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update Motivation Rules
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content/Blog/Cthulhu Eternal (and Delta Green) - Motivation Rules v2.md

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@@ -5,12 +5,14 @@ This is an alternative of [[Cthulhu Eternal - Custom Rules for Motivations]].
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These are my custom rules for more **engaging Motivations** in [Cthulhu Eternal](https://www.drivethrurpg.com/product/384110/Cthulhu-Eternal--Modern-Age-SRD )(also compatible with [Delta Green](https://www.drivethrurpg.com/product/181674/Delta-Green-Agents-Handbook)).
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There is also an alternate [[#Simplified Version]]
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## Design Goals
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- Offer a re-roll mechanic
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- The re-roll mechanic should connect to the PC's Motivations
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- Re-rolling is mentally exhausting for the PC
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- Running out of Motivation is risky
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- Re-rolling without a Motivation is mentally damaging
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## Character Creation Rules
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- when a PC fails a skill check, they may re-roll
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- the re-roll is only allowed if the action can be contextualized within one of the PC's Motivations (pending GM approval)
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- if the action itself is not immediately relevant within a Motivation, the PC may still roll, but they need to either a) spend one of the next Downtimes dedicated to that Motivation; b) seek to immediately do something related to that Motivation that is dangerous, reckless or ill-advised
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- if the action itself is not immediately relevant within a Motivation, the PC may still roll but they subtract the same amount from SAN as they would from Motivation
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- the GM decides the Difficulty Die of the re-roll
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- Easy tasks: 1D4; Average tasks: 1D6; Hard Tasks: 1D8
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- the PC rolls the Difficulty Die and subtracts the amount from their WP
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- if the re-roll fails, they subtract the same amount from their Motivation
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- combat actions cannot be re-rolled
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- the PC rolls the Difficulty Die and subtracts the amount (named *X*, for future reference) from their WP
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- the PC can then re-roll the skill check, adding the current Motivation score (after the above subtraction) as a bonus
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- if the re-roll fails, they subtract the same amount *(X)* from their Motivation
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- if the re-roll succeeds, they only subtract 1 from the relevant Motivation
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- they may not push the same action twice
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- if the Motivation reaches 0, the PC must roll a SAN check. If they fail, they suffer a Temporary Insanity episode (after the skill check is resolved)
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- the current rule of recovering WP through following a Motivation is removed
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- when the PC reaches a BP and gains a new Disorder, it always replaces the Motivation with the lowest score. Ideally, the new Disorder should reflect the negative aspect of that Motivation.
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- Example: When Sharon gains a new Disorder, she replaces "Continue her education" with Depression, reflecting the crumbling goals she had for herself.
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### Downtime: Personal Motivations
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This replaces the rules for the "Personal Motivation" downtime action.
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- Failure removes 1 from a Motivation
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- Fumble reduces 1D4
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## Simplified Version
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- PCs may re-roll if the action is relevant to their Motivation
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- the GM decides the Difficulty Die of the re-roll
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- Average tasks: 1D8; Hard Tasks: 1D10
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- the PC rolls the Difficulty Die and subtracts the amount (named *X*, for future reference) from their WP
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- the PC can then re-roll the skill check, adding *X* as a bonus
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- failure counts as a critical and inflicts 1 SAN
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## Motivation Examples
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- (Value) Be a good example to colleagues
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- (Value) Justice is best taken in one's own hands
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- (Passion) The latest technology and gadgets
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---
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Images from Unsplash.

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