Cthulhu Abides Rev PDF
Cthulhu Abides Rev PDF
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Cthulhu Abides
The works of H P Lovecraft are public domain. This author claims no copyright over the
fictional characters, fantastic settings and literary concepts explored herein.
The written text is ©2014 Jonathan Rowe
This edition © 2015
http://rpgcthulhu.weebly.com/
Cover art is ©2011-2014 Obrotowy, permission pending
Interior art is by Dominique Signoret, reproduced under Creative Commons license
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Cthulhu Abides
Dreaming within
Haunted R'lyeh
Cthulhu abides
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Cthulhu Abides
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Cthulhu Abides
CONTENTS
WHAT IS THE MYTHOS? _ 8 SPECULATION _______ 70 MYTHOS RUINS ______132
THE GREAT OLD ONES __11 PREPAREDNESS ______ 70 INFILTRATING ELDER
RUINS___________133
KEY CONCEPTS ARCHIVES ___________ 71 EXPERIENCE &
EXPLAINED ______ 16 ADVANCEMENT _ 138
GRIMOIRES _________ 73 EPISTLES, CLUE POINTS &
ROLLING DICE _______ 19 INSIGHT _________139
LIMITS ______________ 21 RUNNING A HORROR-
HORROR-
INSIGHT _____________ 21 MYSTERY STORY _ 76
PULP STUNTS _________ 22 A p p e n d i c e s _ 141
DANGER CHECKS _____23 CASTING SPELLS _____ 84
TEAMWORK _________23 I - DICE ____________ 142
ALLIES & ADVERSARIES96
ADVERSARIES96 II – NEW CHARACTERS 143
A. CHARACTER NEW PERKS _________143
ATTRIBUTES ______ 30 MONSTERS __________ 97 DYNAMIC MADNESS:
B. CHARACTER BONUSES31
BONUSES31 NEW PROFESSIONS144
C. CHARACTER ESOTERIC MONSTERS _ 99 NEW PHILOSOPHIES __146
PROFESSIONS ____ 32 NEW GOALS_________147
D. CHARACTER VILLAINS ___________ 101 NEW CRUTCHES &
PHILOSOPHIES____
PHILOSOPHIES____ 33 FRAILTIES _______147
E. CHARACTER GOALS 34 ANIMALS ___________ 101 III – EXPANDED PERKS 148
F. MINOR ATTRIBUTES__
ATTRIBUTES __ 35 IV – WEAPONS _______ 151
G. MINOR BONUSES ___ 35 OLD ONES & OTHER V – ARCHIVES ______ 153
H. MADNESS LEVEL____
LEVEL____ 36 GODS __________ 102 VI – GRIMOIRES _____ 157
I. CRUTCH & FRAILTY__
FRAILTY __ 37 EXPANDED GRIMOIRES 159
J. CHARACTER PERKS__
PERKS __ 38 ARTEFACTS _________ 114 VII – MYTHOS BESTIARY162
BESTIARY162
AMULETS ___________ 114 BLASPHEMOUS HORROR162
MADNESS RULES _____ 42 ATHAMES ___________ 114 BYAKHEE ___________163
SCROLLS ____________ 115 CHTHULHOID, SPAWN OF
UNNERVING STRESSORS43
STRESSORS 43 TRUE ARTEFACTS _____ 116 CTHULHU _______164
SAMPLE MYTHOS COLOUR OUT OF SPACE165
SEDATION___________
SEDATION___________ 44 ARTEFACTS ______ 117 DARK YOUNG OF SHUB-
SAMPLE ESOTERIC NIGGURATH _____166
GOING MAD _________ 45 ARTEFACTS ______ 118 DEEP ONE ___________167
EXTREME HORROR ____ 47 FORMLESS SPAWN OF
RECOVERY __________ 47 THROUGH THE ANGLES 118 TSATHOGGUA ___168
GHOUL _____________169
DYNAMIC MADNESS: THE DREAMLANDS ___ 120 LESSER OTHER GOD___ 170
BONUSES ________ 49 THE DREAM LORES____ 121 MI-GO______________ 171
DREAM MAGIC MYTHOS MUMMY ____172
DYNAMIC MADNESS: (Oneiromancy) ____ 124 NIGHT-GAUNT _______173
PROFESSIONS ____ 50 DREAMLANDS GAZETEER125 SERPENT PEOPLE
(Valusians)________174
COMBAT & WOUNDS _ 56 CULTS _____________ 127 SHANTAK (Hunting-Horror)175
COMBAT VARIATIONS_ 60 ESOTERIC CULTS ____ 127 SHOGGOTH _________176
HEALING ____________ 61 MYTHOS CULTS _____ 128 TCHO-TCHO ________ 177
MAGICAL WOUNDS___63 INFILTRATING CULTS _ 129 TINDALOS __________ 178
CLUES, INSIGHTS & YELLOW HERALD ____179
INVESTIGATIONS __ 68 ELDER RUINS ________ 130
INSIGHTS ____________69 ESOTERIC RUINS _____ 130
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Cthulhu Abides
The Mythos
Cthulhu Abides is a Pick-Up & Play Some of these authors, like August
(PUAP) RPG inspired by the horror fiction Derleth, were systematizers who tried to
of H.P. Lovecraft and Chaosium’s Call of impose an overarching schema on
Cthulhu RPG and Pelgrane Press’ Trail of Lovecraft’s ideas. Lovecraft himself
Cthulhu RPG. resisted this sort of thing, writing:
Howard Phillips Lovecraft’s ‘American “if anyone were to try to
Gothic’ fiction was written in the 1920s write the Necronomicon,
and part of the appeal of games based it would disappoint all
around his work is the atmosphere and those who have
sensibility of the period – Modernist and shuddered at cryptic
sophisticated, but poised uneasily references to it”
between the horrors of the Great War
Nevertheless, this game is an attempt to
and the as-yet unsuspected bloodshed of
go ‘back to Lovecraft’ and find a new way
the Second World War. Lovecraft’s
of pursuing Lovecraftian roleplaying
distinctive take on science fiction
adventures. The original Elder Sign has
celebrates the pioneering and
been reinstated instead of Derleth’s
adventurous spirit of the age, a time of
more conventional pentacle and the
great explorers, discoveries and an
troublesome Cthulhu fhtagn couplet
exponentially widening universe, but it
translated afresh. The monsters and
also subverts those notions, suggesting
gods of the Mythos are recontextualised
humanity’s scientific discoveries and
from the source stories and a rules
exploratory journeys will ultimately bring
engine here encourages some of the
it only madness and “a new Dark Age”.
flamboyance and swashbuckling verve of
The austere and bleak vision of Lovecraft's Dreamlands tales, while
Lovecraft’s science fiction/horror is retaining the oh-so-human limitations
balanced by another strand in his work, that are crucial to the horror of his
the fantastical, tantalising mock-epic of science fiction tales. In place of lists of
his stories of Kadath, Sarnath and the spells there is a freeform magic system,
Dreamlands, inspired by Lord Dunsany’s allowing Monsters and Sorcerers to call
whimsical fantasies. Many readers and upon whatever foul powers the GM can
games ignore this side of Lovecraft’s devise, but also encouraging players to
imagination, but Lovecraft never stopped try to synthesize some sort of mystical
referencing it even in his more purely counter-attack, if only they have access
philosophical horror short stories and to the right books and are careless of
novellas. Lovecraft’s legion of fans, their sanity.
friends and imitators have developed his
The biggest change these rules propose
sprawling baroque mythology still
is to treat Madness as a dynamic
further, often (but not always) focusing
characteristic, rising and falling
on the horror at the expense of the
throughout a story. Following Lovecraft’s
fantasy and frequently downplaying his
own counter-Enlightenment thinking,
pessimism and sense of tragedy in favour
there are clear benefits to be gained
of a Pulp-style adventure fiction.
from going mad. The trick is in going just
mad enough.
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They bred the Shoggoths to be their When “the stars are right” the Old Ones
slaves and perhaps created life on earth have almost unlimited power, but when
itself as an experiment, an accident or a the stars are not conducive they are
whim. They were later joined by the impotent and cannot even live. To
Great Race of Yith, a bodiless race of distinguish them from other ‘Old Ones’
intelligences who possessed the forms of these star-fallen beings are the Starry
the cone-shaped vegetable creatures Old Ones.
inhabiting the southern hemisphere. The
The Great Old Ones seized earth’s primal
Yithians warred with the entities referred
supercontinent, which they named
to by Lovecraft as “flying Polyps”.
R’lyeh, and drove the Elder Things back
All of these races possessed alien into the sea. Perhaps their conquest of
technology, including interstellar travel, this world would have been complete,
terraforming and even time travel. They but for some strange catastrophe that
are long-extinct before modern humans occurred around 850 million years ago.
evolve but their influence lives on in Lovecraft refers to the moon being
many ways. Firstly, there are the Elder ripped from earth’s surface, the sinking
Ruins, the remnants of their cities on sea of R’lyeh and the march of glaciers
beds, under mountains and glaciers or across the planet. Rather than some
high plateaus. These ruins may contain local shift in the earth’s orbit, this seems
treasures but are often guarded by their to be part of a cosmic realignment that
servitors, the Shoggoths. Secondly, there affected the Old Ones inhabiting other
are survivors, locked away in hidden worlds as well.
colonies, frozen in ice or suspended
The Starry Old Ones are dead, or sleep,
animation. Finally there are the time
or are trapped, depending on your
travellers, projecting their minds forward
viewpoint. However, they inspire dreams
through history. The Pnakotic races care
and nightmare. Their Cults and servitor
little for humanity, except as tools or test
races work to free or wake or resurrect
specimens, and pursue their own
them once “the stars are right”.
immemorial wars. Nevertheless, they are
not actively hostile and it is from them The Old Ones are beings of indescribable
that humanity has inherited such wards malice and hostility, but they are
and banishments as are effective against ironically dependent on human efforts to
the Other Gods and the Mythos. free them or wake them. Of course, they
show no gratitude, or even
3. The R’lyeh Mythos acknowledgement, of their allies and
The most infamous warlords of the liberators when this happens.
Mythos and humanity’s most In the meantime they are the Mythos
determined foes, these are the Old Ones beings who are most interested and
who ‘fell’ or ‘seeped’ from the stars over involved with human cults, mystics and
a billion years ago. explorers, admittedly only for utterly
Like the Pnakotic races with whom they selfish and destructive ends.
warred, the Great Old Ones are physical
4. The Chthonic Mythos
beings inhabiting the material universe.
The upheaval the banished the Starry
Like the Other Gods, they practise magic
Old Ones brought another set of beings
or magical-science and are bound to
to the world’s stage. The convulsions
obey certain inscrutable cosmic laws.
that sank R’lyeh raised up mountain
ranges and opened up caverns under
today’s continental plates.
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These caverns were not empty. Another Most acknowledge the Other Gods and
order of beings ‘bubbled up’ or ‘oozed’ some worship and serve the Old Ones, if
from dimensions as vast and alien as the only out of short term gain or self-
starry void from which Cthulhu and his protection. As true aliens, they often
spawn ‘fell’. Now they were thrown into have physical forms that interact only
contact with the surface-dwelling partially with the laws of nature as they
Pnakotic races, who recoiled in horror operate on earth, making them seem far
and sealed the caverns and quarantined more ‘supernatural’ to humans than the
the new mountains. Pnakotic races of earth’s past, who
clearly employ advanced science. For
This branch of the Mythos included the
example, some of these beings are
Yig and his Serpent People and the
invisible, extra-dimensional or exist in a
formless spawn of Tsathoggua. Many of
different relationship to time and space.
these entities rank with the Great Old
ones in power and malice and are 6. The Hyborian Mythos
referred to as the Chthonic Old Ones.
However, they seem to be local to earth The first great flowering of humanity
and are still very much active. They are took place before the recent ice ages
subterranean creatures and find current reshaped the continents. These
conditions on the planet’s surface to be civilisations included Atlantis,
inimical, which is why their influence Hyperboria, Mu and Valusia. Lovecraft
over humanity is (thankfully) limited. freely mixed his epic pre-history with the
fiction of his friends Clark Ashton Smith
5. The Yuggoth Mythos and later Robert E. Howard. This is the
world of Eibon the Wizard, Conan the
Out in space, other alien races were
Barbarian and King Kull of Atlantis.
exploring the cosmos. The most
energetic travellers were the fungi from These civilisations were in more direct
Yuggoth known as Mi-Go who visited the contact with the earlier races, especially
earth in the Jurassic Period and warred the Serpent People of Valusia and
with the Elder Things, perhaps because Chthonic Old Ones like Tsathoggua.
their mining projects stirred and aided Moreover, they had preserved as ‘magic’
the Chthonic beings below. some of the science of the Elder Things.
Elsewhere on other worlds, races raised However, the main achievement of these
up civilisations, like Carcosa and Celaeno. first human cultures was to open up the
Many of these races encountered the Dreamlands which has ever since
Old Ones and Hastur's agents and left resembled the ancient world of their
warnings and spells to dissuade others myths, dreams and nightmares.
coming after from disturbing forbidden
The most powerful entities of the
things.
Dreamlands are the Elder Gods
In many ways, the beings of Yuggoth and worshipped by the Hyborian civilisations.
the other worlds are like the Pnakotic In fact some, such as Nodens, Bast and
races: life forms of the physical universe, Hypnos, extended their worship into the
explorers and scientists in their own later post-Ice Age cultures of the Celts,
right, albeit with alien and amoral Egyptians and Ancient Greeks.
outlooks.
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Lovecraft is unclear about the precise All of the religions, scientific theories and
nature of the Elder Gods and their historical assumptions our species have
relationship to the rest of the Mythos. concocted since the last Ice Age are, in
Later writers like August Derleth terms of Lovecraft’s Mythos, simply
interpreted the Elder Gods as cosmic mistaken or perversely misguided.
forces for good, opposing the baleful
Nonetheless, fragments of earlier truths
horror of the Great Old Ones, but this
are embedded in later folklore, religion
seems to contradict the tone of
and occultism and even in some of the
Lovecraft’s Mythos.
newer sciences like Evolutionary Biology,
We shall treat the Elder Gods as beings Freudian Psychology and Quantum
of the Dreamlands. Within the Physics. These fragments of true
Dreamlands themselves, the Elder Gods knowledge, often misunderstood or
may be a match for a Great Old One or misapplied, are termed Esoteric Wisdom.
even thwart Nyarlathotep, but in the
Esoteric Wisdom can be gleaned from
Waking World their influence is sorely
conventional books on witchcraft and
limited.
occultism or from the more outré
We leave it up to you to decide whether scientific theories of the period. There is
the Elder Gods are truly gods, albeit of Esoteric Wisdom in many of the heretical
another world, or merely the potent strands in the major religions and some
projections of human wishes, fears and of the older myth-cycles of the Celts,
worship over millennia, given physical Greeks, Egyptians and Babylonians.
form in the plastic environment of the There is even Esoteric Wisdom in the
Dreamlands, and therefore relative Märchen recorded by the Grimm
latecomers to the cosmic conflict with Brothers.
the Great Old Ones.
This means that Investigators can turn to
The Hyborian civilisations perished, with traditional religion, occultism, folklore or
Atlantis last of all, over 100,000 years science for help, but they need to be
ago, plunging humanity back into mad to understand it properly, as will be
barbarism from which it only emerged at explained later.
the end of the last Ice Age.
THE GREAT OLD ONES
Nonetheless, books, myths and artefacts
of the Hyborians survive, to the As we have seen, Lovecraft didn’t
puzzlement of historians, and form systematize his creations, but a good
potent weapons against the Other Gods Roleplaying Game does.
and Great Old Ones. In the Dreamlands
one can see an echo or a memory of the The Old Ones can be divided into two
great Hyborian Age that was. Many of camps or waves: Starry Old Ones and
the Monsters of the Mythos remember Chthonic Old Ones.
the heroes of the Hyborian Age with
rancour or fear and work to ensure that The Starry Old Ones
humanity never again rises to that level The Starry Old Ones ‘fell’ or ‘seeped’
of magical knowledge. from the stars more than a billion years
ago, when the planet consisted of a giant
Our civilisation's focus on science is, by
super-continent, shallow oceans and life
contrast, much less threatening to them.
as we know it had barely evolved. There
ESOTERIC WISDOM was no ozone layer and the world was
bathed with what Lovecraft would call a
These six branches of the Mythos
‘rainbow of cryptic poison’. Then the
represent the true history and magic of
stars changed…
this planet.
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T he Perfe ct Hos t
It is the lips he watches. Almost imperceptibly, He remembers the Dutch sailor with his Asian
they part. His throat catches in anticipation. He tattoos and broken English, the one who sold
exhales when he sees them: first one, then two, him the curious fish with its tentacle mouth.
then a multitude of tentacles pushing out of The fish later died, but by then Edwin had
the mouth, waving as they explore the outer extracted the parasite and transplanted it to
world. another host. During the week of the Wife’s
trip to Brighton, Edwin studied his new
“Edwin! Edwin!!!”
acquisition. Palaeoteuthis cthulhuas, he named
It is her voice: the Wife. She is calling down the it. Palaeoteuthis for its resemblance to the
stairwell, because won’t come into his cellar, ancient ancestor of a squid; cthulhuas was his
full as it is of the ‘horrible fish’. best attempt at representing the Dutchman’s
jabbering description. Palaeoteuthis cthulhuas,
He doesn’t want to leave yet. Carefully, he
so beautiful, so old and yet so new, but dying as
teases the animal’s lips apart with his tweezers
each host expired: first fishes, then cats, now
and more tentacles unfurl from inside the dog’s
the dog.
head. They are fine filaments of pink and green
and electric blue, more riotously colourful than “Edwin! Edwin!” She is calling again from
the petals of any flower. downstairs, drawing out the last syllable of his
name in the way that grates on his nerves.
The dog is dying already. Her eyes no longer
“Edwin! Have you seen Dolly? Dolly!”
follow him as he moves around the workbench.
He had hoped this transplant would last longer. Edwin applies shaving cream to his jowls as her
voice echoes from different parts of the house,
“Edwin! I know you’re down there! Don’t hide
calling the dog’s name. The maid is dispatched
from me!”
to the neighbours’ houses to enquire after the
Edwin Carritt sighs and straightens. He draws a animal. Edwin sorrows at the thought of
sheet over the twitching dog strapped to the Palaeoteuthis cthulhuas dying, within the hour,
bench, pausing only for a last glance at the fan inside Dolly’s flabby body. Something beautiful
of tentacles escaping from her muzzle. He expiring while the Wife plays host. He looks
studies the tanks where his fish move slowly down at the shaving razor in his hand.
behind the glass with their unblinking eyes.
It is a simple matter, in the end. He has carried
Then he turns off the light and climbs the stairs.
out the transplant several times already. His
The hallway smells of bleach and the tall clock hands shake more than usual because there is
chimes the quarter hour. The Wife emerges resistance to overcome, but he tells himself to
from the drawing room, wearing her floral persevere. The squid-like parasite is limp and
pinafore. grey by the time he removes it from Dolly’s
carcass. Salt water will revive it and fresh
“Edwin! The Vicar will be here within the hour
blood, his own, dripping from the razor’s edge
and you’re not even shaved. What sort of host
onto the feebly stirring tentacles.
are you? Why are these things left to me? And
you smell!” Her nose wrinkles and her thin lips After that, there is only the long wait. The door
pull back to bare her teeth. chimes jangle when the Vicar arrives but soon
go silent again.
Would motherhood have softened her, Edwin
wonders? Would a baby’s cries have silenced It is the lips Edwin watches. His throat catches
her shrill voice? in anticipation when they part. He exhales. First
one, then two, then a multitude of tentacles
“Shave!” she snaps, propelling him towards the
push out of the mouth. They wave to him in
bathroom. “I’m away for one week and you let
their riotous colours.
yourself go! Get ready, for goodness’ sake. And
you, girl!” she calls to the maid who appears, His Wife no longer shrieks or makes her
terrified, on the staircase. “I need to see you strangled whines of protest. But she is a perfect
dusting, not loitering!” host. From behind the fan of tentacles that
spread across her face, her wild eyes follow him
Relieved that the hapless maid has distracted as he moves around the workbench. He smiles
her, Edwin enters the bathroom and studies his
back at her. She is silent now and soon to give
thin features in the mirror. It’s true: a fuzzy
birth to something new and he has never loved
beard has crept across his cheeks, meeting his
her more.
moustache and giving him a nautical look.
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The Rules
Cthulhu Abides uses an additive dice If you try adding more dice, you’ll notice
mechanic, sometimes called the “Poker that extra dice push your potential up
Dice” mechanic. You roll a handful of (with 5 dice you can in theory roll 30, but
dice and you’re looking for doubles or with 6 dice it goes up to 36) but they
triples or better. If you have matching don’t dramatically change your average.
dice, you use the total for the highest Most 5 dice rolls come up around 9. With
scoring set. If none of your dice match, 6 dice, you tend to get 10.
you just have to settle for the highest
The dice probabilities are on the table in
dice roll you got. Like this:
Appendix I.
The good news is you don’t just get to
roll dice; you also get to add a Bonus.
Now in some ways the Bonuses are more
That’s a nice roll. You’ve got two 6s,
important than the dice, because you
giving you (6+6) 12. You can do most
know exactly what they are going to be.
things with a roll of 12.
If you have a +4 Bonus then you add four
to your total, whatever it is, so even that
feeble roll of 4 becomes an impressive 8
and that rather good 12 becomes an
That’s not so great. There’s a 5 there, but awesome 16.
also three 2s which is better, because
they give you (2+2+2) 6. You can do The advantage to this system is that the
simple things with a roll of 6. dice keep things nice and uncertain,
enabling players to make occasional
extraordinary feats, but tending to bunch
around ordinary mean scores that
discourage outrageous heroics. If you
want outrageous heroics, you need to
Oh dear. That’s no good at all. You’ve got have good Bonuses. Just how high does
two 1s, but the best score on offer is that the GM want Bonuses to be? Too low
single 4, so 4 it is. You can’t do much and the players struggle often to
with 4. accomplish even ordinary challenges
(scoring 8 or higher); too high and
One thing you’ll notice is how non-
players just can’t fail at all but the most
intuitive this mechanic is. It’s hard to tell
staggering of challenges. We’ll discuss
what you’re going to get, what your
this further in Chapter 2.
chances are.
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Cthulhu Abides
Various RPGs have tackled the detective Critics might accuse us of being
aspect of any good Lovecraftian scenario irreverent here: there’s nothing positive
in different ways. or inspirational about real life madness.
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This may be true – I wouldn’t know, I’d These rules apply perfectly well to
have to consult DSM-V. But the point is American or other settings (although for
that Lovecraft’s fiction treats madness as US characters, you might like to
something ambivalent, something that substitute “Credit” for “Class”, but
opens doors of perception or mercifully otherwise treat that Attribute the same).
clouds minds that have known too much.
Some new gaming concepts will need
This game attempts to capture
explaining:
Lovecraft’s tone, not to pursue clinical
orthodoxy. Time Frames
5. Players Only Roll (POR) Four main time frames are used in these
These rules place the responsibility for rules. The shortest, an “action”, take only
rolling dice on the players, leaving the a few moments, anything between half a
GM free to concentrate on spooky second and 5 seconds.
descriptions, mind-bending revelations The next, a “Scene”, is more fluid and is a
and intricate plots. If players do dramatic unit of time. A Scene lasts until
something to a NPC, the players roll the a drama has run its course. Thus, a chase
dice and the NPC has a fixed score. If a Scene lasts until the fugitives escape or
NPC does something to a player, again are caught, no matter how many
the player rolls dice to avoid it and the different locations the chase passes
NPC uses a fixed score. through.
In practice, the habit of rolling dice is A “session” is an artificial distinction,
pretty hard wired in most GMs. There’s because it is the duration of a period of
nothing wrong with rolling dice and play that bears no necessary relation to
these rules present options to make the drama within the game. A session
NPCs more ‘bespoke’ by rolling dice to could end in the middle of a Scene and a
customise their actions and abilities. new session resumes concluding the
6. Asymmetrical Mechanics Scene.
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Sandbox Stories are satisfying for players In a Rail Story in Cthulhu Abides, the PCs
because the resolution (if it happens) is can spend Clue Points to trigger the
all their own work, just as the death or denouement or ordeal of a Story, but no
madness of the PCs is a consequence of satisfactory resolution will occur until the
their choices and strategies. players spend the points.
One drawback of Sandbox Stories is that, Sometimes there will be a time limit to
if the PCs do not find certain plot hooks introduce urgency and the GM may
or visit certain locations in the right break the Story down into chapters with
order or at the right time, they may miss each chapter requiring a certain number
out entirely on crucial information. This or combination of Clue Points to
can also happen if they arrive at the right complete it. The players are free to go
place and say and do the right things, but where they please and the GM will
fail to make a good roll using their reward good roleplaying, successful dice
investigative skills. rolling and imaginative thinking with
Clue Points until the tally is met. The GM
In a Sandbox Story in Cthulhu Abides, the
can then introduce a cut scene that fills
PCs can spend Clue Points to cross
in any necessary details missed and
‘thresholds’ that might point them in the
move PCs on to the next chapter or the
right direction, fill out gaps in their
final resolution.
understanding or provide an opportunity
for them to act. These can be NPC Perils
actions, or confessions, flashbacks or
plot developments. Perils interrupt the sedate gathering of
Clues by forcing the PCs to react. A Peril
Often the GM will ask for a particular may be a literal danger (like an assault or
combination of points (“To get Lord a booby trap) or a psychological threat
Witherhyde to confess, you’ll need 5 (like a Madness Stressor or the
Testimony, 3 Evidence and at least one emergence of one of the characters’
Deduction Clue”) or sometimes just a Frailties). Sometimes the Peril itself, once
total (“9 and he tells all!”). dealt with, offers up more Clues – for
The GM may tell players that their example, once they overcome the shock
efforts to do something (extract a of finding a dead body in their room,
confession, find a secret door, translate Investigators can search the body.
an old scroll) only work once they’ve The pacing of Clue-gathering and Peril is
invested a certain number of Clue Points. part of the tone of the game. “Purist”
Once this is done, the PCs automatically games favour Clue-gathering over Perils,
cross the threshold without rolling dice. with the Peril being revealed only at the
climax and perhaps not even then if the
Rail Games Investigators successfully avert it. In
On Rail Games the GM has prepared a “Pulp” games Perils are more common
plotline rather than an environment and and form the basis to gain Clue Points.
events take their course in a certain
GMs may consider springing some form
order. PCs can hurry events along and be
of Peril on PCs after they acquire a
well prepared for them when they
certain number of Clue Points, just to
happen, but they can’t alter the
keep the game lively. In general, a Peril
fundamental thrust of the Story.
every 4 or 5 Clues is a nice balance (the
This avoids the major pitfall of Sandbox GM can roll 2D to determine this
games (PCs stalling) but it creates randomly), however some GMs may
another problem: futility. Players can prefer to script their Perils carefully in
easily feel their investigation is irrelevant advance or keep Peril ‘offscreen’ until
to the inevitable outcome of the Story. the terrifying climax.
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Cthulhu Abides
ROLLING DICE
When PCs attempt a Challenge, the The player rolls a pool of 6-Sided Dice
player and GM decide which Attribute equal to the Attribute and EITHER
and which Bonus will be tested. chooses the highest score OR adds
Where the rules specify an Attribute and together matching dice and uses the
a Bonus they are separated by a slash, as highest total. The Bonus is added to this.
in Physique/Fighting for a roll based on The overall Challenge Score is compared
the Physique Attribute and adding the to a Difficulty Score. If it equals or
Fighting Bonus. exceeds the Difficulty, the PC passes the
Challenge.
At other times, the Difficulty is For example, attacking a scaly Deep One
determined by the NPC’s Resistance. This is difficult because the monster has a
is a fixed number but the Challenge Test Defend of 12 (the equivalent of a Hard
is modified according to whether the Challenge).
situation makes the action easier or
harder. If the PC was ambushing the monster,
catching it by surprise, the GM would
lower the Defend by -3 for one action to
a more manageable 9.
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Attribute: Class Challenges involving asserting your wealth or status to achieve things
Profession Most social rolls with strangers, businesses, bureaucracies,
employees; buying equipment, obtaining weapons
Dream Social rolls that are subversive, like bribing or blackmail
Fighting Buying guns, applying status aggressively (threats, coercion)
Investigation Rumours or general knowledge about your social circle or groups
Occult Infiltrating Cults or Esoteric Archives
Survival Succeeding in sports (football, cricket, hunting with dogs)
Attribute: Charm Challenges asserting your personality apart from your wealth/status
Profession Informal social rolls with friends, enemies, team members
Dream Fast-talk, seduction or lying; forming Teams
Fighting Aggressive emotional confrontations, like taunting or intimidation
Investigation Informal questioning, gossip-gathering and popular knowledge
Occult Masquerading as a Cultist or a Sorcerer, pacifying Monsters
Survival Succeeding in gambling and games of chance or bluff
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LIMITS INSIGHT
Some drawbacks, like going mad, create By spending a point of Insight the
greater problems for characters. A Limit character may re-roll as many of the dice
restricts the score on a roll; only dice as he or she wishes, including all of them
that score equal to or less than the Limit if desired. Each Challenge may only be
count towards the total. Dice that score re-rolled this way once.
higher than the Limit are ignored.
There are some other actions that
On a normal non-penalised Challenge require spending a point of Insight,
any roll of 6 or less is counted. A -1 Limit notably casting a Spell or changing the
would take this down to 5-, meaning 6s ‘colour’ of a Clue Point (from Testimony
are ignored and only dice coming up 5 or to Evidence, for example).
less are counted. A -2 Limit would take
his down to 4-, ignoring 5s and 6s. A -6 In Cthulhu Abides there are two sorts of
Limit means the character cannot act at Insight: Esoteric Insight and Mythos
all. Insight. Both types of Insight can be used
to improve normal dice rolls (jumping a
For example, think about this impressive chasm, translating Egyptian hieroglyphs)
dice roll: but only Mythos Insight can be used to
affect the beings, powers and devices of
the Mythos. This means that if you are
trying to dodge a Shoggoth’s tentacles or
resist a Deep One’s corrupting gaze, you
need to spend Mythos Insight.
Normally it would score (6+6) 12, but
with a -1 Limit the sixes wouldn’t count. Stressed characters gain and use Esoteric
Instead you’d have to use the next best Insight; Insane characters gain and use
number, which in this case is a solitary 3. Mythos Insight; Sane characters cannot
From 12 down to 3 shows you how usually gain or use Insight at all unless
punishing even a -1 Limit can be. they have the Sensitive Perk (see p148).
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Some activities are Pulp Stunts that Characters suffer a -1 Limit for each
ordinary people balk at; characters who Madness Level they are away from being
are Sane suffer Limits when they roll dice allowed to perform the action.
for Pulp Stunts. Insane character can only
perform effectively when doing Pulp • A character who is Calm0 suffers
Stunts. If they try act in a normal, a -2 Limit on Stunts, being two
restrained way they suffer Limits on their Madness Levels away from being
rolls, just like Sane characters do when Stressed enough to act; a Lucid1
trying to perform Pulp Stunts. character suffers a -1 Limit
• Characters who are Deranged4
The idea of being Stressed or Insane will suffer a -1 Limit on non-Stunt
be explained later in the Dynamic actions; this is -2 for Psychotic5
Madness Rules (see pp40-46). characters and -3 for Maniac6
characters
Pulp Stunts include:
ACTION STUNTS: Things that Power Stunts
ordinary people would balk at
because they are dangerous These are outrageous and adrenalised
(swinging on chandeliers, leaping actions that are possible when a normal
chasms, dangling from ledges, success is virtually automatic. The GM
confronting an armed man or a may allow Power Stunts whenever a
wild animal) character cannot fail to succeed at a
SOCIAL STUNTS: Things that Challenge (see Appendix I for dice
ordinary people are inhibited probabilities - p140).
from doing because of social
pressure (defying policemen, A Power Stunt can:
disrupting dinner, insulting the
Dowager Countess) 1. give a character an extra Action,
AFFECTIVE STUNTS: Things for example attacking straight
ordinary people decline to think after a Defend Challenge
about, never mind do (using 2. double the effectiveness of an
Wards or Geist to resist Magic, Action: applying an Attack
casting Spells, using Artefacts, against two targets, gaining 2
carrying out field surgery, Clue Points instead of 1 or
disinterring dead bodies) protecting two characters with
Various Perks and Professional Bonuses one Resist Challenge.
let some characters perform Pulp Stunts
At the GM’s discretion, Cultists,
while Sane. The GM may declare any
Monsters and other NPCs can perform
activity to be or not to be a Pulp Stunt
Power Stunts if their Score is twice as
based on a character’s background.
high as the player's roll to resist them.
One particular Pulp Stunt is the Killing
If a PC chooses to make a Power Stunt,
Wound. Ordinary characters only fight to
roll 1D:
Stun. If a Sane character deliberately
tries to inflict a Killing Wound on
someone, the GM might either disallow
it or treat the attempt as a Pulp Stunt.
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Hengist Winthrop goes to the library to With Dream Magic the Potency
find occult lore and the Difficulty is 10. Challenge doubles as a Danger
Hengist is Feverish2, has an Intellect of 6 Check, to see if the character’s
and a +6 Investigate Bonus so he Dream Lore increases. Other
qualifies for a Power Stunt. He not only actions in the Dreamlands also
wants to gain a point of Esoteric Insight necessitate Danger Checks for
from the books, but he’d like to copy the this, usually with one dice but
passage down so his friend ‘Knuckles’ sometimes two or three
Murdigan can gain Insight too. He rolls a Waking from the Dreamlands
4 so the Stunt succeeds. and losing your accumulated
Dream Lore requires a Danger
‘Knuckles’ Murdigan wrestles with a Check to avoid the pursuit of
group of Cultists. He is Hysterical3, his Night-Gaunts
Physique is 5 and his Fighting Bonus is When Crossing the Angles,
also 5, but the Cultists only have a Danger Checks are needed to
Defend of 8 so a Power Stunt is possible. avoid the pursuit of the Hounds
Murdigan wants to punch one Cultist so of Tindalos
hard he flies back into a second one,
Characters may spend Insight to re-roll
knocking them both down. He rolls a 6
the 6s that come up in Danger Checks.
and the GM rules two Cultists go down
Esoteric Insight is usually effective but
and a third trips over them both, sending
re-rolling Danger Checks against Mythos
all of them sprawling.
beings (Transfigurations, Mythos Cults &
DANGER CHECKS Ruins, Nether Dream Lore and Hounds of
Tindalos) requires Mythos Insight.
A different type of dice roll is the Danger
Check. During a Danger Check, the player
rolls a number of dice and if any of them
TEAMWORK
come up 6, danger strikes. Usually a Only by acting together can Investigators
Danger Check is made with just one dice defeat the Mythos and only by
(1D) but as the danger escalates more combining their rolls can they hope to
and more dice are added. Examples of achieve the high scores needed to injure
Danger Checks include: Monsters or cast Spells.
When Investigators encounter a How Teamwork operates depends on a
Great Old One or Other God they group’s Cohesion:
may be Transfigured. As long as
• Disunited: Characters who have
this goes on, Danger Checks are
never met before start at this
made to see if the Entity’s Wrath
level. Disunited characters
lashes out and destroys the
cannot attempt Teamwork.
character
• Disjointed: A typical team of
While infiltrating a Cult or an
new Investigators with little
Elder Ruin the cultists may get
experience in working together,
suspicious or the ruin’s security
even if they can agree on a
may take effect. Danger Checks
leader
are made to see if the
• Close-knit: A more experienced
Investigators are discovered.
team who know each other's
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Carrying Out Teamwork One of the main things they will use
these Rewards for is to improve their
The team leader must make a successful Cohesion, going up from Disjointed to
Creativity/Dream roll to pull everyone Close-Knit and then on to Unified.
together. The Difficulty is 5 plus the
number of people in the team. A Team always functions at the Cohesion
Level of the least cohesive member, so if
If the roll fails, no Teamwork takes place one player has a new character who is
and the would-be team leader forfeits Disjointed, then everyone in the group
any other Action. functions as a Disjointed Team even if
In stressful situations like combat, the the rest of them are Unified.
team leader may have to keep making A kind GM might allow the Unified
the Creativity/Dream Challenge every members to enjoy their superior
turn to keep the team together. The cohesion if they leave the new member
difficulty goes up by +1 each additional behind, but the GM should insist that
turn. just by being present in a Scene a poorly
Some characters can be leaders without cohesive team member lowers the entire
having to make this roll. For example, group’s Cohesion, whether he or she is
the Leadership Perk allows characters to actively taking part or not.
form teams without rolling or roll to
create Disjointed Teams out of a group
Reducing Teamwork
where there is no Cohesion. It’s hard to be in a team when you’re
crazy.
• The Team Leader’s Bonus is
used, even if another team If a character rises to a higher Stage of
member has a higher Bonus. Madness than their Base Madness Level,
• If an Action requires the their level of overall Cohesion drops by
expenditure of an Insight point, one. For example, if a character's Base
then every contributing member Madness Level is Lucid1 and they rise
of the team must spend the from being Sane to being Stressed, they
Insight point too. stop functioning as Close-Knit and
• Forming a team during a combat become Disjointed.
exchange is itself a Pulp Stunt If a character’s Base Madness Level ever
• No one can contribute to a Team increases to a higher Stage of Madness,
while in a state of Fugue, their permanent level of Cohesion drops
Stunned or suffering from any by one. Players can try to raise this back
Resist Effect like "Falling", again at the end of a Story by using
"Writhe" or "Maim" Rewards.
• All the other members of a Team
forego their Dramatic Action in Example, Regina Van Zandt is Close-Knit
order to make their contribution with her team and her Base Madness
to the Team Leader’s Action Level is Lucid1. If she goes up to Feverish2
• Teamwork is incompatible with she is now Stressed and drops to being
performing Power Stunts - these Disjointed with her team. If she rises to
heroic feats are always individual Deranged4 she is Insane and can no
efforts longer do Teamwork at all. If her
Madness Level drops back to Stressed
Improving Teamwork she can rejoin the team. If her Base
Madness Level increases permanently to
At the end of a Story, Player Characters
Feverish2 she loses her Close-Knit benefit
get Reward Dice and Reward Bonuses
altogether.
from the GM. This is described on p136.
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Heroes
We have found randomly rolling A word of warning to GMs: oblige players
characters works very well. Left to their to choose or roll. No mixing it up. For
own devices, even the most imaginative example, if you choose your Attributes
players turn out a bland succession of or Bonuses you have to split 21 points
archaeologists and parapsychologists, or between them, but if you roll 1D for each
play safe with combat-ready private you have a chance of getting a much
detectives. This happens even more higher set of Attributes.
when there is a high turnover of
On the subject of Bonuses, they have a
characters due to character death,
huge impact on play. If the GM is
madness, etc.
planning a detective-themed (or
“Purist”) game in which the characters
These Character Generation rules invite
are very much ordinary people
you to roll a single dice on a series of
confronted by horrors they have never
tables and make sense of the results. For
dreamt of before, then no Bonus should
the most part, it isn’t hard to do and the
exceed +6. This limits PCs to being good
resulting characters are playable and
in their field, but no one is a world
engaging.
champion or genius. In an action-themed
If the tables strike you as too limited, an (or “Pulp”) game where the characters
additional set of tables are presented in are professional adventurers and
Appendix II, increasing the diversity of monster-hunters, Bonuses can go as high
character types. as +8 or even +9, making the PCs real
On the other hand, some people have a world-beaters. The GM should decide on
specific character in mind. Maybe the tone of the game before the players
they’ve always wanted to play a Mythos- start rolling dice.
busting Egyptologist, or maybe they As mentioned earlier, if you create
want to bring in a dead character’s American characters in this period, use
brother who, it has already been Credit instead of Class, but otherwise use
established, is a night club singer or a the Attribute in the same way. Race
professional gambler. Maybe the might be a more important feature in
thought of roleplaying a traumatized war 1920s America, lowering Credit but
veteran appeals to you or perhaps you improving the Hope Attribute by the
simply roll up a devout Church of same amount.
England vicar and don’t fancy it very
Characters in other settings at this time
much. If so, choose rather than rolling
might make similar adjustments based
randomly on each table and, rather than
on gender, religion or ethnicity. In
rolling for Attributes and Bonuses,
general, being the victim of prejudice
allocate points from the fixed pool of
reduces your Class/Credit but it increases
points suggested.
your Hope since something pretty
important must be driving you to go out
and confront the Mythos in the face of
all that bigotry and resistance from
mainstream society.
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A. CHARACTER ATTRIBUTES
There are 6 Attributes. Attributes can Roll 1D for each; alternatively assign
range from 1 (or 0) to 10, but a starting values 1 through 6 (giving 6 to the
character will have attributes between 1 favoured Attribute, 5 to the next, down
and 6 which will be modified later. to 1 for the least-favoured) or distribute
21 points in any way to all six.
Attribute Description
Charm The character’s social skills, used to get NPCs to give up information, provide
assistance or treat the character kindly
Class The character’s social class, which affects the character’s ability to order people
about, gain access to restricted places and call upon large sums of money
Creativity The character’s s imagination and spirituality, used to create art, speculate on
unusual topics and gain intuitive insight
Intellect The character’s intelligence and education, reflecting knowledge of the world,
problem-solving abilities and ability to research topics
Perception The character’s powers of attention and concentration, used to notice details, find
clues or aim weapons
Physique The character’s physical stature, including general athleticism, fighting ability and
overall health
Attribute Charm Class Creativity Intellect Perception Physique NPC
1 Boorish Pauper Blockhead Illiterate Distracted Feeble 3
2 Dull Labourer Insensitive Ignorant Careless Weak 5
3 Polite Tradesman Aware Educated Patient Healthy 6
4 Pleasant Clerk Reflective Well- Thoughtful Fit 7
read
5 Engaging Business Imaginative Graduate Alert Strong 9
man
6 Attractive Professional Poetic Expert Focussed Athletic 10
7 Charismatic Gentry Spiritual Don Keen-eyed Sportsman 11
8 Socialite Nobility Mystic Fellow Hawk-eyed Gymnast 12
9 Celebrity Royalty Psychic Professor Crack-shot Champion 13
10 Star Monarch Genius Polymath Hyper- Olympian 15
sensitive
Because NPCs have fixed Scores rather This is also the average number a player
than rolling dice, the “NPC” column can expect to roll using that many dice,
shows the equivalent Score for a NPC. so it helps the GM work out how difficult
or easy a Challenge is for a character.
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Attribute at Effect
Zero
Charm Scarred: Probably due to war injuries, your appearance is shocking enough to
make Calm people check for madness. Where appearance is not an issue (eg over
the telephone), roll 1D, Limit -1. Madness +1
Class Destitute: Due to debts and a chaotic lifestyle you own nothing and are homeless
and will quickly lose anything that you are given to gambling, debtors or
compulsive generosity. If someone bathes and clothes you, roll 1D, Limit -1. Hope -
1
Creativity Shell-shocked: Probably due to stress, but perhaps autism or drug use, you cannot
relate to other people or feel appropriate emotions. You follow strict routines, but
if these are appropriate to a situation, roll 1D, Limit -1. Initiative -1
Intellect Retarded: You are simple or mentally handicapped, with the thought processes of
a small child. If child-like Intellect is relevant to a situation, roll 1D, Limit -1.
Certainty -1
Perception Blind: Perhaps due to injury in the War, you have lost your sight. If you rely on
other senses instead (eg listening for movement) roll 1D, Limit -1. Initiative -1
Physique Invalid: You are confined to a bed or a chair and your upper body strength is
feeble. If using a bath chair to move or relying on upper body strength, roll 1D,
Limit -1. Resilience -1
B. CHARACTER BONUSES
Bonuses are numbers that are added to a A +1 Bonus is of limited value, but a +2
character’s score on an Attribute-based Bonus is very useful for enabling
dice roll. Roll 1D for each; alternatively moderate Attributes (3-4 range) to
assign values +1 through +6 (giving +6 to succeed at Average (Difficulty 8)
the favoured Bonus, +5 to the next, Challenges.
down to +1 for the least-favoured) or
distribute 21 points in any way to all six.
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C. CHARACTER PROFESSIONS
Professions can be your character’s job, Your Profession modifies the Attributes
but they also include things like and Bonuses you’ve already rolled and it
vocations – something your character is has an effect on the characteristics to
drawn to as a hobby, passion or come, including your overall sanity.
consuming interest.
The default option for a Mythos-
investigator is ‘Scholar’, but players can
choose or roll on the table instead:
Bonus Description
Profession Your ability to focus the skills and resources of your Profession
Dream Your sensitivity to magic, emotion and stealth
Fighting Your ability to fight, whether bare-handed, with weapons or firearms
Investigate Your ability to piece together information, from observation, interviews or a library
Occult Your knowledge of and belief in the supernatural world and the Mythos
Survival Your ability to accomplish daring physical feats or survive hardship
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D. CHARACTER PHILOSOPHIES
Your character’s Philosophy describes his Philosophy modifies your earlier
or her world view, especially how the Attributes (suggesting habits, interests
character interprets strange, threatening and pastimes from your education and
or paranormal phenomenon. working life) as well as your overall
Philosophies are a product of upbringing sanity.
and life experience, but they can change.
Some Philosophies are particularly rigid,
restricting your later Goal, but others are
highly eccentric, concentrating you on
your Goal but possibly making you
slightly less sane.
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E. CHARACTER GOALS
Your character’s Goal describes what Your Goal modifies your earlier Bonuses
drives him or her to leave an ordinary life (suggesting a recent shift in your habits,
behind and forswear status, security and interests and pastimes because of your
respectability to go haring round the exposure to the Mythos) as well as your
world, babbling to anyone who will listen overall sanity.
about Cults and Other Gods.
Some Goals are particularly driving,
Goals are often a product of a traumatic reinforcing your earlier Philosophy, but
life experience, but they can change. others are highly flexible, exposing you
to more and more troubling ideas.
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F. MINOR ATTRIBUTES
These two Attributes both have a score Alternatively, players may distribute 4
of 1-10; players roll a Die for each and points between them. These are then
halve the results, so the Attributes are modified based on the character’s
between 1 and 3 at the start. Profession, Philosophy and Goal.
Certainty Hope
The strength of your personal code or outlook on Your commitment to a cause or belief that
life and your ability to keep your sanity will help you stay focused when challenged
Attribute Certainty Hope NPC
1 Complacent Indifferent 3
2 Conventional Interested 5
3 Thoughtful Motivated 6
4 Enthusiastic Keen 7
5 Convinced Gallant 9
6 Committed Courageous 10
7 Principled Intrepid 11
8 Idealistic Valorous 12
9 Fanatical Lion-hearted 13
10 Zealous Heroic 15
G. MINOR BONUSES
These are two Bonuses so players roll Alternatively, players may distribute 3
one Die for each and halve the results, points between them. These may be
giving a Bonus between +1 and +3. modified by your Profession and Goal.
Initiative Resilience
Your speed, reflexes and ability to act quickly and Your stamina, strength and ability to
decisively when threatened withstand pain and injury
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H. MADNESS LEVEL
Every character has a Base Madness Base Madness Level cannot be less than
Level which is their habitual state of 0. If Modifiers would reduce this further,
mind, the one they start off in at the the player may add the points to
beginning of a Story and can return to Certainty or Hope instead.
with effort. Base Madness Level is Zero,
but this is modified by the character’s Certain traumatic events during a Story
Profession, Philosophy and Goal and can (and will) increase a character’s Base
possibly having Attributes at Zero. Madness Level. This includes exposure
to Extreme Horror and learning Spells.
Level Description
0 Calm Sane: You exist in a normal undisturbed state; you are steady, reliable, balanced
and perhaps just a little bit boring
1 Lucid Sane: You are typically alert and sensitive; you are lively, energetic and
extraverted and hate to be doing nothing
2 Feverish Stressed: You spend most of your time in a state of great agitation; you are
jumpy, fidgety and prone to mood swings
3 Hysterical Stressed: You exist in a very disturbed state; your moods are quite extreme, your
conversation is disjointed and you are prone to outbursts
4 Deranged Insane: You are certifiably insane most of the time; your behaviour is clearly
eccentric, your conversation often incomprehensible and your emotions
unpredictable and often inappropriate
5 Psychotic Insane: You are clearly insane by ordinary standards; your appearance is wild,
you gibber and twitch, nothing you say makes much sense and you frequently
hallucinate
6 Maniac Insane: You can’t relate to real life any more – PCs cannot be at this level of
Madness but most Cultists are this way all the time
Players should note down their Especially traumatic events can even
character’s Base Madness Level because increase the character’s Base Madness
this is the Level at which they start each Level permanently. This is very difficult
Story. Characters will also have a to reduce.
Current Madness Level. As the Story
Any character whose Base or Current
proceeds, shocking events will increase
Madness Level reaches Maniac6 is
the character’s Madness Level and
irrevocably insane. Such a character
reassuring ones will decrease it. It is
usually becomes a helpless wreck, but
difficult for a PC to lower their own
some convert to the side of the Mythos,
Madness Level below their Base Level,
becoming evil NPCs.
but it can happen, especially if other
characters help them.
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J. CHARACTER PERKS
Roll or choose Perks below. Perks are • Each character rolls once for
more fully explained in Appendix III their Profession and once on the
(p146-8). The GM has the final say on General table.
Perks and may disallow those that do not • Anyone with Class 7+ can roll on
contribute towards the style of the Story the Upper Class table.
(eg Oneirist, Treasure, Theurgist and • Anyone whose Base Madness
Sorcerer may not fit with a level is Feverish2 or worse can
Purist/Detective Story). also roll on the Eccentric table.
Artist Clergyman Explorer
1. Bohemian: You can do Social 1. Believer: Use Faith against 1. Daredevil: You can roll
Stunts while Sane all Magic Action Stunts while Sane
2. Broad Minded: You are not 2. Esoteric Lore: You possess 2. Dogged: You need to be
2
affected by Disturbing Ideas an Esoteric Grimoire Stunned or Killed twice
3. Esoteric Lore: You possess 3. Field Medic: You can 3. Famous: Re-roll any failed
an Esoteric Grimoire administer First Aid Class Challenge
4. Famous: Re-roll any failed 4. Sensitive: You can gain and 4. Gun Owner: You have access
Class Challenge use Insight when Sane to firearms
5. Oneirist: Enter the 5. Relic Treasure: You have an 5. Relic Treasure: You have an
Dreamlands automatically Esoteric Artefact Esoteric Artefact
6. Sensitive: You can gain and 6. Theurgist: You can use 6. Ruin Map: You have access
use Esoteric Insight when Sane Esoteric Magic while Sane to an Elder Ruin
Scholar Veteran Writer
1. Elder Sign: Create a Sigil 1. Athletic: Add 1D to Dodge & 1. Broad Minded: You are not
2
worth 1D Resist using Insight Fall Resists or other feats. affected by Disturbing Ideas
2. Field Medic: You can 2. Dogged: You need to be 2. Diarist: Create 1D Epistles
administer First Aid Stunned or Killed twice from 2 Insight
3. Mythos Grimoire: You 3. Field Medic: You can 3. Esoteric Lore: You possess
possess a Mythos Grimoire administer First Aid an Esoteric Grimoire
4. Mythos Treasure: You have 4. Gun Owner: You have access 4. Famous: Re-roll any failed
a Mythos Artefact to firearms/explosives Class Challenge
5. Sage: You have access to 1D 5. Leadership: You can lead 5. News Cutter: Start Story
Archives any Team without rolling with 1D Deduction/Insight
6. Sorcerer: You can use 6. Pugilist: Add +1D to damage 6. Sensitive: You can gain and
Mythos Magic while Stressed and Dodge Resists in fights use Esoteric Insight when Sane
General Upper Class Eccentric
All characters Class Attribute 7+ Base Madness Level 2+
1. Broad Minded: You are not 1. Batman: You have a very 1. Cultist: You have access to a
2
affected by Disturbing Ideas competent servant Cult (1D: 6=Mythos)
2. Gun Owner: You have access 2. Bohemian: You can do Social 2. Oddball: No Social Penalties
to firearms/explosives Stunts while Sane for Stress/Insanity
3. Leadership: You can lead 3. Clubbable: You enjoy the 3. Oneirist: Enter the
any Team without rolling resources of the Diogenes Club Dreamlands automatically
4. Stiff Upper Lip: Re-roll any 4. Leadership: You can lead 4. Mystic: Roll Perception /
failed Certainty Challenge any Team without rolling Dream to sense magic
5. Team Player: Maintain team 5. Unflappable: Re-roll any 5. Sorcerer: You can use
coherence when mad failed Hope Challenge Mythos Magic while Stressed
6. War Experience: You can 6. Transport: You own a 6. Visionary: Start each Story
attack to Kill when Sane vehicle (D: 1-2 car, 3-4 boat, 5- with 1D Insight
6 plane)
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Madness
Madness is the most distinctive aspect of • Insane characters are perilously
Cthulhu Abides and has a huge impact on close to becoming a Maniac6 and
play. It may take a while at first for calming down from this level of
players and GMs to get used to keeping Madness is difficult and can take
track of Madness Levels and interpreting a lot of therapy.
how they affect play, but it becomes
Player Characters have strategies for
obvious and the system is flexible
stressing themselves and increasing their
enough to adapt to most situations.
Madness Level or sedating themselves
Madness is grouped into a number of and reducing their Madness Level. They
levels rising from 0 (Calm) up to 6 need to watch out, however, for Extreme
(Maniac). The bottom two levels are Horrors that can cause them to hop over
Sane, the middle two Stressed and the several Madness Levels at once.
top ones Insane. At any given time, a
The other drawback with going up a
character will be on a particular Madness
Madness Level is Fugue – a state of
Level. For example, at the start of every
insensible panic and helplessness. Having
Story a character is assumed to be on his
a strong commitment or focus on a Goal
or her Base Madness Level – unless the
helps characters to resist the effects of
GM rules they are still affected by the
Fugue, which can be completely
horrors of the last Story.
incapacitating at high Madness Levels.
In general, the Sane levels are the best
The main complications to all the
place to be while carrying out an
foregoing come from Professions and
Investigation. Sane characters can gather
Perks. Different Professions function
Clues and interact with society normally.
differently when they are Sane, Stressed
or Insane.
Once the action heats up, it’s better to
be Stressed. Stressed characters act
Veterans can do a particular Pulp Stunt
earlier in combat, can gather and use
(attacking to Kill) while Sane and Writers
Esoteric Insight and can perform Pulp
are the exception to the rule about being
Stunts. If you want to punch a
unable to gain Esoteric Insight while
policeman, leap a chasm or chant a
Sane.
protective mantra, you need to be
Stressed. Moreover, Stressed characters Perks like Sensitive also let a character
can deal with corpses, wounds and use Insight while Sane, whereas
minor paranormal phenomenon quite Bohemian is a Perk that lets a character
calmly. perform Social Stunts (like being rude to
Her Ladyship or defying a policeman)
Sometimes it pays to be Insane.
while Sane.
• If you want to gain or use
Mythos Insight you need to be Players need to keep track of their
Insane. character’s Madness Level and be
• Insane characters can pull off thoroughly informed about what their
Pulp Stunts but unfortunately Profession and Perks currently let them
that’s all they can do – driving a do.
car or buying a book in a normal
way is quite hard for them.
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MADNESS RULES
Madness is rated dynamically between 0 Characters start each Story at their Base
and 6 and grouped into 3 categories: Madness Level but they can go up from
Sane, Stressed and Insane. here or (less often) go down.
The numbers in superscript help remind The Difficulty rating is the Challenge to
the GM and players what different recover from that level of Madness. No
events do. Disturbing Ideas2 are roll is normally needed if the character
numbered “2” because they will only uses their Crutch, but most other types
take a character up as far as Madness of therapy require either the sufferer to
Level 2 and have no effect on anyone make a Hope/Resilience Challenge or the
past that stage. Psychotherapy4 will help therapist to make a Creativity/Profession
heal anyone on Madness Level 4 or less, Challenge at this Difficulty.
but is no use for someone at Madness
Level 5.
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UNNERVING STRESSORS
Stressors increase a character’s Madness The Otherworldly5: Anyone up
Level. To cope with a Stressor a to and including the Deranged4
character must make a goes more mad when exposed to
Certainty/Resilience Challenge. If they alien worlds or other
succeed they are unaffected by that dimensions. This includes
Stressor for the rest of the Scene. If they traveling to Yuggoth or
fail, they go up one Madness Level. encountering aliens like Mi Go or
their technology as well as extra-
Perception of Danger1: Calm0
dimensional beings like Dark
people may become Lucid1 if
Spawn, Hounds of Tindalos or
they believe themselves to be in
Elder Things from prehistory.
danger: this might be brought on
by suspicious noises in the The Mythos6: Anyone who isn’t
house, bloodstains, direct already a Maniac6 risks becoming
threats or the distant approach more mad when exposed to the
of something menacing. Other Gods, the Great Old Ones
or their manifestations and
Disturbing Ideas2: Calm0 or
avatars. Some of the worst
Lucid1 people become more mad
Mythos books have revelations
if exposed to Disturbing Ideas2.
that do this to readers.
This includes Esoteric Insights or
Mythos Insights or the ravings of
Insane Characters who succeed PERSONAL STRESSORS
in communicating with them. (“Frailties”)
Experiencing the Dreamlands
triggers this and hallucinogenic A Frailty always increases your Madness
drugs like peyote or opium can Level. A Certainty/Resilience Challenge
have this effect too. Occult texts may resist this if there is some way for
contain Disturbing Ideas2 as do the character to control the Frailty.
some of the more outlandish A Frailty can never increase a character’s
new scientific theories. Madness Level beyond Psychotic5 and
Profound Shock3: Anyone up to normally only affects the character’s
and including Feverish2 Madness Level once per Story.
characters may become more It’s not uncommon for PCs to seek out
mad if shocked. Sudden their Frailties and indulge them, purely
exposure to death, mutilation or to increase their Madness Level safely (ie
monstrosity will trigger shock, without risking Fugue). This is allowable:
such as coming across a dead in fact, it’s encouraged. Going mad is
body or seeing someone killed. never the problem in Cthulhu Abides; it’s
The Unnatural4: All Sane and surviving the madness and recovering
Stressed characters may be afterwards that takes effort.
driven mad by the Unnatural3,
which includes most Monsters or
evidence of the paranormal.
Most Mythos worship is
gruesome enough to trigger this
as is Mythos architecture (ie the
cyclopean, non-Euclidian sort).
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SEDATION
Sedation decreases the character’s Psychotherapy4: Deranged4
Madness Level. To benefit from this, the characters might be helped by
character must make a successful professional psychoanalysis or
Hope/Resilience Challenge with a sedatives that produce the same
Difficulty based on the Madness Level he effect. Usually only a qualified
or she is currently at. If the roll fails, the doctor or alienist can provide
Sedation cannot be effective on that these. However, the GM might
character for the rest of the Scene. allow characters to offer each
other Psychotherapy4 if they
On some occasions, the GM might allow
roleplay through the counseling.
the person delivering the Sedation to
make the Challenge rather than the Hospitalisation5: Psychotic5
madman. This is quite appropriate when characters can only be helped if
one PC tries to calm another PC. If this hospitalised for the rest of the
roll fails, however, the madman cannot Story. Usually, characters cannot
be Sedated again by that particular treat each other this way, so
character for the rest of the Story. Psychotic5 characters can only
make spontaneous recoveries by
Refreshment1: For a Lucid1
using their Crutch.
character, a stuff drink, a cup of
tea, a pipe of tobacco or a breath
of fresh air might make them PERSONAL SEDATION
Calm0. A period of light sleep will (“Crutches”)
do this too.
In addition, characters can make
Snap Out of It!2: Firm words themselves less mad by engaging in
from a friend or authority figure, certain activities.
a bracing shock (like a slap in the
face) or a sudden change (like These Crutches usually work
being taken inside and sat down) automatically but if there is a
might help a Feverish2 or Lucid1 problem the GM may require a
character– a night of unbroken successful Hope/Resilience
peaceful sleep will do this too. Challenge. Crutches work regardless
of the character’s current Madness
Consolation3: Characters who level but a Crutch can be called upon
are Hysterical3 might benefit once per Story.
from a long talk with a loved
one, counseling from a priest or Crutches can never lower the
doctor, religious confession or Madness Level below the character’s
time in prayer or meditation. No Base Madness Level.
amount of sleep will provide this. PCs may use their Crutches between
Player Characters can Console3 Stories to get their Madness Level down
each other if they have the right to the point where they might recover
Profession. The GM might also normally. Any character who is Feverish2
allow one character to Console3 or less can ‘sleep off’ madness and
another if they roleplay the return to their Base Madness Level.
conversation well. Characters who are still Hysterical3 or
higher will not recover naturally between
Stories unless the character uses Reward
Dice
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GOING MAD
In most horror-based RPGs going mad is
always a bad thing, but in Cthulhu Abides
there are definite advantages to
increasing your Madness Level:
1. Character Professions and
Bonuses develop new abilities
2. The character can benefit from
Esoteric or Mythos Insights and
Spells
3. The character can attack to Kill
or perform Pulp Stunts
4. The character is no longer
disturbed by stressors affecting
lower Madness levels (once you
are Feverish2, you aren’t
distressed by seeing people
being killed)
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Longer term healthcare is an option. The GM may also declare that some
Each month spent in an asylum, particularly exhilarating victories over
monastery or visiting an analyst adds the Mythos have the effect of restoring
+1D and a +1 Bonus to the roll. These Sanity, returning a character to their
extra Dice and Bonuses should not Base Madness Level. The victory would
exceed the character’s Class/Profession. need to be quite clear-cut or involve
saving something that was personally
If this sort of long term Challenge is important to the character (eg a Crutch)
failed the character must start building or related directly to the character’s
up dice/bonuses again, but permanently Goal.
loses a point of either Class or
Profession. Since characters already get rewarded
for roleplaying their Crutch and Goal,
For example, recovering in them GM should only give out this
Addersfen Asylum, the Deranged4 reward when characters achieve some
Hengist has 2 Reward Dice and a notable victory that produces a real
+2 Reward Bonus. He thinks it too sense of achievement, gratification or
risky to roll the dice straight away closure.
so he spends two months there,
gaining another +2D and a +2 EXAMPLE HORROR
Bonus. He rolls all his dice and CHALLENGES
gets 3, 2, 1, 1 for (3+4) 7. This is a
fail, so Hengist has lost all his When working out the Difficulty of a
Reward Dice and Bonuses and a Horror Challenge the GM might group
point of Class too. He decides to them into Upsetting (Difficulty 8),
spend another 3 months inside, Frightening (10) or Shocking (12).
building up 3D and a +3 Bonus
again. He rolls these dice: 4, 1, 5 Remember that Extreme Horrors have a
for (5+3) 8. This is a success and normal difficulty level. What makes them
Hengist is cured, after 4 months in Extreme is the scale or intimacy of the
an institution and the loss of a lot Horror. The sound of someone being
of his money and respectability. killed is Shocking but the sound of your
wife being killed in Shocking and an
Extreme Horror as well.
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Profession
Your social abilities to interact with other people and exert authority
Sane: You interact normally with Stressed: You can perform Insane: You can only roll
0
others but if Calm there is -1 Limit to Social Stunts but -1 Limit to for Social Stunts
3
Perception & Creativity Charm & Class if Hysterical
Dream
Your psychic abilities to use and resist magic and visit the Dreamlands
Sane: You cannot use Magic but you Stressed: You can enter the Insane: You can use
can turn Deductions into Evidence or Dreamlands and use Mythos Magic
Testimony Clues Esoteric Magic
Fighting
Your ability to fight, whether bare-handed, with weapons or firearms
Sane: In combat, you can only fight Stressed: In combat, you can Insane: In combat, you can
to Stun fight to Stun or to Kill only fight to Kill
Investigate
Your ability to piece together information, whether from observation, interviews or researching in a
library or archive
Sane: You can gather Evidence or Stressed: You can gather Insane: You cannot gather
Testimony Clues or Deductions Evidence or Testimony but Clues of any sort
not Deductions
Occult
Your knowledge of and belief in the supernatural world and the Mythos
Sane: You cannot gather or use Insight Stressed: You can use Insane: You can use Mythos
at all Esoteric Insight Insight
Survival
Your ability to accomplish daring feats, physical or psychological
Sane: You cannot roll for Pulp Stunts Stressed: You can roll for Insane: You can only roll
Pulp Stunts for Pulp Stunts
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The Artist
The Artist Profession Bonus can be used to create artistic productions as well as selling and
evaluating art and interpreting artistic symbols
Sane: Your art is a Stressed: You art is a Stressor for the Insane: Your art is a Stressor
Sedation for Stressed Sane and a Sedation for the Insane for the Sane and the Stressed
characters
Roll Type of Artist Description
1 Actor [Charm+1, Hope-1] Use your Professional Bonus to adopt voices,
mannerisms and disguises, memorise dialogue, act out a role or know
contacts and gossip relating to the theatre
2 Dancer [Class -1, Physique +1] Use your Bonus to entertain or distract crowds
with your dance, make acrobat leaps or contortions, seduce someone
through dance or know gossip or contacts relating to ballet, musical
hall or prostitution
3 Musician [Perception +1, Hope -1] Use your Bonus to entertain or distract crowds
with your music, recognise music, instruments and melodies or know
gossip or contacts related to music halls or venues
4 Painter [Dream +1] Use your Bonus to create convincing, accurate or
entertaining representations of what you see or imagine, recognise
artistic styles and know gossip or contacts relating to galleries or
studios
5 Sculptor [Dream +1] Use your Bonus to create convincing, accurate or
entertaining representations of what you see or imagine, recognise
artistic styles and know contacts relating to galleries or studios
6 Singer [Charm +1, Certainty -1] Use your Bonus to entertain or distract crowds
with your song, recognise music, voices and melodies or know gossip or
contacts related to music halls or venues
The Clergyman
The Clergyman Professional Bonus can be used to perform religious rituals and know the meaning
of religious symbolism as well as gaining respect from anyone sharing your faith.
4
Sane: You can Stressed: You can offer Disturbing Insane: Your ideas are Unnatural
3 2 3
Console Stressed Ideas for the Sane or Consolation for for Stressed or Sane characters
characters the Stressed
Roll Type of Description
Clergyman
1 Bishop [Class +1, Physique -1] You have the Leadership Perk; access 1D Ecclesiastical
Archives
2 Heathen [Roll 1D: 1 Buddhist, 2 Hindu, 3 Jewish, 4 Muslim, 5 Sikh, 6 Tribal; Class -1,
Hope +1, Occult +1] Access 1D Folk or Ecclesiastical Archives
3 Missionary [Roll 1D: 1-2 Africa, 3-4 Asia, 5 Americas, 6 Pacific; Charm +1, Class -1) Use
your Bonus to know about exotic peoples and places; access one exotic Folk
Archive
4 Street [Class -1, Certainty +1] Use your Professional Bonus for Faith Resists and
Pastor access to 1D Folk, Police or Media Archives
5 Vicar [Investigate +1] Access to one Ecclesiastical Archive (parish records) and one
State Archive (births and deaths)
6 Whisky [Class -1, Physique +1] Use your Professional Bonus to know gossip or
Priest contacts from the homeless; you have the Oddball Perk and one Folk Archive
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The Explorer
The Explorer Professional Bonus can be used to possess geographical or cultural knowledge and
skills necessary for traveling through harsh environments.
Sane: You are not Stressed: You are not stressed by Insane: You are not stressed by the
4 5
stressed by Profound the Unnatural Otherworldly
3
Shock
Roll Type of Description
Explorer
1 Archaeologist [Investigate +1] Use your Professional Bonus to know the locations,
layouts and legends of ruins; access one Elder Ruin (1D: 6=Mythos) and
one Academic Archive
2 Anthropologist [Occult +1] Use your Professional Bonus to understand primitive or
strange cultures; access one Cult (1D: 6=Mythos) and one Folk or
Academic Archive
3 Deep Sea [Resilience +1] Use your Bonus to swim and dive and handle dangers at
Diver sea or underwater; you have the Daredevil Perk
4 Egyptologist [Occult +1] Use your Bonus to know mythology and negotiate tombs and
temples; access one Academic Archive and Esoteric Elder Ruin
5 Mountaineer [Resilience +1] Use your Bonus to survive hostile elements and climb
sheer surfaces; you have the Daredevil Perk
6 Pilot [Madness +1, Initiative +1] Use your Bonus to pilot and repair planes or
handle heights; you have the Transport Perk
The Scholar
The Scholar Professional Bonus can be used to gain access to academic Archives. A Scholar has
access to 1D Archives related to his or her field.
Sane: You can use Esoteric Stressed: You can use Mythos Insane: You can gain Mythos
Grimoires Grimoires Insight from any Esoteric Grimoire
Roll Type of Scholar Description
1 Astronomer [Perception +1, Creativity -1] Use your Professional Bonus to find out
about celestial phenomenon; access Academic Archives
2 Folklorist [Occult +1] Use your Professional Bonus to find out about myths,
legends and superstitions; access Academic & Folk Archives
3 Historian [Investigate +1] Use your Professional Bonus to know about historical
events, figures and places; access Academic Archives and Elder Ruins
(1D: 6=Mythos)
4 Linguist [Charm +1, Certainty -1] Use your Professional Bonus to understand
foreign languages or attempt to translate alien languages or codes;
access Academic & Folk Archives
5 Palaeologist [Creativity +1, Physique -1] Use your Bonus to find out about events
or objects from pre-history; access Academic Archives and Elder Ruins
(1D: 6=Mythos)
6 Psychologist [Perception +1, Hope -1] Use your Bonus to understand the science of
human behaviour, including hysteria, delusions and madness; access
Academic and Medical Archives
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The Veteran
The Veteran Professional Bonus can be used to perform military tactics, operate military machinery
and understand military rules, codes and procedures.
Sane: You have Stressed: You suffer no loss of Insane: You suffer no loss of Cohesion
the War Cohesion at this level at this level
Experience Perk
Roll Type of Descriptive
Veteran
1 Artillerist [Initiative +1] Use your Bonus to fire heavy weaponry and use explosives; you
have the Gun Owner Perk
2 Field [Intellect +1, Certainty -1] Use your Bonus to apply first aid, restoring a Stunned
Medic character or healing a Maimed character; you have the Field Medic Perk
3 General [+1 Class, -1 Hope] Use your Bonus to know high ranking people in the Armed
Forces and the military chain of command; access 1D State Archives
4 Junior [Fighting +1] Use your Bonus to take command in tactical situations and
Officer identify or stage ambushes, traps or firefights; you have the Leadership Perk
5 Somme [Madness +1, Hope +1] Use your Professional Bonus to understand mental
3
Survivor illness and Console the Stressed; you have the Gun Owner Perk
6 Tommy [Class -1, Physique +1] Use your Professional Bonus to understand the skills
needed for soldiering; you have the Dogged Perk
The Writer
The Writer Professional Bonus can be used to produce compelling letters and read between
the lines of other people’s writings as well as details about publishing and famous books and
authors.
2
Sane: If you write up Stressed: You can write Disturbing Ideas Insane: You can create
Clues you can keep 1 for at any time and create Esoteric Epistles Mythos Epistles during a
every 2 you spend during a Story Story
Roll Type of Writer Description
1 Biographer [Charm +1, Hope -1] As someone skilled in interview and the study of
human character, you can always use your Bonus to gain Testimony
Clues
2 Crime Writer [Investigation +1] As someone who creates mystery plots, you can
access one Police Archive
3 Horror Writer [Dream +1] As a specialist in the macabre, you are not affected by
1
Disturbing Ideas
4 Journalist [Class -1, Hope +1] Use your Bonus to take notes in shorthand or
conduct interviews; you can access a Media Archive
5 Poet [Certainty +1, Hope -1] As a trained phantasist, you have the Oneirist
Perk and can enter the Dreamlands while asleep
6 Spy [Certainty -1, Hope +1] As a German Agent you can use your Bonus to
disguise yourself, snoop or infiltrate; you have access the State Archive
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Combat
Combat is an exciting part of any RPG, Stunning Wounds have got nothing to do
but any realistic consideration of modern with the type of weapon being
firearms or the awesome and unearthly employed. Ordinary people armed with
powers of the Mythos will make combat shotguns only inflict Stunning Wounds.
short and one-sided. Our heroes are not They have no killer instinct. They shoot
Conan, Doc Savage or even Tarzan, even people in the legs or arms and stop
if you run an action-themed game. The shooting as soon as they can. Sane
whole point of the Mythos is that once people shoot to Stun. It’s almost what
its dreadful manifestations turn their ‘being Sane’ means.
baleful attentions on you, then if you’re
Killing Wounds, on the other hand, are
not running in terror, you are dead and
lethal. They dismember and decapitate.
leaving no recognisable corpse.
They eviscerate and shred. Killing
Nevertheless, players and GMs like Wounds might make you explode, they
combat. It provides a release of might make you implode, but even if you
excitement, a dramatic resolution and a survive a Killing Wound (it happens)
sense of exhilarating danger. Simply there’s a part of you lost forever. Again,
ruling “A Shoggoth arrives – you’re all this is not about the weapon being used.
dead” may be strictly valid, but it’s no Madmen inflict Killing Wounds with their
fun. fingernails just like Shoggoths do it with
their tentacles. Most Monsters and
The combat engine in Cthulhu Abides
Insane people inflict Killing Wounds.
avoids considerations like Hit Points or
Stressed characters have the option of
Wound Levels. By and large, if you get hit
attacking to Stun or attacking to Kill, but
by any serious weapon, you’re going
if they don’t explicitly state it, the GM
down or there ought to be a reason why
must assume they are attacking to Stun.
not.
Killing people is an unusual thing for non-
Attacks in Cthulhu Abides usually inflict Insane people to do to each other.
Stunning Wounds. This means, if the
The other important concept here is
attack is successful then the victim is
“Resists”. This is where the Player
Stunned. “Stunned” is a very wide
Character tries desperately to avoid the
ranging term. “Stunned” can mean
harm that is coming their way. Resists
cowering in defeat, unable to face
are strategies, manoeuvres or the
another blow, hands raised in
voluntary acceptance of lesser injuries.
submission. “Stunned” can mean dazed
The PC totals their Resists and rolls a
and insensible, unable to do more than
Resist Challenge, adding their Resilience
crawl blindly over the corpses of your
Bonus. If successful, this spares them the
men. “Stunned” can mean flat-out
Sunning or Killing Wound that was
unconscious, but drifting back to
coming to them – at a cost. If the roll
consciousness sooner or later. “Stunned”
fails then the Wound happens, but at
can mean hospitalised, in plaster, going
least the player got to enact his
nowhere, watched over by concerned
character’s frantic death throes.
nurses. It’s up to the GM what “Stunned”
means, based on the context and the
nature of the injury. “Stunned” might
just mean “captured” with no further ill
effects. But “Stunned” does not mean
‘dead’.
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Some Monsters, Spells or weapons have If the attack hits it does damage
Devastating Attacks which are determined by the weapon type. PCs roll
particularly hard to avoid (gouts of dice for this, adding their Fighting Bonus,
flame, millions of tentacles, etc) and but for NPCs it is a fixed Damage Score.
impose a Limit of -1 on the Defend roll
for each “X” in the description.
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Maim: This is a Pulp Stunt. The character He decides the attack Traumatizes him
loses the use of a hand, foot, limb, eyes, and he increases his Madness Level from
voice or hearing for a 4D Resist. There is Feverish2 to Deranged4, adding 2D. He
a -2 Dice Limit on rolls affected by this rolls 5 and 6 but the -1 Limit forces him
loss. to ignore the 6. His new total is (5+5) 10.
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Monsters & NPCs Resisting Monsters who are Indestructible for any
Damage reason (enormous, other-dimensional,
invisible, etc) are immune to Impact
When a PC successfully rolls to hit a except from attacks that are Aggravated.
Monster or NPC, but the Damage
Challenge is too low to Stun or Kill it, For example, a Shoggoth has a
something usually happens. This is called Resistance Score of 20XX and will only
“Impact” and the player should roll on suffer Impact if it is attacked by
the table below. something with a XX Attack Score.
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Next Action, Hengist adds a 6 and a 4, First Aid can be delivered by any
producing a pool of 2, 6, 4, but Murdigan character with the Perk by rolling
has no use for a 2. Creativity / Profession. The Difficulty is 8
to wake a Stunned character or 10 to
Next Action Hengist adds another 6 and
restore a Maimed one.
a 3, producing a pool of 2, 6+6, 4, 3.
Murdigan is tempted to match the 2 to Esoteric Magic (Evoking) can be used to
his next roll, just to make that double-6 heal Stun Wounds if the Potency equals
available for the roll after that. the same Difficulty.
Covering Fire is a normal action if the Killing Wounds usually do not recover at
character is personally out of danger, but all without medical attention but using
if the character is in combat and being First Aid during a crisis is a Pulp Stunt.
attacked it is a Pulp Stunt. Covering Fire First Aid can stabilise a mortally
can be combined with Team Work, wounded character so long as it is
where the Team Leader creates the applied within 1D actions and the wound
Covering Fire and members of the Team was not Aggravated – Aggravated
contribute their Damage Dice towards it. Damage usually shreds, dissolves or
devours characters with no hope of
Feints healing.
Characters can voluntarily accept Limits The difficulty to stabilise a Killing Wound
on all their Move, Attack or Defend with First Aid is 12. Restoring a character
actions in order to win Initiative in the Maimed by a Killing Wound has the same
next exchange. A -1 Limit allows the limitations and the Difficulty is 15.
character to roll 2D/+5 for Initiative.
Mythos Magic (Evoking) can be used to
Full Attack or Full Defence heal Killing Wounds if the Potency equals
Full Attack is a Pulp Stunt. The attacker or exceeds the Difficulty set for First Aid..
rolls 1D/3 and adds that number of dice During a peaceful interlude characters
to his Attack Challenge. The same can be hospitalised and treated for
number becomes a Limit on any Defend Killing Wounds. The character can try to
Challenge and Resist Challenge during roll Reward Dice to recover:
that combat exchange.
Full Defence means the character
forgoes a Dramatic Action in order to Recovery Description Difficulty
avoid a Wound. The character rolls 1D/3 Hospitalised Heal a 10
and gains that number of extra dice to Maiming
add to Defend or Resist Challenges. Each Sanatorium Heal a Killing 15
Wound
dice must be allocated to either
Reanimation Bring a dead 20
Defending or Resisting, not to both. character back
If NPCs use Full Attack or Defence then to life
PCs lower the number of dice they roll to
Defend or Attack by 1D. Each month spent in healthcare can add
+1D (up to maximum of Class) and +1
HEALING Bonus (up to maximum of Profession).
Stunning Wounds disappear after a However, no second attempt is possible
Scene, but a character may want to if the roll fails.
recover faster.
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MAGICAL WOUNDS
When a character takes a Magical
Wound they can try to resist its effects.
Some Magical Attacks can be physically
dodged with a Physique/Survival
Challenge (eg mystic blasts) or seen Characters can take multiple Resists,
through using Perception/Occult (eg trying to equal or exceed the Spell’s
illusions) but most have to be resisted Potency to avoid its effects. The Resists
supernaturally. available to PCs are shown below.
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Investigation
There are a number of problems with This is an effective way of pacing a Story,
running a puzzle-solving and detective- stopping PCs from rushing too soon into
themed RPG. For example, what if the an encounter they are not prepared for,
players don’t get the clues? Most of us ensuring that necessary encounters take
aren’t great physical warriors, but we place, making the players work through
enjoy playing characters who can do an investigation rather than guessing.
physical feats that we can’t. So, why not
The players can offer up Clue Points to
play a character who’s actually brighter
the GM, ‘buying’ critical information,
than you are, who can pick up clues that
plot developments or revelatory cut-
you can’t?
scenes. This enables investigators who
Immediately we have problems. Bright are out of ideas, stone-walled or just
players want to get the credit and plain unlucky to buy themselves back
satisfaction of figuring things out into the plot, bringing forward
themselves, even if they are playing revelations, getting baffling clues
characters who are too dumb to finish a explained to them.
crossword. Less cerebral players would
In a well-designed mystery, the PCs
rather roll dice to solve puzzles, but then
should be out of Clue Points by the time
the GM (who spent hours, perhaps,
they get to the Denouement.
devising the puzzle) feels cheated, as do
smart players who wanted the chance to As the Story develops and characters’
figure it out the hard way. Madness Levels rise, it gets harder and
harder for many of them to pick up fresh
Our solution is to use Clue Points, which
Clues, but easier and easier to gather
are given out by the GM either for
Insight instead. By the time characters
figuring stuff out yourself and making
are Insane, it’s impossible for them to
shrewd investigative decisions (“I’ll look
pick up Clues any more, but they can
for a wall safe behind the paintings”) or
gather Insight easily.
for making good dice rolls using Intellect
and Investigation (“I rolled 18, where’s Something that generates Insight is
the safe?”). termed a ‘Grimoire’ (pronounced “grim-
war”, not “grim-oyer”). Traditionally a
Clue Points represent a sort of numerical
Grimoire is a big musty book for of occult
conversation or exchange between
babblings, but anything can be a
players and the GM. The GM can
Grimoire if it takes on significance in
demand Clue Points before he gives up
terms of the plot. Examples of these
certain crucial plot points or allows the
temporary or one-shot grimoires might
investigation to move to the next stage.
be:
If PCs don’t have enough Clue Points
then, no matter how much the players The peculiar pattern of wounds
guess or surmise, the characters need to on a victim’s body
dig further and find proof. The inane scribblings in the old
professor’s diary
The suggestive five-toed prints in
the snow outside
Anything else that the GM or the
players find creepy or suggestive
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ARCHIVES
Archives represent a different way of
gathering Clues. If the character gains
Access to an Archive, he or she
automatically gains 1D Clue Points or
Insight as appropriate. There's also the
chance of a Grimoire.
Interrogating NPCs is usually a Charm
test, but may use Class or Creativity
instead. The Investigate or Profession
Bonus often applies. ACCESS CHALLENGES FOR
ARCHIVES
On a success, the character gains a
Testimony Clue; the GM may also Research in Archives is also possible.
award a Clue for good roleplaying. Most characters will pass to make an
Access Challenge to gain access to the
Exploring settings for evidence is usually Archive or else roleplay befriending a
a Perception test, but may use Intellect NPC librarian or journalist.
or Creativity instead. The Investigate or
Profession Bonus often applies. • Characters who are Scholars
automatically have access to 1D
On a success the character gains an Archives, but not necessarily in
Evidence Clue; the GM may also award the area the Story is set
a Clue if the player described searching • Some other Professions also gain
in appropriate places. automatic access to certain sorts
of Archives (eg Journalists to
Media Archives, Bishops to
Ecclesiastical Archives)
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GRIMOIRES
Once per Story, the reader of a Grimoire
must make an Intellect/Occult Challenge
to understand the text and a Certainty
Challenge to bear the horror of its
contents. The Difficulty for both rolls is
different for each Grimoire but usually
varies from 8 (for very innocuous
Grimoires are collections of material Esoteric Grimoires) to 15 or higher for
that contain philosophical, scientific or deadly Mythos Grimoires. The benefits
occult significance. will be:
Ordinary published books are not A single Testimony or Evidence
Grimoires because editors and Clue, if the reader is Sane
publishers remove all the troubling and Insight equal up to the
unpleasant material from them, so Grimoire’s Potency, if the reader
Grimoires tend to be ancient books or is Stressed or Insane
self-made literature – diaries, memoirs, NB. Mythos Grimoires produce Esoteric
workbooks and compilations make Insight for Stressed readers, but Esoteric
good Grimoires. Grimoires do not produce Mythos Insight
when the reader is Insane.
When Sane people study Grimoires
they find confused ramblings or baffling Grimoires can also be used to add their
details. Potency to the Potency of a Spell, so long
as the Grimoire’s Abjuration matches the
ACCESSING GRIMOIRES Spell’s Abjuration. Esoteric Grimoires are
no help with Mythos Spells, but Mythos
Each Grimoire has a Difficulty for Grimoires can provide Potency for any
someone to access it with an Esoteric Spell at a -1 Limit.
Intellect/Occult Challenge. This
represents the frailty of the pages, the
obscurity of the text itself and the
difficulty in translating the language. Esoteric Grimoires
The Grimoire’s Horror rating is similar to These Grimoires contain Esoteric Insight
the Horror Score of Mythos creatures: but no Mythos Insight. They are often
the character attempts a mystical or visionary works from within
Certainty/Resilience Challenge but if this mainstream religions or magical
fails the character advances one traditions – Christian mystical prayer, a
Madness Level. book of Black Magic or an ancient pagan
poem.
A very few Grimoires are Extreme Horror
Challenges, meaning that if the Certainty The Bible is an Esoteric Grimoire so long
Challenge fails the reader immediately as it is in its original Hebrew, Greek or
advances to the Grimoire’s Horror Level: Latin rather than an edited commercial
instead of rolling the Challenge, the GM edition; so are the Anglo-Saxon poem
may allow a reader simply to gain one ‘Beowulf’ or the writings of Aleister
automatic Madness Level instead. Crowley.
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RUNNING A HORROR-
HORROR-MYSTERY STORY
The rules of Cthulhu Abides assume a A few starting Clue Points and Insight
certain structure to a horror-mystery helps characters feel confident and
game, whether Purist/Detective or prepared and may be useful in the early
Pulp/Action. As a GM, you are invited to stages of a Story.
take advantage of this structure or
deviate from it or ignore it. In the Dreamlands, the STIMULUS may
be more fantastical, like the appearance
of a mysterious and mystical stranger, a
PRELUDE: THE LAY OF THE proclamation from a king or a prophecy
LAND from a priest. Depending on the
characters’ starting Lore ratings, this
At the start of most horror-mystery might come instead from the
Stories, the GM will let the players know manifestation of a God or Monster or
where their characters are – perhaps at involve the characters being summoned
home, at their place of work, or maybe by the king or queen, seized by slavers or
on a mission or assignment or traveling cultists or abducted by Night-Gaunts.
to a far away place, sightseeing or
exploring. This context is important
because it lets the players know what INVESTIGATION A:
Grimoires, Archives, Cults and Ruins their INTERVIEWING &
characters might reasonably hope to RESEARCHING
make use of in the forthcoming Story.
There is usually an Investigation phase
Often the Story will begin with a where the PCs try to find out more about
STIMULUS. This might be a plea for help what is happening. There may be
from an old friend or an intriguing particular NPCs to talk to, locations to
stranger, a tantalising newspaper article visit and inspect or documents to read
or an overseen or overheard encounter and decipher. This will be a mixture of
between NPCs that prompts further roleplaying and dice rolling. The GM will
investigation. Sometimes, the stimulus is give out Clue Points (mostly Testimony)
something more aggressive: one of the for good roleplaying or successful dice
PCs themselves is threatened, robbed or rolling. Some snippets of information,
attacked and wants to find the cut-scenes or revelations might only be
perpetrator and recover what was lost. encountered if the PCs save up and hand
over a certain number of Clue Points.
Most PCs will immediately want to make
use of any Perks or Professions that give During the course of this, players might
them access to Grimoires, Archives, Cults ask if they can make use of more
or Ruins. They’ll do this to pick up Clue Grimoires, Archives or Cults to pick up
Points or even (if they are characters extra Clues or Insight. Obviously, if a PC
who start play Stressed) Insight. Of has access to one of these through a
course, using these resources might have Perk or Profession and it is nearby and
effects on their Madness Level or even accessible during the Story, there’s no
lead to further complications, but by and problem with that.
large GMs should let PCs do this.
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One option is for the GM to ask players Players might ask if they can make use of
to roll 1D and introduce a Peril after the more Elder Ruins to pick up extra Clues
indicated number of Clue Points have or Insight. Letting PCs make Access
been earned. The Peril doesn’t have to Challenges to get into Esoteric Ruins
be a Shoggoth Attack – a surly drunk at might be a good way of building up extra
the bar or evidence your room has been Clue Points. On the other hand, the GM
broken into can create a sense of Peril. is free to rule that no such Ruins are to
Another option is to have a PC make a hand or near enough to be reached in
Danger Check every time they gain a the time frame of the Story.
Clue Point, adding dice to each Check
Peril is usually closer at hand during an
until a Peril occurs. Well-prepared GMs
exploration phase or takes a more
will timetable Perils into their Stories
alarming form. Peril doesn’t have to
beforehand.
mean attacks by Monsters – the lights
going out, a fall through a rotten
floorboard, an alarming banging upstairs
or a disgusting stench. These can be
Stressors rather than dangers.
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Challenge Roll has been made, to A nominal cost would be a single Clue
try and bring the roll up to the Point to bring about the return of all the
target number needed. This surviving Investigators. This would be
rewards a more reckless, appropriate if they were already
flamboyant style of play. physically in their homes, in a friendly
city or due to be rescued by friendly
GMs may want to limit the size of this
forces. If Investigators have to get
Clue Bonus to stop Investigators blowing
themselves home under their own
all their remaining Clue Points on a single
power, then a cost of one Clue Point
overwhelming Challenge Roll.
each is appropriate.
A useful mechanic is to limit the Bonus to
+6 minus the PC’s Current Madness If the Story left the Investigators in a very
Level. For example, a PC who is precarious position (on a desert island
Deranged4 can only spend (6-4) 2 Clue somewhere in the Pacific, in a gaol in
Points at a time for a maximum +2 Mongolia) then a substantial cost like 10
Bonus. The GM has the final say on Clue Points might be imposed.
whether Clue Points can be used to add a
Bonus. If the GM wishes PCs to have Clue If the PCs can meet the cost of the
Points for the next Threshold, vetoing a return, they will be ready to face the
Clue Bonus may be in the best interest of next Story with their Base Madness Level
the Investigators. restored and any Wounds healed.
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INVESTIGATIONS: GM’
GM’S ADVICE
Clue Points represent a sort of Another use for Clue Points is turning
‘conversation’ between the GM and the them into Bonuses for Challenges. This is
players. The GM gives out Clue Points for entirely at the GM’s discretion and will
roleplaying interviews well, looking in normally only apply for a Challenge that
smart places or making really successful arises directly from the Investigator’s
Challenges at things like research. Typically, the Clue Bonus is
Perception/Investigation. used to attack or defeat the Monster or
main antagonist at the end of the Story,
Sane characters can also get Deduction
once the Investigators have figured out
Clues for thinking of clever things or
the creature’s nature, purposes and
even just making Creativity/Dream
weakness. The Clue Bonus might be
Challenges.
applied to a Combat Challenge to fight
Players give Clue Points back to the GM the monster or a Magic Challenge to
in exchange for information. In a well banish it.
structured Story, the players will pick up
Players need to be advised by the GM
a bunch of Clue Points in their early
how Clue Points are being used in the
investigations then spend them all to get
game they are playing in. If a certain
the information they need to get to the
number of Clue Points are needed to
conclusion or climax of the Story.
‘unlock’ the climax then players won’t
The GM may design a Story so that the want to fritter them away on Preparation
climax or other key scenes or locations rolls or Bonuses in fighting Monsters.
can only be ‘unlocked’ once the
Similarly, if the GM intends that the
Investigators have accumulated enough
Clues should be turned into Bonuses to
Clue Points. A typical ‘tariff’ might be to
give the players a fighting chance against
charge the entire group 5 Clue Points to
a nasty Monster, this should be obvious.
unlock a minor scene or 10 Clue Points to
unlock a climax; alternatively, each Both of these examples are typical of a
individual Investigator may be asked to Pulp/Adventure style game. In typical
contribute 1 or 2 Clue Points. Purist/Detective Stories, Investigators
must use their own wits to reach the
Usually, there’s no difference between
conclusion and defeat the Monster; Clue
Evidece and Testimony Clues, but the
Points are to be used along the way
GM might ask for a specific type. For
rather than hoarded until the end.
example, if the players are struggling to
locate an Elder Ruin, 5 Evidence Clues In a simple Story, 5 Clue Points might
might be a paid to turn up an old map cross the Threshold and unlock the
showing its whereabouts. Similarly, if the Denouement or Ordeal. It's not difficult
players are finding it difficult to get NPCs to pick up 5 Clue Points from cursory
to tell them what they need to know, 5 investigations.
Testimony Clues might bring on a
If the GM asks for 10 Clue Points for a
‘friendly’ NPC who spills the beans and
Threshold, this will turn away under-
makes some aspects of the mystery
prepared investigators and ensure they
more clear.
do their research thoroughly before
heading off to confront the horrors of
the Mythos.
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A Threshold requiring 15 or 20 Clue Of course, you can also get Insight from
Points requires a significant amount of falling into a Fugue state, but that’s
detective work before hand. It alerts the much more inconvenient.
PCs to the fact that there is much more
Later on in these rules there will be more
to be uncovered before they'll be ready
ways of gathering Clues or Insight at the
to take on the Mythos. It may also mean
start of a Story: infiltrating a Cult or an
they can't create huge Bonuses during
Elder Ruin or being Transfigured by a
the Ordeal.
Mythos God. These, however, are more
Archives and Grimoires are part of this risky than browsing in an Archive.
system. In the early stages of an
Investigator may also gather Gnosis, a
investigation, PCs will consult Archives
sort of magical energy that is generated
for extra Clue Points. Archives related to
by taking part in the worship of Cults or
a character’s Profession can be accessed
encountering Old Ones or Gods directly.
automatically, but the GM may expect
Gnosis is usually used to boost the
PCs to make an Access Challenge or
Potency of Spells, but it can be ‘cashed
roleplay convincingly to gain access to
in’ for Insight by Investigators (each 1D
other Archives.
of Gnosis turns into a point of Insight).
Sometimes the GM will have decided on
As a campaign progresses from one Story
specific information that can be
to the next, PCs will start acquiring their
uncovered at an Archive instead of a
own Grimoires and earning access to
Clue Point.
more and more Archives. They might
Insight points are very useful in this also start converting their excess Insight
game, because they let characters re-roll into Epistles – insane scribblings that can
Dice. Most Investigators start a Story generate Clues or Insight when read
with very little Insight (you can only carry during a later Story.
between Stories an amount of Insight of
Experienced Investigators will have
each type equal to your Base Madness
resources at their disposal that enable
Level). This means one of the first things
them to generate a stack of Clues and
Stressed or Insane PCs will want to do is
Insight before they even set foot in a
consult an Archive or Grimoire to gather
creepy old house, but then they are
the Insight from it.
probably up against more deadly and
unforgiving enemies.
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Magic
One of the things we wanted to do with Researching a Spell is a long-
Cthulhu Abides was get away from Spell winded process that only works
Lists. In the early days of RPGs, magic- at all if you are mad.
users knew lists of spells and a spell book
Professor Armitage was able to put
was something that contained a list of
together his Yog-Sothoth blast after
new ones. Magic-users added to their
suffering a complete nervous
lists and grew more versatile. Nothing
breakdown.
could be further from the spirit of
Lovecraft’s magical books and mystical For humans (or part-humans),
powers. performing Magic depends on
using Mythos Grimoires.
In Lovecraft’s Mythos, magic is really
science. It’s a demented, blasphemous Humans just don’t have what it takes
alien science that only aliens, monsters to do Magic without a Grimoire.
and madmen can understand, but it’s However, they don’t need the
still science. In the past it was mistaken Grimoire there in their hand the
for magic by occultists and recorded as moment they cast the Spell. It’s
such, but this just goes to show how enough to have studied the Grimoire
wide-of-the-mark human civilization has beforehand and worked out the
been for the past 5000 years. Science words, gestures, ingredients, etc that
doesn’t give you a bunch of one-shot you need
techniques that produce hard-and-fast The Grimoires don’t contain
effects. On the contrary, science gives ready made Spells. They contain
you procedures you can adapt creatively advice, hints, invocations,
to any problem. So long as you know procedures.
what you’re doing. And (because this is
demented, blasphemous, alien science), The trick is to adapt these creatively
so long as you’re a madman. to induce the magical effect you
want.
The best example in a Lovecraftian story
of “Player Characters” using magic is The There are fairly standard rituals
Dunwich Horror. Here, monstrous hybrid and invocations that help out
Wilbur Whateley wants to summon Yog- any Spell.
Sothoth but his (earthly) father’s books Wilbur Whateley talks about the
don’t have enough of what he needs. Voorish Sign and Professor Armitage
The Latin Necronomicon at the uses the Powder of Ibn Ghazi. These
Miskatonic University does, but Wilbur is seem to be elements in any Mythos
(rather disappointingly) killed by a guard Sorcerer’s occult kit bag.
dog before he can steal it. Professor
Armitage and his allies then use the Following these principles, Cthulhu
same Necronomicon to cobble together a Abides uses a ‘freeform’ magic system,
spell that will destroy Wilbur’s ghastly where the PC describes the effect he or
twin brother. she is trying to bring about and the GM
works out which Abjuration (magical
From this a number of guiding principles school) is appropriate, what Grimoires
emerge: are needed and what the precise effect
of the Spell is once it is cast.
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CASTING SPELLS
Esoteric Magic usually requires that the
caster is Stressed, expends Esoteric or
Mythos Insight and any Esoteric Spell is
an Unnatural4 Stressor with a Score
equal to its Potency.
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The only restriction on this is that all the This is why ambitious Theurgists seek
ingredients used in a Spell must share out Mythos Magic.
the same Abjuration. Abjurations are
2. Spells should be unforgiving.
thematic magical groupings of Grimoires,
Cults, Elder Ruins and Gods that share Esoteric Magic is a human twisting of
similar mythological origins. true Mythos Magic in line with
mankind’s fixation of justice and
• NPCs and Monsters have a Magic goodness. In essence, though, they
Score which is checked to see if are hostile and dangerous forces.
they cast the Spell successfully There should be a cost or a sacrifice
(often against a PC’s Magic Resist in most Spells, a sort of poetic justice,
Challenge) and also serves as the which should be darker and more
Spell’s Potency. macabre the more powerful the
• Mythos Spells have a Potency effect. For example, Spells which
that can go as high as 30; make a person romantically
Esoteric Spells have a Potency attractive also make him impotent;
that can go as high as 20 Spells that make a person as strong
The Complications of Spells as a bear give him a craving for raw
meat.
Cthulhu Abides uses a freeform magic 3. Esoteric Spells are no match for
system, encouraging GM and players to the Mythos.
work together designing atmospheric
and memorable Spells. There are two Esoteric Curses fail against Mythos
principles to Mythos Spell creation: Wards and Esoteric Wards are no
protection against Mythos attacks.
1. Spells should be provocative, Esoteric Summonses only work on
stimulating new stories and plot Mythos creatures who wish to be
developments. summoned. Of course, sometimes
Mythos creatures will enact a
A Portal to transport Investigators pantomime of being affected by
home should have a chance of Esoteric Magic, the better to exploit
dropping them in Leng; a sword that humans or disguise their true nature.
deals out unhealable wounds should
gradually replace the wielder’s mind
with that of a dead ancestor.
2. Spells should be creepy.
All Mythos Spells are alien in origin
and none were meant to be used by
humans. Performing them should
involve perverse or destructive
behaviour or else they should have
corrupting or disturbing side effects.
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Esoteric Abjurations
Mythos Abjurations
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Types of Spell
Spell Description
1. Binding Control a person, animal or Monster and compel it to serve your will
• The Binding’s Potency must exceed the target’s Resistance (or Resist
Challenge) to control it
• Esoteric Binding only usually lasts for a Scene and cannot affect Mythos
entities
• Mythos Binding can last indefinitely, but subject to the Spell’s
Complications
2. Curse Blast your enemy with magic and make them die hideously
• The Curse’s Potency must exceed the target’s Resistance (or Resist
Challenge) to Wound it
• Esoteric Curses only inflict Stunning Wounds
• Mythos Curses inflict Killing Wounds
3. Evoke Channel magical energies into someone or something to make them powerful
• See table below for effects
4. Exaltation [Esoteric only] Manipulate luck, good fortune, popularity and social pressures to
bring prosperity and advancement
• See table below for effects
4. Portal [Mythos only] Open conduits through time or space to other worlds, dimensions
or aeons
• See table below for effects
5. Summon These draw a person, animal or Monster to you
• The Summoning’s Potency must exceed the target’s Resistance (or Resist
Challenge) to attract it
• Esoteric Summoning attracts the target under its own speed and may
take days to arrive; will not affect Mythos entities
• Mythos Summoning can be instantaneous
6. Ward Create a defence or prison which a monster or person cannot approach, attack
or escape
• The Ward’s Potency must exceed the target’s Resistance (or Resist
Challenge) to repel or trap it
• Esoteric Wards only usually lasts for a Scene and cannot affect Mythos
entities
• Mythos Wards last indefinitely, but subject to the Spell’s Complications
EVOKE
Potency Effect
5 Change the superficial appearance of something, like its colour, apparent age,
cleanliness or state of repair
8 Alter or mutate something noticeably, so it no long looks like it did but is still
recognisable
10 Alter or mutate something dramatically, so it is no longer recognisable
12 Bring someone back from a Killing Wound or protect against a Killing Wound
15 Restore a limb or organ Maimed by a Killing Wound; cure diseases and poisons
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18 Rearrange the limbs and physiology of a creature, altering its Scores and
Attributes and giving it powers like flight, water breathing or invisibility
20 Reanimate the dead or give life and intelligence to animals or objects
22 Alter your body into a new form or transfer your consciousness to another body
25 Make yourself immune to age, disease or death by normal means or alter
someone else’s body or mind into a new form
28 Alter your body into monstrous or alien forms
30 Alter anyone’s body into monstrous or alien forms
Changing/altering can be a slow process of mutation, a surgical process of removing and adding
organs (Yuggoth) or a sudden but illusory change (Hyborian)
EXALTATION
Potency Effect
5 Makes you attractive to someone else, helps you find something you lost
8 Makes you sexually attractive to someone else,
10 Makes you seem wise, competent or authoritative to others
12 Creates lucky breaks (same as spending Insight, but others can benefit)
15 Creates opportunities for jobs, promotion, marriage or business deals
18 Creates opportunities for wealth or political power
20 Creates the opportunity for your dream to come true
Exalting duplicates the effect of a Charm, Class or Creativity Challenge; effects are temporary
PORTAL
Potency Effect
5 Share thoughts with someone you touch
8 Share thoughts with someone you see
10 Share thoughts with someone you know or view them; create a portal to
somewhere you can see
12 Share thoughts with or view someone whose name you know or whose personal
items you possess (a condition for all the further powers) or view a place you can
imagine; create a portal to somewhere you have been; conjure something you see
15 Share thoughts with someone recently dead or view the recent past or near
future; create a portal through the Angles or to somewhere you can imagine or
the Dreamlands in your sleep; conjure something you have owned
18 Share thoughts with or view someone from the historic past; view another world;
create a portal to anywhere on a map; conjure something you have seen
20 Share thoughts with or view someone from the pre-historic past; create a portal to
another world (the Moon, Yuggoth, Shaggai, Celeano) or view a legendary or lost
place; conjure something you have seen depicted or described
22 Share thoughts with or view someone from the pre-human past or a Monster;
create a portal to the past or a legendary place (R’lyeh, Irem, Kadath, Lost Carcosa)
or view one of the Gods or Old Ones; conjure something from another world
25 Share thoughts with a lesser God or Old One; create a portal to the Hyborian past;
conjure an Esoteric Artefact
28 Share thoughts with an Other God or Great Old One; create a portal to the Elder
past or the future; conjure a Mythos Artefact
30 Share thoughts with Nyarlathotep, Cthulhu; create a portal to the throne of
Azathoth; conjure something from the past or the future
“Sharing thoughts” can mean telepathy or swapping minds (or, in the Yuggoth Abjuration, brains);
“portals” can be teleports, gateways, vehicles or creatures that serve as steeds; “conjuring” means
teleporting an object or transforming something (or someone)
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Incantations
Several Incantations popular with Each Incantation adds 1D to the Spell
Mythos Sorcerers are listed below. A Challenge, but if the Incantation matches
Sorcerer must spend Insight for each one the Spell’s Abjuration then the value is
and make a separate roll; if one roll fails, 2D.
all the Incantations fail.
Incantation Description Difficulty Abjuration
Cthulhu fhtagn Ph'nglui Mglw'nafh 10 R’lyeh
Cthulhu R'lyeh
wgah'nagl fhtagn
Elder Sign 12 All, but only for
Wards or Binding
Iä, Shub-Niggurath! Iä! Shub-Niggurath! The 8 Azathoth & R'lyeh
Black Goat of the Woods
with a Thousand Young!
Powder of Ibn Ghazi Dust alchemised from a 15 All, but only for
200 year old corpse Curses or Evocation
Seal of N’Gah 10 Chthonic
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Some other ingredients add to the All the dice are taken together then
overall Potency of a Spell. rolled like a Challenge. The caster’s
Dream Bonus can be applied if they have
Gnosis is a sort of ‘floating’ pool of the Magician, Theurgist or Sorcerer
Potency that can be saved until used up Merits.
on a Spell or ‘cashed in’ for Insight or
Clues. It may come from Transfiguration In addition, each Spell gets a Bonus to its
or the help of a Cult or the use of some Potency depending on the Abjuration
Scrolls or Artefacts. being used and the Spell Type. The
Abjuration must be compatible with the
Every additional source of Potency Grimoire being used.
added into a Spell requires the caster to
spend a point of Insight.
ESOTERIC POTENCY BONUSES
Abjuration Binding Curse Evoke Exalting Summon Ward
Angelical +3 +0 +4 +2 +1 +5
Demonist +0 +3 +1 +5 +4 +2
Hermetic +2 +5 +3 +1 +0 +4
Kabbalist +5 +2 +0 +4 +3 +1
Necromantic +1 +4 +2 +0 +5 +3
Pagan +4 +1 +5 +3 +2 +0
Most human Sorcerers will have used the In some cases, the GM might allow a
Facility option to reduce the Difficulty lesser effect to take place after a failed
enough to cast the Spell in the first place, Potency roll, but should insist the caster
so this must be deducted from the rolls on the Spell Mishap table to
Spell’s Potency, possibly wiping it out represent this unplanned effect.
any Bonus altogether.
Re-Using Spells
If the rolled Potency isn’t high enough to
achieve the effect the caster wanted, Most Spells tend to be one-off affairs,
then usually nothing occurs, but the created to tackle a particular problem
character will still have spent Insight and during a particular adventure. However
suffered a Stressor for casting a Spell. some Spells (especially Cursings and
The Certainty Challenge to Resist this Summonings) might have wider
Stressor has a Difficulty equal to the application and Investigators might want
Potency that was rolled. to cast the Spell again and again.
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When a Spell is created, the PC should Hengist decides not to attempt any
record the number of Dice and the size horrible Ritual or Sacrifice but he does
of the Bonus that created the Spell’s venture into the Dreamlands and
original Potency. If the Spell is re-cast the perform the Spell on the Isle of Oriab
PC doesn’t have to re-roll the original under Mount Ngranek and this is highly
Intellect/Occult Challenge to make the sympathetic: Hengist’s player rolls 1D,
Spell work in the first place. Spending a scores (5) 5 and the Difficulty drops to
point of the right sort of Insight is 25.
enough to make the Spell work, but the
Potency must be re-rolled each time. Hengist decides to use Facility and
deducts 6 from the Difficulty, taking it
down to 19 and noting that the Potency
will drop by 6 too.
Re-casting Attempt Limit
Spontaneous -2 Hengist performs the Voorish Sign. He
Close replication -1 passes his Intellect/Occult roll and spends
Different Grimoire -1 a point of Mythos Insight. Because the
Sign is aligned to the Hyperborian
Abjuration, he can roll 2D and since he
If the Spell is re-attempted in a scores (2, 3) 3. He attempts an Elder Sign
spontaneous, unplanned way, there is a - and succeeds in his roll, spends another
2 Limit on the Potency Challenge. If an Insight and rolls 2D again; he scores (1,
attempt is made to replicate the original 3) another 3 for a total of 6. He invokes
casting, adapted to a new time and Shub-Niggurath successfully, spends
place, then there is only a -1 Limit. The another Insight and rolls a 2, so no effect.
GM might allow a Spell cast in exactly In total his Incantations reduce the
the same way as the first time (using the Difficulty by (3+3) 6, so the Difficulty is
same Rituals, Grimoires and Sympathetic now 13.
Locations) to suffer no Limit. If the PC
uses better Grimoires, the Potency roll Hengist is out of Insight and, in any
might be increased, but a -1 Limit will event, doesn’t want to risk another
still apply for altering the original Incantation because if he failed the roll
formula. then all the Incantations would fail and
he would have to attempt the Spell at
Example of a Mythos Spell Being Difficulty 19 with no further chance to
reduce it.
Cast
Hengist rolls Intellect/Occult to cast the
Hengist Winthrop, a Deranged4 Scholar,
Spell, scores (5, 6, 2, 5, 2) and a +4 Bonus
wants to create a Spell to bind a Night-
for 14 and succeeds. Now he must
Gaunt.
determine its Potency. A translated
Grimoire like his is worth 5D; as a
The GM says that Night-Gaunts need to
Sorcerer, Hengist gets to add his Dream
be bound using the Hyborian Abjuration
Bonus but the +6 Hyborian Bonus was
since they are creatures of the
wiped out by his use of Facility. Hengist
Dreamlands. Fortunately Hengist has a
scores (4, 3, 1, 4, 4) and a +4 Dream
damaged copy of Cultes Des Goules in an
Bonus for 16 in total.
English translation and this book links to
the Hyborian Abjuration as well as
Azathoth and R’lyeh. He spends a point
of Mythos Insight to start the Spell.
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The GM decides that Hengist has created They can be acquired from Mythos Spell
a mystical melody that will control any Mishaps, Geist effects, Transfigurations
Night-Gaunt with a Enmity of 16 or less or associating with Ghouls or their
but which creates Unnatural4 music for burrows - including studying Cultes des
anyone else present. Goules or viewing Pickman's ghastly
portraits.
Each use of the flute costs a point of
Mythos Insight but Harvey will have to Every time a Ghoul Point is gained, the
re-roll the Potency with 5D and a +4 character must make a Danger Check
Bonus. However, the Potency Challenge with 1D for each Ghoul Point. If any
will usually suffer a -1 Limit (-2 if Harvey come up 6, the transformation into a
doesn’t even use the flute). Ghoul begins (-1 to Charm & Intellect, +1
to Base Madness, +1D Potency for any
Hengist’s Base Madness Level increases Mythos Spell, +1D Mythos Insight each
by +1 so long as he knows this Spell. He Story) and the change is completed
has spent 4 Mythos Insight, plus any when the next Ghoul Point is gained or if
Insight he used to travel the Dreamlands the character is Transfigured. Characters
and adjust his dice rolls. who become full Ghouls should be
retired - they are now NPCs.
Ghoul Points
Removing Ghoul Points might be
Ghoul Points measure a character's possible with experimental treatment in
transformation into a monster. certain sanatoriums. This is a Difficulty
15 Reward.
MAGIC: GM’
GM’S ADVICE
In Cthulhu Abides, characters have access Nevertheless, there’s a lot PCs can do to
to magic quite freely. All a character improve the odds.
needs to cast a Spell is a successful
Visiting special places, waiting for special
Intellect/Occult Challenge and a source
times, performing tricky Incantations or
of Potency, usually a Grimoire. The
trading off Potency for Facility can lower
Magic System is freeform, allowing
the Difficulty of a Spell.
players to come up with any Spell-effect
they can imagine. Potency itself gets a boost based on the
Spell’s Abjuration and there’s no reason
It’s not quite as simple as that.
why spell-casters should restrict
The Difficulty for the Intellect/Occult themselves to just one Grimoire. In fact,
Challenge is set really high (30 for getting access to several different
Mythos Spells, 20 for Esoteric Spells). Grimoires is the classic approach to
boosting your Spell’s power. This means
The Potency Challenge that follows tends
visiting different Archives or pooling
to be quite Difficult for significant
resources. The only restriction is that the
magical effects – at least 12+, often
Grimoires must all share the same
much higher to travel to other worlds or
Abjuration.
bind powerful entities. The Dice available
for a Potency Challenge tend to be
limited, 4-6 for most Grimoires.
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On the face of it, magic can be a GMs should be careful with this, since if
headache for a GM. In a Story where every Spell backfires then players will
Investigators are supposed to confront give up on magic, but one backfire in six
the Shoggoth in the old mine and trap it sounds like fair odds and GMs might
down there with dynamite, they can make a Danger Check to see if a Spell
instead research a Spell to Bind it or works out as it was supposed to.
Ward it or even Curse it.
Although the different Abjurations are
One response is to welcome these provided to give magic a sense of theme
developments. After all, Spells aren’t and style, the GM could interpret them
easy and many Mythos creatures are more strictly. Abjurations might be
highly resistant to magic (having high specifically required for certain Spells.
Enmity Scores and the X symbols that For example, Binding a Shoggoth might
indicate Limits on any Potency Rolls to require the Pnakotic Abjuration. This
overcome them). Reading Grimoires limits the Grimoires a character can use,
imposes a Stressor and the most sending would-be spell-casters further
powerful Grimoires are Extreme Horrors afield to acquire the Potency.
that either catapult a PC straight into
Players may use Teamwork to bring
madness or impose an automatic hike to
down the sky-high Difficulty levels of
Current Madness Level.
Spell Casting Challenges. "Teamwork"
Furthermore, most characters have to be means conducting a Ritual, with the full
Insane even to attempt Mythos Magic, panoply of cowled figures chanting,
while the easier, weaker Esoteric Magic blood sacrifice, orgies and self-
has no effect on creatures of the Mythos. mutilation. Attempting this is always an
Extreme Horror because of the alien
Finally, every Mythos Spell created
psychology underlying magic - Mythos6
increases a character’s Base Madness
for Mythos Spells, Unnatural4 for Esoteric
Level. Many players figure their
Spells, the Horror Score being equal to
characters can cope with Base Madness
the Potency achieved. Few player
in the Stressed category, but beyond this
characters choose this - it's a recipe for
players need to think hard before
turning into a Maniac6 straight away.
choosing magic as their solution.
Team Members must be of the right
Despite this, a GM might decide to Madness Level and each must contribute
restrict magic further. It is perfectly fair a point of their own Insight.
to allow Spell-use only to characters with
Because Professor Armitage and his
supernatural Perks (Theurgist, Sorcerer,
assistants did appear to use some sort of
Magician) or the Spiritualist Profession
Teamwork against the Dunwich Horror,
(see Appendix II).
the Magician Perk is provided (p147),
It is up to the GM to interpret the allowing characters to perform Rituals
outcome of a Spell, since Magic is alien quickly (1D hours) and as normal
science and no human should have Stressors rather than Extreme Horrors.
reliable control over it.
Spell-effects created by humans are
temporary or limited, so a Spell to Ward
a Shoggoth might force it to go
somewhere else and a Spell to Curse it
might just split it in two.
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Foes
Lovecraft never used his monsters as Some Monsters have Scores so high an
muscle. Invariably, he holds off their ordinary PC shouldn’t be able to hit them
appearance to the closing pages, even or hurt them or Resist a Wound inflicted
the closing paragraphs, of his stories. By by them. This is as it should be. If a
the time the Big Bad makes an creature has Scores like that, it’s the
appearance, its very appearance is the Mythos’ way of telling players “You
climax. Frequently, almost as an shouldn’t be fighting with this thing”.
afterthought, the protagonist dies or
For the same reason, GMs must avoid
goes mad. However, the sublime horror
putting PCs into no-win confrontations
is the monster’s existence, not its
with Mythos beasts. What’s the point in
rending claws.
it? There should always be a way out, an
RPGs aren’t like that, of course. Player escape route or an alternative tactic
Characters don’t go down without a except (perhaps) for the climactic Scene
fight. They’ll try punching a Shoggoth if where (some people feel) it is entirely
that’s the only way they can go down appropriate for all the PCs to die or go
fighting. Some monsters have to be mad. After all, if the Mythos Monsters
quantified, defined, described, reduced wanted to fight humans, or saw
to the level of mere opponents. This is something to gain by it, they’d run down
regrettable – and we shouldn’t stop the High Street butchering shoppers.
regretting it – but it’s probably They don’t do this, so presumably killing
necessary. A roleplaying game is not a PCs doesn’t interest them much. Of
tasteful Gothic psychological thriller. It’s course, if the PCs insist on a fight, then
rather more like a raucous, improvised don’t disappoint them…
Hollywood blockbuster.
By the same logic, ramp up the Scores
In Cthulhu Abides Monsters and NPCs for top NPC antagonists or Monsters if
generally are defined by a set of fixed the PCs are well-armed, Coherent Teams
Scores rather than pools of dice to roll. with sky-high Bonuses in Fighting.
The Player Characters make all the dice Double Cthulhu’s Damage Score. Hell,
rolls, which is quite empowering, so triple it! Cthulhu’s practically a god, he
bearing this in mind the GM should set can have any Score he wants. The Scores
important NPCs’ and Monsters’ Scores that follow are, for most Monsters and
high. Surviving a swipe from a Deep Titans, their default setting, the level
One’s claw should be something to feel they find convenient to operate at. But
proud of. most of these brutes have fought Elder
Things with death rays and won, so if the
Nevertheless, fixed Scores can be
puny humans bring a knife to the fight,
predictable and drain a lot of valuable
they’ll bring a gun. The fight against the
uncertainty and anxiety out of
Mythos is won with brains, not bullets,
encounters. For this reason, the “Boss
and if the PCs start relying too much on
Fight” rules allow the GM to vary a NPC’s
bullets, then increase the Monsters’
Score by 1D, either at the start of an
Scores and tell the players the stars just
encounter or on an action-by-action
got a little bit more right.
basis, depending how unpredictable the
GM wants the opponent to be.
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MONSTERS
Monsters are described by the same 6 Damage: Aggravated Wounds (inflicted
Scores as NPCs, but their scores tend to by acid, radiation or slavering maws)
be higher (up to 30). Monsters have two impose a -1 Limit on any Resist
additional Scores: Challenges for each X after the Score.
Horror: A score usually ranging from 8 Defend: Untouchable Monsters (who are
(alarming) to 15 (traumatic) but as high enormous or do not fully exist in material
as 30 for Great Old Ones and Alien Gods. form) impose a -1 Limit on any Attack
The PCs must equal or exceed this score Challenges for each X after the Score.
on a Certainty Challenge or advance in
Madness. Monsters also have a Shock Resistance: Indestructible Monsters
Level (eg Unnatural3, Otherworldly4 or (who have no accessible weak spots)
Mythos5) indicating the Level of Madness impose a -1 Limit on any Damage
they inspire. “X” indicates the being Challenges for each X after the Score.
inspires Extreme Horror.
Enmity: Alien Intelligences (whose
Magic: A score usually ranging from 10 thought processes are incomprehensible
(mystically sensitive) up to 30 (godlike to humans) impose a -1 Limit on any
power) that indicates the effects of the Challenges to influence or control them
character’s Magic and the Potency of its for each X after the Score. Some
Spells. Monsters also have an Abjuration, Monsters and other entities especially
representing the school of Magic they wish to be invited into the human reality
employ. and they are indicated with an asterisk
(*) and their Enmity should be halved
In addition, some Scores work slightly against attempts to Summon (but not
differently for Monsters: Bind) them.
NB. Against other NPCs each “X” reduces
Attack: Some Monsters (typically very
an opponent’s Score by 1D/+3
large ones) have a Devastating Attack
which imposes a -1 Limit on any Defend
Challenges for each X after the Score.
indicates Area Effects, allowing one
Action to attack everyone within reach.
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ESOTERIC MONSTERS
Depending on the flavour of the Esoteric Monsters are subject to Esoteric
campaign, GMs may wish to introduce Warding and Summoning but can also be
non-Mythos monsters. Esoteric Summoned, Warded and (crucially)
Monsters are tied to human folklore, Bound by Mythos Spells. Most of these
religion and values and though they can creatures have their origins in Mythos
be dangerous and evil, they are less magic, scientific experiments or servitor
shocking than the alien horrors of the races, though they may have forgotten
Mythos. Most only provide Profound it. Many believe themselves to be the
Shocks2 or are at worst Unnatural3. They demons, spirits or demi-gods human
are never Extreme Horrors. culture depicts them as.
1. Ghost 2. Mermaid 3. Mummy
(man-eating)
Initiative 7 7 / 1 on land 4
Attack - 10 12
Damage - 12 12
Defend 12XX 10 9
Resistance 15XX 12 15XX
Enmity 10X 12 12X
4 3 3
Horror 12, Unnatural 10, Profound Shock 12, Profound Shock
Magic 15XX, Demonist 10, Pagan 15X, Hermetic
4. Vampire 5. Werewolf 6. Zombie
Initiative 9 / 12 as bat 9 / 11 as wolf 1
Attack 12 15 9
Damage 12X 15X 12
Defend 12 15 7
Resistance 15X 15X 12X
Enmity 15X 12 5X
3 3 3
Horror 10, Profound Shock 15, Profound Shock 12, Profound Shock
Magic 12X, Demonist 10, Demonist/Pagan - , Voodoo/Demonic
As with other Monsters, the GM can Most Monsters use their Magic for one
declare some Esoteric Monsters to be type of effect, but each X after the Magic
‘Bosses’ and split 1D among their Scores Score suggests an additional effect they
or increase the number of Xs. can employ.
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VILLAINS
Maniac Priests keep the Cultists in line
All too often, the Investigators’
and are usually slightly more functional.
antagonists are human, albeit insane
Their Horror Score comes from
humans in the thrall to a suicidal death
witnessing their worship. They often
cult
have a couple of Spells from their Cult’s
Maniac Cultists are frothing lunatics Abjuration.
whose social vocabulary extends no Deranged Magicians are insane but can
further than “Die, unbeliever!” Their hide it for a time. They often have
Horror Score comes from listening to Artefacts and Grimoires as well as 3 or
their rants. Most have a single Magic more Spells; the Abjuration depends on
Spell based on the Abjuration of their the Grimoires they own.
cult.
ANIMALS
Some of the animals Investigators
confronting evil Cults have to deal with.
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The lord, high priest and possibly At times, due to an alignment of the
progenitor of the Great Old Ones, stars, undersea vulcanism or energetic
Cthulhu is entombed in his city beneath sacrifices by his Cult, Cthulhu’s tomb
the Pacific Ocean. Dreaming within rises above the water and he can briefly
haunted R'lyeh, Cthulhu abides. maraud about, although he cannot
escape the precincts of R’lyeh. This may
His telepathic mind broadcasts his
be because of Elder Signs placed to
desires in dreams to his receptive Cult
secure him, the stars not yet being right
and the Deep Ones and Tcho-Tcho tribe
or R’lyeh’s Angles being incongruent with
that serve him.
the Angles of our reality.
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Yog-Sothoth
Initiative 20
Attack 30XX
Damage 30XX
Defend 20X
Resistance 30XXX
Enmity 22*XXX
6
Horror 22X, Mythos
Magic 30XXX, Azathoth/Yuggoth
Yog-Sothoth's Gnosis & Foulness
Gnosis Azathoth & Yuggoth Magic Potency, Mythos Insight, Crossing the
Angles, all Reward Challenges
Frailties Gerontophobia (fear of old things), Gnosiophobia (fear of knowledge),
Goniophobia (fear of sharp angles), Laliophobia (fear of speaking)
Monstrosity Inorganic – Yog-Sothoth replaces flesh with Tindalos-matter
Possession Victims become Tindalos
Roll Geist Effect
1 Ageing: Grow older or by 1Dx10 years
2 Angles: The character is trapped in non-Euclidian angles and needs
rescuing
3 Rebirth: Grow younger by 1D x10 years
4 Space Portal: Transports you (1D: 1-3) to another continent, (4-5) to
another world, (6) beyond the Angles
5 Surrogate: Women become pregnant by Yog-Sothoth; men are
implanted with an evil parasite
6 Time Portal: Transports to (1D: 1-3) ancient history, (4-5) Hyborian pre-
history, (6) Elder pre-human history
Yog-Sothoth exists outside conventional Yog-Sothoth’s intentions seem to be to
time and space but yearns to break rework the Angles of our reality,
through into our reality. When it cleansing the planet of human (and
manifests, it is as a rent in space through perhaps all) life and replacing it with
which indescribable energies fall. Yog- extra-angular entities like itself. The
Sothoth can mutate living tissue and Tindalos, the Hounds of Yog-Sothoth,
engender half-human hybrids. provide a terrifying glimpse of what
existence would be like on such an earth.
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Few cults serve Yog-Sothoth, although all More typically, characters may be
Sorcerers venerate it as “the Key and the Transfigured by crossing the Angles or
Gate”, the entity that governs realities suffering the attacks of Tindalos.
beyond the Angles and all attempts to
Characters who are aged or reborn
travel in time and space invoke Yog-
outside their normal lifespan typically
Sothoth.
disappear forever as do those on whom
All living beings find Yog-Sothoth’s the god’s Wrath falls. The Angles fate
presence deeply noxious, especially requires a Potency 15 Mythos Portal
animals and principally dogs. Some Spell to rescue the victim or the
crazed Sorcerers seek out contact with assistance of a creature that can pass
Yog-Sothoth for the secret of restored through the Angles; space/time travel
youth, immortality or godlike power over requires Potency 20+ Spells.
time. While Yog-Sothoth can, in
Cult: No large Cult serves Yog-Sothoth
principle, heal the sick and restore the
but the Yithians invoke Yog-Sothoth to
dead to life, its powers are invariably
empower their time travel and the
more unwholesome than that.
Yellow Sign make offerings to Yog-
Transfiguration: A direct encounter with Sothoth in their attempts to free Hastur.
Yog-Sothoth is a compulsory
Lone Sorcerers and their families or
Transfiguration, with a starting
servants try to summon Yog-Sothoth for
Blasphemy Level of 1D (spend Mythos
a variety of reasons; many of these are
Insight to re-roll).
Tindalos or served by them.
Nyarlathotep
Initiative 10
Attack 20X
Damage 22X
Defend 18
Resistance 28X
Enmity 30*X
6
Horror 25X, Mythos
Magic 30XXX, All
Nyarlathotep's Gnosis & Foulness
Gnosis Any Magic Potency, Mythos Insight, Sigil Resist Challenges, Starry
Wisdom Infiltration, all Reward Challenges
Frailties Aulophobia (fear of flutes), Megalomania (delusions of grandeur),
Nyctophobia (fear of the dark), Pharaohphobia (fear of Ancient Egypt)
Monstrosity Any – Nyarlathotep transforms victims in all sorts of inventive ways
Possession Victims become Mythos Mummies
Roll Geist Effect
1 Ambiguous Blessing: Increase one Attribute by +1
2 Dread: Nyarlathotep’s prophecies impose -1 Limit on Horror Challenges
3 Dreamlands: transports you to (1D: 1-3) Leng, (4-5) ‘Ygiroth, (6) Kadath
6
4 Nightmares: dreams of the world’s end are a nightly Mythos stressor
5 Sacrifice: Nyarlathotep kills or abducts the person you hold most dear
6 Time Portal: transports you to (1D: 1-3) Ancient Egypt, (4-5) Hyborian
Stygia, (6) Elder pre-human history
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Tsathoggua
Initiative 8
Attack 28X
Damage 25X
Defend 20
Resistance 30X
Enmity 30XXX
6
Horror 28X, Mythos
Magic 30XXX, Chthonic
Tsathoggua's Gnosis & Foulness
Gnosis Chthonic Magic Potency, Mythos Insight, Chthonic Vault Infiltration
Frailties Batrachophobia (fear of amphibians), Blennophobia (fear of slime),
Narcolepsy (sleeping fits), Nyctophobia (fear of the dark)
Monstrosity Inorganic – victims’ skin and limbs turn into black gel
Possession Victims become Formless Spawn
Roll Geist Effect
4
1 Black Bile: acidic black vomit is an Unnatural stressor and does a
Killing Wound on anyone struck by it
2 Blind: -2 Limit on sight Challenges, navigating/fighting becomes a Stunt
3 Dread: Tsathoggua’s darkness imposes -1 Limit on Certainty Challenges
4
4 Frog in Throat: coughing up toads is Stun Wound & Unnatural stressor
5 Hibernation: The character is Stunned for the rest of the Story and
needs a Difficulty 18 Reward Challenge to wake
6
6 Nightmares: dreams of lightless N’Kai are a nightly Mythos stressor
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Yig
Initiative 14
Attack 25X
Damage 25XXX
Defend 25
Resistance 22X
Enmity 25*XX
6
Horror 25X, Mythos
Magic 25XXX, Chthonic
Yig's Gnosis & Foulness
Gnosis Chthonic Magic Potency, Mythos Insight, First Aid and Healing Reward
Challenges, Chthonic Vault Infiltration
Frailties Herpetophobia (fear of reptiles), Nymphomania/Satyriasis (compulsive
copulation), Toxophobia (fear of being poisoned), Odontophobia (fear
of teeth), Ophidiophobia (fear of snakes)
Monstrosity Reptilian – Yig turns victims into snakes
Possession Victims become Serpent Folk
Roll Geist Effect
1 Ambiguous Blessing: Increase one Attribute by +1
6
2 Nightmares: dreams of snakes are a nightly Mythos stressor
3 Snake Attack: a carpet of poisonous snakes issues forth and attacks
everyone present
4 Snake in Throat: coughing up live snakes for a Scene is a Stun Wound
4
and an Unnatural stressor
5 Surrogate: Women become pregnant by Yog-Sothoth; men are
implanted with an evil parasite
4
6 Venomous Spittle: poisonous vomit is an Unnatural stressor and does
a Killing Wound on anyone struck by it
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FOES: GM’
GM’S ADVICE
As a general rule, any adversary with an The Transfiguration rules allow the
Attack or Damage Score of 18+ will ultimate threats of the Mythos – the
overwhelm player characters unless they Gods and Old Ones – to threaten
have particularly high Fighting Bonuses characters in some way other than
or use Teamwork. The X Scores are physically.
doubly bad, because they impose Limits
However, because of the mystical Gnosis
on the PCs’ attempts to Attack, Damage,
achieved through Transfiguration, some
Defend or Resist. Usually, a Monster with
Investigators might choose to be
Attack 20X or Damage 20X is a PC-killer
Transfigured in order to power up a
and one with a Resistance 20X is too
Spell. The rationality (and ethics) of this
difficult for ordinary characters armed
might be questionable, but it fits the
with ordinary weapons to kill.
tone of Lovecraft's Mythos.
In a Lovecraftian horror game, that’s
Bear in mind that characters who escape
fine. The Monsters, if confronted
from Transfiguration after the 1st
directly, are supposed to kill the
Blasphemy still pick up a new permanent
Investigators. In a Pulp/Action themed
Frailty and even this modest brush with
game, the Investigators might have
evil carries a 1 in 6 chance of the God or
shotguns and dynamite and possess high
Old One's Wrath killing the character
(7+) Fighting Bonuses that give them a
outright.
real shot at rolling 18 or 20 Damage,
even with a -1 Limit. If they use
Teamwork, there’s a chance of them
getting scores in the 20s, even against X
or XX opponents.
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Exploring
Lovecraft was pretty sparse in his use of Pursuing this idea, the Elder Gods of the
magical Macguffins, which were mostly Dreamlands are treated here as an
intended to be suggestive rather than expression of a collective Super-Ego
practical and few having any obvious (punishing and cruel) while the Old Ones
purpose beyond driving the poor of the Dreamlands are an expression of
protagonist crazy or bringing them face- collective Id (selfish and irrational
to-face with a Monster. appetites). If this interpretation of dream
is helpful, use it to explore Lovecraft’s
In RPGs it’s different though. Magical
under-loved Dreamlands.
gewgaws are often crucial to resolving an
adventure and, once they’ve acquired The section on Cults and Ruins may strike
them, PCs tend to hold on to them, readers as odd. Surely the point of a
eventually becoming bristling Christmas Lovecraftian adventure is that you
trees of arcane toys. As with the explore Ruins and investigate Cults, not
reduction of Monsters into stratified dispense with them using a couple of
Boss Fights, this is to be deplored, while dice rolls. True, but Cthulhu Abides
at the same time recognising there’s not suggests an additional use of these
much to be done about it. institutions as research tools, albeit
dangerous ones. Britain in the 1920s was
In Cthulhu Abides, most characters have
awash with occultist societies or political
to be Stressed before they can make use
societies with occult themes (like
of modest Esoteric Artefacts and Insane
Fascism) and infiltrating such a group to
before the Mythos Artefacts will work for
pick up some Clue Points or Esoteric
them. A set of typical Artefacts is
Insights or using them to boost a Spell is
provided as well as some tables for
a sensible strategy. Mythos Cults are
randomly generating fresh ones for PCs
provided for completeness, especially
whose start with one by virtue of a Perk.
since a few characters may start play
The emphasis is on Artefacts being plot
with links to them.
devices rather than accessories – and on
them being double-edged accessories Similarly, Britain is blessed (or cursed)
when they can’t be plot devices. with well-known Esoteric Ruins like
Stonehenge and Hadrian’s Wall that can
Lovecraft’s Dreamlands setting is given a
be visited as part of an investigation.
brief overview. Some fans and gamers
Such places may provide Clues or
ignore it, which seems a shame. The
Insights or be ‘sympathetic locales’ for
realm is a plastic environment
Magic. Mythos Ruins are also provided
responding to the dreamer’s
for completeness and a few characters
imagination.
may start play with access to them.
Dreamlands characters are less likely to
The rules for infiltrating and escaping
go mad, but the dream environment
from Ruins and Cults may be used by the
starts to shift around aspects of the
GM for resolving any attempts by PCs to
imagination the dreamer is not in
break into buildings, Archives or
conscious control of – what Dr Freud
organisations.
calls the Id and the Super-Ego.
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ARTEFACTS
They add 1-6D to a Magic Resist
Challenge for the wearer. Each can only
be used by one character at a time and
the effectiveness drops by 1D with each
use. However, some particularly
powerful Amulets might not lose their
effectiveness with use.
ATHAMES
Artefacts are Esoteric or Mythos magical
items. Esoteric Artefacts are legendary Athames (ah-thuh-mays) are ritualistic
items from human mythologies or objects that make it easier to perform
objects sanctified (or cursed) by Spells. Most Athames reduce the
association with saints, demi-gods and Difficulty for casting a Spell by 1D, but
witches. GMs will usually want to place powerful ones might reduce the
these in a Story specially to add difficulty by 2D.
atmosphere or reward successful A Scroll might be an Athame, as might an
Investigators. However, sometimes a Artefact. Athames are always tied to a
character might start play with a magical particular Abjuration and the powerful
item and sometimes (such as when ones (2D) are often tied to a particular
searching an Elder Ruin) there might be a Spell-effect (eg Binding). Very powerful
need to create an Artefact quickly and Athames (3D) are tied to a highly specific
simply. The table below gives the main Spell (like creating zombies or
types of magical treasures up to and summoning Byakhee).
including ‘true’ Artefacts.
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TRUE ARTEFACTS
Mythos Artefacts are genuine pieces of
alien technology or extra-dimensional Roll Item Sub-type
power that resemble (or are fused with) 1 Device 1. Clock 2. Pen 3. Radio
mundane items. 4. Telephone 5.
Typewriter 6. Vehicle
Most Artefacts require a 2 Furniture 1. Bed 2. Cabinet 3.
Creativity/Occult Challenge to use but Carpet 4. Chair 5.
characters taking their time studying an Painting 6. Statue
Artefact may roll Intellect/Occult. 3 Instrument 1. Drum 2. Flute/Pipes
Esoteric Artefacts normally require a 3. Gong 4. Horn 5.
point of Esoteric Insight to activate. Piano/Harp 6. Violin
Mythos Artefacts are usable only with 4 Jewellery 1. Amulet 2. Bracelet
the expenditure of a point of Mythos 3. Crown 4. Necklace 5.
Ring 6. Sceptre
Insight.
5 Vestments 1. Cloak 2. Hat 3. Hood
Mythos Artefacts are mind-bending 4. Robes 5. Spectacles
pieces of alien tech or extra-dimensional 6. Shoes/Slippers
weirdness that can only be activated by 6 Weapon 1. Axe 2. Dagger 3. Gun
most characters when they are Insane. 4. Rod 5. Sword 6.
Whip
Ideally, the GM will create suggestive
and unusual Artefacts to tease and test
players’ imagination. However,
sometimes a quick Artefact is needed (eg
for a PC who begins with one as a Perk) Each item will be aligned with an
so these rules are provided to generate Abjuration and a Spell Type:
ideas for Artefacts randomly.
Roll Mythos Abjuration Mythos Spell Roll Esoteric Abjuration Esoteric Spell
1 Azathoth Binding 1 Angelical Binding
2 Chthonic Cursing 2 Demonist Cursing
3 Hyborian Evoking 3 Hermetic Evoking
4 Pnakotic Portals 4 Kabbalist Exalting
5 R’lyeh Summoning 5 Necromantic Summoning
6 Yuggoth Warding 6 Pagan Warding
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If these conditions are met, a character Characters who came here of their own
can pass through the Angles by spending choosing can roll to return to their
a point of Mythos Insight and passing a starting point and no time will have
Difficulty 12 Perception/Occult passed. If several characters return
Challenge. The Difficulty drops to 10 if together, they will all return to the
the character is Psychotic5 and 8 if the starting point of the most recent
character is a Maniac6. If the character is traveler.
in Fugue, the character must roll to avoid
Characters who fall through the Angles
passing through the Angles.
through Fugue, an Elder Ruin trap or a
Non-Euclidian Angles are a property of Geist result from Transfiguration cannot
certain objects or places, such as: return home unless guided back by
someone else. The Challenge to return
Artefacts such as the Shining
home can only be made once by each
Trapezohedron
character, but everyone can join
R’lyeh
together for Teamwork on a roll if this is
Mythos Elder Ruins
applicable for a group.
Witch-Houses
Alien worlds or Outer Space Characters who are beyond the Angles
may choose instead to push on, into
Creating architecture with Non-Euclidian
other dimensions or realities. Many of
properties is a Potency 10 Evoking Spell.
these are inhospitable or outright
Non-Euclidian Angles are Disturbing
deadly, but it could be better than
Ideas2 for anyone identifying them;
remaining with Yog-Sothoth and his
disappearing through such Angles is
Hounds forever. Advancing to a specific
Unnatural4.
destination is Difficulty 15, but falling
Beyond the Angles the character finds through to a random destination is only
themselves in an indescribable non- Difficulty 10.
space where Yog-Sothoth exists, so a
Transfiguration by Yog-Sothoth is
automatic.
Roll Destination
1 Carcosa: a ruined city that succumbed to Hastur’s power; it’s undead inhabitants are
doomed to repeat a horrific masque at the climax of which the King in Yellow manifests
2 Celaeno: a vast library containing all the Archives of Mythos lore from many worlds
3 N’Kai: lightless vault where Tsathoggua and his Formless Spawn are sealed away, not found
by conventional underground exploration
4 R’lyeh: Cthulhu’s tomb and citadel, corresponding to the bottom of the Pacific but not to be
found by conventional undersea travel
5 Irem: demonic city of a thousand pillars, corresponding to somewhere in the Arabian desert
not found by any conventional exploration
6 Xoth: alien home dimension of the Great Old Ones
Each action a character takes while Make a Danger Check after the first
beyond the Angles (including action and with an extra dice for each
Transfiguration by Yog-Sothoth, subsequent action: any coming up 6
attempts to leave or joining a team indicates a Tindalos has caught the
attempt to leave) might result in the character’s ‘scent’ and will pursue them
attentions of a Tindalos who will follow once (or if) they leave.
the character wherever they go.
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THE DREAMLANDS
The Dreamlands are a supernatural Other Dreamers seeking the Dreamlands
realm of the imagination. Many ancient will find any entrance the GM chooses,
and legendary civilizations still exist or roll 2D on the table.
unchanged in he Dreamlands and the
Roll 2D Entrance to the Dreamlands
kingdoms and cults of pre-Ice Age
1-6 The 77 Steps of Light Slumber
Hyboria have migrated here.
7-8 Cliff of Abandonment
The Hyborian Elder Gods rule the 9 Ghouls’ burrows
Dreamlands and, though less terrifying 10 Nodens’ Nightgaunts
than the Other Gods and Great Old Ones, 11+ The White Ship
they are disturbing entities nonetheless:
the pagan deities of the Ancient World
Gates to the Dreamlands
are dim and sanitized reflections of these
beings. There are gates to the Dreamlands that
can be used by waking people. Some of
The Mythos is present in the Dreamlands
these are created by Esoteric or Mythos
too, but it is not supreme. Although the
Artefacts, but there are ‘natural’ gates in
Elder Gods and their worshippers are
the burrows of Ghouls under many
Esoteric beings, within the Dreamlands
cemeteries, the Schwarzwald Black
themselves they are fully as powerful as
Forest, the Asian Plateau of Leng etc.
the Mythos and so are their Spells.
Using Magic to enter the Dreamlands
Any humans who sleep while Stressed or
requires Potency 15 if the character is
Insane may find a way into the
asleep, 20 if awake. Mythos Portal Magic
Dreamlands if they come across the
can do this and so can Esoteric
Seventy Seven Steps of Light Slumber
Exaltation, but Summon could also
leading to the Chamber of the Flame.
attract the White Ship (Potency 15).
These naked dreamers are clothed by
Ghouls or Night-Gaunts can take a
the priests Kaman-Thar and Nasht, then
person to the Dreamlands.
exit through the Gate of Deeper Slumber
into the Dreamlands. When characters enter the Dreamlands
while waking, time passes for them
Other dreamers may come across the
normally, unlike dreamers who can
Cliff and throw themselves from it. They
experience weeks or months in the
will fall through mists, into a glowing rift
Dreamlands in a single night.
and land safely in the Dreamlands.
Fortunate Dreamers may be met by the Waking, Dying & Madness
White Ship whose enigmatic Captain will
On entering the Dreamlands, a character
pilot them to the coasts of the
re-arranges his or her Attributes and
Dreamlands.
Oneirists can rearrange Bonuses too
Alternatively, Nodens’ Night-Gaunts may (except for Dream). In the Dreamlands a
seize the dreamer and fly with him to the beggar may be a king and a bookworm a
Dreamlands, or dream-Ghouls may guide mighty warrior. This can be done
a dreamer through their noisome differently each time the character
burrows to the Underworld. dreams but most characters have a
‘default’ Dreamlands identity they keep
Characters with the Oneirist Perk have going back to.
already discovered the Dreamlands and
can automatically locate an entrance to
the Dreamlands in their dreams.
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While in the Dreamlands, a character While the characters are Balanced0 the
must keep track of these two Lores. They Dreamlands are a fairly benign
are opposed, so whenever a character environment. Most NPCs are non-hostile,
would increase a level in one Lore, they no one pays much attention to the PCs
may instead choose to decrease a level and the Dreamlands don’t seem to
in the other. change greatly.
As with Madness, increasing to Level Six Once characters become Haunted2 the
in either Lore usually removes the Dreamlands start to notice them.
character from play and, in the Arriving in a city, they receive invites to
Dreamlands, can have even more attend the king or participate in a
apocalyptic consequences than that. festival; Night-Gaunts and Moon-Beasts
try to abduct such characters and
A character’s Current Madness Level can
wizards and witches try to recruit them.
never be lower than their highest Lore
The seasons seem to alter and there is a
Level. This means that a character who is
sense of time passing. There are riots,
a Fanatic4 of the Elder Lore and Inspired1
insane religious ceremonies and rumours
by the Nether Lore cannot have a current
of war and invasion.
Madness Level lower than Deranged4. If
this means the current Madness Level When characters are Fanatics4 the
has to increase, the character should not Dreamlands start to change dramatically.
have to check for Fugue. Gods and demons emerge from temples,
old prophecies come true, storms strike,
GMing Dream Lore volcanoes erupt. The Dreamlands go to
Dream Lore is an opportunity for the GM war: armies march, there are sieges,
to vary the tone and menace of the battles and assassinations in the cities.
Dreamlands.
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If the character’s Dream Lore drops back Certain activities within the Dreamlands
again, events calm down. The best way increase the Dream Lores. The most
to restore peace is to awaken. significant is Dream Magic. Each 6 that
comes up on a Dream Magic Challenge
Becoming an Avatar6 of the Gods or Old
adds a level to the character’s related
Ones doesn’t have to put a character out
Lore or deducts a level from the opposed
of play. Nyarlathotep himself will come
Lore. A character who is a Fanatic4 of the
to collect anyone who blasphemes
Elder Lore and Inspired1 by the Nether
against the Elder Gods, while defying a
Lore might perform Elder Lore Dream
Great Old One causes it to awaken in the
Magic and roll two 6s. Increasing Elder
Dreamlands. A sort of Apocalypse occurs,
Lore by +2 would make the character an
for which the PC is directly to blame.
Avatar6, but instead the character could
Only killing the PC or delivering him to
gain +1 in Elder Lore and drop Nether
the enraged God or Old One will end the
Lore back to Balanced0.
nightmare and the kings, wizards and
heroes of the Dreamlands will all strive Other activities in the Dreamlands that
to do this. The GM might allow the PC to increase Dream Lore are shown below.
awaken, but stripped of the power to These are Danger Checks and on a result
dream. The God or Old One will not let of 6 the Lore goes up by +1. Some
the matter rest there and may try to encounters might necessitate rolling 2D
pursue their former-Avatar into the or even 3D.
Waking World through their human Cults
or the assistance of other Dreamers.
Increasing Dream Lore
Most characters arrive in the
Dreamlands with both Lores at
Balanced0, although characters with the
Perks of Oneirist, Sensitive or Visionary
start with +1 Level in one Dream Lore as
does anyone with the Phantasist
Philosophy.
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The GM should make Lore checks This Dream Magic is the only magic that
whenever the dreamers encounter a Waking Worlders can use in the
mystic or nightmarish location, interact Dreamlands – regular Esoteric and
with a godlike or demonic creature or Mythos Magic doesn’t work for them
discover occult or forbidden secrets. here.
Reducing Dream Lore That’s no great loss, because Dream
Magic redesigns the fabric of the
The normal way to reduce a Dream Lore Dreamlands itself. Most of these effects
is by gaining Levels in the opposed last as long as the dreamer’s dream and
Dream Lore. Someone with a high Level some endure longer, still existing if the
of Nether Lore might consider visiting dreamer returns to the Dreamlands
the holy mountain of Hatheg-Kla or the (usually in a ruined or diminished form).
Temple of the Elder Ones in Inganok: any
6s rolled can be used to reduce Nether Dream Magic is a Pulp Stunt involving a
Lore instead of increasing Elder Lore. Creativity/Dream Challenge. The
Difficulty is 15 but is lowered by -1 for
Waking up is a good way of restoring each Clue Point invested in the magic.
Dream Lore to Balance0. However, the This is one of the main uses of Clue
character should roll their highest Lore Points in the Dreamlands, where
and if any dice come up 6, then Night- adventures tend to be swashbuckling
Gaunts will pursue the character into rather than investigative.
their ordinary dreams, looking to drag
them back. If characters choose not to The Potency of Dream Magic is based on
‘clear’ their Lores when they wake, then the dreamer’s Lore. Rolling Nether Lore
the next time they enter the Dreamlands produces sinister effects; Elder Lore
their Dream Lores will each have produces wholesome changes. The GM
dropped by -1, with no other ill-effects. should impose a -1 Limit if the effect
contradicts the Lore (eg using Nether
Lore to heal a sick person). The
DREAM MAGIC character’s Dream Bonus is always added
(Oneiromancy) to the roll.
Many inhabitants of the Dreamlands can Any 6s that come up on the Lore
perform Magic. However, Waking Challenge increase that Lore by +1.
Worlders have a power that rivals the
Elder Gods themselves: Oneiromancy.
Potency Effect
5 Heal your body of any injury, reassign your Attributes or change your appearance
8 Create a weapon, armour or supply of treasure to protect or support yourself or
heal someone else or reassign their Attributes or change their appearance
10 Create a beast or a slave who will serve you or do your will - or curse someone
else (create a Killing Wound)
12 Create a village, complete with peasants and beasts of burden, in which you are
recognised as a neighbour - or devastate such a community with plague, storms or
attacks by monsters
15 Summon Cats or create a vessel to transport you anywhere within the Dreamlands
or summon Night-Gaunts to bring anyone in the Dreamlands to you
18 Create a fortress, complete with guards, dungeons and chambers, where you are
the Ruler - or level a fortress and scatter a small army
20 Create a city, complete with inhabitants, who recognise you as their King – or
bring a Doom upon a city or a ruler or destroy a great armed host
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Baharna in Oriab: Exotic port on the Island of Forest of Parg: The dark-skinned inhabitants
Oriab in the Southern Seas, guarded by twin carve ivory and are frequently captured as
lighthouses slaves by the black galleys of the Moon-
Beasts
Basalt Pillars of the West: Monumental rock
promontories that mark the edge of the Great Abyss: Huge cavern in the Underworld.
Dreamlands. The oceans pour down into A stair ascends to the ruins of Sarkomand
space on the other side, but powerful above. Ruled by the Elder God Nodens
dreamers or enchanted ships might fly to the
Hatheg-Kla: Mountain visible from the village
Moon instead
of Hartheg where the Elder Gods once dwelt
Celephaïs: City in the Valley of Ooth-Nargai and from which the Other Gods can be seen
where time does not pass for inhabitants. (and viewers can be Transfigured)
King Kuranes was once a human dreamer
Hlanith: Great trading city on the shores of
who created this realm from his imagination
the Cerenian Sea and the Jungle of Kled
Cerenian Sea: Azure sea in the middle of the
Ilarnek: City on the borders of Mnar that
Dreamlands across which merchants sail
holds the idol of Bokrug (Tsathoggua), taken
between Hlanith and Celephaïs; Serannian
from Sarnath after the Doom fell upon it
floats above it and the Nameless Rock is
within it Ilek-Vad: Domed city upon glass cliffs, ruled
for a time by Randolph Carter after his
City of the Gugs: Cyclopean city in the
disappearance
Underworld, containing the Tower of Koth
and guarding the entrance to the Vaults of Inganok: Onyx city on the shores of the
Zin Cerenian Sea. Ruled by the Veiled King and
containing the Temple of the Elder Ones. The
City of the Moon Beasts: The hideous Moon-
main route into Leng is from this pleasant
Beasts live in this spongy lunar citadel,
city
collecting slaves from their black galleys
Jungle of Kled: Perfumed jungle famous for
Cloud City of Serannian: This pink marble
its elephants and the abandoned cities of
city floats above the Cerenian Sea; it is ruled
ivory lost in its interior
by King Kuranes
Kadath: Mysterious city on a mountaintop in
Court of Azathoth: Out beyond the Moon in
the Cold Waste inhabited by the Elder Gods
the depths of space, Azathoth writhes,
surrounded by his mindless flute-playing Lake Yath in Oriab: Beautiful lake
servitors surrounded by villages and woods,
connected to Baharna by an underground
Dylath-Leen: Basalt city that trades with the
canal. Monsters inhabit a ruined city on the
black galleys of the Moon-Beasts
other side of the lake.
Enchanted Wood: Forest inhabited by Zoogs.
Monastery of Leng: A prehistoric monastery
A hidden trapdoor leads to the Tower of Koth
on the Plateau of Leng is home to the High
but no Gugs can pass through it.
Priest Not To Be Described who guards a
stairwell down to the Vaults of Zin
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Mount Ngranek: Mountain towering over Thalarion: Mysterious gated city of towers
Lake Yath and inhabited by Night-Gaunts. and domes behind granite walls. The
The far side has faces of the Elder Gods inhabitants may be madmen or monsters
carved into its cliffs.
The Cold Waste: Freezing desert north of
Nameless Rock: Cursed island in the Leng. Somewhere within is the city of Kadath
Cerenian Sea avoided by sailors; a base for
Tower of Koth: Landmark in the City of the
the Moon-Beasts
Gugs containing a stair all the way up to a
Ooth-Nargai: Peaceful valley kingdom, the trapdoor in the Enchanted Wood
capital of which is Celephaïs
Ulthar, City of Cats: City near the Enchanted
Peaks of Thok: Mountains in the Underworld Woods where killing cats is forbidden. The
Cats of Ulthar are magical and intelligent
Plateau of Leng: Cursed land to the north of
beings
Inganok, inhabited by Men of Leng and
Spiders of Leng. Vale of Pnath: Deepest part of the
Underworld where Night-Gaunts leave their
Ruins of Sarkomand: Ruined city on the
victims. Enormous worms burrows through
north shore of the Cerenian Sea, still
the mountains of bones here
inhabited by Men of Leng. Passages descend
to the Great Abyss. Vaults of Zin: Vast cavern in the Underworld
inhabited by warring Ghasts and Gugs. A
Ruins of Sarnath: Great lakeside city in the
secret passage leads up to the monastery in
land of Mnar destroyed long ago by a
Leng
mysterious Doom connected to the toad-god
Bokrug (an avatar of Tsathoggua?) World of Cathuria: Mythical land beyond the
Basalt Pillars of the West where all dreams
Sona-Nyl: A land of Fancy near the Basalt
can come true
Pillars of the West where dreams are birthed
Roll 1D 1 2 3 4 5 6
1 Enchanted Ulthar, City Forest of Dylath-Leen Ilarnek Ruins of
Wood of Cats Parg Sarnath
2 Ilek-Vad Hatheg-Kla Baharna in Lake Yath in Mt Ngranek Thalarion
Oriab Oriab in Oriab
3 Cerenian Jungle of Hlanith Ooth- Celephaïs Cloud City
Sea Kled Nargai of
Serannian
4 Inganok Ruins of Plateau of Monastery The Cold Kadath
Sarkomand Leng of Leng Waste
5 Peaks of Vaults of City of the Tower of Vale of Great Abyss
Thok Zin Gugs Koth Pnath
6 Nameless Sona-Nyl Basalt City of the Court of World of
Rock Pillars of Moon Azathoth Cathuria
the West Beasts
To find a random destination, use the If a character enters the Dreamlands
table above. Dreamers entering through borne by Night-Gaunts, roll with no Limit
the 77 Steps or the Cliff roll with a -2 on column 5.
Limit, the White Ship roll with a -1 Limit:
re-roll dice which would be ignored. Characters guided through the burrows
of Ghouls roll with no Limit on row 5.
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CULTS
Cults are organisations of humans (or Being a member of a Mythos Cult
things that pretend to be human) imposes a +1 modifier to Base Madness
preserving occult knowledge. Mythos Level.
Cults serve the beings of the Mythos and
are dedicated, all in their different ways, ESOTERIC CULTS
to bringing about the return of the Other
Gods, the Great Old Ones or similarly These Cults are all (loosely) based on real
apocalyptic projects. Some Mythos Cults world organisations from the 1920s.
are slightly more innocuous, like the
Pnakotic Cults that seek out time- The Difficulty is the Class/Occult
travellers to support their quest for Challenge for a non-member to gain
knowledge or the Hyborian Cults that access to the Cult and also the Difficulty
further the agenda of the Elder Gods for the Certainty Challenge. The Horror
within the Waking World. rating is the Madness level of the Cult’s
rituals.
Esoteric Cults are organisations whose
practices and theories preserve Esoteric Assistance is a Bonus the member can
Wisdom. Some of these groups are gain for one Scene, once in a Story,
explicitly occult societies, but others are representing the Cult’s help; each Cult
not fully aware of the Esoteric Wisdom also has a specific Optional Assist that
they mediate and would not recognize the GM may allow instead of a Bonus.
the label ‘cult’ as applying to them.
Gnosis indicates the Potency the Cult
Some Esoteric Cults are secretly led by contributes towards creating an Esoteric
the Mythos, usually an ‘inner circle’ that Spell in a Ritual.
forms a Cult-within-a-Cult and selects To generate the effects of a generic Cult,
recruits for initiation into ‘higher truths’. assume the Difficulty to access it is 1D+6,
the Horror is (1D: 1-3) Danger1 or (4-5)
Any character with the Cultist Perk is a Disturbing2 or (6) Shocking3, the
member of an Esoteric Cult but needs
Assistance is +1D/+3 towards a Bonus
the GM’s permission to be a member of
and the Gnosis will be worth 1-3 Dice
a Mythos Cult.
towards one Esoteric Abjuration.
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2
4 Golden Dawn 10 Disturbing +2D/+4 Investigation 2D/+5,
AHK
Magical society founded by William Westcott as a breakaway from the more conventional
Freemasons. It is currently going through a period of stagnation after internal splits and feuds.
Optional Assist: Deduct 1D from the Difficulty to access an Esoteric Archive (Academic or Folk)
2
5 Theosophy 10 Disturbing +2D/+4 Dream 3D/+6,
HKN
Spiritualist society founded by Helena Blavatsky and promoting alchemical, cabalist and Buddhist
mysticism. The movement is popular among the artistic set.
Optional Assist: Use guided meditation to visit the Dreamlands
3
6 Thelema 12 Shocking +2D/+4 Occult 3D/+6, DK
Magical society founded by Aleister Crowley as a breakaway from the moribund Golden Dawn. Very
much a personality cult based around Crowley, it preserves Egyptian Esoteric Wisdom mixed with
Demonist ritual.
Optional Assist: Arrange for an Esoteric Ritual to be conducted within 1D weeks
Many Christian church groups, Bible Assistance Dice might also be added to
study groups and monastic orders also the role to infiltrate a related Elder Ruin.
count as Esoteric Cults for the Angelical
Abjuration. They usually offer Disturbing Gnosis indicates the value of the Cult for
Ideas2 and only 1D/+3 Gnosis and no creating a Mythos Spell. The dice are
significant Bonus Benefit. However they added to the Potency Challenge if a
are easy to join (Difficulty 5) with a Ritual is used.
Charm/Profession Challenge.
‘Guarded By’ indicates the sort of threat
interlopers will face of detected,
determined by a 1D roll.
MYTHOS CULTS
Investigators trying to access Mythos
These Cults are fictional and adapted Cults can use their Madness Level as a
from the writings of Lovecraft and his Bonus, but this means enthusiastically
followers. participating in their rites, which must
then be treated as an Extreme Horror.
The Difficulty is the Class/Occult
Challenge for a non-member to gain To generate the effects of a generic
access to the Cult and also the Difficulty Mythos Cult, assume the Difficulty to
for the Certainty Challenge. The Horror access it is 1D+12, the Horror is (1D: 1-3)
rating is the Madness level created by Unnatural4, (4-5) Otherworldly5 or (6)
the Cult’s rituals. Mythos6, the Assistance is +3D/+6
towards a Bonus and the Gnosis will be
Assistance is a Bonus the member can worth 4-6 Dice towards one Mythos
gain for one Scene, once in a Story, Abjuration.
representing the Cult’s help; each Cult
also has a more specific Optional Assist
that the GM may allow instead of the
Bonus.
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4
2 Order of Dagon 13 Unnatural +3D/+6 Profession 4D/+7, R
A South Sea Islander cult transplanted to coastal European settlements by Dutch spice traders. The
Cult supports colonies of Deep Ones, hiding their hybrid descendants and arranging to slake their
scaly lusts in orgiastic ceremonies. Guarded by: 1-2 Cultists with R’lyeh Magic; 3-5 Deep Ones; 6
Cthulhu Spawn
Deduct 1D from the Difficulty to access an Mythos Elder Ruin (Deep One Colony, R’lyeh Tomb or
Chthonic Vault)
5
3 Yellow Sign 13 Otherworldly +3D/+6 Investigation 5D/+9,
AY
Cult serving Hastur and dedicated to bringing back the ‘travellers’ – the Great Old Ones trapped on
other planets – to earth. The Cultists venerate The King in Yellow and ensure that people read or
stage the cursed script. Guarded by 1-2 Cultists armed with Yuggoth Magic; 3-5 Byakhee; 6 Yellow
Herald
Optional Assist: Ask for major crime to be overlooked or case dropped by the authorities
5
4 Witch-Cult 14 Otherworldly +3D/+6 Survival 5D/+9, A
Cult serving Shub-Niggurath and devoted to bringing the Other Gods into our reality, this cryptic
religion dates back to the ancient Celts in Europe. Nyarlathotep appears at ceremonies as the Black
Man. Guarded by: 1-2 Cultists with Azathoth Magic; 3-4 Dark Young; 5 Nyalathotep; 6 Black Goat
Optional Assist: Arrange for an Mythos Ritual to be conducted within 1D weeks
6
5 Starry Wisdom 15 Mythos +4D/+8 Occult 6D/+10,
A
A ‘church’ that worships Nyarlathotep, founded by American occultist Enoch Bowen but dispersed
across the world. Uses Shining Trapezohedrons to summon Nyarlathotep and Lesser Other Gods.
Guarded by: 1-3 Cultists with Azathoth Magic; 4 Mythos Mummy; 5 Lesser Other God; 6 Nyarlathotep
Optional Assist: Deduct 1D from the Difficulty to access a Mythos Archive (Academic or Folk)
6
6 Cthulhu Cult 17 Mythos +4D/+8 Fighting 6D/+10,
R
Worldwide confederation of cults inspired by dreams broadcast by Cthulhu, but also loosely
orchestrated by Tcho-Tchos. Dedicated to locating and raising R’lyeh and freeing Cthulhu and any
other Great Old Ones. Guarded by: 1-3 Tcho-Tchos with R’lyeh Magic; 4 Deep Ones; 5-6 Cthulhu
Spawn
Optional Assist: Direct 1D Cultists/Tcho-Tchos to kill or hospitalise a NPC or destroy a site
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Each of these options must be done in When Esoteric Cults are suspicious, they
order and a Certainty Challenge must be ask the Investigator to leave. Maybe the
made at the same time as each one. Fascists rough you up, then ask you to
Characters who become Maniacs6 leave. These organisations are legal so
enthusiastically convert to the Cult. defying them is a Social Stunt and, in any
Characters who Fugue will learn nothing event, they will call the police if they
more. need to.
At the GM’s discretion, rather than When Mythos Cults are suspicious, they
making a Certainty Challenge the send their Guardians after you. Goodbye.
Investigator of a Mythos Cult can choose
to be Transfigured instead – particularly Going back to a Suspicious Cult is
if the rituals were an Extreme Horror. possible in a later Story, but unless your
Cult membership is a Perk there is a -1
In addition, after each action the Limit on the roll to gain access and the
infiltrator should make a Danger Check, Investigator must roll an extra Suspicion
adding an extra dice for each action, and dice (ie two dice after the first action,
if any come up 6 the Cult is suspicious. three after the second, and soon). This
penalty will disappear from an Esoteric
Cult if you spend a Story not using them;
Mythos Cults are paranoid and don’t
forget their suspicions so easily.
ELDER RUINS
Elder Ruins here means places of Esoteric However, sometimes the Investigators
Wisdom or Mythos Power from ancient will know of an Elder Ruin – either
times that have been ignored, because character creation has
misunderstood or lie undiscovered by suggested this through a Perk or because
modern society. Cults, of course, know they discovered its existence on a
about Elder Ruins and either use them previous adventure.
for their rites or guard them fiercely.
In these cases, Investigators might risk
Many Esoteric Ruins are (quirky) tourist visiting a Ruin to gain Clues, Insight or
attractions or sites of interest for magical power for their current mystery.
antiquarians. Some are religious sites, These rules provide a fairly abstract way
but the religions that manage them are of working out what benefit the
often unaware of their Esoteric aspects. Investigators gain from such a Ruin and
whether they get into trouble there.
Mythos Ruins are completely hidden and
unknown, deep underground, on the sea ESOTERIC RUINS
bed or atop icy mountains although
some few lie underneath the sewers, These Elder Ruins are all (loosely) based
catacombs and subways of modern on real monuments in the British Isles.
cities.
The Difficulty is the Class/Investigate
Often the Investigators will infiltrate an Challenge to gain access to the Ruin and
Elder Ruin as part of a story that the GM also the Difficulty for the Horror
has created. Challenge.
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The Horror rating is the Madness level To generate the effects of a generic
created by the moving through the Ruin. Esoteric Ruin, assume the Difficulty to
The Difficulty of the Horror Challenge is access it is 1D+4, the Horror is (1D: 1-3)
based on the Difficulty of the Ruin. Danger1 or (4-6) Disturbing2, the
Difficulty to find an Artefact is 1D+9 and
Artefact lists the Difficulty of a its Potency will be the same and the
Perception/Occult Challenge to locate a Sympathy value for Spell-casting is 1D.
genuine Artefact there (along with its
Artefacts found in Esoteric Ruins are
Potency, the Bonus applied to a 1D roll).
often (1D: 1-2) Athames that help in
Sympathy indicates the value of the Ruin casting a Spell, (3-4) Amulets that help
for creating an Esoteric Spell, with the with Magic Resists, (5) Scrolls with
Ruin acting as a Sympathetic Locale for Esoteric Spells on them or (6) true
certain Abjurations. The dice are added Esoteric Artefacts or Grimoires.
to the Spell Casting Challenge of the
Spell is cast here.
Many medieval Christian churches and Lots of prehistoric barrows and tumuli
ruined monasteries count as Esoteric also count as Esoteric Ruins for the
Ruins for the Angelical Abjuration. They Pagan Abjuration. They also offer
usually offer Disturbing Ideas2 and only Disturbing Ideas2 but 2D/+4 as Sympathy.
1D/+3 as Sympathy. However they are However they are average to explore
easy to explore (Difficulty 5) with a (Difficulty 8) with a Charm/Profession
Charm/Profession Challenge. Challenge since they are usually on
private land.
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The Ruin Map Perk or a successful When Esoteric Ruins become secured,
Class/Investigate or Intellect /Investigate landowners or the agents arrive and ask
Challenge will get you into the Ruin and a the Investigator to leave. These people
Certainty Challenge means you keep are legal owners and will typically back
your wits, but what then? There are their legal rights up with firearms.
several actions infiltrators will want to
take: If Investigators want to defy the site
owners, this is a Social Stunt and each
1. Gather Clues/Insight equal to the Investigator must make a Resist against
number of Sympathy Dice the Stunning Damage equal to the site’s
site offers Difficulty +1D. After this, they may
2. Use the Ruin’s Sympathy to help continue.
with casting a Spell
3. Look for Artefacts with a When Mythos Ruins become secured,
Perception/Occult Challenge something more horrible happens. Roll
Each of these options must be done in on the table below and adding the Ruin’s
order and a fresh Certainty Challenge dice number (eg +6 for a R’lyeh Tomb, +2
must be made before each. for a Mi-Go Base)
Roll Security
1-3 Imprisoned: a cave-in or chute leaves the Investigator stuck in the Ruin unless rescued by
others
4 Trap: The Investigator must resist a Killing Wound Challenge with a Difficulty equal to 8+
the Ruin’s Dice Number; resist with Dodge, Maim, Armour or Trauma only
5-6 Guards: The Ruin is guarded and the Investigator must fight or flee the guardians
7 Curse: The Investigator must resist a Magical Wound Challenge with a Difficulty equal to
8+ the Ruin’s Dice Number; resist with Defy, Faith, Sigil or Trauma only
8-9 Alien Geometry: Non-Euclidian angles and planes trap the Investigator within the Angles
(Potency 15 Portal Spell to rescue)
10-12 Transfiguration: A Great Old One or Other God is present and the Investigator is
automatically Transfigured
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Going back to a Secure Ruin is possible in A roll of 6 on the random Artefacts table
a later Story, but there is a -1 Limit on tells Regina she has found a True
the roll to gain access and the Artefact. She rolls 2 and finds “Furniture”.
Investigator must roll an extra Security A further roll of 5 reveals it to be a
dice (ie two dice after the first action, Painting, which is going to be hard to
three after the second, and soon). remove because it’s a cave painting. A 4
Characters leaving Esoteric Ruins alone shows that it is a magical Portal to
for a Story can cancel out the penalty, another world and Regina quickly maps
but Mythos Ruins don’t get safer. its location to investigate later (the GM
rolls a 1, suggesting the Portal has a
Example, Regina Van Zandt knows of the Corrupting Effect on any human using it
location of a Chthonic Vault and thinks a but doesn’t tell Regina that).
spot of potholing down there might just
help out against the Brotherhood of the Regina checks her Certainty again and
Yellow Sign who are after her. Her fails, going up to Deranged4.
Intellect/Investigate roll is 4, 3, 4, 1 and a
+4 Bonus making (4+4+4) 12 so she’s Her Hope Challenge to avoid a Fugue is
inside. now difficulty 12. She rolls 6, 2, 1, spends
that Mythos Insight to re-roll the 2 and 1
She fails her first Certainty Challenge and gets a 6 and 3, giving her (6+6) 12, a
against Difficulty 12 and advances to success.
Hysterical3, picks up 2 Mythos Insight
from the gruesome cave paintings Now she checks for security: 3 and 6, not
(although she’s Stressed, not Insane, she good. She rolls 2 on the Security Table
is a Writer so she’s allowed to gain and adds +4 for the Chthonic Vault’s dice
Mythos Insight from writings) and rolls value to encounter a Guardian. That
for security: a 4, all is well. means Tsathoggua’s Formless Spawn
oozing down the passage towards her. At
She checks for Fugue but keeps her calm least, since she’s already Deranged4, she
because the Difficulty for resisting Fugue won’t need to make another Horror test
when Hysterical3 is 10 and she rolls 5, 1, 5 against an Unnatural4 Monster.
with a +2 Resilience Bonus.
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EXPLORING: GM’
GM’S ADVICE
The Artefacts section is self-explanatory, When the Elder Lore grows dominant,
but the emphasis is on one-shot or the Elder Gods start intervening around
limited-use items. The more powerful the PCs. These interventions make the
True Artefacts should always be double- societies of the Dreamlands more
edged or exact a high price in madness dynamic and unstable, with romances,
or both. abductions and assassinations leading to
riots, wars and sieges. Even the relatively
It’s important to remember that Esoteric
benign Elder Gods have an impact on
Insight can only be spent by most
humanity that is mischievous and
characters while Stressed and Mythos
chaotic. Ultimately, the Elder Gods want
Insight while Insane, which further
to extend their power into the Waking
restricts how often these powerful toys
World, using the dreamers as conduits.
can be deployed.
The Nether Lore follows a similar
The Angles are an idea that recurs in
pattern, but the events are more sinister
Lovecraft’s fiction but is further
and horrific. Gruesome sacrifices and
developed here. ‘Wrong’ Angles make a
attacks by monsters lead to witch-hunts,
great plot device for getting Investigators
undead armies and the rising of ancient
to a strange world or alien dimension
behemoths. Players should soon come to
without recourse to mind-bending
see that their behaviour, in fact their
magic.
very existence, is changing the
The presence of Yog-Sothoth and his Dreamlands. They may choose to wake
Hounds of Tindalos should deter PCs and not to return to the Dreamlands or
from using the Angles as a short cut or they may quest to restore the balance in
an escape route any time they need to, the Dreamlands by restoring the balance
but for a dimension-hopping in themselves.
Pulp/Adventure game an Artefact like
Player characters aren’t the only ones
the Shining Trapezohedron could make
who can upset the Dreamlands in this
passing through the Angles (marginally)
way. The GM might consider the impact
safer and more reliable.
of NPC Dreamers on the Dreamlands and
GMs running a Purist/Detective game have the PCs summoned or recruited by
may want to downplay or ignore this a wizard or priestess from the
aspect of Lovecraft’s Mythos altogether. Dreamlands to try to restore balance by
The Dreamlands might require some removing the offending Dreamer.
extra explanation. In the same way, some Elder Gods and
Most dreamers entering the Dreamlands Great Old Ones might manipulate human
keep their heads down and enjoy the Dreamers into becoming Avatars so that
scenery. A few create paradises to enjoy they can pass into the Waking World.
in their sleep. Most of these ambitions Should this happen, the former-
can be accommodated without upsetting Dreamer’s human body will quickly
the Dreamlands’ metaphysical balance. mutate into the Old One’s or God’s true
form. An entire campaign could be based
However, when dreamers go on quests, around this ghastly transformation
uncover secrets, travel to forbidden ruins happening to a NPC friend of the player
or lost worlds and (in particular) perform characters.
Dream Magic, the entire balance of
power in the Dreamlands starts to shift.
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Cults and Elder Ruins are given as a There’s also a question of tone. Nipping
player resource, rather like Archives. In off to Stonehenge or infiltrating the
the early stages of an investigation, some Order of Dagon are weekend activities
PCs might choose to infiltrate a Cult or for the Devil-may-care heroes of
an Elder Ruin to pick up Clues, gain some Pulp/Adventure Stories, but GMs running
Insight or gain a boost to a particular a Purist/Detective game might prefer to
Bonus or Potency for a Spell. keep these elements in the background
and only introduce mystic locations or
As Sympathetic Locations, Elder Ruins
evil sects when the plot explicitly
reduce the Difficulty of casting an
demands it.
appropriate Spell. Usually, the Spell (or
at least, a crucial part of it) has to be One option is to restrict PC Investigators
performed within the Ruin itself. to Esoteric Cults or Esoteric Ruins. These
tend to be rather more forgiving and
The Gnosis provided by Cults is like the
don’t provide such huge benefits.
Gnosis gained from Transfiguration. It
can be "cashed in" for Insight during the Another option - especially for
second Danger Check (1 point of Insight Purist/Detective Stories - is to restrict
per Dice). If all four Danger Checks are access to a Cult or Ruin to PCs who have
passed, the Gnosis can be "carried away" rolled them as a Perk at character
and used to add Potency to a Spell: this creation, rather than allowing any
usually involves performing the Spell as a character to try to infiltrate them by
Ritual with cultists making up the making an Access Challenge.
numbers. At the GM's discretion, Gnosis
The Cults and Ruins listed aren’t meant
might be used for adding dice to an
to be exhaustive. A lot of Mythos fiction
Access Challenge for an Elder Ruin,
and RPG merchandise has extended the
crossing the Angles, entering the
Cults of Lovecraft’s original Mythos, to
Dreamlands or for Reward Challenges
include the Chorazos Witch Cult, the
involving magic (like curing Geist effects
Brotherhood of the Black Pharaoh and
or Ghoul Points or getting Reanimated).
the Order of the Silver Twilight, among
The Horror Challenge from infiltrating others.
Cults or Ruins can create problems if it
Esoteric Cults from the Twenties include
drives a character mad right at the start
all manner of woodland folk, neo-
of a Story. A bigger danger is in failing
pagans, spiritualists, demonists, Oriental
the Danger Check in Mythos Cults or
mystics and political gangs as well as the
Mythos Ruins. This can lead to an
growth of Voodoo and other syncretic
encounter with traps or Monsters so
religions in the British Empire.
deadly they derail the GM’s planned
Story. Most parts of Britain contain a wealth of
standing stones, ruined castles, haunted
houses and cave systems that count as
Esoteric Ruins.
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Rewards
There’s a point of view that any RPG that Then there’s Teamwork. Teamwork is
calls itself ‘Lovecraftian’ or has ‘Cthulhu’ really the only way that mortals can
in the title shouldn’t be about confront Mythos Monsters and come out
‘experience points’ or ‘skill increases’ or on top, or at least break even. Players
any sort of character improvement at all. are going to want to get their characters
If you survived your encounter with the bonded as a team as quickly as possible
Mythos with your sanity more or less so they can start combining their dice
intact and your organs on the inside, effectively. When a character dies or
then that’s your reward. goes mad and a player introduces a
brand new character, the whole team is
Lovecraft’s characters don’t seem to going to be pulled down to a basic level.
learn from their experiences, except This is a prompt for lots of great “I blame
insofar as they learn to stop having such you for this, newbie!” speeches and
terrible experiences. In fact, Lovecraft’s opportunities for the newcomer to prove
counter-Enlightenment and anti- himself, which is represented by
Modernity philosophy would seem to be acquiring back that lost Cohesion.
quote opposed to the idea that
encountering the Mythos could be an Weapon Training, which is introduced in
educational experience. Appendix III, will interest some PCs,
especially sedentary archivists and artists
And yet, and yet… who find themselves thrown into a more
violent milieu.
Clearly characters who do survive
bruising experiences do tend to learn But the main value of Rewards has to be
something. The more time you spend to offset the draining of body and mind
running for your life, the better you get that fighting the Mythos involves.
at running. What’s more, players are Characters will finish Stories maimed,
acculturated to the idea of their half dead and crazy and they will need to
characters getting better in some sense, be up and ready for the next threat to
of starting off as callow striplings and civilisation or life as we know it. Rewards
emerging at the end as hardened can get you back in the game.
veterans.
The system of Reward Dice presented
In Cthulhu Abides, characters start off at here means that it’s possible to save up
the height of their careers as academics, your Dice, roll for your Reward and mess
artists or explorers; most are already up, back where you started with no
survivors and heroes of the Great War. Reward. We think this introduces some
Their Attributes and Bonuses represent drama as players either “go for it” hoping
them at their prime. to get a Reward early or else carefully
save up Reward Dice. If you prefer a
So what is there to improve? Well, Class world of certainties, allow PCs to buy
and the Professional Bonus are both Rewards by expended the indicated
strongly tied to real-world evaluations of number of Dice.
experience, fame, status and age. It
should be possible to increase them,
especially if the Mythos is fuelling your
career as a Writer, Artist or Scholar.
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REWARDS: GM’
GM’S ADVICE
The rewards system in Cthulhu Abides Often, players will be forced to use
has a degree of uncertainty that some Rewards to heal themselves - to restore
players find exhilarating and others their Madness Level, remove Maimings
frustrating. I urge you to embrace both or counter Geist effects. Sometimes GMs
aspects, but offer a more predictable will give the PCs an opportunity to spend
alternative. Clue Points at the end of the Story to
return home safely (see p78) but if they
For a start, there's no increasing most of
cannot do this then Rewards must be
your Attributes or Bonuses, except for
used instead.
Class and Profession. The others
represent "you at your peak" and they The Reward Challenge is full of
only decay over time. Esoteric Magic uncertainty. The player must decide how
might grant temporary boosts or Mythos many Dice to allocate to the Challenge
Magic permanent ones (but at a ghastly and what size of Bonus to use. If the
price) but "experience" won't make you attempt fails, then all the Dice and
prettier, wittier or more deadly with a Bonuses allocated are lost.
Browning.
Some players will 'play it safe', waiting
Speaking of Brownings, some PCs will until they have a large number of Dice
seek to grow in power by Weapon and a high Bonus then throw the whole
Training. This is simply done but most lot at gaining the Reward. The table of
characters won't need to be skilled in probabilities on p140 will be helpful for
more than one or two weapon types. these players.
More scholarly characters will extend
Others prefer to push their luck, hoping
their power by gaining access to new
for a high dice roll instead.
Archives.
Some players (and GMs) prefer character
The best way to get more powerful is to
advancement to be more predictable
get more powerful as a group. This
than this. It's frustrating for some players
means choose the Cohesion Rewards, so
to earn a lot of Reward Dice then lose
that you become Disjointed, then Close-
them all, with nothing to show for it, on
Knit, then United. A United Team is truly
a bad roll. Personally, this writer believes
greater than the sum of its parts, able to
aiming to "minimax" or "optimize" your
pool its Dice and choose the best
character is contrary to the spirit of
numbers for optimal results. A United
Lovecraftian roleplaying. Nevertheless,
Team can pose a threat to most
some players hate to be disappointed
Monsters of the Mythos - but remember
and some GMs have long term plans for
that Cohesion drops as Madness
their Stories and intend the PCs to reach
increases (see pp23-25).
a certain level of power by a certain
point in the plot. If so, allow players to
"buy" Rewards if they have enough Dice
- but treat each Reward as one step
more expensive if using this method.
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Appendices
This was intended to be the ‘Basic Rules’
Q. Aren’t the Monsters a bit limited?
but it seems there are a lot more rules to
What can they do?
squeeze in. Everything so far represents
the core ideas of Cthulhu Abides but A. Appendix VII ups the Monster Count
anyone who plays the game even once and describes them in detail, along with
will want to know more. their Magic Powers and examples of
using them in play. Each Monster is listed
Q. How does this weird Poker Dice
with 6 scenario hooks so you can roll up a
mechanic work?
quick adventure based around your
favourites.
A. In Appendix I there’s a table showing
how the probabilities of getting different
Q. Where are [insert popular Mythos
target numbers spread out if you roll up
Monsters here]?
to 18 dice.
A. I’ve restricted myself to Monsters
Q. Only 6 Professions?
named or created by Lovecraft himself. In
some cases, Lovecraft merely name-
A. In Appendix II there are 6 more, along
dropped a Monster and another author
with 6 more Philosophies, Goals,
developed the hint and gave the popular
Crutches, Frailties and a new set of Perks.
interpretation of its appearance and
Q. I don’t get the Perks… powers. In these cases, I’ve freely
adapted the Monster from scratch, so as
A. They’re all explained in more detail in not to incorporate non-Lovecraftian
Appendix III. developments into the setting (and avoid
infringing on anyone’s copyright).
Q. Why is the combat system so basic?
Q. I don't ‘get’ Transfigurations.
A. In Appendix IV there are stats for
different weapons and a weapon training A. Well, don’t use them, then. Just
rule to distinguish combat characters impose humungous Extreme Horror
from the rest. Checks when the Old Ones come calling
and drive everyone mad without passing
Q. Can you explain Archives in more ‘Go’. Transfigurations are meant to be an
detail? alternative to Extreme Horror or one-
sided combat when an Investigator
A. Yes, in Appendix V, which includes encounters a Mythos Titan, either
tables of Archives from all across Britain directly (god forbid!) or indirectly
(psychic link, clairvoyance, dimensional
Q. Isn’t just 6 Mythos Grimoires a bit rifts, whatever). With Transfiguration,
limiting? Investigators can “try their luck” to get
away with some mystical or magical
A. Appendix VI takes it up to 36, with 36 advantage, at the risk of being
Esoteric Grimoires too. maddened, mutated or simply eaten.
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APPENDIX I - DICE
Percentage chance of succeeding in a Challenge of Difficulty:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
N 100
U
1 82 66 49 33 16
M 2 100 100 91 80 61 38 8 8 5 5 2 2
B 3 100 100 98 93 80 60 23 23 16 15 8 8 1 1 1
E
R 4 100 100 100 98 91 77 39 39 29 27 16 16 3 3 3 1 1 1
5 100 100 100 99 96 89 56 56 43 40 26 26 7 7 7 4 3 3
O
F 6 100 100 100 100 98 95 71 71 58 54 38 38 12 12 12 7 6 6
7 100 100 100 100 99 98 83 83 70 65 49 49 20 20 20 12 11 11
D
I 8 100 100 100 100 99 99 90 90 81 76 62 62 29 29 29 20 17 17
C 9 100 100 100 100 100 99 95 95 88 84 71 71 39 39 39 27 23 23
E
10 100 100 100 100 100 99 98 98 93 90 80 80 49 49 49 35 30 30
/ 11 100 100 100 100 100 100 99 99 96 94 87 87 58 58 58 43 38 38
12 100 100 100 100 100 100 99 99 98 97 92 92 68 68 68 53 46 46
A
T 13 100 100 100 100 100 100 99 99 99 98 95 95 76 76 75 62 54 54
T 14 100 100 100 100 100 100 99 99 99 99 97 97 82 82 81 68 61 61
R
I 15 100 100 100 100 100 100 100 100 99 99 98 98 87 87 87 76 69 69
B 16 100 100 100 100 100 100 100 100 99 99 99 99 91 91 91 81 74 74
U
T 17 100 100 100 100 100 100 100 100 99 99 99 99 94 94 94 87 81 81
E 18 100 100 100 100 100 100 100 100 100 99 99 99 96 96 96 90 86 86
It’s not possible to roll a 7 (or a 11, With 6 Dice you achieve Difficulty 10
13 or any other prime number higher half the time.
than 5) so, if the Difficulty is 7, then With 7 Dice, Difficulty 12 Challenges
it might as well be 8. become routinely achievable.
Since 8 is the Difficulty for most Even a peak human with 10 Dice has
average Challenges, PCs will really only a 50-50 chance of achieving
want a +2 Bonus so they have a Difficulty 15 and less than a 1 in 3
chance of getting 8 by rolling a single chance of achieving Difficulty 18.
6, a double 3 or a treble 2.
Bonuses work because they bring the
Probabilities even out wonderfully Difficulty level down. With a +2
once you start rolling 5 or 6 Dice. Bonus you dramatically increase your
Even without Bonuses, with 5 Dice chances of getting Difficulty 8 and a
you achieve Difficulty 8 half the time +5 Bonus makes even Difficulty 15
achievable with 5 or 6 Dice.
Because the Poker Dice Mechanic used in Cthulhu Abides is non-intuitive it can be hard to
work out just what your lowest possible dice roll is. This is important for identifying when
you cannot fail at a roll and qualify for a Power Stunt. The table below illustrates what the
minimum score is for different dice numbers:
Number of Dice 1 2 3 4 5 6 7 8 9 10
Minimum possible score 1 2 2 3 3 4 4 4 5 5
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The Detective
The Detective Professional Bonus can be used to get good reactions from local police and solve
crimes and mysteries
Sane: You can freely access Stressed: You can gain Deductions Insane: You can gain Clues
1D Police Archives while Stressed while Insane
Roll Type of Detective Description
1 Consulting [Class +1, Intellect +1,Physique -1] You have access to any 1D
Archives instead of just Police Archives
2 Ecclesiastical [Roll 1D: 1-2 Anglican, 3-5 Catholic, 6 Jewish; Hope +1, Occult +1]
You have access to Ecclesiastical or Folk Archives
3 Forensic [Perception +1, Charm -1] Use your Bonus to get Clues or Insight
from corpses, bloodstains or wounds
4 Government [Roll 1D: 1-3 MI5, 4-6 MI6; Class +1, Hope -1] You have the
Agent Leadership Perk and have access to Police & State Archives
5 Police [Survival +1] Use your Bonus to arrest people, assert police
authority and confiscate items
6 Private [Class -1, Resilience +1] Use your Bonus to know gossip or contacts
from the criminal underworld; limited to 1 Police Archive but other
Archives can be of any sort
The Dilettante
The Dilettante Professional Bonus can be used to get good reactions from the upper classes and
their servants, guards and agents
Sane: You can carry out Stressed: You suffer no social penalty Insane: You have no penalty
3
Social Stunts for being Hysterical for social actions
Roll Type of Description
Dilettante
1 Adventurer [Survival +1] Use your Professional Bonus to know exotic locations and
geography; you have the Daredevil Perk
2 Black Sheep [Class -1, Creativity +1] Use your Professional Bonus to know contacts in
the criminal underworld; you have the Broad Minded Perk
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3 Degenerate [Occult +1, Hope +1, Base Madness +1] Your family line is degenerate
and dogged with accusations of witchcraft or worse. You have the
Sensitive Perk and access to a Cult (1D: 6=Mythos)
4 Peer [Class +2, Charm -1, Creativity -1] Use your Bonus to influence
government agencies and access a State Archive; you have either the
Wealthy Perk or the Clubbable Perk
5 Playboy [Charm +1, Intellect -1] Use your Bonus to gain access to parties,
casinos, top restaurants and fully-booked hotels; you have the Famous
Perk
6 Princeling [Roll 1D: 1-2 Mittel European, 3-4 African, 5-6 Asian; Class +1, Charm -1]
You automatically have access to your culture’s Folk or State Archive
and the services of a Batman (as the Perk)
The Doctor
5
The Doctor Professional Bonus can be used to perform healing, either Hospitalisation or Field
Medicine
Sane: You can perform Field Stressed: You can perform Insane: You can use sedative
Medicine on Stunning Wounds First Aid on Killing Wounds drugs as an extra Crutch
Roll Type of Doctor Description
1 Alienist [Perception +1, Hope -1] Use your Professional Bonus to
5
identify the insane; you can Hospitalise Insane characters and
access a Medical Archive
2 Consultant [Investigate +1] You can access 1D Medical Archives
3 Experimenter [Creativity +1, Hope -1] By experimenting on a creature or
living substance, you can make a Creativity/Profession
Challenge to gain an Evidence Clue or point of Insight
4 General Practitioner [Charm +1, Certainty -1] Use your Professional Bonus to
5
diagnose the sick; you can Hospitalise Insane characters
4
5 Psychoanalyst [Dream +1] Use your Bonus to provide Psychotherapy for
5
Insane or Stressed characters; you can Hospitalise Insane
characters
6 Surgeon [Class +1, Hope -1] Use your Bonus to perform Field Medicine
of any sort even when Sane
The Spiritualist
The Spiritualist Professional Bonus can be used to conduct séances, tarot readings or other occult
procedures and tell real ones from fakes
Sane: You can gain or use Esoteric Stressed: You can gain or use Insane: You are not stressed
5
Insight and Spells Mythos Insight/Spells by the Otherwoldly
Roll Type of Spiritualist Descriptive
1 Exorcist [Certainty +1, Base Madness +1] Use your Bonus perform
Spells or Sigils relating to spirits; start with the Elder Sign Perk
2 Fortune Teller [Perception +1, Base Madness +1] Use your Bonus perform
Spells relating to divination; you have the Psychic Perk
3 Magician [Occult +1, Base Madness +2] Use your Bonus perform Spells
in one Esoteric Abjuration; you have the Magician Perk
4 Medium [Dream +1, Base Madness +1] Use your Bonus perform Spells
relating to Esoteric spirits; you have the Mystic Perk
5 Parapsychologist [Investigate +1] Make a Creativity/Profession Challenge to
gain an Evidence Clue/Insight from any paranormal events
6 Stage Magician [Initiative +1] Use your Professional Bonus to perform tricks
of stage magic, sleight of hand and illusion
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The Vagabond
The Vagabond Professional Bonus can be used to forage and live off the land and get good
reactions from other people at the margins of society
Sane: You gain an extra Stressed: You gain an extra Crutch Insane: Authorities will gaol
Frailty or hospitalise you
Roll Type of Description
Vagabond
1 Anarchist [Certainty +1, Hope -1] You are a member of a revolutionary gang or
movement. Use your Bonus to gain the trust of terrorists, activists and
foreigners – treat as a Folk Archive.
2 Gypsy [Class -1, Charm +1] Use your Bonus to get help and assistance from
Gypsies across the country; you can access a Folk Archive
3 Hermit [Dream +1] You are a solitary mystic. You have access to an Elder Ruin
(1D: 6=Mythos)
4 Kibbo Kift [Survival +1] You belong to a Woodcraft community and use your Bonus
for Evidence Clues from woodcraft and identify trails , plants and
animals; you have access to the Kibbo Kift Cult
5 Runaway [Certainty -1, Hope +1] You are on the run from the police, the Fascists
or an angry mob. Use your Bonus to hide yourself or escape from any
pursuers
6 Tramp [Class -1, Resilience +1] You can use your Bonus for begging and pick up
rumours from other vagrants – treat as a Folk Archive.
NEW PHILOSOPHIES
Roll Philosophy Description Modifiers
1 Bolshevik You see a glorious future for mankind once the +1 Intellect; Madness
present evils have been defeated, a future of +1: Hope +1
equality and peace that’s worth fighting for
2 Democrat You believe in the value of the individual and +1 Creativity; Madness
their freedom to be happy. Individuals make ±0: Hope +1
mistakes, but you will fight for their right to
make them
3 Fascist Most people are sheep and need a strong +1 Physique; Madness
leader. Maybe you are that leader. You despise +1: Hope +1; access to
the weak and admire strength and conviction. Fascist Cult
4 Humanitarian All over the world, people are in need, +1 Perception;
oppressed, in peril. You can’t ignore their Madness -1; Hope -1;
sufferings. You will do everything in your power Resilience +1
to help the helpless
5 Idealistic Whatever they might say, there is truth and +1 Charm; Madness
justice and a civilized way of doing things. You ±0: Hope +1
stand up for what’s morally right and do not
count the cost
6 Stoical You don’t expect the world to be pretty or just, +1 Class; Madness -1:
but you have a strict code you live by and an Hope -1; Resilience +1
inner sense of dignity that can never be taken
from you.
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NEW GOALS
Roll Goal Description Modifiers
1 Crusader The Mythos and its human collaborators must be Fighting +1; Madness ±0:
wiped out. It is a stain on the planet and the Initiative +1
species and you work for its destruction.
2 Cultist When the stars are right and the Old Ones return Occult +1; Madness +2:
they will reward their faithful servants, but first Certainty +1, access to a
all rival cults must be destroyed. Cthulhu fhtagn! Mythos Cult
3 Haunted You suffer nightmares about the Other Gods and Dream +1; Madness +1;
Elder Things and can have no peace until you Hope -1; Resilience +1
solve the mystery or end their reign on earth.
4 Loyal You are personally loyal to a hero-figure, an old Profession +1; Madness:
teacher, Army officer, member of the Royal ±0: Resilience +1
Family or religious leader who opposes the
Mythos.
5 Paranoid You see signs of the Mythos everywhere and Investigate +1; Madness:
believe in a huge occult conspiracy involving +1: Initiative +1
every level of government and law enforcement.
6 Thrill- You’re in it for the excitement – hair-raising Survival+1; Madness +1:
Seeking chases, fighting cultists, encountering monsters Certainty +1, Initiative +1
and visiting exotic locations. Simply thrilling!
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Athletic: Add 1D to Dodge & Fall Resists or Cultist: You have access to a Cult (1D:
other feats. Your athleticism gives you an 6=Mythos). Choose or roll a Cult you have
extra +1D on these Resist Challenges and on access to. This is an Esoteric Cult unless the
any Challenge involving climbing, running, GM approves a Mythos Cult on a roll of 6.
jumping or balancing. You do not need to make an Access
Challenge to interact with the Cult but
Batman: You have a very competent servant.
Danger Checks still apply. [Add +1 to the
This may be your butler or valet, a family
Base Madness Level of any character with
retainer, an old wartime junior or a graduate
this Perk]
student or intern. Create this NPC as a
Primary Character or an extra PC. They are Daredevil: You can roll Action Stunts while
intensely loyal to you (with the Loyal Goal) Sane. This enables you to do reckless,
and will only consider betraying you or acting swashbuckling or dangerous things with your
against you if they are in Fugue. full dice roll. The Perk does not mean you
automatically get succeed in such behaviour,
Believer: Use Faith against all Magic with
but many onlookers may find your behaviour
Profession Bonus. Most PCs can only call on 1
Dangerous .
Faith to resist Magic if their Philosophy or
Goal is directly involved. You can always Diarist: Create 1D Epistles from 2 Insight. You
Resist Magic with Faith, rolling either can turn excess Insight into Epistles by
Certainty or Hope and using your Profession investing 2 Insight instead of 3; you can use
Bonus. your own Epistles as well as specifying one
other reader.
Bohemian: You can do Social Stunts while
Sane. This enables you to do wild, antisocial Dogged: You need to be Stunned or Killed
or criminal things in public with your full dice twice. You can receive a Stunning or Killing
roll. The Perk does not mean you Wound once in a Story with no effect, but
automatically get away with such behaviour, the second time you are Wounded it has its
but many onlookers may find your behaviour full effect on you.
1 2
Dangerous or Disturbing .
Drug Cabinet: Sedate one character
Broad Minded: You are not affected by automatically. Your sedative drugs can lower
2
Disturbing Ideas . You do not need to make a a character’s Madness Level by a whole
Challenge when confronted by a Disturbing category (ie from Insane to Stressed or
2
Idea unless it is an Extreme Horror, in which Stressed to Sane). You can use these once
case you treat it as a normal Stressor. per Story, including on yourself. If used
during an action Scene, this is a
Bubble: Use your Crutch twice per Story.
Creativity/Profession Pulp Stunt.
Because of the protected and naïve world
you inhabit, you can call upon your Crutch Elder Sign: Create a Sigil worth 1D Resist
twice as often to lower your Madness Level. using Insight. Whenever you face a Magic
Wound you can spend a point of Insight to
Clubbable: You enjoy the resources of the
create a Sigil: roll 1D for its Resist value on
Diogenes Club. The Diogenes Club will be
the table on p62; it's not automatically an
dealt with in later editions, but this
Elder Sign despite the name of this Perk.
organisation provides Investigators with
[Add +1 to the Base Madness Level of any
advice, resources and even mystical help to
character with this Perk]
keep the country safe from the Mythos.
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Poisoner: Create a Stunning or Killing attack Sorcerer: You can use Mythos Magic while
with drugs. Your drugs can be used as a Stressed. Unlike most characters, you can
weapon if you inject them (a cast Mythos Spells and use Mythos Artefacts
Physique/Profession Challenge) or mix them while Stressed as well as Insane. You can add
into food or drink (a Creativity/Profession your Dream Bonus to Mythos Spell Potency.
Challenge). Using poisons to Kill is a Pulp [Add +1 to the Base Madness Level of any
Stunt. The GM will determine the exact character with this Perk]
consequences.
Stiff Upper Lip: Re-roll any failed Challenge.
Psychic: Spend Insight to receive a helpful If you fail a Challenge you can immediately
vision. You are prone to helpful dreams or re-roll it as if you had spent Insight. If you fail
visions that strike unexpectedly. You can a second time you can still spend Insight for a
convert Insight into Clue Points which you third attempt.
can use to ask the GM to describe a helpful
Team Player: No loss of Team Cohesion
vision that will further your investigation.
when mad. When your Madness Level
When Transfigured you cannot spend Insight
increases you never lose Team Cohesion; you
to re-roll any Wrath Check or Escape
don’t add to the difficulty of the challenge to
Challenge. [Add +1 to the Base Madness
form a team that has you in it
Level of any character with this Perk]
Theurgist: You can use Esoteric Magic while
Pugilist: Add +1D to Damage and to Dodge
Sane. Unlike most characters, you can cast
Resists in fights. You are skilled in boxing (or
Esoteric Spells and use Esoteric Artefacts
another martial art) and can add +1D to your
while Sane as well as Stressed. You can add
Damage Challenge in unarmed combat and
your Dream Bonus to Esoteric Spell Potency.
+1D to your Dodge Resist in close combat
[Add +1 to the Base Madness Level of any
(but not against firearms)
character with this Perk]
Relic Treasure: You have an Esoteric
Transport: You own a special vehicle (D: 1-2
Artefact. Roll on the Artefacts table to see
car, 3-4 boat, 5-6 plane or airship). This
which Artefact you own or design your own
vehicle belongs to you and at the start of the
with the GM’s approval.
Story it is parked, moored or hangared
Ruin Map: You have access to an Elder Ruin nearby. If it is destroyed, it can be replaced
(1D: 6=Mythos). Roll or choose an Esoteric as a Difficulty 8 Reward Challenge.
Ruin you have access to. This means you do
Unflappable: Re-roll any failed Hope
not require an Access Challenge to benefit
Challenge. If you fail a Hope Challenge you
from it. If the GM approves, on a roll of 6 this
can immediately re-roll it as if you had spent
can be a Mythos Ruin.
Insight. If you fail a second time you can still
Sage: You have access to 1D Archives. In spend Insight for a third attempt.
addition to your normal Archives, you have
Visionary: Start each Story with 1D Insight.
access to extra ones that can be of any type.
This can be either Esoteric or Mythos Insight.
Roll to see which type of Archives you can
You can only spend the Insight if your
visit and decide where they are.
Madness Level is high enough. In the
Sensitive: You can gain and use Insight when Dreamlands you gain +1 level of Dream Lore.
Sane. Unlike most characters, you can gain [Add +1 to the Base Madness Level of any
Insight (from Grimoires, Fugues, etc) while character with this Perk]
Sane and spend any Insight you already have.
War Experience: You can attack to Kill when
Insight gained or used while Sane is treated
Sane. Your exposure to the Great War means
as Esoteric Insight. However you cannot
that Killing is not a Pulp Stunt for you. You
spend Insight to resist the effect of
are still affected by seeing someone being
Transfigurations and in the Dreamlands you 1 3
killed as a Danger or even a Profound Shock
automatically gain +1 level of Dream Lore
if it’s grisly. You are trained in 1D Weapon
with this Perk.
Types.
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APPENDIX IV – WEAPONS
Before the Great War handguns had to PCs with the Gun Owner Perk are
be licensed but gun ownership in Britain registered gun owners who can start
was only denied to someone who was every Story with a handgun, rifle or
"drunken or insane". There were a shotgun. Other PCs must make a
quarter of a million licensed firearms in Class/Profession Challenge, but with a
private hands across the country. After Limit equal to the character’s Base
soldiers returned from the trenches the Madness Level. For example, a character
Government became concerned about who is Feverish2 has a -2 Limit on any roll
the weapons they had brought home to acquire a gun. Other weapons can be
with them, especially after the 1917 acquired with a Class/Profession
Russian revolution increased fears of Challenge and no Limits for Madness
revolutionary gangs. The 1920 Firearms Level. Guns and other weapons picked
Act allowed local police forces to deny a up this way disappear before the next
firearms licence to anyone who was Story – they are assumed to be sold on,
"unfitted to be trusted with a firearm". returned or confiscated – unless the PC
makes a Difficulty 5 Reward Challenge.
Each table provides the weapon’s Bonus
Roll Weapon Type
which is added to the user’s Fighting
1 Hand Weapon
Challenge to hit, the Limit that applies to
2 Handgun
an untrained user, the Damage Dice the
3 Rifle
weapon rolls on a successful hit (the
4 Shotgun attacker adds their Fighting Bonus) and
5 Machine Gun the Difficulty of acquiring the weapon
6 Explosives during a Story.
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APPENDIX V – ARCHIVES
Journalists have an Archive at
their own newspaper or
magazine
most Explorers access one
Archive
Peers, Princelings, Spies and
Archives were previously treated in a Government Agents access one
general way, but PCs (and PC Scholars State Archive
in particular) will want to know where Parapsychologists have access
their Archives are located. to either an Academic or a Folk
Scholars, Detectives, Medical Archive
Consultants and Bishops have Archives that certain PCs have automatic
1D Archives, the first being their access to will contain a Grimoire but the
own library PC does not have to consult it:
Crime Writers and Private researchers may prefer to gain the
Detectives have a Police normal 1D Clues or Insight from the
Archive, usually a friendly police Archive rather than risk their Madness
station Level increasing by studying a Grimoire.
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APPENDIX VI – GRIMOIRES
The chapter on Grimoires introduced six
Mythos Grimoires, but a full selection is
given here.
Roll 1 2 3 4 5 6
1 Night-Gaunt – On the Sending People of the The King in Azathoth & Dream
(English)
Edgar Hengist Out of the Soul Monolith - Yellow Other Horrors – Landscape –
(English) (English)
Gordon Justin Geoffrey AC, 10, 5D/+9, Edward Ardois-Bonnot
3 (English) O5X (English) (-)
AH, 8, 2D/+6, PS AY, 8, 3D/+6, PS3 Derby
3 4
CY, 8, 3D/+6. PS AY, 8, 3D/+6, U HRP, 6, 3D/+6, O5
2 Poakotic Marvells of Pickman's Tales of the Old Cthulhurupa – Eltdown Shards
Fragments Science - Œuvre – Ones – Eli Henry – tr. Whitney
(English) (unknown) (English)
Morryster Richard Davenport Wilcox
(English) (-) (English)
CHP, 12, 5D/+9, Pickman C, 10, 2D/+6 CP, 12, 8D/+12,
U4 Y, 12, 7D/+11, CH, 6, 2D/+5, U4 Y, 9, 4D/+8, PS3 (4D/+7), PS3 (U4) O5
PS3X
3 De Vermiis Cultes des Ponape Thaumaturgical The Angell Book of Dyzan
(Tibetan)
Mysteriis - Goules - Scripture – tr. Prodigies in Corpus - Prof.
(English)
Ludvig Prinn Comte d’Erlette Copeland New England Angell All, 15, 10D/+15,
(Latin) (French) (English) O5
Canaan – Rev. R, 9, 5D/+9, M6
(English)
AR, 12, 6D/+10, AHR, 12, 6D/+10, CP, 12, 5D/+9, U4 Phillips
U4 U4 CAR, 10, 7D/+11,
U4
4 Golden Goblin’s Bridewell’s Unausprechlichen Notes on the Livre d’Ivon – Liber Ivonis – tr.
Nameless Cults Nameless Cults Kulten - von Necronomicon tr. Gaspard Du Caius Phillipus
(English ) (English ) (German) (English) (French) (Latin)
Junzt – Feery Nord Faber
AR, 10, 6D/+10, AR, 10, 8D/+12, AR, 12, 10D/+15, R, 8, 4D/+7, O5 HRPY, 12, All, 15, 12D/+18,
O5 O5 O5X 11D/+16, M6 M6X
5 Pnakotic Cultus Necronomicon Necronomicon Dr John Dee’s Al Azif - Abdul
Manuscripts Maleficarum – – tr. Olaus – tr. Theodoras Necronomicon (Arabic)
Alhazred
(English) (Latin) (Greek) (English)
tr. Baron Wormius Philetas All, 15, 15D/+22,
(English)
CHP, 15, 8D/+12, Frederic All, 15, 12D/+18, All, 15, 13D/+19, AR, 12, 8D/+12, M6X
O5 AR, 12, 9D/+13, M6X M6X M6
M5
6 Book of Eibon Monstres and True Magick – Dhol Chants Seven Cryptical Seven Cryptical
(English) (Unknown)
their Kynde Theophilus Books of Earth Books of Hsan
(English) (English) (English) (Chinese)
HRP, 12, Wren All, 18, 12D/+18
10D/+15, M6 ARH, 12, 9D/+13, AH, 12, 10D/+15, CHR, 15, All, 15, 12D/+18,
M6 O5X 10D/+15, O5 M6X
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A similarly expanded selection of consult the top row for the exact
Esoteric Grimoires is given below. Grimoire but characters who are not
Characters can roll or choose from an Scholars have a -1 Limit.
Abjuration (left hand column); roll and
Roll 1 2 3 4 5 6
1C Discoverie of De Arte De l'infinito The Book of Enoch De Coelesti Malleus
(English)
Witches - Cabbalistica – universo et – tr. Charles Hierarchia – Malleficarum –
(English) (Latin) (Greek)
Hopkins Reuchlin Mondi – AD, 8, 3D/+6, PD1 Dionysius Kramer &
(Italian) (Latin)
AD, 8, 1D/+3, AKH, 12, 2D/+5, Bruno A, 12, 4D/+7, Sprenger
PD1 PD1 AD, 10, 2D/+5, DI2 PD1 ADN, 10, 5D/+9,
PS3
2D Les Propheties Wonders of De Occulta Saducismus Daemonolatreia De Praestigiis
(Latin)
- Nastradamus the Invisible Philosophia – Triumphatus – - Remigius Daemonum –
(French) (Latin) (Latin) (Latin)
World - Agrippa Glanvil D, 10, 3D/+6, DI2 Weyer
(English) 2
DH, 12, 1D/+3, Mather DHK, 10, 2D/+5, D, 10, 3D/+6, DI D, 10, 4D/+7, DI2
DI2 AD, 8, 2D/+5, DI2 PD1
3H The Lost Clavis Liber Historie de la Ars Magna et The Emerald
(French) (Greek)
Lemuria – Alchemiae - Investigationis - Magie- Levi Ultima - Tablet
(Latin) (Latin) (Latin)
Scott- Fludd Geber HK, 10, 4D/+7, PD1 Lully H, 10, 5D/+9, PS3
(English) 2 2 2
Elliot H, 10, 3D/+6, DI HK, 10, 3D/+6, DI H, 10, 4D/+7, DI
H, 8, 1D/+3, PD1
4K Cryptomenysis Die Steganographia The Key of The Zohar
(Latin) (Latin) (Hebrew)
Patefacta - Kryptographik - Traumdeutung - - Trithemius Solomon
(English) (German) (German) 2
Falconer Kluber Freud K, 12, 3D/+6, DI HK, 12, 4D/+7, K, 12, 5D/+9, PS3
K, 10, 1D/+3, K, 12, 2D/+5, K, 10, 3D/+6, DI 2 DI2
PD1 PD1
5N Regnum The Secret The Goetia – tr. Sacred Magic of Livre des The Book of the
(English)
Congo - Doctrine – Mathers Abramelin the Esprits – Dead – tr.
(Italian) (English) (French) (English)
Pigafetta Blavatsky DN, 10, 2D/+5, DI2 Mage – tr. Kardec Birch
(English)
NP, 8, 1D/+3, HKN, 8, 1D/+3, Mathers N, 8, 3D/+6, DI2 KN, 10, 6D/+10,
PS3 PD1 DHN, 10, 3D/+6, DI 2
PS3
6P The Witch- The Golden Black Book of Anglo-Saxon Leechdoms, Kama Sutra – tr.
(Old
Cult in Bough - Carmarthen Chronicle Wortcunning Burton
(English) (Welsh) English) (English)
Western Fraser & Starcraft of
Europe - P, 10, 2D/+5, DI 2
P, 12, 2D/+5, PD 1
AP, 12, 3D/+6, PD 1 Early England - NP, 10, 4D/+7, PS3
(English)
Murray tr. Cockayne
(English)
NP, 8, 1D/+3,
PD1 P, 10, 4D/+7, DI2
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EXPANDED GRIMOIRES
GRIMOIRES
Fictional Mythos Grimoires are in bold;
real-world Esoteric Grimoires are in
italics
Al Azif: Written in Arabic by the ‘mad Arab’ Cthulhurupa: An icon of Cthulhu in greenish
Abdul Alhazred c730, this is the Holy Bible of soapstone, marked with alien hieroglyphs.
Mythos Grimoires although no copies of the The stats are for an image sculpted by Rhode
original Arabic version are known to exist. Island artist Henry Anthony Wilcox, based on
Translations into other languages are known a dream. For a genuine Cthulhurupa
as the Necronomicon. obtained from the Cthulhu Cult, use scores in
parenthesis and inflict Transfigurations/
Angell Corpus, The: Collection of research
notes by George Gammell Angell, lately Cryptomenysis Patefacta: Book by Falconer
Emeritus Professor of Semitic Languages at published in 1685 discussing the ‘art of
Brown University. The nearest thing to a secret communication’.
complete elucidation of the Cthulhu Cult in
Cultes des Goules: The Comte d’Erlette
the modern world.
published this set of memoirs in French in
Anglo-Saxon Chronicle: Political and religious 1703, describing his membership in a
chronicle of Dark Ages England in nine Parisian Ghoul Cult. Several Spanish and
surviving manuscripts, kept at the British Italian hand-written copies exist. Any reader
Museum, the Bodleian and Cambridge who fails a Hope Challenge gains a Ghoul
University Point.
Ars Magna et Ultima: Book on alchemy by Cultus Maleficarum: Also known as the
Raymond Lully, published in Latin in 1517. “Sussex Manuscript”, this is an incomplete
and erroneous translation of the
Azathoth & Other Horrors: Deranged poem
Necronomicon into English by Baron Frederic
by Edward Pickman Derby published in 1919
Sussex in 1598.
by Onyx Sphinx Press
Daemonolatreia: Treatise on demonism by
Black Book of Carmarthen: Manuscript in Old
Nicolas Rémy (Remigius), the French judge
Welsh dating from 1250 containing mystical
who presided over witchcraft trials.
poems about Merlin and Taliesin.
Published in 1595 in Lyons.
Book of Dyzan: Mysterious Tibetan book of
De Arte Cabbalistica: Latin text on kabbalism
secret lore that has been translated into
by the Jewish Humanist writer Johann
Chinese and Sanskrit. Mme Blavatsky alludes
Reuchlin; published in Haguenau in 1517
to an English translation and one was
th
supposedly produced by Wallace Deely in De Coelesti Hierarchia: 5 century Greek text
1901 for the Theosophy movement. on Christian mysticism by an author claiming
to be Dionysius the Areopagite
Book of Eibon: Spell book of the Hyborian
wizard Eibon that survived the Ice Ages. The De l'infinito universo et Mondi: 1584 book on
oldest known copy is a Latin Liber Ivonis by astronomy by the heretical Dominican Friar
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Caius Phillipus Faber from the 9 century and Giordano Bruno who was later burnt at the
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a 13 century French Livre d’Ivon by Gaspard stake
Du Nord. An unknown occultist produced the
th De Occulta Philosophia: Three volume Latin
English translation in the 17 century during
treatise on hermetic magic by the alchemist
the reign of James I.
and magician Heinrich Cornelius Agrippa;
Clavis Alchemiae: Latin book on alchemy by published in Cologne in 1533
Robert Fludd, the English astrologer and
kabbalist, published in Frankfurt in 1633
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De Praestigiis Daemonum: Definitive treatise King in Yellow, The: Weird two-act play of
on demonism by Johan Weyer, listing the unknown authorship, published in 1895. The
names of demons and published in Basel in first Act is dreamlike but harmless and
1563 and translated into German, French features court intrigues in the city of Carcosa.
and English. The dreadful second Act destroys the sanity
of readers or viewers. Hastur Transfigures
De Vermiis Mysteriis: Spell book of the
readers who fail a Hope Challenge.
necromancer Ludvig Prinn, printed in Latin in
1542 before he was burnt at the stake. A Kryptographik: A book on codes and ciphers
1670 German edition, ‘die geheiminisvollen by Johann Kluber, published in German in
Wurme’, is in the British Museum. Edward 1809
Kelley published an unreliable English edition
Leechdoms, Wortcunning & Starcraft of Early
in 1573.
England: Translation of a Dark Ages book of
Die Traumdeutung: Dr Freud’s shocking book magic and herbal medicine by Oswald.
‘On The Interpretation of Dreams’, published Cockayne, also known as ‘Lacnunga’
in German in 1899 but translated into English
Liber Investigationis: ’Geber’ is the Latin
by A.A. Brill in 1913
name for the 8th century alchemist Jabir ibn
Discoverie of Witches: 1674 treatise on Hayyan, whose experiments ended with him
demonism by self-appointed ‘Witchfinder being banished from Baghdad.
General’ Matthew Hopkins
Malleus Malleficarum: Treatise on witchcraft
Dhol Chants: Pre-human (or inhuman) published in Speyer in 1487 by two Catholic
liturgies associated with the Plateau of Leng. priests, Heinrich Kramer & James Sprenger.
No translation exists. The Miskatonic
Marvells of Science: A 1790 book by
University owns the only known copy.
Bertrand Morryster describing wild science,
Dream Landscape: Painting of blasphemous including strange alien technology.
vistas displayed by Ardois-Bonnot, a
Monstres and their Kynde: Book compiled
"fantastical painter", in the Spring Salon of
from other Mythos Grimoires (notably the
1926
Necronomicon and the Book of Eibon) in
Eltdown Shards: Mysterios pottery found in 1577. The British Museum’s copy was stolen
Southern England in 1882 and partially in 1898.
translated by Gordon Whitney into English.
Nameless Cults: See Unaussprechlichen
They describe the Great Race of Yith and the
Kulten
Elder Things.
Necronomicon: Translations of Al Azif into
Historie de la Magie: Eliphas Levi, the French
other languages are just about the most
occultist, published this treatise on magic in
potent Mythos Grimoires to be found.
1860
Theodoras Philetas created the first version
Livre des Esprits: Allan Kardec was the pen in Greek around 950 but Olaus Wormius
name of French spiritist Hippolyte Rivail who made a Latin translation of the Greek in
published this book on mediums in 1587. 1228. Dr John Dee attempted an English
th
translation in the 16 century but never
Les Propheties: Prophecies of Michel de
published it.
Nostredame (Nostradamus), punlished in
1555 Night-Gaunt: Deranged novel by Edgar
Hengist Gordon, published by Charnel House
Kama Sutra: The explorer and orientalist
of London. Its morbid theme made is a
Richard Burton translated the scandalous
commercial failure and most editions were
Hindu text on erotic mysticism into English in
recalled and pulped.
1883. A more academic German-Latin text
was published in 1897. Notes on the Necronomicon: Pamphlet
published by the occultist Joachim Feery in
1901, but the translations are mixed with
commentary and Feery’s own drug-induced
hallucinations.
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On the Sending Out of the Soul: A pamphlet Saducismus Triumphatus: Book on witchcraft
that circulated in Salem, Massachusetts in by Joseph Glanvill, published in 1681 and
1783 desribing astral projection. including folklore and accounts of witches’
spells
Parchments of Pnom: Spell book of Pnom of
Mnardis. Supposedly only one copy remains Scroll of Bubastis: Atlantean account of the
somewhere in the Dreamlands. Black Rites of Bast, describing the cult of the
Cat Goddess from Hyborian Stygia
People of the Monolith: Deranged poem by
Justin Geoffrey inspired by the cult at Seven Cryptical Books of Earth: Rumoured
Stregoicavar in Hungary. Geoffrey was translation of the Seven Cryptical Books of
committed to an insane asylum. Hsan.
Pickman's Œuvre: Collection of art by the Seven Cryptical Books of Hsan: Dreamlands
Bostonian painter of macabre fantasies, Grimoire stored in the Temple of the Elder
Richard Upton Pickman, before his Gods in Ulthar. Chinese scrolls bearing this
disappearance in 1926 Grimoire are closely guarded in the Orient.
Pnakotic Manuscripts: Pre-human writings Tales of the Old Ones: Rare monograph
describing the Great Race and the Hyborian published by Eli Davenport drawing on oral
Age. A Photostat is kept at the British Library. records prior to 1839, describing the folklore
of the Mi-Go in rural Vermont.
Poakotic Fragments: Aztec inscriptions also
known as the Puahotic Fragments. Thaumaturgical Prodigies in New England
Canaan: Book by the Rev. Ward Phillips
Steganographia: Latin treatise on magic and
published in Arkham, Massachusetts in 1794,
spirits by Johannes Trithemius that is also an
with a heavily edited Boston edition in 1801.
ingenious book on codes; first published in
The author tried to buy up all the copies of
Frankfurt in 1606
the book and burn them.
Ponape Scripture: A manuscript discovered
True Magick: Book by Theophilus Wren,
in the Caroline Islands by Cap. Abner Hoag in th
written in England in the 17 century and
1734. Harold Hadley Copeland published an
describing many Mythos monsters. The
English edition in 1907. The texts describe
original is handwritten, but a print edition
the lost continent of Mu in the Hyborian Age
was published in 1872.
and details of the Dagon Cult.
Unaussprechlichen Kulten: Occult book by
Regnum Congo – Report on the African
Friedrich Von Junzt published in Dusseldorf in
Congo by Filippo Pigafetta from 1591, with
1839. An unreliable translation by Bridewell
horrific engravings of cannibalism by
of London came out in 1845 under the title
Theodor De Bry
Nameless Cults and a heavily expurgated
Sacred Magic of Abramelin the Mage: edition by Golden Goblin Press, NY came out
Mysterious medieval treatise on magic by in 1909.
Abraham of Worms, translated into English
Voormish Tablets: Tablets written by the
by the Golden Dawn occultist Samuel L
sub-human Voormis of ancient Hyboria and
MacGregor Mathers in 1897
sealed within Mount Voormithadreth
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YELLOW HERALD
Yellow Herald The Heralds, like most servitors of Hastur,
Initiative 8 cannot harm anyone bearing the Yellow
Attack 10 Sign. However, the Yellow Sign often
Damage 10 causes Transfiguration in anyone brave
Defend 15 enough to bear it and earns the bearer the
Resistance 12XXX intense hatred of Mi-Go and other alien
Enmity 12X races. Mortals Transfigured by Hastur may
4
Horror 15, Unnatural become Yellow Heralds. If the Pallid Mask
Magic 12X, R’lyeh is removed, the hideousness beneath is a
Binding 17, the Herald can mesmerise even Difficulty 18 Otherworldly5 Horror.
strong-willed creatures with its
voice; Magic Resist to overcome
Example: ‘Knuckles’ Murdigan shoots a
Curse 12, Heralds can inflict a rotting Yellow Herald with his shotgun, narrowly
curse; avoid with Magic Resist only making the 15 needed to hit, but his
Evoke 12, Heralds can alter the Damage dice come up 5, 5, 3, 6, 3: only
appearance to look human; Intellect (3+3) 6 because the XXX Resistance
/ Occult to recognise
imposes a -3 Limit; even with his +5
Portal 15, Heralds can cross the Angles,
enter the Dreamlands or teleport to Fighting Bonus this won’t kill it. He spends
known locations a point of Mythos Insight to re-roll the 6
Summon 7, Heralds can summon mortals to and the two 5s and gets 4, 1, 3; now his
them (Magic Resist to avoid) or total is (3+3+3+5) 14, blasting it to rags.
Byakhee as guards or steeds
Ward 9, the Yellow Sign is a barrier many 1. An old friend invites the PCs to visit but
creatures and animals fear to cross; Intellect/Occult at Difficulty 12 may reveal
Magic Resist to persist his face is a Pallid Mask and he has
become a Yellow Herald. The house may
These ghastly beings serve Hastur the
be sealed by Yellow Signs and Byakhee.
Unspeakable and work towards freeing 2. A creepy vendor is selling Halloween
him. They particularly strive to set up the masks that turn children into Heralds who
Yellow Sign Cult and encourage mortals to feed parents to pet Byakhees or set up
read or stage The King in Yellow but they school productions of The King In Yellow.
also plot against Hastur’s enemies (the Mi- 3. As #2 above, but a company run by a
Go in particular). They appear as roughly Herald is making the masks and delivering
humanoid beings (although often them to toy shops around the country.
tentacled, goat-legged or reptilian), 4. A Sorcerer binds a Yellow Herald into a
cloaked in yellow and wearing the hideous yellow candle. He uses it to kill or control
his enemies, but the Herald has set up its
Pallid Mask over their shifting faces.
own Yellow Sign Cult which is trying to
Heralds are only partly physical and only steal and destroy the candle. PCs may be
their robes are entirely real. This makes hired either by the Cult or the Sorcerer to
them very difficult to harm, but some steal back the candle.
weapons from beyond the Angles, Cursing 5. A PC is replaced by a Yellow Herald. Do not
tell the PC they are no longer themselves
Magic or alien Artefacts might be effective
but describe mayhem whenever the PC is
against them, removing one or more Xs
alone with a potential victim.
from their Resistance Score. They are 6. A Herald is using the radio to serialise The
master manipulators: almost all use King In Yellow in nightly episodes. The first
Binding Magic and one other; those with Act is nearly over. PCs must track down
Portals too may Bind victims over great the source of the broadcast before the
distances or exchange minds with victims. dreadful Second Act is transmitted.
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A Cthulhu, 12, 102, 115, 127, 162, Esoteric Insight, 21, 39, 47, 66,
Abjuration, 71, 73, 83, 87, 89, 165 67, 71, 73, 137, 143
92, 96, 98, 114, 137 Cthulhu Cult, 12, 103, 127, 162, Esoteric Magic, 47, 59
Aggravated Wound, 55, 59, 95 175 Esoteric Monster, 97
Amulet, 112 Cthulhu fhtagn, 87 Esoteric Ruin, 129, 130, 131,
Animal, 99 Culte des Goules, 126 133
Archive, 21, 49, 50, 68, 69, 136, Cultes des Goules, The, 72, 91, Esoteric Spell, 82, 83, 88, 113,
142, 143, 144, 148, 151 155 125, 143, 148
Area Attack, 55, 58 Curse, 85, 96, 98 Evidence, 47, 66, 68, 71, 75,
Armour, 55, 56 D 130
Artefact, 112, 114, 115, 128, Danger Check, 23, 26, 92, 100, Evoke, 85, 96, 98, 117
129, 130 117, 128, 131 Exaltation, 85, 86, 98
Artist, 30, 48 Dark Young of Shub-Niggurath, Explorer, 30, 45, 49
Athame, 87, 112 95, 104, 163, 164 Extreme Horror, 45, 51, 71,
Atlantis, 10 De Vermiis Mysteriis, 72, 155 102, 126
Attribute, 19, 28, 33, 118 Deduction, 47, 66, 67, 68, 78, F
Azathoth, 8, 116, 123, 173 142, 147 Facility, 87, 89
Azathoth Mythos, 8 Deep One, 95, 102, 127, 130, Faith, 61
B 165, 175 Fall, 56
Base Madness Level, 25, 34, 40, Defiance, 61 Feint, 59
42, 45, 51, 88, 92, 100, 119, Denouement, 65, 77, 94 First Aid, 59, 147
125, 136, 137 Detective, 141, 142 Formless Spawn, 13, 109, 166
Binding, 85, 96, 98 Difficulty Score, 19 Foulness, 101
Black Goat of the Woods, 12, Dilettante, 141, 142 Frailty, 35, 41, 43, 51, 101, 119,
104 Diogenes Club, 146, 160 136, 144, 145
Blasphemous Horror, 160, 168 Disarm, 56 Fugue, 21, 25, 39, 43, 44, 45,
Blasphemy, 100 Disjointed, 23, 24 51, 58, 117, 119, 142
Bonus, 19, 27, 29, 32, 33, 37, Disunited, 23 Full Attack, 59
48, 49, 50, 67, 77, 79, 89, 136, Doctor, 141, 143 Full Defence, 59
137, 140, 142, 143 Dodge, 56 G
Book of Eibon, The, 72, 155, Dream Magic, 122 Geist, 45, 59, 61, 100, 101, 136
164 Dream Quest of Unknown Ghost, 97
Boss, 94, 96, 97, 99 Kadath, The, 123 Ghoul, 12, 91, 95, 124, 126,
Byakhee, 106, 161 Dreamlands, 10, 47, 50, 78, 130, 167
C 111, 118, 119, 120, 123, 126, Ghoul Point, 91, 126, 130, 136,
Certainty, 31, 33, 41, 43, 70, 130, 132, 147, 148, 167, 171, 167
128, 129, 130 173, 175 Gnosis, 101
Challenge Score, 19 Dunwich Horror, The, 81 Goal, 16, 32, 61, 136, 145
Chthonian Mythos, 9 E Great Old One, 9, 119, 121,
Chthonic Old One, 10, 13 Elder God, 10, 111, 118, 119, 130, 133, 169
Clergyman, 30, 48 121, 123, 124, 132 Great Race of Yith, 9, 130
Close-knit, 23, 24 Elder Lore, 119, 120, 121, 122, Grimoire, 65, 67, 70, 72, 73, 89,
Clue Point, 16, 18, 21, 44, 65, 132 92, 155, 157
66, 67, 69, 74, 75, 76, 77, 78, Elder Ruin, 9, 49, 75, 117, 128, H
122, 137, 142 133, 144, 148 Hastur, 12, 105, 127, 161, 169,
Cohesion, 23, 25, 26, 76, 136, Elder Sign, 87, 102, 113, 115, 177
148 146 Hope, 33, 40, 42, 43, 44, 51,
Colour Out of Space, 163 Elder Thing, 8, 9, 10, 130, 169, 100, 148
Covering Fire, 58 174 Horror, 43, 70, 73, 76, 95, 125,
Criminal, 141, 142 Enmity, 94, 95 126, 128, 129, 137
Cross the Threshold, 76 Epistle, 73, 137, 146 Hyborian Cult, 125
Crossing the Angles, 107, 116, Esoteric Abjurations, 84 Hyborian Mythos, 10, 118, 172
117, 131, 132, 173, 176 Esoteric Artefact, 148 I
Crutch, 35, 42, 44, 45, 51, 119, Esoteric Cult, 125, 126, 127, Iä, Shub-Niggurath, 87
136, 143, 144, 145, 146 133, 146 Impact, 57, 62, 63
Cthulhoid, 162 Esoteric Grimoire, 49, 71, 146, Incantation, 87, 113
156 Infiltration, 127, 130
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