The Call Of Cthulhu Darkness Within Book 2 Free !!HOT!! 57
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The Call Of Cthulhu Darkness Within Book 2 Free 57
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The pdf version alone costs EUR 18,57 or USD 21,99 or GBP 16,56. This price however buys you three different pdfs: the book itself, a 2-page character sheet for the Dark Ages investigator, as well as as a 22-page pdf pack with all the book's maps, the adventures' handouts, as well as six pregenerated investigators. These investigators are not included in the physical version of the book, even though they can be also downloaded from the publisher's website free of charge irrespective of whether you bought the product or not.
The first is 220 (!) pages long. In contrast to the book's 2004 edition, the setting is firmly anchored in England during the period between 950 and 1050 CE. The first chapter is called Anglo-Saxon England, and discusses a multitude of issues. We learn about the (real) history of the land, its settlements, the social structure, the people, the buildings, currency and taxes, crime and punishment, food, farming and hunting, traveling, entertainment, warfare, beliefs, health, healing and death- should I go on? I am not talking about minor, one-sentence entries. These are all extensive sub-chapters. They might not instantly turn one into a history buff, but they do provide enough meat in order for the Keeper to understand the context in which he can place the Mythos. Expect anything from pronunciation guides of Old English to Anglo-Saxon pagan gods, and from riddles to appropriate punishments following a particular crime.
The 40-page Dark Age Investigators deals with the rules behind Cthulhu Dark Ages. There are six steps in creating an investigator, as opposed to the Keeper Rulebook's five. After generating the investigator's characteristics and picking his age (same as in the line's main book), a Life Event is determined. Life Events distinguish investigators. Some events are outright positive (e.g. +5 DEX), others outright negative (e.g. -5 STR) while others still are a combination of the two (e.g. +10 Dodge, -5 Status). Derived Attributes are determined next, in the same way as in the standard rules. A player picks his Occupation amongst the 20 on offer. Examples include the Beggar, the Free Farmer, the Merchant and the Trader. Each occupation gives access to different skills, a different number of occupation skill points, and a different status, which replaces the standard game's credit rating. Each character has a backstory. If you run out of ideas, a series of tables can help you on your ideology and beliefs, the significant people you know and why they are significant to you, your treasured possessions etc. One finally equips his investigator before unleashing him into the world. Call of Cthulhu was never about the accumulation of wealth. The system uses the silver penny as an abstraction, in reality however you are more likely to barter for goods and services than exchange coins. Eight pages are devoted to equipment and services, along with their costs. Don't expect any magical weapons; if you do find some, they are certain to include a catch on the non-gamist bonus they confer. Half a page is devoted to gender during the Dark Ages, seeing how sexist the environment was compared to our standards. Players can incarnate female investigators which behave differently than what was considered usual at the time, yet they should better have a solid backstory behind it. Even though organizations like knightly orders or mercantile guilds did not gain prominence until the 12th century, the book provides two samples: the Congregants, monks who eradicate otherworldly corruption within the church, and the Tithing of Eawulf, a small group of extremist men trying to rid the world of the devil's physical presence. You read that right: physical presence.
As incredible as the writing and game design is, the art leaves a lot to be desired. The cover art is wrong on every count. It opts for an action scene where the participants look weird and wooden, while the adversary looks as if it just graduated out of a CGI-101 workshop. Contrast this to the 2004 edition's hair-raising lonely, melancholic knight pondering in the darkness with his torch illuminating a magical seal. The same goes for the book's new logo. It looks uninspired, an unrefined exercise in computer rendering for a job that had to be done. The situation improves inside the book, but only at times. Four artists contributed towards the book's imagery, not all however cut it. The real medieval art that is reproduced throughout, along with the scene in Horig's domain or the gotti village is the kind of art that elevates the theme. Unfortunately, most pieces follow inappropriate drawing styles that have more to do with old-school or system agnostic RPGs. Pucel on page 175 and Mildoina on page 206 are two glaring examples of images that could have fit in other RPGs, yet they look out of place in Call of Cthulhu. The same goes for many of the maps, with a computer generated drawing style that undermines the book's theme.
I was a bit surprised by the blurb professing compatibility with Pulp Cthulhu. Indeed, you can use those rules, yet thematically I can't easily imagine a pulp campaign with Dark Age characters. In any event, the book doesn't make an additional effort to accommodate this style of play.