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2d20 Player Guide Questions

A Stiff Drink talent mentions Recover Actions, but I can’t find the rules for recover actions.

The Submachine and Machine Guns table lists several weapons as Unwieldy, but I can’t find that weapon quality. Is it the same as cumbersome?

The Lifesaver talent says “You reduce the difficulty of any Medicine skill test made to stabilise a dying character or revive a character by 1.” I can’t find any rules on reviving characters.

The Like A Shadow trait says, “you increase the resistance of the consequence by +2.” What is the resistance of a consequence?

The rules specify that a Facility counts as two Truths, but it doesn’t explicitly say that Kits count as 1 Truth (although, it is implied since they give permission or reduce difficulty like Truths). That seems odd to me.

In Carrying Capacity, the rules start by saying that the character can carry 1 Manor and 3 Minor items. Then, under Major Items, it says they can carry 2 Major items. I’m guessing this is the same (you can convert a Major to 3 Minor items). But the wording is vague and confusing.

When you use up a gun’s ammo—you can’t fire it, right? Are kits the same? When you use up their bonus momentum, you can’t use them any more? Or can you still use them to gain permission/bonus on an action?

On page 39, it says “Injuries removed by magical means always result in a scar.”, but the Balm of Belenus ritual says that when it’s miscast, “Any injuries healed immediately become scars.” Implying that they don’t become scars when it’s cast properly.

In the magic section, it says that traditional spellcasters “can only learn spells which are specifically part of their tradition but may also perform rituals.” However the ritual section then says that anyone can attempt a ritual. It’s clear that spellcasters have an advantage over no spellcasters—but do traditional spellcasters get any advantage over researchers or dabblers when casting rituals?

The introduction talks about Dubois’s pet demon, so I expected to find a trait (or possibly a ritual spell) that would let me create a similar character, but I didn’t find anything. There also aren’t any rules for supernatural or super science equipment. And I believe one of the other characters in the intro had something like that as well. Will these be covered in future books?

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I took the liberty and posted links to this thread on Discord, MeWe and Reddit encouraging everyone to post their questions about Achtung! Cthulhu 2d20 here in this thread.
That way we might get a single place to look for rules clarifications from the start.

Other 2d20-based RPGs didn’t have that and so answers are all over the place, often very hard to find. With this new release it could be different. So I hope some other questions (and answers and clarifications by the development team) will show up here, soon.

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This was renamed to the Catch Breath action (p.29 of the Player’s Guide)

This is a legacy issue: a reference to a mechanic that was removed from the game.

Reviving a character during an action scene (as opposed to normal recovery from injuries) is left to the GM’s discretion.

Consequence tracks are essentially an inverted form of Extended Task (the track gets added to when you fail or suffer complications, as it ticks towards some bad outcome like being caught by sentries when sneaking around). They are covered in full in the GM’s Guide.

Yes, skill kits count as Truths, as do most forms of Belongings, as noted in the first paragraph under Belongings on page 110.

Yes, they’re the same - 2 Major Items, or 1 Major and 3 Minor items (or 6 Minor items).

Kits remain functional even without resources - you can still use the rest of your first aid kit even if you’re out of bandages.

Ignore the line on p.39 about injuries removed by magic automatically causing Scars. They have the same chances of resulting in a scar as any other form of healing.

Anyone can attempt to perform a ritual that they know and have the instructions to perform. Traditional casters, arguably, have better access to a selection of rituals common to their traditions, but that’s left to GM’s discretion.

The GM’s Guide contains a sizeable arsenal of supernatural and superscience equipment, and numerous additional battlefield spells (for disciples of Cthulhu, Nyarlathotep, and Yog-Sothoth) and rituals which the GM can make accessible to players at their discretion.

There’s no singular way to create a character with a pet demon, but there are plenty of occult options.

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Is there a maximum of courage? a character with courage above 5 is very powerful and being a spellcaster it is very difficult to get tired of doing magic or receive mental damage

The talent OCCULT SCHOLAR staks w will bonus ??

thanks

There’s no upper limit to Courage, and Courage from a high Will stacks with other sources.

However, it is worth remembering that the Costs of spells often have other effects; particularly dangerous spells often have Piercing (allowing it to bypass Courage), and they should always have the Drain effect, which applies Fatigue (reducing maximum Stress), which Courage does nothing against.