpretations and strange, far places reprints of Mythos monsters previously published for —The Picture in the House, H P Lovecraft the Pathfinder Roleplaying Game system All of these rules are generally useful for building antagonists in any campaign, but they are especially appropriate for one that involves the Mythos to some degree All of the rules in this book can be used with just the Pathfinder Roleplaying Game Core Rulebook and Pathfinder Roleplaying Game Bestiary, but a few optional elements are provided for groups using a wider This book provides rules for both players and game masters (GMs) to incorporate elements of the venerable Cthulhu Mythos into their Pathfinder Roleplaying Game Inside, you will find tips on how to run fantasy horror games, rules for new playable races, options to customize player characters' class features for cosmic horror games, new rules for dread and insanity in the cosmic horror tradition, new spells and a new ritual variety of Pathfinder Roleplaying Game books In some cases, where our new foes and rules were best captured by material printed in other Pathfinder Roleplaying Game books (such as Great Old Ones offering the Void domain or Father Dagon's tsunami spell-like ability), we reprinted those rules in the appropriate section for ease of use This reprinted text clearly indicates the source it came from magic system, new items and artifacts, and more Players will find the most use in the races, class options, dread and insanity rules, spells, and items (with the exception of some spells, rituals, and items linked directly to Great Old Ones and Outer Gods) Chapter includes new feats and a new skill, Profession (Yog-Sothothery philosopher), which can be used for most matters covered in this book but strains the sanity of those who delve into matters beyond normal mortal comprehension Chapter contains rules for fear, dread, and insanity that work with the standard Pathfinder rules and evoke the feel of cosmic horror Sandy’s Notes Here and there, Sandy’s Notes present advice more directly to GMs from Sandy Petersen regarding how to use these rules elements in a game or how to describe them to players

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