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<blockquote data-quote="wolfen fenrison" data-source="post: 4732799" data-attributes="member: 35151"><p>Call of Cthulhu d20 had horror staples like zombies, vampires, werewolves, mummies, and ghosts in case investigators and keepers got tired of mythos horrors (or said keeper likes to keep his players on their toes). Dark*Matter to me always had this "the deck stacked against us" mentality for the heroes which CoC can acomidate nicely. As far as sanity there are three ways of handleing this (this is from CoC and Unearthed Arcana); </p><p>1. Don't use it, simple yes? (Thats how I roll)</p><p>2. Player San Resistance equal to 3 + 1 per level. (CoC)</p><p>3. Player get San Resistance equal to either their Wis Mod or Level. (UA)</p><p></p><p>I use McWoD in my d20 Modern games I disragard the Intrusion/Inconnu backround completely and use the NWoD fluff for Vamps, Weres, Mages, and Awakened (based on Hunter), Demons I use the OWoD fluff. I've begun to use the Eidilon Class and Ghost template from Ghostwalk for Wraiths in my game.</p></blockquote><p></p>
[QUOTE="wolfen fenrison, post: 4732799, member: 35151"] Call of Cthulhu d20 had horror staples like zombies, vampires, werewolves, mummies, and ghosts in case investigators and keepers got tired of mythos horrors (or said keeper likes to keep his players on their toes). Dark*Matter to me always had this "the deck stacked against us" mentality for the heroes which CoC can acomidate nicely. As far as sanity there are three ways of handleing this (this is from CoC and Unearthed Arcana); 1. Don't use it, simple yes? (Thats how I roll) 2. Player San Resistance equal to 3 + 1 per level. (CoC) 3. Player get San Resistance equal to either their Wis Mod or Level. (UA) I use McWoD in my d20 Modern games I disragard the Intrusion/Inconnu backround completely and use the NWoD fluff for Vamps, Weres, Mages, and Awakened (based on Hunter), Demons I use the OWoD fluff. I've begun to use the Eidilon Class and Ghost template from Ghostwalk for Wraiths in my game. [/QUOTE]
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