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Achtung Cthulhu 2d20 Makes World War II Even Weirder
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<blockquote data-quote="modiphius" data-source="post: 8501835" data-attributes="member: 6696016"><p>Here you go!</p><p></p><p></p><p>Competent heroes, leaning more into pulp action heroes - fairly broad competence, a cut above the average, and often special or unusual in some way to have gained the notice of the organisations they work for.</p><p></p><p> </p><p></p><p>Character advancement is done advance by advance, with an advance (an increase to skills, attributes, or a new talent, etc) every adventure or two. Characters tend to become more versatile and have more tricks and options, rather than just increasing in absolute power: even a hero with a few dozen adventures under their belt will still need to be wary of Panzers and Elder Gods.</p><p></p><p></p><p></p><p>Medium. Characters can take risks, and have a short stress track that recovers quickly to represent stamina and actively avoiding harm, but they can also suffer serious injuries that impose penalties and take longer to heal, and which may even become permanent scars. As befitting a game where you face both the horrors of war and the nightmarish entities of the Mythos, some of those injuries and scars may be mental as well as the physical injuries of bullets, blades, and claws.</p><p> </p><p></p><p>Somewhere on the divide between "heroes can take it " and "vaguely realistic". Ambushes and stacking the odds in your favour are definitely valuable, but the PCs are heroes and (especially combat-focussed heroes) can punch above their weight and pull off action-movie stunts when needed.</p></blockquote><p></p>
[QUOTE="modiphius, post: 8501835, member: 6696016"] Here you go! Competent heroes, leaning more into pulp action heroes - fairly broad competence, a cut above the average, and often special or unusual in some way to have gained the notice of the organisations they work for. Character advancement is done advance by advance, with an advance (an increase to skills, attributes, or a new talent, etc) every adventure or two. Characters tend to become more versatile and have more tricks and options, rather than just increasing in absolute power: even a hero with a few dozen adventures under their belt will still need to be wary of Panzers and Elder Gods. Medium. Characters can take risks, and have a short stress track that recovers quickly to represent stamina and actively avoiding harm, but they can also suffer serious injuries that impose penalties and take longer to heal, and which may even become permanent scars. As befitting a game where you face both the horrors of war and the nightmarish entities of the Mythos, some of those injuries and scars may be mental as well as the physical injuries of bullets, blades, and claws. Somewhere on the divide between "heroes can take it " and "vaguely realistic". Ambushes and stacking the odds in your favour are definitely valuable, but the PCs are heroes and (especially combat-focussed heroes) can punch above their weight and pull off action-movie stunts when needed. [/QUOTE]
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Achtung Cthulhu 2d20 Makes World War II Even Weirder
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