My players have gotten their hands on some Mythos books and naturally, they want to study them. However, the Call of Cthulhu rules is very unforgiving when it comes to reading and learning times. Most adventures will be over long ago when (and if) a player character ever manages to understand a book fully and even more so should she/he desire to learn a spell or two.
And looking at the many alternative book reading rules posted around the internet, I realize that I’m not the first one thinking about this.
Thinking back, even my players’ most veteran characters have not ever managed to fully read a Mythos tome or learn a spell and the difficulty in that department also made all those cool Mythos books take a back stand in our games.
Not anymore. These days I prefer a more pulpy style, with somewhat more capable investigators, so without much further ado I hereby present my alternative book reading rules for Call of Cthulhu 6th edition. Click the pic below or the LINK here to get to the PDF.
Last session my players got their grubby hands on their first Mythos Tome in Masks of Nyarlahotep. I’ve always thought that keeping track of those books was a hassle.
What do they contain? Who is studying which book? Where are they in their learning process? And so on and so forth…
And for this campaign I decided to design a standard book format and create a “book sheet” for each book they find. It comes in three versions:
The full Keeper version
The Skimming version
The Reading version
This way I can share what they find in the books in a modular way, and basically give them the book info in a way similar to how handouts are handled. And I can easily keep a full record of the book for my GM needs.
As Masks of Nyarlahotep is a very well-known and played campaign, I’ve found many variants of the book online, and the MoN Companion by Sixtystone Press does also flesh out the rather meager info in the MoN book. So I don’t take credit for this particular book sheet, which has been merged together from several online sources as well as from the MoN Companion – Frankenstein style 🙂
The particulars of who’s reading what, when and how, I manage in a OneNote notebook that I use for this MoN campaign. Much easier to keep track of these things these days…
Also, if you’d like to use my sheets for your own MoN game, here’s the links for the full PDFs:
I prepared this little document for our games. These are house rules that we use and I wanted to have them collected in one place. Use if you like.
The Crit and Fumble rules are borrowed from Delta Green. Then I use the Crit & Fumble tables from the BRP Big Gold Book (BGB). Pushing skill tests are from CoC 7e. Skill difficulties are from MRQ2/Legend. The Major Damage rules are from Targets of Opportunity (DG) and finally the movement rules are an amalgam of BRP BGB, 7e and some home brew.