Rules:Arkham Horror

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No Known courts as of yet.

Special Mechanics

Game will use D10 rules from table top nWOD, in lieu of dice players can make card pulls with a randomizer but will need to make as many pulls as your pool. (I have done some of the math and found that any other system has an unacceptably high deviation from the statistics of rolling dice)

New Skill

Technology (replaces computer) Technology involves practical knowledge of mechanics and engineering. It includes the ability to adapt these principles to new and unknown situations. It may also apply to household electronics and simple repairs. Possessed by : handyman, tinkerer, local help desk, DIY person Specialties : jury rig, home improvement, sabotage, computer, gear (NOTE: this focuses Crafts on specific creative endeavors and Technology on broad practical applications) (NOTE: hacking and programming would fall under Science (IT), Technology covers replacing a hard drive and day-to-day operations)

New Advantages

The purity of the human being is a commodity prized by many groups as a power source (changelings like the glamor they can harvest, vampires desire the vite, ect...) Now human players have an advantage for that and can use it themselves when encanting or using things man was not meant to know. For ease of term they will be known as magic points and will be equal to your maximum sanity, another new stat, yet you will be able to gain magic points in excess of your sanity if for just a little while.

New characters will start with a Morality of 7 which will probably drop to 6 in the course of the game unless the character is strong of mind or throws himself into the realm of things man was not meant to know.

Take note that the lower your Morality, the fewer 'magic points' you have available at any given time, and with a low enough morality you will have to make sacrifices (and thus loose more morality) or some such things to gain temporary power to fuel magics.

Morality can be regained by simple counseling, therapy, meditation will help your mind. (mechanically one downtime to recover and stabilize, one to regain a sanity, must be doing some focus building exercise.)

Dark Mythos- Like Gnosis and Wyrd this will reflect your characters knowledge and power with things man was not meant to know and all humans start at 0 but may buy up to 1 at 8x dots purchased. It adds to any casting or activation check when using things man was not meant to know and also provides some resistance to un-natural creatures powers. Skill checks when dealing with things man was not meant to know default to occult -2, -1 more with 0 in Dark Mythos. You can also spend Dark Mythos dots like willpower dots to power artifacts or spells that you do not yet know.

Do note that this magic is very much not like that of Mages, the spells are rarer, higher cost (doing a dark ritual calls for a sanity check), and take longer to perform and so would not be recommended except for specialists who will have to dance a delicate line or slip down the slope into madness.

If and when human characters with the Dark Mythos advantage become something un-natural (vampire, changeling, ect...) they will loose all ability to use things man was not meant to know and will be refunded the xp cost of their Dark Mythos but will have to spend time building their new stats up (wyrd, Gnosis, ect...) which will require time and effort (see xp expenditures).


There are a certain number of mistakes in the contracts section of the changeling books. Errata can be found under Contract Errata

Certain contracts will require ST approval, and some are banned outright.

Banned for Playability

Contracts of the Moon (Except the first Level)

Banned for Setting

As I have access to many of the books for nWOD I will entertain any ideas from the other books but will need to be quoted book and page so I can look it up; if accepted it will join others on a list of acceptable merits/equipment/ect.. If something is not on the list, and not in the core books then it is not allowed without consultation. Any and all rules changes will be documented and subject to player approval (with some exceptions, but still will be debatable).

Remember this is the 1930's and I will be using Gurps tech level 6, (7 very rare, 8 with great magical assistance) as they have a lot of research in this, I will make a list of things that do not exist and a list of things players may invent.

Dual Kiths

Players may take dual kiths if their character has a Wyrd at level 3 or higher. This does not require a quest; rather, it reflects innate abilities that the character has just discovered.

Triple kiths and higher are banned, without exception.


All pledges made during game need to be recorded on a piece of paper, wording at the least, and turned in to staff to count.


In any given pledge, you can only have one of any one task, boon, or sanction aspect. *IF* a component has multiple levels, lower levels can be combined to create higher levels, up to the highest level available. (See the first paragraph on page 176 for combining aspects. For purposes of our game, only aspects of a like type (two endeavor tasks for example) can be combined.)

For purposes of our game, Boons from separate pledges may parallel, but do not Stack.

I.E. if one gives you Greater Blessing (Resources +3) and the other Greater Blessing (Status: Banker +3) You would have Status Banker +3 and Resources +3 However if someone gives you Medial Blessing Resources +2, and another Lesser Blessing Resources +1, you only get Resources +2.

Likewise Adroitness only gets you +1 in a given stat, no matter how many times you take it in a boon.


Freehold Benefits *do* stack with adroitness es.

Taking Oaths.

A person agreeing to an oath must be aware they are agreeing to a bargain or exchange (or in the case of "witness pledges" where only the swearing party has any pledge boons, tasks, and sanctions, they must be aware that they are witnessing a solemn oath.) The Pledge *must* spell out all the terms, although they can be couched in clever language.

They need not realize that the pledge will actually be supernaturally enforced. They may be coerced.

  • For a Pledge sworn in good faith, without coercion, the Wyrd will honor the spirit of the pledge over the word of the pledge, especially when doing so is to the benefit of those in the pledge.
  • For a Pledge sworn in trickery, or coerced, the Wyrd will honor the word over the spirit, especially when doing so is to the detriment of the one engaged in treachery. (In the case that both sides are trying to trick the other, the Wyrd will hold both sides to the exact wording of the oath.)

(The Ancient Pact, on page 187 is a prime example of a boon that is too vaguely worded. Sworn between two people of good faith, I would probably take them each aside, ask them what they thought they were swearing to, and build it based on that. Between one person trying to sucker another, the Wyrd would probably shrug it's shoulders, say "I don't know what he wants" and null the boon as being to vague. Actually, I'd probably declare it Greater Alliance, Lifelong, Undeclared Sanction, Undeclared Boon. (Wyrd decides boon, then based on that, decides sanction when and if the oath is broken.))

Spending XP

For every dot purchased there needs to be a downtime action to justify it. ex: wits 2 to 3 = 3 downtime actions. These downtime actions need not be done entirely by the person making the purchase. ex: Andrew pays Grreg money to build a house (takes 1-2 downtimes, which count toward the downtimes Andrew needs to justify the purchase of the house) Creative and/or Challenging actions can reduce the number of required downtime actions to a min of 1 for 2 or 3 dot purchases, 2 for 4 or 5 dot purchases. ex: Grreg decides to spend a downtime action hand carving a statue out of obsidian, this is very hard and the ST rules that it requires 20 successes in an extended challenge and any failed roll results in shattering the piece. or ex: Silent Jet realy wants to get a 4th dot in brawl so he gets Dr. Brown to give him a day of training, the ST decides that if Jet can survive this encounter it would be impressive. (1 downtime sparing, 1 downtime from dr. Brown teaching (assuming he spends one), 1 bonus downtime for difficulty) Otherwise normal downtime actions that merely feature the desired attribute/skill/contract with chance of failure count. ex: Silent Jet would like to get survival 3 and later goes goblin fruit hunting, there is a chance for failure yet he makes it out with some fruit and adds one downtime towards his required 3.

Players can spend permanent willpower dots in leu of xp for purchases, but they only get 7 or 6 xp per dot lost, and will have to buy it back for 8xp later if they want the willpower.

Court Goodwill

Court goodwill is a mechanical benefit of being helpful to other courts in game. At the end of every season all courtiers get together and each court votes to determine if any characters merit this benefit. Each courtier may nominate one character for this honor; once all nominations are in each one is voted on, a majority in favor of a candidate will merit that candidate the ability to buy a point of court goodwill. Then every character with that courts goodwill is put to a vote (those who just gained a dot are not included in this) to see if they have maintained the goodwill. The higher your goodwill the easier it is lost. ex: in a fall court of 5 all 5 must vote in favor of a character with 5 dots fall goodwill for the character to keep all 5 dots, if only 3 vote in favor the character looses 2 dots, and the xp associated with those. (yes politics is a cutthroat world) On the other hand of those 5 a character with 1 dot goodwill would just need 1 vote in favor to keep it. (proportions will be adjusted to any given number of courtiers)

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