Cthulhu Eternal - Jazz Age
Cthulhu Eternal - Jazz Age
Cthulhu Eternal - Jazz Age
Credits:
Original Writing: Dean Engelhardt, Jo Kreil, Kevin Ross, Jeff Moeller, Chad Bowser, Dave Sokolowski, Christopher Smith
Adair, Fred Behrendt, Emily O’Neil.
Additional Writing: Michelle Bernay-Rogers, Paul Franzese.
Rules updates: Noah Cline.
Localization of Cthulhu Eternal for the Modern Age Setting: Dean Engelhardt
Cover art by: Stock Art, composited by Dean Engelhardt.
Special help and enthusiasm: Matt Wiseman.
Copyright © 2022 by Cthulhu Reborn Publishing.
The name Cthulhu Eternal and the associated logo are Trademarks of Cthulhu Reborn Publishing.
For full OGL License Details including statements of Product Identity and Open Content see end of document.
The only assumptions made by the Cthulhu Eternal rules are that:
• The game takes place in an era of our planet’s past, present, or future where humanity is the prevailing –
although not necessarily only – species actively shaping the world.
• The world is haunted by secret and mysterious survivals of otherworldly or extra-dimensional forces of
Lovecraft’s mythos; clues to their existence are scattered through written accounts (if such exist) or folktales
passed from generation-to-generation.
• Players take on roles of everyday people from the era, without special pulp-like “super-powers”; regardless of
their frailty they pursue the truth about the Cthulhu Mythos and ultimately work to thwart its corrosive
influence.
• Player characters are physical human beings that can be hurt, fall unconscious, or die if subject to physical
damage – and conversely, they can be healed using whatever knowledge of “first aid” exists in the historical era.
• Player characters are conscious and intelligent beings whose sanity can be adversely affected by witnessing
terrible things beyond normal human comprehension – and conversely, they can have their mental state made
better by whatever folk-remedies or medical science exists in the historical era.
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Lovecraftian Investigations in the Jazz Age
This version of Cthulhu Eternal is specifically tailored to support Lovecraftian games set in the Jazz Age – that is, the
world as it was in the early 20th Century (between the World Wars). This is an attractive option for a game setting – and
one that has been used many times – for one simple reason. When H.P. Lovecraft was writing his uncanny tales of weird
horror, he frequently chose to set them in the world that was most familiar to him and his readers: the present-day
world at the time they were written. Given that those tales were penned between 1920 and Lovecraft’s death in 1937,
there are plenty of examples of original creations that take place in the inter-war era we’ve termed the “Jazz Age.”
Those stories can easily serve as great sources of inspiration for your own scenarios – and best of all they are reliably
authentic to the period (because they were written by someone living through it).
While Lovecraft set the ball rolling on the style of weird tale we now call “Lovecraftian” he was certainly not the only
person who was writing contemporary horror fiction in the 1920s and 1930s with a “cosmic” flavor. In fact, Lovecraft
himself famously encouraged friends and correspondents to join in with his grand game of inventing this nascent sub-
genre, sometimes suggesting ideas to colleagues, sometimes revising their fiction for pay. This means that there are
other authors of the period whose fiction can serve as inspiration for era-authentic games. Because each writer has his
or her own unique voice, tracking down works by some of these contemporaries of H.P. Lovecraft can give you a
different style of “Mythos” story that you can use as a starting point for your own ideas. Some writers you can search
out:
Of course, there is no reason that you need to limit yourself to creating scenarios and plots inspired by those writing
contemporary fiction in the 1920s or 1930s. Indeed, you can ignore those writers entirely and focus on weaving your
original ideas into a compelling Jazz Age scenario or campaign. There are, however, a few pitfalls that you should try to
avoid when striking out on your own:
1. Social structures in the Jazz Age are typically quite different to anything we’ve personally experienced,
2. The technology of the 1920s and 1930s is simplistic by our standards (and it’s easy to make assumptions that
are anachronistic),
3. People in the Jazz Age typically knew much less about the current state of the world outside their immediate
vicinity: there is no instant communication of news. Indeed, there still exist some corners of the world which
have not been fully explored and documented.
In general, it is worth investing some time in navigating these pitfalls since a story that ignores major differences in
society, technology, etc., will not feel especially genuine to the period. Depending on your players, this can spoil any
chance of them feeling immersed in the unique “feel” of the era. It’s not just about avoiding blatant anachronisms (“yes
some cops used radios to keep in contact, but there were no portable hand-held radios that could be used away from
patrol cars”). It’s also about representing society in a believable fashion. How did people really live their lives in the era?
How did the gadgets of the age support their life, and how did the limitations of technology impact of the lives of the
average person?
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The best way to make your Jazz Age games feel authentic is to do a little bit of research about the historical era before
you dive headlong into creating your Mythos masterpiece. Calling it “research” makes it seem like it’s necessarily boring
– hitting the library (real or online) and diving into social histories of the inter-war period. If that’s your bag, there are a
lot of great resources that will reward your investment of time. But it’s just as possible that your research might seek to
learn details of the Jazz Age through movies or TV series set in the era. A few great examples of the latter category
include:
Naturally, when you’re taking inspiration from non-horror fiction or media to build a compelling backdrop for your
original horrific tale, the key to success is finding the right balance between period color and weird horror. Having lots of
period detail is great, but an entire game which features nothing but gangsters and bootleggers will quickly bore a group
that has turned up to your table expecting a weird fiction tale. Conversely, a game which is strong on “established
Mythos-continuity” but which feels like it’s just a modern-day story with the serial number filed off and replaced with
1920s clichés, will come off as arbitrary. After all, if it makes no difference whether the tale is set in the Jazz Age or
modern-day why should players go to the effort of getting into the right “mood” for this unique setting?
As with everything the key is balance and adapting to what players will find most fun. As long as you listen to what your
players say they want out of a game experience – you will never fail when it comes to bringing a compelling investigative
horror game alive at the table.
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PART I: RULES OF THE GAME
This section describes the rules that all players will need to know to play a game of Cthulhu Eternal. It describes:
• How to create characters whose roles players will adopt in the shared Lovecraftian stories;
• How characters make use of their skills and attributes to try to overcome challenges they encounter;
• How combat works, when things turn violent;
• How the fragile sanity of each player’s character may become eroded by encounters with horrors, both
mundane and unnatural;
• What player characters can do during the quiet downtime between perilous adventures against unnatural
entities.
As with most tabletop roleplaying games, when playing Cthulhu Eternal one player takes on the responsibility of setting
the scene and narrating the events which make up a Cthulhu Eternal adventure. That individual is termed the Game
Moderator. All other players take on the roles of individual every-day people from an era of human history who are
swept up in investigating the Cthulhu Mythos. These characters are called Protagonists (with the term capitalized for
clarity). Protagonists will encounter a multitude of other characters whose roles are not being played by other players –
those characters are called Non-Player Characters (or NPCs) and their actions are controlled by the Game Moderator.
In this book you’ll find rules for creating Protagonists and a full set of rules for running adventures in a Lovecraftian
world of your group’s choosing or devising.
In addition to this book, you also need pencils to record changes to your character sheet, scratch paper to draw sketches
and take notes, and dice.
Cthulhu Eternal uses polyhedral dice common to tabletop role-playing games: four-sided, six-sided, eight-sided, ten-
sided, twelve-sided, and twenty-sided. The game plays best when you have a few of each on the table. Or you can find
automated dice rollers on the Web and as mobile apps.
• The tens die comes up “0” and the ones die comes up “3”: 03, or 3.
• The tens die comes up “3” and the ones die comes up “0”: 30.
• Both dice come up “0”: 100.
• The tens die comes up “6” and the ones die comes up “2”: 62.
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2.0 Protagonists
Your Protagonist represents the fictional persona that you will control in the game. You will spend a lot of time
navigating your Protagonist through exciting and dangerous situations, so it is worth investing time in creating a
character you will enjoy playing.
DERIVED ATTRIBUTES: Ratings that indicate physical and mental resilience, derived from stats.
ARCHETYPE: The type of role your Protagonist performs, which informs how many skill points and Bonds he or she has.
SKILLS: What training and education your Protagonist has picked up from being taught, or from life in general.
RESOURCES: An abstract rating that reflects your Protagonist’s access to useful equipment or items.
Usually, an upbringing warranting the descriptor Harsh will involve the Protagonist having spent at least 3-4 years of
adolescence in a highly dangerous or adverse situation that only affected the specific region. This calamity is likely to
have caused the untimely death of at least a couple of the character’s immediate family.
For an upbringing to be considered Very Harsh, the whole of the Protagonists childhood and adolescence was likely
marred by a dangerous, deadly, or otherwise toxic environment that was particular to their region. This terrible situation
is likely to have resulted in the majority of the characters’ family suffering greatly, with at least half having perished.
A harsher upbringing might make him or her a little stronger or hardier (since only the strong and hardy would have
survived), but at the cost of mental scarring from the many horrific sights marring their childhood.
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You can create stats in two ways: rolling them or assigning points. Pick a method.
1. ROLL STATS: For each stat roll 4D6, drop the lowest of the four dice, and add up the other three. Place the six
rolls in whichever stats you like.
2. ASSIGN STATS: Divide 72 points among the six stats however you like, or pick one of the sets from page 9 and
assign each score to one statistic.
After the basic values are assigned for each statistic, modify according to the Harshness Descriptor for the setting:
• For Protagonists in Harsh settings: add 1 to either STR or CON (player’s choice)
• For Protagonists in Very Harsh settings: add 1 to both STR and CON
There are two types of Bonds – bonds with individuals and bonds with an entire community. The latter reflect the
Protagonist’s standing as part of the community and his or her ability to influence the group.
Each Individual Bond has a value that starts equal to your Protagonist’s Charisma (CHA).
Each Community Bond has a default value equal to half the Protagonist’s Resources rating, however during creation of
the Protagonist the player may elect to sacrifice potential skills in favor of a higher value. Conversely, the player may
elect to take a Community Bond with a value of 1 (lowest possible social standing) and receive additional skills. (See
DETAILED DESCRIPTION: BONDS on page 23.)
How old is your Protagonist? What does he or she look like? Where did he or she grow up?
What’s your Protagonist’s name? What is your Protagonist’s role in the community and what’s your personal life like?
And why, despite all the terrifying dangers, does your Protagonist venture out to pursue adventure or investigate
weirdness?
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• Once the final RESOURCES rating has been established, look up the breakdown (see page 20) of “at-
hand”/stowed/stored points and number of Resource checkmarks and copy these to Protagonist sheet
• Define your Protagonist’s BONDS (see page 23).
o The Protagonist’s Archetype determines how many Bonds he or she has.
o Each Bond is either a Community Bond or an Individual Bond (player’s choice).
o Each Individual Bond refers to an individual with special significance and begins with a score equal
to your Protagonist’s CHA.
o Each Community Bond refers to a community within which the Protagonist has a particular standing
and begins with a value equal to half his or her RESOURCES rating (see above).
o (Optional) Modify Community Bond Values:
▪ Improve the rating of any Community Bond by sacrificing BONUS SKILL picks; the first
sacrifice for any given Bond gives +5 to its value, each subsequent sacrifice for the same
Bond gives +2.
▪ Alternatively, choose to take a rating of 1 for a Community Bond (reflecting the lowest
possible standing in the society) and receive one extra BONUS SKILL POINT pick.
• After resolving any optional spends of BONUS SKILL POINTS (page 26) for non-skill benefits, use the
remainder to improve ANY skills (except Unnatural). Each pick provides an increase of 20 points.
o No skill can start higher than 80%
Mental Damage from Harsh Environment
• If Setting Harshness is anything other than “Normal(ish)”, determine any MENTAL DAMAGE FROM
ENVIRONMENT (see page 36). This may mean:
o Protagonist begins play with MENTAL DISORDERS.
o Protagonist loses points from Bonds due to emotional distance.
o Protagonist begins play ADAPTED to Violence or Helplessness.
Final Details
• Choose NAME, AGE, SEX, BIRTHPLACE and Current HOME.
• As you play, describe up to five MOTIVATIONS that are not Bonds.
• When your Protagonist develops a new MENTAL DISORDER, it replaces a motivation.
>>Statistics
Statistic Abbreviation Description Stat Test Examples
Strength STR Physical power, size, and musculature. Drag an innocent to safety. Break down a
locked door. Hold a struggling victim down.
Constitution CON Health and physical resilience. Resist illness, exhaustion, or pain. Hold your
breath for a long time. Keep running longer
than everyone else.
Dexterity DEX Agility, coordination, and nimbleness. Keep balance. React quickly.
Intelligence INT How well a Protagonist notices, Recall a detail. Piece together disparate data.
remembers, and connects things. Along
with Archetype, it indicates education and
overall brilliance.
Power POW Force of personality, motivation, and Keep your head in a crisis. Stand up to
psychic resilience. pressure.
Charisma CHA Charm, leadership, and personal appeal. Make a good impression. Talk your way into a
May indicate physical attractiveness. private club. Look like you belong.
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During Protagonist creation, you can either roll STATISTIC scores (see page 5) or simply divide 72 points between the six
stats however you wish. The table nearby gives some examples of possible assignments.
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2.4 Detailed Description: Derived Attributes & Damage Bonus
The derived attributes — Hit Points, Willpower Points, Sanity Points, and Breaking Point — represent your Protagonist’s
physical and mental toughness.
Damage Bonus reflects whether his or her brawn (or lack thereof) will affect damage inflicted through brawling and
hand-to-hand weapons.
HIT POINTS (HP): Hit Points represent how much damage your Protagonist can sustain. When the Protagonist is injured,
subtract the damage from HP. At 2 HP, your Protagonist falls unconscious. At 0 HP, your Protagonist dies. Hit Points are
regained through rest and medical attention.
Hit Points equal CON plus STR, divided by two and rounded up.
WILLPOWER POINTS (WP): Willpower Points represent mental fortitude. They fall when your Protagonist attempts to
suppress the symptoms of mental illness (see RESISTING INSANITY on page 74), becomes exhausted (see EXHAUSTION
on page 42), attempts to resist persuasion, suffers emotional burnout (see FUMBLE on page 40), or tries to fuel
unnatural phenomena. At 2 WP, your Protagonist has a temporary emotional collapse. At 0 WP, your Protagonist falls
unconscious. Willpower Points are regained with rest. (See WILLPOWER POINTS on page 42.)
Willpower Points equal POW.
SANITY POINTS (SAN): Sanity Points represent mental health: how much mental trauma, or exposure to the unnatural
your Protagonist can endure before going insane. In moments of mental trauma your Protagonist must make a Sanity
test by rolling SAN or lower on 1D100. If that fails, your Protagonist loses SAN. (See SANITY on page 64.) Sanity Points
are regained through remedial care or by overcoming unnatural threats. At 0 Sanity Points, your Protagonist goes
irretrievably insane and becomes an NPC permanently under the control of the Game Moderator.
A Protagonist’s starting Sanity Points depends on the Harshness of his or her upbringing – the harsher the situation, the
more brutality and horror the Protagonist has been scarred by.
BREAKING POINT: The Breaking Point is the point at which loss of SAN triggers a long-term mental disorder. (See
INSANITY AND DISORDERS on page 68.)
The instant the Protagonist’s SAN reaches the Breaking Point, he or she gains a disorder. Reset the Breaking Point to
equal the new SAN score minus POW.
MAXIMUM SAN: The is the absolute maximum number of Sanity Points your Protagonist can EVER reach, by any means.
Learning more about the true nature of the Cthulhu Mythos (represented by the Unnatural skill) reduces this number.
A Protagonist’s Maximum SAN always equals 99 minus skill rating in the Unnatural Skill.
RECOVERY SAN: This is the highest Sanity Point total that your Protagonist can possibly achieve through mundane
methods – relaxation, personal pursuits, caring for loved ones, and seeking help for mental illness. See RECOVERING
SANITY on page 75.
A Protagonist’s Recovery SAN equals POW×5, regardless of the harshness of the setting.
If this number would be higher than Max SAN, Recovery SAN equals Max SAN.
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DAMAGE BONUS: High or low Strength modifies the DAMAGE the Protagonist inflicts through successful unarmed and
hand-to-hand weapon attacks (see page 48). This modifier to damage should be recorded on the Protagonist sheet for
later reference.
An Archetype says a lot about a Protagonist. It grants a “kit” of appropriate skills. It also determines the number of
Bonds your Protagonist has when the game begins, and his or her starting Resource level.
RECOMMENDED STATS: Some Archetypes require people who are particularly fit, stable, or smart. This means the
recommended stats should be 10 or higher — or at least they were when your Protagonist first started out being the
Archetype.
ARCHETYPAL SKILLS: Each Archetype has a predefined kit of skills with scores that replace the default skill ratings. This
represents the baseline training, experience, and education for that Archetype. See DETAILED DESCRIPTION: SKILLS on
page 27 for their uses.
RESOURCES: Each Archetype dictates a base value for the Resources rating.
BONDS: Each Archetype dictates the number of Bonds your Protagonist begins with. Difficult and trying Archetypes
mean fewer Bonds but more skills. The player can decide whether each of these Bonds refers to:
Later in the character generation process you will have opportunities to pick other skills they are also good at. There are
two different types of skill picks:
• ADVERSITY SKILL POINT PICKS (see page 18) represent abilities your Protagonist has because of the harsh
environment that he or she grew up in. These picks can only be used to enhance a few specific skills, and cannot
be traded in for other benefits.
• BONUS SKILL POINT PICKS (see page 26) represent hobbies and general experience he or she learned above and
beyond the basics associated with the Archetype. You start with ten such bonus picks to use later in the
Protagonist generation process. These picks can be traded in for other advantages like increased availability of
resources-at-hand or standing in a community.
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2.5.2 List of Archetypes
The following Archetypes are appropriate for Jazz Age games of Lovecraftian investigation. They don’t cover every
possible character type but focus on likely protagonists in mystery and investigation tales. The GM is encouraged to
develop other archetypes to cover other character types suggested by players. Guidelines for developing new
Archetypes may be found on page 90.
Alienist / Psychiatrist
RECOMMENDED STATS: POW, INT
ARCHETYPAL SKILLS:
• Anthropology 50%
• Insight 60%
• Medicine 40%
• Psychoanalyze 70%
• Science (Type) 50%
• Social Etiquette 40%
• Administration 50%
• Alertness 60%
• Charm 60%
• Foreign Language (Type) 40%
• Law (Type) 40%
• Research 50%
STARTING RESOURCES: 5
BONDS: 3
ARCHETYPAL SKILLS:
• Administration 50%
• Appraise 60%
• History 80%
• Research 60%
• Persuade 60%
• Search 60%
• Charm 60%
• Craft (Type) 40%
• Foreign Language (Type) 40%
• Occult 50%
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• Regional Lore (Type) 40%
• Streetwise (Type) 40%
• Use Gadgets 40%
STARTING RESOURCES: 4
BONDS: 3
Artist / Craftsperson
RECOMMENDED STATS: DEX
ARCHETYPAL SKILLS:
• Appraise 40%
• Art (Type) 60%
• Art (Type) 40%
• Insight 60%
• Search 60%
• Streetwise (Type) 30%
• Social Etiquette 50%
• Administration 50%
• Alertness 60%
• Anthropology 40%
• Athletics 70%
• Harangue 50%
• Heavy Machinery 50%
• Natural World 50%
• Use Gadgets 40%
STARTING RESOURCES: 4
BONDS: 3
ARCHETYPAL SKILLS:
• Anthropology 30%
• Insight 50%
• Occult 70%
• Persuade 40%
• Research 40%
• Social Etiquette 60%
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Choose any 3 of these that you don't already have:
STARTING RESOURCES: 5
BONDS: 4
Criminal / Gangster
RECOMMENDED STATS: STR, DEX
ARCHETYPAL SKILLS:
• Alertness 50%
• Appraise 40%
• Athletics 50%
• Insight 40%
• Search 50%
• Stealth 60%
• Streetwise (Type) 40%
STARTING RESOURCES: 5
BONDS: 4
Doctor / Nurse
RECOMMENDED STATS: INT
ARCHETYPAL SKILLS:
• Administration 30%
• Charm 60%
• First Aid 50%
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• Insight 50%
• Medicine 50%
• Search 60%
• Social Etiquette 50%
• Surgery 50%
STARTING RESOURCES: 5
BONDS: 3
Historian / Genealogist
RECOMMENDED STATS: INT, CHA
ARCHETYPAL SKILLS:
• Administration 60%
• Anthropology 50%
• Archeology 50%
• History 70%
• Research 60%
• Social Etiquette 40%
STARTING RESOURCES: 4
BONDS: 3
Journalist / Author
RECOMMENDED STATS: INT, CHA
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ARCHETYPAL SKILLS:
• Alertness 50%
• Art (Type) 50%
• Insight 60%
• Research 60%
• Search 60%
• Social Etiquette 30%
• Administration 50%
• Anthropology 40%
• Archeology 40%
• Foreign Language (Type) 40%
• History 50%
• Law (Type) 40%
• Occult 50%
• Regional Lore (Type) 40%
• Science (Type) 40%
• Use Gadgets 40%
STARTING RESOURCES: 4
BONDS: 4
ARCHETYPAL SKILLS:
• Alertness 50%
• Firearms 60%
• First Aid 50%
• Insight 50%
• Law (Type) 50%
• Streetwise (Type) 40%
• Search 70%
• Use Gadgets 40%
• Administration 50%
• Social Etiquette 50%
• Athletics 70%
• Charm 60%
• Disguise 50%
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• Dodge 70%
• Drive 60%
• Harangue 50%
• Melee Weapons 70%
• Research 50%
STARTING RESOURCES: 4
BONDS: 3
Professor / Librarian
RECOMMENDED STATS: INT, POW
ARCHETYPAL SKILLS:
• Administration 40%
• Insight 60%
• Persuade 60%
• Research 70%
• Search 60%
• Social Etiquette 50%
• Use Gadgets 40%
• Anthropology 40%
• Archeology 40%
• Art (Type) 40%
• Foreign Language (Type) 40%
• History 50%
• Law (Type) 40%
• Medicine 40%
• Occult 50%
• Regional Lore (Type) 40%
• Science (Type) 40%
STARTING RESOURCES: 4
BONDS: 2
Scientist / Inventor
RECOMMENDED STATS: INT, DEX
ARCHETYPAL SKILLS:
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• Science (Type) 60%
• Search 60%
• Social Etiquette 30%
• Use Gadgets 50%
• Anthropology 40%
• Archeology 40%
• Firearms 60%
• Foreign Language (Type) 40%
• Heavy Machinery 50%
• Military Training (Type) 40%
• Psychoanalyze 50%
• Science (Type) 40%
STARTING RESOURCES: 5
BONDS: 2
The number of Adversity Skill Point Picks your Protagonist receives depends on the Harshness Descriptor relevant to
their particular upbringing:
• Normal(ish) upbringing: no Adversity Skill Point Picks
• Harsh upbringing: 1 Adversity Skill Point Pick
• Very Harsh upbringing: 2 Adversity Skill Point Picks
Adversity Skill Point Picks can ONLY be spent to increase ratings in the following list of setting-specific adversity skills:
First Aid, Military Training (type), Regional Lore (type), or Survival (type).
The Resources rating represents a pool of previously unspecified items in addition to any named pieces of equipment
that appears on the Protagonist’s character sheet.
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There are two ways in which Resources ratings can become important during a game of Cthulhu Eternal:
1. The rating can be used as a measure of status and wealth which dictates how Non-Player Characters react to the
Protagonists; a Protagonist who has a sizeable cache of resources might find NPCs more willing to listen to what
he or she has to say … or alternatively more likely to want to take some of those resources away.
2. Game encounters may involve challenges which can be overcome through possession of particular – possibly
obscure – items or resources; a Protagonist who fossicks through his or her trove of (unnamed) personal items
may locate just the thing that is needed. Usually this requires a successful Resources test (a 1D100 roll against
Resources × 5).
A Protagonist’s Resources rating may change during play as especially significant items are pulled from the “bag of
tricks”, items are destroyed, or new equipment caches are picked over for useful additions.
If you would prefer this value to be higher, you have the option to “trade-in” one or more BONUS SKILL POINT picks (see
page 26). For the first such skill pick traded-in, your Protagonist receives a +5 boost to Resources rating. Each additional
pick you trade in beyond the first, grants your Protagonist a further +2 boost to Resources. You may sacrifice as many
skill picks as you wish, although each will reduce your opportunities to round-out your Protagonist with extra skills
during a later step of Protagonist creation.
Alternatively, if you would prefer to play a Protagonist who is entirely bereft of resources (i.e., has a Resources rating of
0), you can choose to do so and in return receive one extra Bonus Skill Point Pick for later use.
If you need to know how your Resources Rating translates to financial wealth, consult the table in the BUYING
EQUIPMENT section (page 59).
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The table nearby shows a breakdown of ‘at hand’ vs ‘stowed’ vs ‘in storage’ Resource rating points. There is space on the
Protagonist sheet to record this breakdown of the total Permanent Resource rating into the three categories. The three
numbers (‘at-hand’, ‘stowed’, and ‘in storage’) must always add up to the Permanent Resources rating.
The Permanent Resources rating measures both the quantity of items your Protagonist has dedicated access to, and
their usefulness. This in turn governs how many times per adventure the Protagonist can successfully pull out useful
items before the pool is temporarily exhausted.
In game terms this is represented by the number of Resource Check boxes the Protagonist has available – these are
explained further below. The number of check boxes available to your Protagonist is also indicated on the table nearby:
record it on the Protagonist Sheet by blacking out but those boxes available to the Protagonist (e.g., for a Protagonist
with only one checkbox available, fill in all but one of the available boxes with solid black – use pencil since your
Protagonist may open up more boxes later).
Depending on the specific game setting, the difficulty of Resources tests and the quality of the items unearthed through
successful rolls may vary. See SCROUNGING EQUIPMENT starting page 60.
Rules of Thumb:
• Tests to find items or resource types that are considered Hard to Get in the setting are made at HALF the
Protagonist’s effective Resources rating
• Tests to find items or resource types that are considered Very Hard to Get or Impossible to Get in the setting are
made at QUARTER the Protagonist’s effective Resources rating
• A test that is a standard success, but which is only just under the target number might yield a sub-standard
version of the item or resource. A critical success will always yield the best possible quality available.
After each Resources test resulting in success, place a check mark in one of the Resource Check boxes on the
Protagonist’s character sheet. When all the boxes are full, the Protagonist’s resources pool is temporarily exhausted and
can’t contribute anything more until he or she has some downtime to replenish or reorganize it (see REPLENISHING
RESOURCES, REMOVING CHECKMARKS, page 23).
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2.7.5 Pooling Resources
Sometimes, it may be appropriate for two or more Protagonists to pool their personal caches of items to improve the
likelihood of finding a rare but crucial component. Any Protagonist can contribute items to the pool, as long as he or she
hasn’t temporarily exhausted their resource pool (by filling all check boxes).
When making a roll to search such a combined resource pool, the effective Resources rating of the collection is equal to
the highest individual Resources rating included in the collection plus ONE FIFTH of the Resources rating of every
additional individual stockpile added to the heap (round fractions up). This reflects duplication of items or functions.
Success on a combined test causes a check mark to be placed on the sheet of the Protagonist whose FULL Resources
rating was used. Others who contributed a smaller amount to the total do not receive a check mark.
• As described above, producing a highly specialized item as the result of a Resources test may cause the
Permanent Resources rating to be reduced by one or more.
• If the Protagonist is robbed or otherwise loses control of a significant amount of his or her personal equipment,
the Game Moderator may decide this warrants a loss of a proportional amount of Resources rating.
• If a proportion of the Protagonist’s resources are stowed in a vehicle or on a pack animal, the theft or
destruction of the conveyance is likely to cause some or all to be lost, the exact proportion decided by the Game
Moderator.
• If a proportion of the Protagonist’s resources are stored in a fixed location, a disaster that outright destroys or
significantly damages the location will likewise cause a reduction to permanent Resources. The points lost are
based on the number of ‘in storage’ rating points stored at the location (i.e., not carried or stowed). The same
loss may occur if the permanent location becomes invaded or overtaken by a hostile party – although in that
situation the loss might be temporary, assuming the Protagonists can win back their former stronghold at some
future date.
Whenever Resource rating decreases, the player should recalculate the “at-hand”/stowed/stored breakdown of points
as well as the number of check boxes available to the Protagonist.
Increasing your Protagonist’s Permanent Resources rating requires a die roll. With percentile dice, attempt to roll above
Permanent Resources rating × 5. This reflects the fact that the more your Protagonist already owns, the harder it is to
acquire additional new items he or she does not already have. If the test is successful, increase the Resources rating by
the amount or die roll indicated by the GM.
Whenever Resource rating increases, the player should recalculate the “at-hand”/stowed/stored breakdown of points as
well as the number of check boxes available to the Protagonist.
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2.7.8 Replenishing Resources, Removing Checkmarks
The Game Moderator will determine when your Protagonist group can take the time to replenish or reorganize their
Resources pools. Usually this happens between missions, expeditions, or adventures (see DOWNTIME, page 76). Once
the Protagonists have invested an appropriate period of downtime all check marks can be erased from the character
sheet.
Bonds are not merely motivations or things your Protagonist likes. They are your Protagonist’s connection to humanity
and its social structures. A Protagonist with no Bonds is more susceptible to psychological trauma than one who has
people waiting back home.
Your Protagonist’s Archetype determines how many Bonds your Protagonist begins with. The more trying and time-
consuming the Archetype, the fewer Bonds your Protagonist is able to maintain.
There are two distinct types of Bonds, each handled slightly differently – they are Individual Bonds and Community
Bonds. When creating a Protagonist, you are free to choose which of his or her starting bonds is of each type.
Each Individual Bond begins with a score equal to your Protagonist’s CHA. It cannot typically go above this value.
Individual Bonds are vulnerable. If the Protagonist learns that the individual has died or gone permanently insane, the
Bond is destroyed. The Bond is also permanently broken when its score drops to 0 (see BROKEN BONDS, nearby).
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A community may be a geographical association of people or it may be a society of like-minded individuals (e.g., a club,
congregation, or association). A Protagonist can have more than one Community Bond, each describing his or her status
within the hierarchy of a different societal structure.
Community Bonds are measured on a scale of 1 to 20, with an indicative meaning shown below:
If a Community Bond is chosen during the creation of your Protagonist, it typically begins with a default rating of half the
Protagonist’s Permanent Resources rating, rounded up (see RESOURCES on page 18). In a few cases, a Protagonist’s
Archetype indicates that he or she has a Community Bond with a certain fixed rating – the final rating should be either
that value or half the Permanent Resources rating, whichever is higher.
This value can be optionally increased during the creation of your Protagonist by sacrificing one or more BONUS SKILL
POINT picks (see page 26); the first skill pick sacrificed in this manner gives a bonus of +5 to the Community Bond’s
rating; each subsequent sacrifice adds +2 (to a maximum of 20).
It is also possible to elect for your Protagonist to take a Community Bond with a rating of 1 (and suffer the social effects
of being a pariah to fellow members) and receive one extra Bonus Skill Point Pick to use on purchasing skills later in the
process.
If the community itself is entirely destroyed (e.g., every member killed or sent insane), or if the Protagonist permanently
leaves it (e.g., by relocating to live in a new region) the bond is destroyed.
If a Community Bond is broken by either means, the Protagonist will likely suffer negative impacts (see BROKEN BONDS,
nearby).
During play, events may arise where the reactions of NPCs from the Protagonist’s bonded community (or the community
as a whole) have an impact. In some cases, the Protagonist may instigate such situations (e.g., by requesting aid from
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the community or trying to convince them of impending danger). In such situations the Game Moderator may ask for a
test against Community Bond Rating × 5. Success means that the NPC or the community reacts favorably.
An Individual Bond must be a real person or group of people who the Protagonist believes to be alive, and with which
there is some (potential) opportunity to interact.
A Community Bond must be a real group who recognizes the Protagonist as a member.
Bonds often fall apart because of events beyond your Protagonist’s control. An example for Individual Bonds: your
Protagonist’s husband might leave for another woman. An example for Community Bonds: a new leader might ascend to
power who is actively antagonistic towards your Protagonist.
If such a disaster harms the subject of a Bond, that reduces the Bond’s value by 1D4. If that disaster permanently
removes the subject of the Bond, that Bond is gone. Cross it off the sheet.
When damage to a Bond reduces it to 0, the relationship is damaged beyond repair. Cross it off the sheet. The only way
to regain a Bond with that character or community is to build it from scratch as if it had never existed (see DOWNTIME
on page 76 for details on creating new Bonds).
The breaking of any Bond is almost certainly traumatic and is likely to trigger a Sanity test due to Helplessness (see page
66).
When you cross a Bond off your Protagonist’s character sheet, don’t erase it. After all, there’s no forgetting a vital
relationship that went bad.
In game terms, groups of Protagonists tend to form individual bonds to one another when they spend most of their time
fighting the forces of the Mythos. Whenever your Protagonist is part of a team that completes a harrowing adventure,
there’s a chance of such trauma-generated bonds forming or deepening. This is the case if the scenario played out in a
way where:
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In the downtime after the adventure (see DOWNTIME on page 76), all Protagonists that made it back must make a SAN
test. If the roll succeeds, nothing changes. If your Protagonist fails the SAN roll, he or she gains or strengthens an
individual bond with EACH fellow Protagonist who also made it through the same trauma (up to a maximum of five
fellow Protagonists).
• If your Protagonist has no previous bond with that person, he or she gains a brand-new individual Bond to that
person at a rating equal to half your Protagonist’s CHA. Add the new Bond to your Protagonist’s character
sheet. This focusing of attention comes at a detrimental cost to other pre-existing Bonds – you must lose 1D4
points from one other bond of your choice (either an Individual or Community Bond).
• If your Protagonist already has an Individual Bond with that person, the bond is increased by 1D4 points (up to
a maximum value equal to CHA); at the same time 1 point must be subtracted from another bond of the
player’s choice (either an Individual or Community Bond). Note that even if all your Protagonist’s existing bonds
are already at the maximum score (and hence can’t increase), you still need to pick a bond to weaken by 1.
Remember that if a Bond is ever reduced to 0 or less it is broken, as per the previous section.
When choosing a Bond to weaken during this process you CANNOT pick a bond to an individual who was with your
Protagonist on the recently completed adventure. You MAY, however, pick an Individual Bond gained from an earlier
shared traumatic encounter.
Rather than treating this as a mechanical process, you and your Game Moderator are encouraged to work together to
describe the changed dynamic between your Protagonist and those around them. If points have been gained with fellow
adventurers, does that mean they are beginning to feel comfort that their colleagues will always have their back? Or has
the shared experience kindled a romance of sorts? Conversely, if a bond has been weakened, does that mean the
Protagonist has been neglecting a member of their circle of friends and both are now feeling their friendship is slipping
away?
If a community bond has weakened does it mean that the excessive time spent socializing with the tight-knit group has
alienated others in the community to the point that they have lost confidence in the Protagonist? Or has he or she just
missed so many gatherings that their standing as a high-status member of society has eroded?
Each Protagonist begins with ten Bonus Skill Point Picks. Each pick provides a boost of 20 points to whichever skill it is
applied. Alternatively, some of these skill picks can be traded-in for non-skill benefits instead (see box nearby).
When applying a skill pick to a skill which has NOT been set by the Protagonist’s Archetype or increased through
Adversity Skill Picks, then add the 20 to its base rating. Otherwise, add 20 to its current score. This allows your
Protagonist to specialize in certain Archetypal skills or to learn a little about skills not included in his or her Archetype.
You can even boost a single skill more than once, adding +20 each time.
Unless the Game Moderator says otherwise, you can’t raise a skill higher than 80% during Protagonist creation. You
must assign (or trade-in) all bonus points to skills before play begins.
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Trading-in Skill Point Picks
As described in previous sections on RESOURCES (page 18) and BONDS (page 23), you have the option during
Protagonist creation to trade-in one or more Bonus Skill Picks in return for non-skill advantages. Alternatively, your
Protagonist can earn an extra Bonus Skill Pick or two if you are willing to sacrifice some of the normal benefits of
those other starting ratings.
Trading Skill Point Picks for Resources Rating
You may elect to sacrifice one or more Bonus Skill Point Picks to improve your Protagonist’s starting rating in
Permanent Resources:
• Sacrificing one Bonus Skill Point Pick grants a +5 increase to Permanent Resources.
• Sacrificing further Bonus Picks grants +2 for each extra pick sacrificed.
• There is no limit to how high the Permanent Resources rating can go.
• Note that boosting Permanent Resources rating will also increase the starting value of all Community Bonds
(which start equal to half this value).
As an alternative, if you are willing for your Protagonist to have a Resources rating of 0 (absolutely without any
worldly goods), that sacrifice earns one EXTRA Bonus Skill Point Pick.
Trading Skill Point Picks for Community Bond Rating
You can elect to sacrifice one or more Bonus Skill Point Picks to improve the starting rating of your Protagonist’s
Community Bonds.
• Sacrificing one Bonus Skill Point Pick grants a +5 increase to the value of one Community Bond.
• Sacrificing further Bonus Picks to the same Bond grants +2 for each extra pick sacrificed. Sacrificing a pick
towards a different Bond achieves the full increase stated above.
• Community Bond strengths can only be increased to a maximum of 20 (at which point your Protagonist is the
community’s top leader).
As an alternative, if you are willing for your Protagonist to set a Community Bond to a value of 1 (ready to break at the
slightest provocation, with possibly disastrous social outcome), that sacrifice earns one EXTRA Bonus Skill Point Pick.
You can claim this reward multiple times if you wish to set several Community Bonds to 1.
Anyone can attempt a DEX×5 test to keep their footing in the cabin of a Zeppelin madly buffeted through the clouds;
only someone who’s been trained in the proper Pilot skill can steer the battered airship away from the grasping,
tentacled thing tearing at its flank.
Roll your Protagonist’s skill or lower on 1D100 to succeed at using the skill under dire circumstances. Skills improve
through practice and experience.
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40% to 59% Equivalent of a dedicated advanced training or years of practical experience; with 50% in a foreign
language you have native fluency.
60% to 79% Decades of experience, or equivalent of the highest level of advanced training.
80% to 99% A lifetime’s pursuit or equivalent of multiple related training qualifications.
When your Protagonist uses a skill, sometimes you roll dice and sometimes you don’t.
USING A SKILL WITHOUT A ROLL: When circumstances are calm and controlled, you don’t roll dice to have your
Protagonist use a skill; the Game Moderator just needs to know how high your Protagonist’s rating is.
For example, safely driving a shiny new Packard roadster when things are calm might simply require a certain amount in
the Drive skill.
Using a skill without rolling means randomness is not a factor. It’s about having the right skill, looking in the right place,
and asking the right questions. The more subtle the clue, the higher the skill your Protagonist must have to figure it out.
USING A SKILL WITH A ROLL: Roll skill dice only when the outcome is in doubt. That usually means there’s a crisis or the
circumstances are not under your Protagonist’s control. The higher the skill rating, the better your Protagonist’s chance
of success. For details, see USING SKILLS on page 37.
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2.10.3 Common Knowledge
Most Protagonists picked up some basic knowledge as they grew up. Because of this, they have some basic
understanding of common things like how their society works and what types of jobs do what; and some basic abilities
like how to flee danger. These don’t require specific skills. Skills represents deep, specialized training or education, but
Protagonists can sometimes get by on common knowledge. Calling on common knowledge requires an INT×5 test or
having a certain level of INT. Charming someone with unskilled art is usually a CHA or DEX test. Other efforts use other
stats. The Game Moderator decides whether a task requires the general ability of a stat or the specialization of a skill.
On the character sheet, next to every skill except Unnatural, there is a check box. When your Protagonist tries to use a
skill and fails, put a checkmark in that skill’s box. At the end of each game session, add 1D4 percentage point to every
skill that has a check next to it and erase the check.
FAILING WITHOUT ROLLING: If your Protagonist attempts a challenging task that requires a certain level of skill but not a
roll, and fails because the task requires more skill than your Protagonist has, put a check in the box.
A knowledge of how bureaucracies work and what kinds of forms, paperwork, journals, etc. it invariably generates. Use
it to sift through detailed financial records or proceedings of club meetings to find that one quirky point that just doesn’t
seem to fit the usual pattern.
Use this skill to rapidly navigate your way adeptly through administrative records to find what’s important. Note that
this skill is primarily about interpreting information you have; if you need to actively go out and track down books,
records, etc. that would be covered by the Research skill.
Alertness
Base Rating: 20%
Alertness detects danger. Use it to hear a safety being weapon being readied, to understand the mumbling on the other
side of a wall, to spot a concealed item hidden under a jacket, or to catch someone who is trying to escape notice using
Stealth.
Anthropology
Base Rating: 0%
The study of living human cultures. Use it to understand morals, religious beliefs, customs, and mores, and to identify
(but not translate) obscure languages. Where History is about the distant past and Archeology studies physical artifacts,
Anthropology is about the behaviors of living cultures and how they relate to each other and the past.
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Appraise
Base Rating: 10%
The ability to quickly determine the true (intrinsic) value of an item. This is an important skill in ensuring that bartering
exchange deals are favorable to you. It is also helpful in know what items or resources others might be willing to trade to
obtain.
Archeology
Base Rating: 0%
The study of physical remains of human cultures. Use it to analyze a ruined structure to determine useful information
about its purpose long ago or the circumstances of its destruction. Where Anthropology is about living cultures and
History is a broad study of the past, Archeology discerns meaning from the artifacts left behind.
Art (Type)
Base Rating: 0%
Expertise at creating or performing a work that sways emotions and opinions. It also encompasses knowledge of
techniques and trends in your field, and the ability tell a particular creator’s real work from a fake. Anyone can draw a
rough sketch; the Art skill reflects knowledge, practice, and talent. Each type of Art is a separate skill: Acting, Dance,
Forgery, Music, Poetry, Sculpture, Singing, Storytelling, etc.
Athletics
Base Rating: 30%
Your Protagonist trains to get the most out of his or her strength and agility. Strength and Dexterity cover raw physical
power and manual dexterity; the Athletics skill represents long practice doing things like running, jumping, climbing, and
throwing.
Charm
Base Rating: 20%
Changing someone else’s viewpoint or convincing them to do something for you through guile, cunning, “buttering-up”,
or other such subtle techniques. It’s not about threatening them (that’s covered by the Harangue skill) or using cold
logic to convince them (that’s Persuade) but covers all those other soft-touch methods. With Charm you might be able
to connect with an individual on a more personal level – maybe even seduce them – and such changes can become long-
held attitudes or beliefs. If the target of the skill starts from an antagonistic viewpoint, some form of OPPOSED TEST will
probably be needed to overcome their negative impression.
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Craft (Type)
Base Rating: 0%
Making and repairing sophisticated tools and structures. A job that most people could figure out does not require the
Craft skill, only an INT or DEX test. Use Craft for specialized work that needs training: Craft (Mechanic) to get a broken
apparatus working — or to sabotage one beyond repair; Craft (Locksmith) to open a lock without a key, and so on.
A common specialization is Craft (Jury-Rigging) which represents an ability to create lash-ups of equipment to perform a
function when the proper tool for the job is unavailable.
The Game Moderator decides whether a task requires Craft. Each Craft type is a separate skill: Blacksmith, Carpenter,
Farmer, Jury-Rigging, Locksmith, Mechanic, etc.
Disguise
Base Rating: 10%
Alter your Protagonist’s appearance, voice, posture, body language, and mannerisms to avoid recognition without
drawing attention.
Dodge
Base Rating: 30%
Evading danger through instinct and reflexes. Use Dodge to avoid an attack. Against firearms and explosives, Dodge is
only useful to get to cover (see DODGING RANGED ATTACKS on page 47).
Drive
Base Rating: 20%
Handling any ground-based vehicle or conveyance safely in a crisis. Unless the Game Moderator says otherwise, every
Protagonist can drive safely in normal conditions. Use this skill to keep a vehicle safe in a tense pursuit or on dangerous
terrain.
Firearms
Base Rating: 20%
Safe and accurate shooting with common firearms in combat. Use it to hit a target despite the adrenaline, panic, and
shock of violence interfering with hand-eye coordination.
First Aid
Base Rating: 10%
The initial treatment and stabilization of injuries. Use it to help a character recover lost Hit Points. By comparison,
Surgery corrects a severe wound and Medicine ensures long-term recovery. (See HEALING on page 48.)
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Harangue
Base Rating: 10%
The art of browbeating someone into agreeing with your point of view or agreeing to do something you want them to
do. This technique is not a subtle attempt to engage with their good nature (that’s covered by the Charm skill) or their
logical reason (that’s Persuade) – instead it’s all about bluster, shouting, and threats. But sometimes these can be more
successful than other techniques, although the individuals on the receiving end are unlikely to enjoy the interaction
quite so much.
Heavy Machinery
Base Rating: 10%
Safe operation of a tractor, crane, thresher, steam train, or other big machine in a crisis.
History
Base Rating: 10%
Uncovering facts and theories about human antiquity. Use it to remember or find a key fact about the distant past,
recognize an obscure reference, or comb through records that nobody without your deep education could find. While
Anthropology is about living cultures and Archaeology studies the meaning of ancient relics, History is a broad study of
humanity.
Insight
Base Rating: 10%
Insight obtains information about a person — especially information the subject would rather conceal — through
observation, conversation, or examining patterns of behavior and relationships. Use Insight to recognize signs of
dishonesty from verbal cues and body language, gauge attitude and intentions, cultivate sources of information about a
subject, determine what it would take to get a subject to cooperate, or recognize clues of what a subject wants to
conceal.
Insight can notice signs of mental illness but Psychoanalyze would be needed to assist with a specific malady. A subject
who deliberately tries to deceive your Protagonist can attempt an opposed test comparing their Persuade against your
Protagonist’s Insight (see OPPOSED TESTS on page 41).
Law (Type)
Base Rating: 0%
Use this skill to understand and manipulate the power structures that exist within society, to either influence outcomes
or bullshit your Protagonist’s way out of trouble.
Different societies have their own systems of law – the understanding of each is a separate skill. Because all societies are
based on common human behavior, you can attempt to use your Law skill at half chance to navigate the vagaries of a an
entirely new and unfamiliar social order.
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Medicine
Base Rating: 0%
The study and treatment of injury and illness. Use it to diagnose the cause of an injury, disease, or poisoning, identify
abnormalities such as toxins or diseases, identify the cause and approximate time of death, identify a dead person’s last
meal, or prescribe proper long-term care. By comparison, First Aid keeps a patient alive until surgery is possible, and
Surgery corrects a severe wound. (See HEALING on page 48).
Melee Weapons
Base Rating: 30%
Lethal use of melee weapons in combat. Use it to hurt or kill an opponent with a knife, axe, club, or other hand-held
weapon.
Many people spend a part of their careers in some form of military service to a crown or other empire – whether as part
of an army or navy, or even on boats in coastal waters. A great many people are also employed in the giant bureaucracy
that keeps the military supplied and functioning. This skill represents first-hand training and experience obtained
through time spent in one such military service. Use it to apply military tactics or strategies to a situation, to recall
specific details about a particular military unit or corps, or to know your way around common military-issue equipment.
Natural World
Base Rating: 10%
The common understanding of the natural world as practiced by farmers, fishermen, and others who make a living
based upon the changing patterns of the weather, tides, etc. It also covers the broad understanding of the natural habits
of animals, as well as the different uses of specific plant species. Use this skill to determine whether observed behavior
of natural forces or creatures is consistent with “normal” or common patterns, or not.
Navigate
Base Rating: 10%
Finding your way quickly with maps, charts and tables, orienteering, compass, or dead reckoning.
Occult
Base Rating: 10%
The study of the supernatural as understood by human traditions, including things like magick, folklore, and secret
societies. Use Occult to examine and deduce the intent of a ritual, or to identify occult traditions, groups, grimoires,
tools, symbols, or legends. Occult can never tell a Protagonist what’s genuinely unnatural and what’s just superstition or
mythology. That’s the province of the Unnatural skill.
Persuade
Base Rating: 20%
Changing another’s deeply held decision or desire. Use Persuade to get your Protagonist’s way when the subject is so
stubborn, what your Protagonist wants is so valuable, or the deception is so flagrant that Charisma isn’t enough.
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With Persuade, your Protagonist might convince a witness that what she saw was innocuous and not unnatural, talk a
compound leader into helping you cover up an outbreak to avoid a mass panic, or draw useful information out of an
unwilling subject. This skill also allows your Protagonist to resist persuasion and interrogation in opposed Persuade rolls
(see OPPOSED TESTS on page 41).
Pilot (Type)
Base Rating: 0%
Piloting, navigating, and captaining waterborne, or airborne vehicles. Use it to keep a vessel safe in a crisis, such as
through a storm or in a dangerous pursuit. Each vessel type is a separate skill: Airplane, Airship, Small Boat, Ship, etc.
Psychoanalyze
Base Rating: 10%
The diagnosis and treatment of mental illness. Use it to identify a mental disorder, help a patient recover, talk someone
down when a disorder begins to take over, and treat mental illness in the long term. You cannot use Psychoanalysis on
yourself. Using Psychoanalysis to aid someone who suffered exposure to Cthulhu Mythos forces might cost the therapist
SAN; see THREATS TO SAN on page 66.
Most educated people know a little bit about every place, but if you’ve spent a long time living in (or studying) a specific
region you learn so much more. This skill represents a deep understanding of the people, places, and common practices
that are unique to one particular region. Use it to recall folktales that villagers tell, unique local words, or unusual ruins
and earthworks found in the region. It can also cover quirky superstitions and rites that are particular to the region.
Research
Base Rating: 10%
The ability to find specific information in a large repository or buried in files, records, or ledger books. Use this skill to
navigate a library catalogue system, pull out buried details in account records, or otherwise locate whatever relevant
information lies buried.
Ride
Base Rating: 10%
Handling, training, and riding an animal—horses, donkeys, camels, whatever. Use it to keep safe on an animal in a crisis
and to keep riding animals safe, calm, and healthy.
Science (Type)
Base Rating: 0%
The deep study of the processes of the world. This is more than common schooling; anyone can attempt an INT test to
remember facts from whatever (rudimentary) schooling they received. Science is used to find a key insight about the
way the universe works — or at least, the way it’s supposed to work. Each Science is a separate skill: Astronomy,
Biology, Botany, Chemistry, Engineering, Forensics, Genetics, Geology, Mathematics, Meteorology, Nutrition, Physics,
Radio, Zoology, etc.
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Social Etiquette
Base Rating: 10%
Good manners cost nothing, or so they say, and in this era they are an essential part of ‘civilized’ society. One simple
faux pas at a dinner party can make you a laughingstock, or have you ejected from a prestigious club. Use this skill to
know what complex rules of etiquette might apply in any given situation and be prepared to follow them instinctively
when you need to. Alternative, it may be used to spot situations where someone else is failing to follow one of society’s
many little rules.
Stealth
Base Rating: 10%
Concealing your presence or activities. Use it to hide a weapon, camouflage a position, conceal an occult amulet, pick a
pocket, move silently, follow without being seen, or blend into a crowd. A Protagonist attempting Stealth can be
detected only by an opposing Alertness or Search skill (see OPPOSED TESTS on page 41).
Streetwise (Type)
Base Rating: 0%
In cities and towns, there is an entirely separate ‘society’ that exists between the criminal classes, the poor, and
everybody else that the high-and-mighty would prefer to believe don’t exist. In fact, there are many different sub-
cultures and groups who make up this (largely invisible) under-class. This skill represents detailed knowledge of one such
strata of society. It includes extensive details about contacts – who does what and where one might go to obtain any
kind of illicit goods or services common to that group. Some groupings may be region-based (e.g., “the docks”), while
others represent broad categories of people or services (e.g., “smugglers and bootleggers”).
Surgery
Base Rating: 0%
The treatment of an injury or abnormality, by invasive means. By comparison, First Aid keeps a patient alive until surgery
is possible, and Medicine ensures long term recovery. (See HEALING on page 48)
Survival (Type)
Base Rating: 10%
Knowledge of the natural world. Use it to plan an expedition, predict weather, recognize when fauna or flora are
unusual, use the environment to gather other information, or find food, water, and shelter. Each type of Survival is its
own skill. Common types are Desert, Jungle, Tundra, Urban.
Swim
Base Rating: 20%
Most Protagonists can swim for leisure. Use the Swim skill in a dangerous crisis: going a long distance in choppy water,
keeping a friend from drowning, or getting to a boat before the tentacled thing below grabs you.
Track
Base Rating: 10%
Use this to locate the tracks of a specific creature or person and follow them. A test must be made to locate the trail and
then again once every ten minutes they are being followed. Penalties or bonuses may apply depending on how long it
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was since the tracks were made, what the ground is like, what the weather conditions have been since the tracks were
made, etc.
Unarmed Combat
Base Rating: 20%
Self-defense. A fight between untrained combatants often involves more shoving and shouting than real violence. Use
Unarmed Combat to hurt or kill an opponent with your Protagonist’s bare hands (or feet, elbows, teeth, or head).
Unnatural
Base Rating: 0%
Knowledge of the fundamental, mind-shattering secrets of the universe. The things that slithered in the dark corners of
the world and the cosmos beyond. Use it to remember, recognize, or research facts about the things humans consider
unnatural. This goes far beyond the occult, because the Unnatural skill represents things that are real. Use it to sift
through the darkest parts of myth and folklore and recognize which of it is true.
Use Gadgets
Base Rating: 0%
Nobody needs to make a skill roll to use devices and technologies that are in common use in the era and setting of the
game. However, making effective use of highly-specialized or technical apparatus is a different question. In the hands on
the untrained, such devices are at best useless, and at worst dangerous. Use Gadgets is an umbrella skill allowing your
Protagonist to successfully use all manner of common technical devices.
Mental Damage gained from a harsh early life can take several forms:
1. Becoming adapted to specific types of psychological trauma (see ADAPTING TO SAN LOSS, page 74),
2. MENTAL DISORDERS (page 69), or
3. Generally becoming more distant with other people.
The table below shows the possible mental damage to your Protagonist based on the Harshness Descriptor for the
environment he or she grew up in.
Roll to determine mental disorders first; if any are acquired work with the Game Moderator to pick something
appropriate from the list of mental disorders starting on page 69.
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If the Protagonist begins the game Adapted to either Violence or Helplessness place a check mark in the appropriate box
on the character sheet and make the following adjustment to statistics and bonds:
• If Adapted to Violence: Reduce CHA by 1D6 and subtract the same number from every bond (both Individual
and Community).
• If Adapted to Helplessness: Reduce POW by 1D6.
Protagonists are usually every-day people who have been awakened to the truth about our world. They usually aren't
superhuman, powerful, or invulnerable. Rather, they are frequently humble, vulnerable, and fragile individuals who have
chosen to fight the unknowable but vast powers of the Cthulhu Mythos. Not because they have the strength to conquer
the horrors, but because the consequence of inaction is beyond the pale.
Sometimes using a skill requires a roll of dice. The most important rule is this: The Game Moderator determines if, when,
and what you roll. If the Game Moderator says a roll isn’t needed, the skill rating itself determines success or failure.
If the Game Moderator thinks a fact should be known by a history expert with at least 60% skill, then a Protagonist with
a relevant history-related skill at 60% or better knows the fact without rolling. Or perhaps a Protagonist with 40% can
learn some clues but a Protagonist with 60% would learn more.
Sometimes a combination of skills can overcome a lack in one. A clue that needs 60% in a history-related skill might be
available if the Protagonist has both a history skill and some other relevant skill at 40%.
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How Much Skill Does the Task Require?
Roll your skill test rating or lower to succeed. Rolling higher than the skill test rating means failure.
There are three criteria for rolling dice for a skill test:
ROLL WHEN IT IS DIFFICULT: A skill test means the Protagonist is attempting something difficult. After all, even an expert
in a skill might have only a 60% or 70% rating. A skill test is for a situation when even an expert might fail.
ROLL WHEN THE SITUATION IS UNPREDICTABLE: Having to roll means the situation is out of control. Randomness plays
a major role. Surprising, possibly disastrous things can happen, no matter how skillful you are.
ROLL WHEN THERE ARE CONSEQUENCES: Failing a skill roll means ugly things are going to happen. Maybe failing at the
crisis is the punishment — or with a failed roll, your Protagonist succeeds but the consequences are severe. The fallout is
up to the Game Moderator.
Use STR if the challenge requires physical power, CON if it requires endurance, DEX if it requires agility, INT if it requires
attention to detail, POW if it requires mental resilience, or CHA if it requires charm.
The stat’s score itself may tell the Game Moderator whether your Protagonist succeeds, without the need for a roll.
Does it need someone with at least average Strength? Then your Protagonist needs a STR of 10 or more. If it needs
someone with above-average Intelligence, your Protagonist must have an INT of at least 13. If only one person in a
hundred would have enough stamina, your Protagonist needs a CON of 17 or 18. (See DETAILED DESCRIPTION:
STATISTICS on page 8.)
If it’s a task where having more help is useful, use the highest skill among the team.
If it’s a task where a crowd is a hindrance, use the lowest skill among the team.
If it’s a task where you need to know whether every Protagonist succeeds or fails (“How many of you get a good look at
the thing in the shadows?”), each player rolls.
3.2.2 Success
A success is a roll equal to or less than the test chance. With a success, your Protagonist accomplishes what he or she set
out to achieve.
3.2.3 Failure
A failure is a roll that’s higher than the test chance. Sometimes that means your Protagonist suffers harm.
There may be times when a failed roll means a Protagonist achieves what he or she wanted — but it comes with an
unpleasant complication. The Game Moderator always decides whether that’s the case and what the cost will be. For a
few possibilities, see the effects of fumbling a roll.
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3.2.4 Fumble
A fumble is a roll of 00 (100) or any failure where the dice digits match one another. So if your Protagonist’s skill is 50%,
you fumble on a roll of 55, 66, 77, 88, 99, or 00. A fumbled roll fails, no matter how high your Protagonist’s chance of
success, and has additional, catastrophic consequences.
In a car chase, a fumble might mean your Protagonist crashes. In a gunfight, a weapon might jam, or you might
accidentally shoot yourself.
The exact complications are up to the Game Moderator. Here are some possibilities.
PHYSICAL STRAIN: Lose 1D6 HP or temporarily lose 1D4 STR, CON, or DEX.
EMOTIONAL BURNOUT: Lose 1D6 WP or temporarily lose 1D4 INT, POW, or CHA.
ALIENATION: Offend an important NPC. All CHA or Persuade tests with the NPC automatically fail until the end of the
adventure.
Are adversaries awake when your Protagonist sneaks into the enemy’s camp? Does the stolen car have a first aid kit in
the trunk? When an unexpected burst from a Tommygun tears down the door, does a bullet find you?
If the Game Moderator calls for a Luck roll, there’s a 50% chance that things go your Protagonist’s way. It doesn’t
depend on psychic talent or your Protagonist’s connection with the cosmos or anything else. Just roll the dice. With a
critical success or a fumble, your Protagonist’s luck is extra good or bad.
TURNS: It takes a few combat turns (see THE TURN on page 43) or, at most, sixty seconds. Combat, some skill tests, and
most stat tests are resolved in turns.
MINUTES: It takes a few minutes. You can’t do it in combat, but otherwise, your Protagonist can get through it rapidly.
Many skill tests are resolved in minutes.
HOURS: It takes hours. Your Protagonist can typically attempt two to four such tasks per day (four only if your
Protagonist goes without rest; see EXHAUSTION on page 42).
DAYS: It takes a day or more. Some extended skill tests, requiring multiple rolls, take days.
LONG-TERM: Efforts that take place outside normal gameplay, like research and training, fit here. It could be a week, a
month, or years. It’s up to the Game Moderator.
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3.5 Opposed Tests
An opposed test happens when someone takes action to interfere with another’s action.
This might be a player rolling a Protagonist’s Insight to sense the lies in a slimy politician's Persuade roll, a Protagonist
escaping a pursuer with opposed Athletics tests, a degenerate cultist trying to wrestle a sacrificial victim to the ground in
opposed Unarmed Combat tests, or a Protagonist’s Dodge trying to oppose an alien monstrosity’s attack roll.
Usually, skills oppose skills and stats oppose stats. A stat opposes a skill only when one character must use very specific
knowledge or training (and therefore rolls a skill) but the other does not (and therefore rolls a stat). It is up to the Game
Moderator.
By nature, opposed tests are very unlikely to succeed. Not only must your roll succeed, but you must overcome the
opposition’s roll as well.
If two characters’ skills oppose each other but neither needs to roll, the higher rating wins.
3.6 Pursuit
A pursuit is a series of opposed tests. The most basic chase is a single test for each side, pursuer and quarry. If the quarry
wins, he or she escapes and the chase ends. If the pursuer wins, he or she (or it) runs the quarry down and the chase
ends. Usually that means combat.
A more prolonged chase may require two wins by one side or the other. Wins cancel each other out. If the pursuer wins
one but the quarry wins the next, that cancels out the pursuer’s win. Then, the quarry needs to win twice more to
escape. An especially wide-open chase might require three wins to either catch up or escape.
In each test, one side or the other wins. If both fail their rolls, the lowest failure wins. A critical success with a chase test
counts as two wins. A fumble counts as two failures thanks to a wreck or some other disastrous accident.
WHICH SKILL APPLIES: A chase on foot requires Athletics; one in vehicles uses Drive, Pilot, or even Heavy Machinery; in
the water, it uses Swim; on horseback, it uses Ride.
AID AND ADVANTAGES: Coordinating with multiple pursuers (whether they’re in sight of each other or have constant
contact by some means), or being substantially faster and/or more maneuverable grants a +20% bonus to each chase
test, or +40% if the advantages are overwhelming.
SEEKING AN EDGE: Instead of the usual roll to catch up or get away, pursuer or quarry may attempt to gain some
advantage by testing a skill that applies to the situation.
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If this test wins the contest, instead of a “win” it grants a +20% bonus to the next chase roll, or +40% with a critical
success. Failure and fumbling have the usual effects.
COMBAT DURING A CHASE: A person in a chase may be able to launch attacks at opponents, especially if their skill isn’t
being used as the test for escaping or evading (e.g., they are a passenger on a conveyance controlled by someone else).
These will usually be some form of ranged attack. Such attacks are resolved before the pursuer and quarry roll to pursue
and escape. Attacks use the COMBAT rules, beginning on page 43. Each contest in the chase is equivalent to one combat
turn.
If your Protagonist makes an attack but doing so will seriously impact their efforts to pursue or evade, the attack is
considered to occur instead of a roll to pursue or escape – effectively meaning the opponent’s roll to pursue or escape
automatically wins that exchange. This will always be the case if the pursuit is on foot; in other situations it will depend
on whether your Protagonist’s skill at controlling his or her conveyance is a major factor in the chase (if in doubt, the GM
can make a call).
LOW WILLPOWER POINTS: A Protagonist whose WP hits 1 or 2 has an emotional breakdown. The Protagonist suffers a
−20% penalty to all actions until WP rises above 2.
RUNNING OUT OF WILLPOWER POINTS: A Protagonist at 0 WP loses all control. This can look different for every
Protagonist and every situation. The Protagonist might collapse in wracking sobs, or lash out wildly, or simply pass out.
The Game Moderator controls your Protagonist until WP returns to 1 or higher and describes the reaction. A Protagonist
with 0 WP cannot succeed at any tests, including SAN tests. Sooner or later the Protagonist falls asleep, regardless of any
disorders or stimulants, long enough to regain WP
REGAINING WILLPOWER POINTS: When your Protagonist gets a full night’s sleep (but no more than once in a 24-hour
period), he or she regains 1D6 WP. If you play up one of your Protagonist’s personal motivations in a way the Game
Moderator finds compelling, your Protagonist regains 1 WP.
3.7.1 Exhaustion
A Protagonist who works too long or faces extreme danger and injury without resting becomes exhausted. When this
comes into play is up to the Game Moderator, but a good rule of thumb is that going a night without sleep or refusing to
rest after losing SAN or Hit Points leads to exhaustion.
An exhausted Protagonist suffers a −20% penalty to all skills, stat tests, and SAN tests, and loses 1D6 WP. The exhausted
Protagonist loses another 1D6 WP after going another night without sleep, after working hard for a few hours, or after
running or fighting for a few minutes. A full night’s sleep cures exhaustion.
STIMULANTS: Taking common types of stimulants offsets the exhaustion penalty for 1D6 hours. Examples in the Jazz
Age might include nicotine and caffeine.
Harder stimulants (if any are available) offset it for 2D6 hours. Examples in the Jazz Age include Benzedrine inhalers (the
first mass-marketed amphetamine) and cocaine (snorted, declared illicit in many places).
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During this time, your Protagonist can’t sleep. A Protagonist can take more stimulants to keep going, but every dose
after the first costs 1D6 WP.
If your Protagonist gains a new mental disorder while using stimulants, the Game Moderator has good reason to say the
disorder takes the form of addiction to them. (See DISORDERS on page 69.)
3.7.2 Sleeplessness
The first time your Protagonist tries to sleep after suffering temporary insanity or gaining a new mental disorder (see
TEMPORARY INSANITY and DISORDERS on page 68), you must make a SAN test. If it fails, your Protagonist wakes in
terror, losing the possibility of regaining any WP for 24 hours.
ARTIFICIAL SEDATION: A Protagonist may try to overcome sleeplessness via artificial means, such as drinking alcohol or
using other similar sedatives. This gives a +20% bonus to the SAN test to get to sleep. If the test fails, the Protagonist
gets no rest despite taking sedatives. In addition, the Protagonist is sick the next day, at a −20% penalty to all tests until
he or she gets a full night’s rest. If your Protagonist gains a new mental disorder while using sedatives, the Game
Moderator has good reason to say the disorder takes the form of an addiction to them.
4.0 Combat
A serious fight, where people are trying to kill each other, is chaotic, frightening, and fast. That’s what these rules
represent. Being skilled, having better weapons, or being in a superior position helps, but the inescapable randomness
of combat can claim even the most skilled combatant’s life.
Lovecraft’s fiction presaged humanity’s urge to reduce any confrontation with the unnatural to base combat. However,
humanity’s weapons are as ridiculous to the unnatural forces that control the universe as an ant wielding a pebble is to
the bulldozer razing the field the ant hill stands in. Combat rarely resolves any unnatural threat.
The Game Moderator counts down by DEX for all characters, from highest to lowest. Each character acts when his or her
number comes up. If DEX scores tie, the actions occur at the same time or the Game Moderator can choose some
tiebreaker.
4.1.1 Aim
Sacrifice one turn to aim and gain a +20% to your attack next turn. Aiming requires no roll. After the next turn, or if your
Protagonist suffers any damage before attempting it, the bonus is lost.
4.1.2 Attack
An “attack” encompasses anything from throwing a punch to firing an anti-tank rocket. The “standard” attack (ranged or
hand-to-hand) is a skill test to see if your Protagonist hits a target; damage is inflicted based on the weapon used.
Attacking with unarmed combat or a melee weapon (but not with weapon which acts at a distance) also means your
Protagonist is parrying and blocking. See DEFENSE ROLLS on page 47 for details.
A called shot allows your Protagonist to roll a grenade past cover to explode on the far side, or to shoot someone in the
leg and avoid body armor. If the attack is automatic gunfire that can hit multiple targets, the called shot affects only the
first target.
PARTLY COVERED (−20%): The target is partially covered (half the body).
MOSTLY COVERED (−40%): The target is mostly covered (all but a limb or head).
Making a called shot with unarmed combat or a melee weapon (but not with weapon which acts at a distance) also
means your Protagonist is parrying and blocking. See DEFENSE ROLLS on page 47 for details.
4.1.4 Disarm
An attempt to knock an object from the target’s grasp using the Unarmed Combat skill. This is possible only if your
Protagonist has both hands free and is in hand-to-hand range. If your roll succeeds, the target drops the object.
Attempting to disarm also means your Protagonist is parrying and blocking. See DEFENSE ROLLS on page 47 for details.
4.1.5 Dodge
This is a Dodge skill test to get out of the way of an attack (or a disarm or pin). This opposed test pits your Protagonist’s
Dodge skill against the attack roll. If your roll overcomes the attack roll, your Protagonist avoids harm. See DEFENSE
ROLLS on page 47 for details. If the Game Moderator agrees, a Protagonist can dodge while jogging or running as
described in the MOVE action below.
4.1.6 Escape
A roll to escape a pin. Roll either STR×5 or Unarmed Combat, whichever is better. This acts as a defense roll against the
character pinning your Protagonist (see DEFENSE ROLLS on page 47 for details); it’s opposed by the pinning character’s
attack roll against your Protagonist. If the pinning character is not attacking, the escape is opposed by either Unarmed
Combat or STR×5 (whichever is better). If the escape roll succeeds, your Protagonist is no longer pinned — and the
escape roll defends against other attacks until your Protagonist’s next action. If it fails, your Protagonist remains pinned
and cannot defend against attacks.
4.1.8 Move
An action that moves your Protagonist a significant distance: 10 yards jogging, 20 yards running, or 30 yards sprinting (or
you can move about 3 yards while performing some other action).
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Usually moving requires no roll, but if Protagonists are running or sprinting, players may need to make a DEX×5 test to
keep their footing. Fail, and your Protagonist falls prone and must spend a turn recovering.
If there’s cover at the end of your Protagonist’s movement, getting behind it provides protection (see PROTECTION IN
COMBAT on page 52). This can give your Protagonist armor against firearms, ranged weapons and explosives — if the
Protagonist is behind cover when the attack happens.
4.1.9 Pin
An attempt to immobilize a target, either on the ground or up against something, using Unarmed Combat. This is
possible only if your Protagonist has both hands free and is in hand-to-hand range. If it succeeds, the target is pinned.
All unarmed or melee weapon attacks against a pinned target are at a +20% bonus. A Protagonist pinning a target can
attack the pinned target in later turns.
A pinned target can attempt escape once per turn (see the ESCAPE action, above) but nothing else.
Attempting to pin a target also means your Protagonist is parrying and blocking. See DEFENSE ROLLS on page 47 for
details.
4.1.10 Wait
Protagonists can choose to wait to take any action after their DEX order comes up. At any time before your next turn,
you can insert your Protagonist’s action before the next action in DEX order. Your Protagonist can’t wait until another
character acts and then jump in before it’s resolved, but your Protagonist can jump in before the other character’s turn
comes up.
An attack roll that fumbles (see page 40) is bad news. The exact outcome remains up to the Game Moderator and can
include:
Bonuses and penalties in combat apply only in extraordinary circumstances. The COMBAT MODIFIERS table, nearby, lists
the likeliest modifiers. If they do apply, Attack bonuses stack up to a maximum +40%. There’s no limit on penalties.
No matter the bonus or penalty, a roll of 01 always hits and a roll of 00 (100) always misses.
TARGET IS TOTALLY HELPLESS — BOUND OR ASLEEP: No roll is needed to murder the target in one turn.
TARGET IS ACTIVE BUT UNAWARE AND COMBAT HAS NOT YET BEGUN: Make an attack roll at +20%. Any success is a
critical hit. If it fails, the attack misses. Maybe your Protagonist flinched at the last instant or maybe the target moved.
Work out the details with the Game Moderator.
Unusual Target Concealment Using a sight to line up a Terrible visibility due to Little to no visibility
or Visibility ranged attack smoke or darkness
Called Shot or Area Attack Explosive weapon Target about half covered or Target mostly covered or very
smaller than a human body small
Unusual Target Condition — Target standing totally still Target prone or running Target moving very fast
Ranged Attack
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Unusual Target Condition — Target pinned down or Target moving quickly (e.g., Target moving very fast
Melee Attack standing totally still running)
Unusual Attacker Condition Carefully aiming for a full turn Suffering from an irritant; Suffering from corrosive gas;
exhausted stunned
A roll to Dodge opposes all hand-to-hand attacks that turn. It lets your Protagonist duck behind cover to evade all
ranged attacks that turn if cover is near. Dodging never inflicts damage.
Fighting back blocks all hand-to-hand attacks that turn. If you win the contest, you take no damage. It does not protect
you against ranged attacks unless you’re close enough to push the ranged weapon away. As part of your fighting back
roll, choose one offensive action – ATTACK, CALLED SHOT, DISARM, or PIN – against a single attacker. If your roll beats
that attacker’s roll, your Protagonist takes no damage and your Protagonist’s action affects the attacker.
In order to Dodge or fight back, your Protagonist must know an attack is coming and be physically able to block or evade
it. If your Protagonist is pinned, if the attack occurs before he or she realizes it, or if your Protagonist can’t see or hear
the attacker, your Protagonist can’t Dodge or fight back.
Nobody can react as fast as bullets and shrapnel, but your Protagonist can use Dodge to scramble for cover. If your
Protagonist is near enough to move to cover and knows gunfire or an explosion is imminent, make a Dodge roll for the
Protagonist to get behind the cover. If there’s no cover, Dodging does no good. This is why people get nervous when
guns come out.
A roll to attack, disarm, pin, or make a called shot also opposes each Unarmed Combat and Melee Weapons attack
against your Protagonist until your Protagonist’s next action. If an attack fails to overcome your roll, it does no harm.
To oppose an attack, your Protagonist must know the attack is coming. That requires seeing or hearing the attacker. The
Protagonist must also be physically able to block the attack, if it is melee. A pinned Protagonist can’t defend, nor can a
Protagonist who has already successfully pinned a target.
An attack roll with a ranged weapon does not oppose attack rolls against your Protagonist.
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4.4 Damage
Combat is about inflicting damage. Each weapon or attack has a damage rating measured in dice. When an attack hits,
roll the weapon’s damage dice and subtract the result from the target’s Hit Points.
DAMAGE BONUS: High or low Strength modifies the damage of unarmed and hand-to-hand attacks, to a minimum of 0:
UNCONSCIOUSNESS: If your Protagonist is reduced to 2 or fewer HP, he or she falls unconscious. An unconscious
Protagonist is helpless and can be killed with a single attack without having to roll. At 3 HP or more (or after an hour
passes), the Protagonist regains consciousness.
PERMANENT INJURY: Any time your Protagonist is reduced to 2 or fewer HP, make a CON×5 test. Failure indicates
permanent injury. The Game Moderator selects a stat to be permanently reduced by the number on the lowest ten-sided
die of the failed CON×5 roll. Stats can only be reduced in this way to a minimum score of 3. If STR or CON drop, adjust HP
accordingly.
DEATH: If an attack brings your Protagonist to 0 HP, he or she is dead. HP do not go below 0.
4.4.1 Healing
There are four types of healing: Resuscitation, Stabilization, Treatment, and Recuperation.
RESUSCITATION: Sometimes it’s possible to resuscitate a dead character. If the Game Moderator says resuscitation is
possible, someone must make a First Aid test. This must occur within a number of minutes after death equal to the
victim’s CON score. If it succeeds, it restores 1D4 HP (doubled for a critical success) and allows the patient to recover. If
First Aid fails, the victim dies and may not be resuscitated.
STABILIZATION: Stabilizing a wounded character with a successful First Aid test immediately heals 1D4 HP. A critical
success doubles the amount healed; a fumble inflicts 1D4 damage. Once your Protagonist receives first aid, success or
failure, the Protagonist can’t benefit from it again until he or she suffers damage again.
TREATMENT: Treatment is professional care in a clean, calm location with extensive tools and healing supplies.
A doctor can attempt a Surgery or Medicine test once per week: Surgery for critical care of severe wounds; Medicine for
poison, disease, and ongoing healing. If treatment succeeds, the patient recovers 1D4 HP. This is doubled with a critical,
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while a fumble inflicts 1D4 HP damage. At the Game Moderator’s discretion, having worn-out tools or poor quality
medicines may incur a penalty.
RECUPERATION: Over time, the human body repairs itself. A patient who rests in a safe place with proper food and
water can attempt a CON×5 test once per day to recover 1 HP (in addition to any HP recovered due to medical
treatment). On a critical success, the patient regains 1D4; on a fumble, the patient loses 1 HP.
4.4.2 Complications
After treatment, and until the patient heals all lost Hit Points, undertaking strenuous activity (any physical stat or skill
test) inflicts 1D4 HP damage as sutures rip, broken bones shift, or fever sets in.
Also, this setting does not have a specific skill for Ranged Weapons – characters who are firing crossbows etc. should use
the Firearms skill to aim such weapons, while thrown weapons use Athletics as a combat skill.
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>> Firearms
Sample Weapons Damage Base Range
Derringer 1D8 5 yards
Medium Pistol 1D10 15 yards
Large Caliber Pistol 1D10+2 10 yards
Rifle 1D12+2 60 yards
Shotgun blast, close range 2D10 50 yards
(full damage up to 10yds;
reduced to 1D10 for 10—20yds;
reduced to 1D6 for 20+ yards)
Thompson Sub-Machine Gun LETHALITY 15%, 1—3yd 40 yards (80 if mounted)
radius (based on mode)
WW1 Machinegun (mounted) LETHALITY 20%, 3yd radius 140 yards
>> Explosives
Sample Weapons Placement Skill Damage Base Range
Dynamite Stick Military Training Lethality 15% 1 yard
Pipe Bomb Military Training Lethality 20% 2 yards
If an attack hits with a weapon that has a Lethality rating, there’s a chance it simply kills the target outright. Instead of
rolling normal damage, roll percentile dice against the weapon’s Lethality rating. If the Lethality test succeeds, a human
target immediately drops to 0 HP. If the Lethality test fails, add the two dice together as if they were individual D10s (0 is
10) and apply that as HP damage.
Lethality rolls do not fumble or critically succeed, but the attack roll can. If the attack roll is a critical success, double the
Lethality rating, and double the HP damage if the Lethality roll fails.
If a weapon has a Kill Radius, a successful attack inflicts a Lethality roll on each character inside that radius. The center of
the Kill Radius is the initial target of the attack.
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Why Lethality Ratings?
The Lethality rating replaces the need to roll lots of separate attacks and lots of dice for damage. Without it, a
massively damaging attack might require several separate attacks and damage rolls to afflict many different
targets. In the middle of combat, rolling that much breaks the tension.
If you’d rather roll damage the old way, it’s 1D6 damage for every 3% of Lethality. So a weapon with 35% would
do 12D6 HP damage.
With explosive weapons, Kill Radius attacks don’t need to be as precise as ordinary attacks; hitting a zone within the Kill
Radius of a target is enough. That adds +20% to the chance to hit.
A failed attack roll means the Kill Radius lands harmlessly outside the intended area. The attack does no harm—but may
still suppress targets (see SUPPRESSION, below). Whether a failed Kill Radius attack does unwanted collateral damage is
up to the Game Moderator.
MANY TARGETS: A single attack with a Kill Radius usually affects everyone in the Kill Radius. If that doesn’t make sense
for the situation, the Game Moderator can decide who gets hit.
The Game Moderator is welcome to let players roll the Lethality results for NPCs to speed things up. But really, you need
to roll Lethality only for characters who are important enough to track in detail. Since even a failed Lethality roll inflicts
between 2 and 20 damage, it’s safe to just assume that most humans caught in a Kill Radius are either dead or
incapacitated.
A short burst fires three bullets in one trigger pull. It affects a single target. A long burst fires five shots with a Kill Radius
of 1 yard. Short and long sprays empty the magazine faster, but cover a larger Kill Radius. Some firearms allow only
single shots or short bursts (“three-round bursts”).
4.7 Explosions
If your Protagonist wants to disable or destroy a structure or vehicle, an explosive or other form of Lethal attack might
be their best bet. Such large objects have their own Hit Points (see VEHICLES, page 63), and they are considered huge
targets (see HUGE, page 53).
For example, if your Protagonist wanted to gain entry into a bank vault, he or she might try lobbing a hand grenade at its
door. The GM might rule that the safe has 20HP and an Armor rating of 10. Assuming the grenade lands such that the
safe is within its kill radius (10 yards from where it lands), the safe will take damage. Because the object is treated like a
HUGE target, the normal Lethality 15% damage is translated into an automatic 15 HP damage reduced by Armor down
to 5 HP. So, while the explosion makes a lot of noise, the safe is only a quarter broken into. Time to get some more
grenades.
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4.8 Fear in Combat
Being involved in combat is inherently frightening for most people. However, certain types of attacks which devastate an
entire area are especially terror-inducing. When faced with such destruction – whether from a mundane weapon (e.g., a
burst from a Tommy gun) or something supernatural – primal instinct kicks in to prevent a person from placing
themselves in mortal peril.
The GM can nominate that any massively damaging attack is Terror-Inducing. Any character who knowingly seeks to
enter a region targeted by such an attack will hesitate and go to ground – even if the attack does not succeed. The only
way to stifle this primal terror is by voluntarily sacrificing 1 SAN.
Note that these effects do not apply to a combatant who is not aware that he or she is straying into an area targeted by
the Terror-Inducing attack – when in doubt, call for an Alertness test.
A character adapted to violence (see ADAPTING TO SAN LOSS on page 74) loses no SAN for braving a Terror-Inducing
attack. For NPCs, it’s easiest to assume the average human goes to ground when faced with such attacks. Only insane,
hardened, or fanatical enemies stand up to such intense fear.
As a rule of thumb, for a concentration of smaller attacks to be ruled as creating a Terror-Inducing effect the sum of
their individual maximum damages should be at least 30HP (i.e., three attacks each delivering 1D10 or five attacks
each delivering 1D6). Any coordination of two or more attacks with Lethal effects would also qualify.
There are five stages of protection, categories that determine how easy a Protagonist or other creature is to harm,
regardless of their ability to get out of the way.
4.9.1 Fragile
Fragile targets drop to 0 HP instantly if they suffer any damage from a deliberate attempt to injure them. A helpless
human is Fragile and may, at the Game Moderator’s discretion, be reduced to 0 HP with one attack without bothering to
roll damage.
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4.9.2 Exposed
Exposed is the default for humans and many creatures. It means the target is aware of danger and trying to avoid it, but
doesn’t have any real protection. Attacks operate normally against Exposed targets.
4.9.3 Armored
Being Armored reduces the damage of attacks. Armor has an Armor rating which reduces the HP damage of attacks.
Armor 5 means reduce damage by 5.
Armor comes in two forms: body armor and cover. They both reduce the damage of ordinary attacks, but have different
effects on Lethality attacks. If you have more than one source of armor (such as wearing body armor while behind a
wall), add them all together.
Some weapons are armor piercing, which in turn reduces armor (see ARMOR PIERCING WEAPONS, page 54).
BODY ARMOR: Body armor reduces the damage of an ordinary attack by its Armor Rating. Body armor protects against
the damage of a failed Lethality roll, but does nothing whatsoever against a successful Lethality roll.
COVER: Finding cover means using a hard barrier as armor against attack. Cover protects more completely than body
armor. If you have cover against a Lethality attack, the Lethality roll automatically fails, but still inflicts the sum of the
dice as damage. Subtract the cover’s Armor rating from that damage.
What if your Protagonists are completely enclosed in a structure or conveyance? That’s definitely cover, but it’s the
Game Moderator’s call. Maybe they take damage reduced by the cover, or maybe they take no damage until the cover is
breached.
Being behind cover does not make Protagonists immune to the terror of combat (see FEAR IN COMBAT on page 52). If
your Protagonist is terrorized, his or her next action must be to hide behind that cover instead of attacking.
4.9.4 Huge
A huge target loses Hit Points from ordinary weapon damage as usual. But Lethality ratings don’t affect huge creatures
in the same way they do a human sized target. Instead, the Lethality attack does flat HP damage equal to the Lethality
rating.
4.9.5 Transcendent
Transcendent entities are immune to physical damage. This might mean they exist partly in dimensions we barely
perceive, or are so organized that mere excesses of force and matter cannot harm them.
Nothing of this Earth is Transcendent. Only through the use of unnatural techniques, under extremely dangerous and
limited situations, can humans become Transcendent.
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>> Combat Protection Summary
Target Status Effect of Normal Damage Effect of Lethality Success Effect of Lethality Failure
Fragile Reduced to 0 HP Reduced to 0 HP Reduced to 0 HP
Exposed Roll HP damage. If Armored, Reduced to 0 HP Add up the Lethality dice to
subtract the Armor value determine HP damage. If
from the damage. Armored, subtract the Armor
value from the damage
Behind cover Roll HP damage. Subtract the Add up the Lethality dice to Add up the Lethality dice to
cover’s Armor value from the determine HP damage. determine HP damage.
damage. Subtract the cover’s Armor Subtract the cover’s Armor
value from the damage. value from the damage.
Huge Roll HP damage. If Armored, Take the Lethality rating as Take the Lethality rating as
subtract the Armor value HP damage. If Armored, HP damage. If Armored,
from the damage. subtract the Armor value subtract the Armor value
from the damage. from the damage.
Transcendent No damage No damage No damage
The primary game statistics relating to different types of weapons may be found on the Example Weapons Table on
page 49. The availability of any class of weapon will be dictated by the scarcity of weapon resources in the particular
game setting (see preceding section).
What follows are some spot rules for Protagonists who have access to common Jazz Age (early 20 th Century) weapons.
If a Protagonist is wearing an overcoat or trench coat, he or she can attempt to conceal a bigger gun like a sawed-off
shotgun, or a larger hand weapon (e.g., a hatchet or machete) and incur no Alertness bonus.
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4.10.4 Firearms
Depending on when and where the game is set, the Protagonists may have easy access to a range of different firearms.
Pistols
Lightweight pistols fire low-powered cartridges and are of limited use even against humans. Medium pistols are the
standard sidearms in the military everywhere. They fire moderately powerful rounds. Most revolvers hold six shots, but
some late models hold seven or eight. Pocket revolvers sometimes take only five. There’s a huge variety of ammunition
capacities for semiautomatic pistol magazines, but 15 is typical, although 17 or even 20 is not uncommon. Large-caliber
pistols often carry less. A typical figure for a heavy pistol is eight.
Shotguns
A typical pump-action shotgun holds five shots, although there are many with extended magazines for eight or more.
Double-barrel shotguns hold one shot per barrel and can fire both barrels at one target with one attack roll. Shotguns
can fire shot (a spread of small projectiles), slugs (a single heavy bullet), or “non-lethal” ammunition such as bean bag
rounds, baton rounds, or rubber shot.
FIRING SHOT: Grants a +20% bonus to hit at all ranges: at point-blank due to the target being so close (see ATTACK
MODIFIERS on page 46) and beyond that due to the spread of projectiles. If the target has an Armor rating due to armor
or cover, double it.
FIRING BOTH BARRELS: You can fire both barrels of a double-barrel shotgun at one target with one attack roll. That
inflicts an extra +1D8 damage at base range. It adds no damage beyond base range as the shot or the slugs separate.
OTHER GAUGES: These rules assume a standard 12-gauge (called 12-bore in England) shotgun. Modify the damage by +2
for a heavier bore or −2 for a lighter gauge.
Tommy Guns
Thompson submachine guns (nicknamed “Trench brooms” and “Chicago Typewriters”) fire full-automatic bursts but are
often also capable of semi-automatic fire. When firing semi-automatic, the weapon inflicts ordinary damage; with
automatic fire, it uses a Lethality rating (see LETHALITY RATING on page 49).
Rifles in the Jazz Age are mostly breach loading, bolt-action weapons. These must be manually worked before each shot,
which delays aiming. An attack using such a weapon in the turn immediately after it’s already been fired is at −20%. A
rifle gets no benefit from the Aim action in the turn immediately after it’s fired.
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4.10.5 WW1 Machineguns & Artillery
Many unnatural things that Protagonists face are inscrutable perversions of physics no more vulnerable to explosions
than they are to crucifixes. This never stops Protagonists from trying.
The Base Range for WW1 Machineguns reflects the fact that it needs to be accurate enough only to get a target within
the Kill Radius. Such weapons fired off their tripod mounts halve Base Range.
Naval Guns and Field Guns are specialized pieces of equipment that require some form of Military Training at 40%+ to
operate in a moderately safe fashion. They also require the concerted work of a whole team of trained military
personnel. The specific skill tests needed to accurately target a Mythos horror with one of these weapons should be
determined by the GM based on the specific situation. Conceivably a hit by a shell launched by a large bore gun could
deal Lethality 25% across a Kill Zone of 8 yards radius. A fumble or misfire could be just as devastating to the team
operating the weapon.
Speed indicates how soon the poison or disease inflicts damage. A poison inflicts damage once and then passes from
your Protagonist’s system. A disease requires a series of CON tests to resist damage.
POISONS: A poison has a Lethality rating. If the Lethality roll fails, the victim makes a CON×5 test to withstand harm.
Success means half damage, and a critical success means the victim loses only 1 HP. A fumble doubles the damage.
‘Hospitalization’ (makeshift or otherwise) grants +20% to the victim’s CON test.
DISEASES: Diseases inflict HP damage. If your Protagonist succeeds at a CON×5 test, he or she suffers half damage and
recovers from the disease. On a failure, he or she suffers full damage and must make the CON×5 test again after another
Speed interval. A fumbled CON test doubles the damage. While under the effects of a disease, the Protagonist cannot
gain Hit Points back. ‘Hospitalization’ grants a +20% bonus to the CON test. Serious diseases may come with a penalty to
the CON test.
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>> Natural Poisons
Poison Entry Route Speed Lethality Symptoms Antidote?
Spider venom Bite 1D6 hours 5% Pain, chills,
nausea; possibly Yes
necrosis
dangerous drug Varies 1D6 hours 5% Usually pain,
administered with diarrhea, Yes
failed skill use convulsions, or
asphyxiation
Arsenic Ingestion 1D6 hours 10% Pain, diarrhea, No
cramping
Scorpion or rattlesnake Bite or sting 1D6 hours 10% Pain, weakness,
venom hemorrhaging, Yes
convulsions
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Some diseases are persistent. That means that even succeeding at the CON test only buys time; the disease subsides and
your Protagonist recovers lost HP. But every time the Protagonist is badly hurt (losing more than half his or her HP) or
suffers from some other poison or disease, the Protagonist must make a CON×5 test to resist a resurgence.
ANTIDOTES: A few poisons and diseases can be cured with medication. If a physician has the antidote for a poison or the
right drug to treat a disease, a Medicine test before the ailment takes effect renders the poison or disease harmless. An
antidote given after the ailment takes effect halves the Lethality rating and the HP damage.
4.11.2 Falling
Falling is extremely dangerous to humans. Even a bad slip can be lethal. A fall from a short distance (one to three yards)
does 1D6 damage, or 2D6 if it’s a particularly uncontrolled fall. Beyond that, a fall instead has a Lethality rating of 1% per
yard fallen. A Protagonist who survives a fall must make a CON×5 test or be STUNNED (see page 48).
4.11.3 Suffocation
Suffocation is a slow death. If your Protagonist takes a deep breath before holding it, he or she can go without breathing
for CON×5 turns. After that, your Protagonist’s oxygen-starved brain begins to die. Once every turn, make a CON×5 test.
If it fails, your Protagonist suffers 1D6 HP damage. If the CON test succeeds, your Protagonist suffers 1 HP damage
instead. This continues until your Protagonist can breathe again or he or she dies.
If your Protagonist doesn’t get a breath before suffocating, the damage starts immediately and lasts until someone
clears his or her airway with a First Aid test. Armor does not protect against suffocation damage.
4.11.4 Fire
Fire damage suffered depends on the flame’s intensity. The victim suffers a damage roll every turn of exposure.
After taking damage from any moderate, large or major source of fire, the victim must make a DEX×5 test or catch fire,
suffering half damage each turn until extinguished. Being surrounded by a raging fire also causes suffocation as the fire
consumes oxygen. (See SUFFOCATION above.)
4.11.5 Cold
Protagonists can last for CON in minutes exposed to freezing temperatures unprepared, or CON×5 minutes if partially
prepared. Fully prepared and well-equipped Protagonists can last CON hours.
After this, their bodies start to fail. Players must make a CON×5 test every five minutes. Each failure reduces CON by 1.
When a Protagonist’s CON hits 1, the Protagonist can no longer move and suffers 1D8 HP cold damage every five
minutes. Exposure to warmth and shelter restores 1 point of CON per minute. Hit Points heal normally.
4.11.6 Impact
Slamming into a barrier at speed can be deadly. It has a Lethality rating of 10% for every 25 mph (40 km/h) of speed.
Double the Lethality rating if your Protagonist slams into a wall and there’s nowhere to tumble. A Protagonist who
survives an impact must make a CON×5 test or be STUNNED (see page 48). For damage from a vehicular crash, see
VEHICLES on page 63.
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4.12 The Aftermath
When the smoke clears and the fighting stops, it’s time for the Game Moderator to look to the consequences of combat.
There are always consequences.
First, violence damages sanity. Unless your Protagonist is a hardened operator, getting into a deadly fight calls for a
Sanity roll. So does getting hurt. So does killing someone. (See THREATS TO SAN on page 66.)
Next, was anyone killed or badly hurt? If so … who’s going to come looking for them?
5.0 Equipment
Most equipment that your Protagonist will buy, find or use does not require any special rules – if you have the
equipment, and it is in working order then you can use it (possibly with a skill or stat test) to do things. Some items that
are poorly made or worn-out may incur a penalty (see the box nearby).
Obtaining equipment can be as simple as purchasing it in a store (assuming such commerce exists in the game setting);
alternatively, it can involve scrounging around trying to piece together usable items from junk.
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5.2 Scrounging
Some items that the Protagonists want to obtain might not be easy to obtain – either because they are restricted in
some way, especially scarce, or illegal. Alternatively, the items might be available, but priced such that the Protagonist
simply can’t afford them. In such situations, the only recourse might be to scrounge around to see if the items can be
‘liberated’ from somewhere. This might involve sifting through discarded items to find pieces that are good enough to
function as needed, and perhaps lashing them together to make more complex equipment.
If a Protagonist wants to obtain a resource that isn’t available to them via simple means, there are two ways:
1. By rummaging through the stockpile of belongings that constitute his or her personal ‘resources’, or
2. Searching the environment to try to locate an abandoned or unclaimed supply of that resource.
The former is a use of the Protagonist’s Resources rating, while the latter is a use of his or her Search skill.
In both cases, the difficulty of the test to locate a usable item depends on the scarcity of the item being sought, as well
as:
• [For rummaging the resource pool] – whether the item is small enough to realistically be carried around from
place to place.
• [For scavenging] – whether the location being searched is a likely or unlikely place for such resources to have
been stored or abandoned.
The results of a test can indicate that an item has been discovered, or describe utter failure of the search/rummaging.
However even if the roll is successful there is no guarantee that the resource discovered will be in good condition – the
discovered item might be heavily worn or maybe even utter junk (see box nearby).
If your Protagonist is stuck with a junk piece of gear, it fumbles not just on a failed roll with matching numbers, but
also on any roll higher than 95.
It’s up to the Game Moderator exactly when a perfectly normal pristine item has had so much wear-and-tear that it
qualifies as being considered Heavily Worn. This should only happen to equipment or devices that have received
considerable ‘on screen’ use, or which were purloined from a source which is likely to have heavily over-used it.
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>> Spoiled and Potentially Dangerous Consumables
If the Protagonist is searching for a type of consumable resource (e.g., water, food) and gains a less-than-perfect
outcome, it is possible that some quantity of the resource has been found but in a spoiled condition that may be
potentially dangerous to use/ingest.
The Game Moderator will need to interpret what this means in the context of the resource type, and whether the
spoiling is obvious or requires a skill test to detect.
• Ingesting spoiled food or water is treated as an exposure to poison (see POISON AND DISEASE on page 56).
The default toxicity is (Speed 1D4 hours; Lethality 2%), but the Game Moderator can vary this to fit the
situation.
• Administering spoiled pharmaceuticals can be considered as per food and water (if the original medicine was
something relatively minor), or as per the failure of a Medicine roll during administration of a dangerous
drug (Poison; Speed 1D6 hours; Lethality 5%).
• Attempting to use other “spoiled” consumables (e.g., gasoline or weapon ammo) usually results in them
being inert and useless, although the Game Moderator might decide they result in dangerous situations for
the users (explosions, damage to weapons, vehicles, etc.)
• Abundant: The resource is virtually everywhere; the average person probably has at least some of it at any given
time.
• Uncommon: The resource isn’t something that you’d just stumble upon accidentally but if you put concerted
effort into it, you would probably find some.
• Hard to Get: The resource is in short supply or is somehow heavily regulated; most people don’t have ready
access to it at all but if you have special access or know the right people, you can probably get some.
• Very Hard to Get: The resource is absent from all the common places and even people with special access find it
a significant challenge to track some down. Don’t be surprised if you can’t get any at all.
• Impossible to Get: Stockpiles of this resource simply don’t exist; people that are especially resourceful might
have been prudent enough to snare some for their personal supply, but that’s it.
The scarcity rating of a resource affects a Protagonist’s attempt to either scavenge from the environment (using the
Search skill) or rummage through their personal “resource stash” to find it. The table below summarizes the effects of
scarcity.
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Uncommon May be found with a On successful Resources May be found with a On successful Resources
standard Search test. test, some quantity of the standard Search test. test, some form of the
resource is found. item is found.
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Impossible No test required; search Resources tests are made No test required; search Resources tests are
to Get automatically fails. at quarter the effective automatically fails. made at quarter the
Resources rating. effective Resources
rating.
Any test that is not a
critical success fails to find Any test that is not a
the item in the critical success fails to
Protagonist’s collection in find the item in the
any quantity or quality. Protagonist’s collection
in any form.
Critical rolls locate spoiled
and potentially dangerous Critical rolls locate junk
stocks unless the roll was versions unless the roll
01, in which case a further was 01, in which case a
Luck roll is made: failure further Luck roll is made:
indicates a half ‘unit’ of failure indicates heavily
safe resource; success a worn items; success
full ‘unit’ of safe resource. indicates pristine.
In Cthulhu Eternal, all attempts to build these kinds of lash-ups are governed by Craft skill specializations or Use
Gadgets (at the GM's discretion).
The players should describe exactly what they plan to construct and what components they hope to use. Ideally there
should be some kind of logic or rationale behind why such items might come together in the way imagined, but
ultimately it is up to you as Game Moderator to decide whether the planned jury-rigged device has any chance of
working.
Once the plan is made, choose a scarcity for each component parts – hopefully somewhat better than the scarcity of the
original item – and the Protagonists can venture forth (or rummage around their resource pools) to see if they can find
all the pieces they need. Once they have each part, one or more skill tests will be needed to successfully assemble the
final item or device.
At best, a lash-up created in this way qualities as a ‘heavily worn’ version of the real item or device. If any discovery rolls
along the way yielded up sub-standard parts, or the skill rolls were only marginally successful, you might decide the lash-
up is barely-functional ‘junk’ (see PRE-LOVED ITEMS AND SPOILED GOODS on page 60).
6.0 Vehicles
Depending on the nature of the game setting, different types of simple or sophisticated vehicles might be common
items. If the Protagonists or their adversary have access to such vehicles, the following guidelines may assist when
dangerous and/or action-oriented scenes involving vehicles arise during play.
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Vehicles have three basic statistics:
A vehicle that loses half its Hit Points is badly damaged. It can’t be operated without a relevant skill test (depending on
the type of vehicle). The next time such a test fumbles, the vehicle fails altogether until repaired. Repairing a damaged
vehicle requires time, parts, and successful application of one or more skill tests. Even if repaired, the vehicle might now
qualify as ‘heavily worn’ or ‘junk’ (see PRE-LOVED ITEMS AND SPOILED GOODS, page 60).
A vehicle that loses all of its Hit Points is demolished. It will never function again.
6.1.1 Speed
There are two broad categories of vehicle speed: Surface and Air. Any vehicle with an Air Speed rating can automatically
outrun a vehicle with a Surface Speed rating (except for Hot Air Balloons, which can’t outrun any vehicle, and Zeppelins
which are considered equivalent speed to a Slow Surface vehicle).
Within the same vehicle category, some are faster than others. A vehicle with a ‘Fast’ rating grants a +20% bonus to any
Drive or Pilot test to pursue or escape. A ‘Slow’ vehicle incurs a −20% penalty instead. An ‘Average’ rating confers no
modifier.
A vehicle that’s notorious for poor handling or that’s in bad shape might counts as ‘heavily worn’ or ‘junk’ (see above) at
the GM’s discretion.
6.1.2 Ramming
The Game Moderator decides how deadly a collision ought to be. Here are a few suggestions for a vehicle’s ramming
damage.
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AT MODERATE SPEED: roll half the vehicle’s maximum HP as a Lethality rating. A “Slow” vehicle cannot go faster than
this.
If the target is a huge creature or another vehicle, the ramming vehicle suffers half ramming damage based on the
target’s HP.
A vehicle’s Armor rating acts as Armor Piercing for its ramming damage.
Every passenger in a ramming vehicle takes 1D6 damage. Every passenger in a rammed vehicle takes 2D6 damage. A
worn seat belt halves the damage. A passenger in a vehicle that rams a target less than huge size suffers no damage.
7.0 Sanity
Sanity Points represent the resilience of the relationship between your Protagonist’s personality and the world. With
high SAN, your Protagonist has confidence in his or her place in the world. A high SAN score is marked by insight, self-
awareness, and a life-affirming view of reality. With low SAN, the deadly truth of the universe has begun to overwhelm
your Protagonist. With no SAN, your Protagonist is forever lost.
Unlike the protagonists in many tabletop roleplaying games, Cthulhu Eternal Protagonists may begin play with a level of
mental scarring due to the harshness of their upbringing. This scarring can manifest itself in different ways – reduced
starting SAN, mental disorders, or adaptation to traumatic stimuli. The Protagonist creations rules outline mechanics for
determining this psychological damage (MENTAL DAMAGE FROM HARSH UPBRINGINGS, page 36).
Sanity losses look like: 0/1D4 or 1D6/1D20. The number on the left is how much SAN your Protagonist loses on a
successful SAN test; the one on the right is how much SAN your Protagonist loses on a failed test.
A critical success with a Sanity roll means your Protagonist loses the least possible SAN. If the loss for succeeding at the
Sanity roll would have been 1D4, he or she loses 1 point.
Fumbling a Sanity roll means your Protagonist loses the most possible SAN. If the loss for failing the Sanity roll would
have been 1D20, he or she loses 20 points.
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7.3 Explore the Loss
When your Protagonist loses SAN, take a second to describe it. If the Protagonist loses a few points, how does that look
to the people around him or her? Does the Protagonist jump or cry out in terror? Does the Protagonist stare in shock?
Does the Protagonist back away involuntarily? If your Protagonist kills someone and loses no SAN, what does that say
about the Protagonist?
What are the long-term effects of repeatedly losing SAN? What strong beliefs or motivations are eroding as your
Protagonist’s SAN falls? The game is more potent when you play out those details and let them shape your Protagonist.
These categories can overlap. Being tied up and tortured might trigger both Violence and Helplessness. It’s up to the
Game Moderator to decide which aspects affects the Protagonist.
7.4.1 Violence
Killing other humans is inherently harmful to sanity. While wrestling and punching people is within biological norms,
bludgeoning someone to death is not instinctive. Violence can drive you insane if you’re not careful.
In combat, you must make a SAN test for a trauma the first time it happens in that fight. Outside of combat, every
individual incident triggers its own SAN loss.
7.4.2 Helplessness
The essential human impulse is to act. True inactivity is unwholesome to the human psyche.
Note that helplessness often makes violence worse, just like violence makes helplessness worse.
This is why your Unnatural skill limits maximum SAN. The more you understand of mankind’s actual position in the
cosmos, the harder it is to navigate in the ‘real’ world.
If a Protagonist faces the Unnatural and loses 0 SAN, it may mean the Protagonist has adapted to the reality of the
Unnatural in some small way — or it may mean simple denial, refusing to admit the Unnatural experience was real. It’s
up to the player.
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Inflicting Violence Loss
• Incapacitate or cripple an innocent 0/1D4
• Destroy a teammate’s body to
thwart discovery* 0/1D4
• Kill in defense of oneself or another* 0/1D4
• Kill a murderous enemy
in cold blood* 0/1D6
• Torture a victim 0/1D8
• Accidentally kill an innocent* 0/1D8
• Kill an innocent in cold blood,
even for a very good reason* 1/1D10
* For a failed roll, add 1 per victim beyond the first, up to the maximum possible die-roll: 4 for 1D4, 6 for 1D6, etc.
Helplessness Loss
• Being dismissed from one’s role/job 0/1
• Nearly get an Individual Bond hurt or killed 0/1
• Losing all personal Permanent Resources 0/1
• A friend suffers permanent harm
or gains a disorder 0/1
• A Bond’s score is reduced to zero 0/1D4
• Imprisoned or held against will 0/1D4
• Waking paralyzed or blind 0/1D4
• Find a friend’s remains 0/1D4
• An Individual Bond suffers permanent harm
or gains a disorder 1/1D4
• Shunned by all members of a Community
Bonded organization 1/1D4
• Flung into a pit of corpses 0/1D4
• See or hear a friend being
gruesomely killed 0/1D6
• Learn an Individual Bond has been killed 1/1D6
• See or hear an Individual Bond
gruesomely killed 1/1D8
• Learn that a Community Bonded organization
has been destroyed 1/1D6
• Act in a way that directly leads to collapse
of a Community Bonded organization 1/1D8
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The Unnatural Loss
• Attempting Psychoanalyze on a
character who lost SAN to the Unnatural 0/1
• Witnessing a supernatural effect
that’s apparently benign 0/1
• Witnessing a violent supernatural effect 0/1D6
• Seeing a corpse walk 0/1D6
• Subjected to an overtly
supernatural effect 0/1D6
• Suffering a violent supernatural assault 1/1D8
or more
TEMPORARY INSANITY (PAGE 68): A Protagonist who loses 5 or more points of SAN in a single roll suffers temporary
insanity.
DISORDER (PAGE 69): Every time your Protagonist’s SAN is reduced to his or her Breaking Point (see DERIVED
ATTRIBUTES on page 10), he or she gains a new disorder. Immediately reset your Protagonist’s Breaking Point to your
Protagonist’s current SAN minus POW. Even if SAN rises back above the old Breaking Point, the disorder and the new
Breaking Point remain.
PERMANENT INSANITY (PAGE 73): If your Protagonist hits 0 SAN, he or she suffers permanent insanity and becomes the
property of the Game Moderator.
Work with the Game Moderator to determine which stance your Protagonist takes. Each is more likely in some
circumstances than others.
If the circumstances are calm, it may be possible to talk your Protagonist down from temporary insanity.
In the absence of anything like that, your Protagonist loses control until the insanity runs its course.
7.6.1 Flee
Your Protagonist must move away from the SAN-affecting stimulus at top speed in any direction. Your Protagonist must
do this for a number of turns equal to his or her CON, whereupon your Protagonist falls to the ground exhausted (see
EXHAUSTION on page 42), or until your Protagonist feels ‘safe’, whichever happens first. This is a common reaction
against Unnatural and Violence SAN threats.
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7.6.2 Struggle
This is lashing out randomly at the nearest threat, no matter how insurmountable it might be. Once this course is set
upon, your Protagonist has no choice but to fight until he or she is killed, unconscious, or restrained. This is a common
reaction against Helplessness and Violence SAN threats.
7.6.3 Submit
This is shutting down or passing out from shock. If conscious, your Protagonist is catatonic and paralyzed until the Game
Moderator decides he or she snaps out of it. When your Protagonist comes to, it’s likely he or she has suppressed the
trauma that caused his or her collapse. Remembering details requires an INT×5 test and is terribly stressful. This is a
common reaction against Unnatural and Helplessness SAN threats.
If your Protagonist had no prior knowledge of the Cthulhu Mythos (i.e., has an Unnatural skill rating of 0), such an
experience causes him or her to gain +5 percentiles in the Unnatural skill. Even if they already knew about the
Unnatural, such an experience grants a further +1 percentile to the Unnatural skill.
This increase also serves to reduce the Protagonist’s maximum SAN (and if current SAN is higher than this value, also
causes it to drop to the new maximum).
7.7 Disorders
A Protagonist whose SAN reaches the Breaking Point gains a disorder. When suffering from a disorder, the mind
maladapts to mental trauma with long-term neuroses. A disorder is like a release valve for intolerable stress. Indulging in
it helps your Protagonist cope. It’s possible to suffer from multiple disorders at the same time.
Any disorder is negative in the long term, but some are worse than others. Whatever the source of the disorder, it takes
the form of an irrational adaptation to the trauma that produced it. It may manifest a few hours after the trauma, or it
might take days, weeks, or months to appear. The player and the Game Moderator negotiate the exact nature of your
Protagonist’s psychological trauma, so it makes sense. If your Protagonist saw his or her partner die in a fire, developing
pyrophobia makes sense for example.
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REPRESSING AN EPISODE: When an acute episode begins, your Protagonist can attempt to repress it by projecting the
stress and trauma onto a Bond. See USING BONDS TO REPRESS INSANITY on page 75.
EFFECTS OF AN EPISODE: Suffering an acute episode of a disorder often means your Protagonist can’t take some actions
(or can attempt them only with a penalty), or your Protagonist must take some actions. The Game Moderator always
decides the exact repercussions, and whether it happens immediately or builds gradually, in the aftermath of the
trauma.
When your Protagonist is going through an acute episode, make sure it is obvious to everyone that something is wrong.
It may be possible for someone to talk your Protagonist down despite the crisis or the presence of the trigger, reducing
the impact of the disorder so the Protagonist can regain self-control. That takes a few minutes.
Amnesia
This is a common disorder from encounters with the unnatural. Losing 2+ SAN in any single roll triggers an acute
episode, which erases all memory of the episode until your Protagonist finds a way to bring it back.
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Hysterical Condition of Blindness / Deafness / Paralysis
Collectively called conversion disorder, this can manifest either as non‐physical blindness, deafness, or paralysis (pick
one). Losing 2+ SAN in any single roll triggers an acute episode, which leaves your Protagonist blind, deaf, or paralyzed
with numbness and tremors until the source of stress goes away.
Mania
Your Protagonist displays a euphoric and perhaps irritable mood that is consistently present. This may include frenzied
activity for no obvious reason, uncharacteristic garrulousness, a random stream‐of‐consciousness flow of ideas, or
difficulty sleeping. An acute episode is triggered whenever your Protagonist loses 2+ SAN in a single roll. During an acute
episode all tasks which require concentration or fine control are at one‐fifth chance.
Megalomania / Narcissistic
What does it mean to look upon the face of a dead god and live? Some see themselves as messiahs, or as exempt from
ordinary morality. Losing 2+ SAN in any single roll triggers an acute episode, in which every hint of doubt about your
Protagonist’s superiority fills him or her with indignation. That causes every use of a stat or skill to get help or make a
good impression to fail.
Melancholia
Acute melancholia means total despair and a crushing inability to get anything done. It sometimes takes the shape of
overwhelming guilt. An acute episode is triggered by reminders of past traumas your Protagonist suffered or inflicted,
which can come in the most surprising forms and moments. During an acute episode, every skill or stat test costs 1D4
WP.
Multiplex Personalities
Most of the time, your Protagonist seems fine. Suffering temporary insanity or reaching the Breaking Point triggers an
acute episode, in which your Protagonist takes on an alternate identity with its own personality and memories. Over
time, more identities may surface. The Game Moderator decides when and whether you keep control of your
Protagonist’s behavior.
Obsession / Monomania
Your Protagonist becomes fixated on some person, place, event, act, or idea. Losing 2+ SAN in any single roll triggers an
acute episode, which lasts days. In that time, any long-term action or skill use—anything taking more than a few hours—
is at −20% because your Protagonist’s mind is so often wrapped around its obsession.
Paranoia
A delusional state of Dementia Praecox (disrupted cognitive function) commonly presenting as extreme suspicion, in
which a fear of invisible enemies pervades one’s world-view. Losing 2+ SAN in any single roll triggers an acute episode.
Unless your Protagonist finds a way to stifle his or her delusions, he or she can’t trust or rely on anyone. Every event,
every disagreement or source of suspicion is a clue to a conspiracy against the Protagonist.
Phobia or Philia
A common affliction arising from traumatic experiences is the development of an irrational fear of something related
(directly or by association) with the incident. These are called phobias and can be quite debilitating. Whenever a
Protagonist is in the presence of a trigger for his or her phobia, he or she must make a SAN test (even if the trigger is not
terrifying in any way to others). Failure means an acute episode has been triggered, during which there’s little choice but
to suffer the Flee or Submit response to temporary insanity (see page 68). A nearby box provides some examples of
phobias; searching online will reveal a huge array of other (sometimes quite weird) phobias.
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A less common response to experiencing something shocking is the development of an irrational fetish or allure for
something odd that is associated with the situation (perhaps which somehow related to the Protagonist’s survival).
These are called philias and work in a similar way to phobias in that whenever the afflicted Protagonist is in the presence
of his or her irrational fetish a SAN roll is required to maintain any degree of self‐control. If failed, an acute episode
results during which the Game Moderator will dictate your Protagonist’s actions until he or she regains control. The list
of phobias shown nearby can be converted into philias by simply inverting them: for example, where scotophobia is a
fear of darkness, scotophilia is an obsessive and irrational predisposition to shroud oneself in darkness.
Psychogenic Fugue
Your Protagonist may shut down into catatonia or wander off in an unconnected daze. It often manifests in the face of
emotional or personal complications. Suffering temporary insanity or reaching the Breaking Point triggers an acute
episode during which your Protagonist may disappear for days at a time, returning with no memory of his or her recent
past.
Schizoid
Your Protagonist’s personality changes towards an uncharacteristic emotionlessness. He or she will be perceived as cold
or aloof by most people. This can have a devastating effect on interpersonal relationships. In game terms, all personal
interaction skill tests or CHA tests are halved at any time. Whenever your Protagonist loses 2+ SAN on any single roll, he
or she suffers an acute episode during which the emotionlessness amplifies to the point where CHA tests must be made
at one‐fifth chance. Such episodes usually last a few days.
Shellshock
A common diagnosis for individuals who have encountered extraordinarily traumatic condition in the trenches of the
Great War (being shelled), although it may equally well arise from other exposures to exceptionally stressful situations
where a terribly traumatic encounter leaves its scars upon someone. If afflicted by “shellshock” your Protagonist is
frequently haunted by glimpses of traumatic events he or she witnessed in the past – these create anxiety and make it
hard to achieve restful sleep. An acute episode is triggered by reminders of past traumas your Protagonist suffered or
inflicted. In an acute episode, the Game Moderator chooses one effect: your Protagonist either reacts violently to
threats only the Protagonist perceives, or suffers an acute depressive episode. (See MELANCHOLIA nearby for details.)
Phobias
• ACROPHOBIA: Fear of heights
• AGOROPHOBIA: Fear of open places
• AILUROPHOBIA: Fear of cats
• ANDROPHOBIA (for female Protagonists): Fear of males
• APIPHOBIA: Fear of bees
• ARACHNOPHOBIA: Fear of spiders
• ASTROPHOBIA: Fear of thunder, lightning and storms
• BACTERIOPHOBIA: Fear of bacteria
• BACTRACHOPHOBIA: Fear of frogs and toads
• BATHOPHOBIA: Fear of the deep sea
• BELONEPHOBIA: Fear of pins and needles
• BOTANOPHOBIA: Fear of plants
• CATOPTROPHOBIA: Fear of mirrors
• CLAUSTROPHOBIA: Fear of confined spaces
• DEMOPHOBIA: Fear of crowds
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• DENDROPHOBIA: Fear of trees
• DORAPHOBIA: Fear of fur
• ENTOPHOBIA: Fear of insects
• GYNEPHOBIA (for male Protagonists): Fear of females
• HEMATOPHOBIA: Fear of blood
• HYLEPHOBIA: Fear of forests
• IATROPHOBIA: Fear of doctors
• MONOPHOBIA: Fear of being alone
• NECROPHOBIA: Fear of dead things
• OPHIOPHOBIA: Fear of snakes
• PYROPHOBIA: Fear of fire
• SCOTOPHOBIA: Fear of darkness
• TAPHEPHOBIA: Fear of being buried alive
• TECHNOPHOBIA: Fear of technology
• THALASSOPHOBIA: Fear of the sea
• TRICHOPHOBIA: Fear of hair
• TRISKADEKAPHOBIA: Fear of the number 13
• XENOPHOBIA: Fear of foreigners
• ZOOPHOBIA: Fear of Animals
It remains up to the Game Moderator to determine when the Protagonist is ‘removed’ from play. Sometimes it is
instant; after the SAN loss, the Protagonist collapses weeping and refuses to re-engage with reality.
Sometimes it’s more subtle. Many dangerous psychopaths get by for months or years without detection. A player who
enjoys this kind of challenge may work in tandem with the Game Moderator to keep playing a character with 0 SAN as if
things were normal. If you keep all SAN totals secret (see OPTIONAL RULE: KEEP SAN SECRET on page 65), this should
not be difficult.
Catatonia
Catatonia is complete separation. Your Protagonist’s mind refuses to engage with the world that injured it. Your
Protagonist no longer speaks, or eats (without prompting), or looks after him or herself; your Protagonist stares into
space in a trance. Some catatonics go so deep they no longer react to physical pain. Others rise in and out of
consciousness.
Delusions
Your Protagonist is raving, incapable of holding a conversation that does not stray into insanity. Your Protagonist is
absolutely certain of the truth of his or her delusions and acts and responds as though they are completely real, even if
that means violence. Nothing can dissuade your Protagonist of their reality.
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Psychopathy
This goes beyond ordinary sociopathy. At 0 SAN, empathy has been burned out of your Protagonist. The feelings and
needs of others cannot touch him or her. People are mere objects for his or her amusement or use. Your Protagonist
sometimes engages in appallingly merciless actions for gratification. Some psychopaths with 0 SAN appear fine; they are
no longer emotionally functional or concerned with people on a human scale, but they keep a simulated veneer of
civility. Many serial killers have been classified as functional psychopaths.
Adaptation to Violence or adaptation to Helplessness occurs after your Protagonist has lost SAN from that kind of
trauma three times in a row without going temporarily insane from it or hitting the Breaking Point. The character sheet
has spaces to mark your Protagonist’s progress toward adaptation. Each time Violence or Helplessness reduces your
Protagonist’s SAN by 1 or more, mark a box on your character sheet to keep track of it.
If your Protagonist suffers insanity from Violence before all three boxes are marked, erase all the “Violence” boxes and
start again. If your Protagonist suffers insanity from Helplessness before all three boxes are marked, erase all the
“Helplessness” boxes and start again. If you fill in all three boxes for Violence or all three for Helplessness, your
Protagonist becomes adapted to that type of stressor.
ADAPTING TO VIOLENCE: Unfortunately, being adapted to Violence means your Protagonist’s empathy suffers. He or
she permanently loses 1D6 CHA and the same amount from each Bond (Individual and Community).
ADAPTING TO HELPLESSNESS: Being adapted to Helplessness means your Protagonist’s personal drive suffers. As soon
as your Protagonist becomes adapted to Helplessness, he or she permanently loses 1D6 POW.
ADAPTING TO THE UNNATURAL: There is no adapting to the unnatural. Things that exist beyond human comprehension
are beyond ‘getting used to.’ Every new encounter is a fresh shock. The only way to ‘adapt’ to the Unnatural is to reach 0
SAN, whereupon the horrors of the Cthulhu Mythos make perfect sense and no longer inflict mental damage.
If your Protagonist still has at least 1 WP, reduce the SAN loss by the amount of WP spent — the amount you rolled — to
a minimum of zero.
Now reduce one of your Protagonist’s Bond scores by the same amount. It could be an Individual Bond or a Community
Bond. The next time your Protagonist interacts with the subject of the Bond, decide what shape the projection takes.
Does the Protagonist grow hostile and angry, irrationally blaming his or her loved one for imagined wrongs? Does the
Protagonist abandon his community in favor of relationships with less importance and meaning? The stresses faced by
Protagonists often wreck the families, friendships and associations that give them strength.
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7.9.3 Using Bonds to Repress Insanity
Sometimes it’s easier to cope with mental trauma if you pull strength and motivation from the relationships that give life
meaning. You may attempt to repress the blind panic of temporary insanity or an acute episode of a disorder by
spending Willpower Points. The amount is always 1D4: roll the die and reduce your WP by that much.
If your Protagonist still has at least 1 WP after spending the 1D4, describe how a Bond might help your Protagonist keep
it together and reduce the Bond by the same amount.
Now attempt a SAN roll. If it succeeds, your Protagonist suppresses the insanity or disorder and behaves normally. If it
fails, the attempt to repress the effects did not succeed – they occur as normal, despite the points of WP and Bond
strength sacrificed in the attempt.
Either way, make a note to describe later how the Bond has strained because your Protagonist has taken so much
support from it.
As a rule, destroying an unnatural creature or an object known to contain otherworldly power restores an amount of
SAN equivalent to the lowest amount that could be lost for encountering it.
If the SAN loss is 1/1D6, for example, destroying it restores 1 SAN. If the SAN loss is 1D6/1D20, your Protagonist gains
1D6 SAN for destroying it.
This can mean your Protagonist gains more SAN from overcoming the threat than he or she actually lost from facing it.
But it can never bring SAN higher than the Maximum SAN score: i.e., 99 minus your Protagonist’s rating in the Unnatural
skill.
Each Protagonist who was directly involved in putting the threat down gains this SAN increase.
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Protagonists who have experienced the Unnatural and who deliberately destroy a permanent record of secret
information can earn a small boost to SAN, at the discretion of the Game Moderator. To qualify, the item in question
must contain an actual authentic account of the Mythos (see page 80) and the Protagonist’s actions must be deliberate,
willful, and cause its permanent and total destruction. The Protagonist must also believe in the veracity of the account.
The amount of SAN increase depends upon the how many Mythos secrets the account reveals – this is measured by the
Unnatural skill point gain associated with reading/viewing the account.
8.0 Downtime
Games of Cthulhu Eternal should feature occasional scenes that focus on Protagonists’ everyday lives. These short
vignettes should last no more than a few minutes. Typically, they occur between adventures, but the Game Moderator
always decides when and whether one is appropriate. These vignettes are a chance to explore the most important
things in your Protagonist’s life — and to see whether those things are deteriorating thanks to the Protagonist’s
experience of the secret horrors of the world.
DISORDERS GAINED: Did your Protagonist hit the Breaking Point during the adventure? Now’s the time for the Game
Moderator to decide what disorder the Protagonist gains.
COMMUNITY: If your Protagonist misused his or her contacts, authority, or resources from his or her home community,
describe how actions during the adventure may have impacted your Protagonist’s reputation or standing. Does this
impact any Community Bonds?
JUSTICE: Did your Protagonist break the rules of the local community? Does that impact any Individual or Community
Bonds?
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8.2 Personal Pursuits
For the vignette, the player chooses one of the following pursuits. Describe how your Protagonist is pursuing it, and roll
the appropriate stat, skill, or SAN test to resolve it.
A major investment of time warrants a SAN test – success means that your Protagonist’s actions have drawn the
attention of key people in the community. A fumbled SAN roll means that some terrible error of judgement by your
Protagonist creates a negative reaction: this reduces the bond value by -1D3 and causes a loss of 1 point of SAN.
If the SAN roll succeeded, there is a chance that the positive attention from the community may convert into an increase
in status. Make a second D100 roll and compare it to current Community Bond rating×5. If the roll is higher than the
target, the Community Bond value improves:
The causes of the increase or decrease in status should be described, along with their impact.
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so much attention to the new Bond reduces the value of one other Bond – either reduce an Individual Bond by 1D4 or a
Community Bond by 1.
Therapy
If your Protagonist chooses to enlist a clinical therapist to deal with his or her psychological damage, he or she is
committing to an ongoing process requiring honesty and commitment.
Your Protagonist must decide whether to truthfully tell the therapist what caused the SAN loss.
• If your Protagonist tells the truth, there are risks. If the SAN loss came from confronting the Cthulhu Mythos,
your therapist might diagnose your Protagonist as suffering from schizophrenia. Alternatively, if the therapist
believes your Protagonist’s account, he or she may in turn lose SAN from the shocking details they reveal.
The outcomes of therapy are determined by a roll against the therapist’s Psychoanalyze skill. If your Protagonist
described unnatural events and the therapist thinks they’re delusions, that skill is halved. If the roll fumbles,
your Protagonist loses 1 SAN. If it succeeds, your Protagonist regains 1D6 SAN (or 6 with a critical success), up to
his or her Recovery SAN.
If your Protagonist shares tales of terrible, illegal violence and it sounds like further violence is imminent, the
therapist may report it to the authorities. Whether that happens is entirely up to the GM.
• If, on the other hand, your Protagonist doesn’t tell the therapist the truth, healing is limited. Make a roll against
the therapist’s Psychoanalyze skill. If it fumbles, your Protagonist loses 1 SAN. If it succeeds, your Protagonist
regains 1D4 SAN (or 4 for a critical success), up to his or her Recovery SAN.
If your Protagonist suffers from a disorder, a critical success with the therapist’s roll cures it (whether your Protagonist
told the truth or not). Your Protagonist also develops a Bond with the therapist equal to half your Protagonist’s CHA (or
add 1D4 to it if your Protagonist already has that Bond, up to the Protagonist’s CHA). He or she also loses points from
another bond of your choice (1D4 from one individual Bond or 1 from a Community Bond). Write a note saying “cured”
next to the disorder on the character sheet — but do not erase it. The next time you gain a disorder, you must roll
another SAN test. If that fails, the “cured” disorder returns in full force alongside the new one.
Regardless of whether the rolls result in improvements, the long hours spent with an empathetic person reduces one
Bond (either Individual or Community) by 1 as you let other responsibilities lapse.
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Talking it Out
Even if no clinical psychotherapy is available to your Protagonist, there is still the time-honored method of healing a
damaged mind through sharing one’s burden with an empathic person who one knows and trusts. This other person
might be a spiritual adviser, a folk-psychiatrists, or just a kind-hearted fellow member of the community that is willing to
reassure you.
Being helped through the process of recovering from mental trauma works in a similar way to therapy although takes a
lot longer and has less certain outcomes. As with therapy there are risks to sharing detailed accounts of the events that
caused the original SAN loss, both to the empathic person (who could take SAN from the account) and to the Protagonist
(if the other individual alerts others).
• As with formal therapy, the effectiveness of folk remedies is determined through skill rolls against the
Psychoanalyze skill (or an alternate skill substituted by the GM as fits the game’s setting). The difference is that
for any benefit to be achieved, the empathic person must succeed in two consecutive rolls.
• If the Protagonist has not been truthful in relating their story, they can still gain some benefit: a pair of
consecutive successful rolls will give them 1D2 SAN back (2 with a critical success), up to his or her POW × 5. If
the Protagonist was truthful, the reward is 1D3 SAN (3 with a critical success), to the same maximum.
For a Protagonist to have a disorder cured through folk remedies, the empathic listener must get two consecutive critical
successes on their rolls. If that occurs, it functions in the same way to a therapist making a critical success.
As with therapists, the hours spent with the empathic listener has the inevitable impact that one other bond (either
Individual or Community) is reduced by 1 as you let responsibilities lapse. If the long conversations led to a disorder
being cured, you will automatically develop or strengthen an Individual Bond with the empathic listener as noted above
for successful therapy outcomes – but at the cost of another bond becoming weaker.
Revelatory accounts and the secret information they contain can, if you wish, be important parts of your Cthulhu Eternal
game. Some of the revelations might describe supernatural powers or “magickal effects” that Protagonists might be able
to utilize to fight back the shadows. Often these will require they perform time-consuming rituals drawn from mystical
traditions.
Mythos accounts offer one of the few ways in which Protagonists may increase their rating in the Unnatural skill. Each
has an associated amount of Unnatural skill gain that it might potentially impart … if only the Protagonist is able to see
past its disordered jumble of insane ideas. Simple accounts of the Cthulhu Mythos might impart just a few points (+1 to
+3 perhaps) while weighty records (like those immortalized in the infamous Necronomicon) might offer the reader
thorough and dangerous insight (+15 or more points of increase in Unnatural).
Other possibilities:
• If the knowledge locked up in the account is highly contextualized on esoteric systems of thought it might also
require an Occult test.
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• If it is so full of references back to antiquated knowledge that it can’t readily be understood, perhaps a History
or Anthropology test might be required.
• On the other hand, if the knowledge is closely tied to people, places, folklore and events from a particular
geography then maybe a relevant Regional Lore test may be needed.
• If the information is written using a cipher a Science (Codes and Ciphers) test might be called for, or perhaps a
roll against a relevant Military Training specialialization.
9.1.3 Immersion
To the layperson, an account of the Cthulhu Mythos looks like nothing more than a random collection of disjointed
thoughts, none of them imparting any real meaning. This is because most people have no prior experience of the
Unnatural and thus have no reason to think that the gibbering ravings might be something meaningful.
If the Protagonist undertaking the research has an Unnatural skill rating of 0, he or she will be likewise unconvinced.
Such an individual will be unable to become sufficiently ‘immersed’ in the account’s buried secrets to learn anything
useful at all.
On the other hand, a researcher with skill in Unnatural may be able to see beyond the disconnected rantings and
perceive the implied secrets. This requires an Immersion test: a roll against the Protagonist’s current Unnatural skill × 10
with a negative modifier based on the account’s weightiness (measured by the amount of potential additional Unnatural
skill it may afford the cautious reader).
If this roll fails, the researcher becomes convinced that the account is gibberish. No matter how many days or weeks he
or she invests in studying it, that belief will prevent any deeper understanding of its contents.
If this roll is a critical success, the researcher becomes obsessed with the account – and will want to pursue its analysis at
all costs. This might present some difficult situations, but also means the research (see below) will be completed in half
the normal time.
If the Game Moderator determines that some form of skill test is required to comprehend the information (e.g., if it is in
a foreign language or recorded in a highly unorthodox way), that roll should only be allowed after the necessary
research time has been invested. In general, it isn’t necessary for the research process to be uninterrupted, but a long
break might prove a setback which lengthens the overall task.
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9.1.5 Dangers of Understanding
Lovecraft famously wrote that the most merciful thing in the world is mankind’s inability to correlate all the pieces of
knowledge at its disposal. It’s this “island of ignorance” that saves humanity from going insane from the realization of
the true horrors underlying the world. Deliberately diving into the study of the hidden truth is a potentially perilous
undertaking.
Revelations about terrible or shocking events or disgusting practices of Cthulhu Mythos entities or their followers, might
warrant a SAN Loss.
In addition to this, you might rule that the knowledge learned through research increases the Protagonist’s skill ratings
in some way. The most common ‘reward’ is an improvement to the Unnatural skill (which captures hidden knowledge
about the Cthulhu Mythos and its attendant horrors).
A minor account might provide +5 skill points (or fewer) to Unnatural, while certain rare and shocking accounts might
offer as much as +15.
When improving the Unnatural skill, don’t forget that a Protagonist’s Sanity cannot ever be higher than (99 minus the
Unnatural skill rating). If changing this cap means current Sanity is too high, that number must also be reduced to match
the new Maximum SAN.
In addition to learning about the Unnatural, successful research might improve other knowledge-based skills as well. For
example:
More mundane knowledge might be learned as well, which improves Art, Craft, First Aid, Law, etc.
Usually the amount of skill gained through such means will be variable and relatively small (e.g., 1D4 to 1D10).
Despite such inherent limitations, supernatural rituals represent perhaps the most powerful source of otherworldly
influence which Protagonists (or their human adversaries) are ever likely to have under their control. As such there are
some individuals who scour the world searching for tomes which can instruct them in such rituals.
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When a Protagonist has successfully read a tome in its entirety you as Game Moderator should provide him or her with a
list of any rituals it contains. Not every account contains rituals, and not every description of supernatural effects in an
account is detailed enough to allow it to be reproduced. But for those that are present in such form, you should provide
a sketchy description of what the ritual seems designed to do. This should be a description in vague game-world terms
rather than in terms of game mechanics: “seems designed to bring forth a shadow entity” is preferable to “summons a
Night-Gaunt”.
A Protagonist might decide to attempt to study the specifics of a ritual described in a tome. If so, he or she will need to
devote time and effort to that endeavor. This is in addition to the time spent researching the account itself and
represents study that can only begin when its information has been consumed in full.
Exactly how much time is needed to study a given ritual depends on its complexity – that is, whether it is considered
Simple, Complex, or Elaborate. Typically, the more powerful the potential effects of a ritual, the more complex it will be.
Simple rituals take research of the order of hours or days to learn; Complex rituals can only be learned through the
application of days or weeks of study; and Elaborate rituals can take weeks, months, or years to master. The time
investment to learn a ritual does not have to be a single continuous block of research but can be split across many
shorter periods of intense study.
If the roll does not indicate a successful learning of the ritual, it means the Protagonist does not grasp the nuances
required to master it. He or she can try again but will need to start from the beginning and again invest the same
amount of time again before re-attempting the test.
If, on the other hand, the roll does indicate the Protagonist learned the ritual, he or she loses SAN. This is the price of
internalizing unnatural truths about the universe and weird techniques for manipulating it. For Simple rituals, the Sanity
loss should be modest (e.g., 1 point, 1D4, or 1D6); for Complex rituals a more substantial loss is warranted (e.g., 1D6,
1D8, or 1D10), while learning Elaborate rituals will always be damaging to Sanity (e.g., 1D10, 1D12, or 1D20 point loss).
Learning an Elaborate ritual also grants a Protagonist +1 percentile in the Unnatural skill.
Once a ritual has been successfully learned, the Protagonist may attempt to perform it (see below).
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9.2 Performing Rituals
The specific actions, chants, and paraphernalia required to successfully perform a ritual are particular to each and should
be designed as part of the ritual’s description.
Any attempt to carry out a ritual without the necessary knowledge or components is doomed to failure … although it is
possible that flawed ritual activities might still generate some kind of supernatural effect, just not the one intended by
the person conducting the ritual. The Game Moderator should use his or her judgement to determine any such random
supernatural side-effects; they should almost always be dangerous and detrimental to those involved.
In terms of game mechanics, the successful performance of a ritual (once the correct pieces are in place) is achieved via
an investment of time/effort, the sacrifice of points in one or more game attribute (usually Willpower Points), and a
successful Ritual Activation Test (see below). If all these steps are successfully achieved, the supernatural effects of the
ritual will manifest.
• Simple rituals are relatively quick to carry out, requiring somewhere between a turn and a minute.
• Complex rituals are more time-consuming, needing somewhere between a few minutes and an hour.
• Elaborate rituals are serious undertakings, consuming anything from a few hours to a day or maybe more.
During the time taken to perform a ritual, assume that all participants are completely occupied (chanting, carrying out
prescribed actions, using paraphernalia in particular ways). A short interruption might not destroy the momentum of the
ritual but a longer break likely will.
The most common form of sacrifice is Willpower Points – to create relatively minor effects might only require 5 or 6
WPs; a substantial effect might require 15; a vastly powerful effect might require 30; and a truly cosmic-level effect
might need 100 or more WPs.
When a Protagonist makes a deliberate sacrifice of WPs, check to see whether the new total carries any effect upon him
or her (see WILLPOWER POINTS, page 42). In particular, remember that reaching a WP total of 1 or 2 indicates a mental
collapse of some kind, and reaching 0 WP causes unconsciousness.
Whenever a sacrifice of WP is called for, a participant in the ritual may always choose to sacrifice points of permanent
POW instead – each such point is equivalent to 10 WPs for the purposes of fueling a ritual. Such sacrificed points do not
refresh, but Protagonists can attempt DOWNTIME activities to try to get some back (see page 76)
Some rituals also call for a sacrifice of Hit Points, either from the participants or from elsewhere (animal, human, or
other living entity). Note that Protagonists who knowingly harm another person, or even cruelly harm or kill an animal
are likely to be subject to Sanity loss due to VIOLENCE (see page 66).
Depending on the nature of the specific ritual, it may be possible for several people to cooperate in the performance.
For especially large effects this may be the only way to generate enough mental energies. While the leader of the ritual
must have learned it in full (using the process described in the previous section), helpers can be instructed through
simple notes and rote learning. Each assistant chooses for themselves how many points of attributes they will sacrifice.
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9.2.3 The Ritual Activation Test
If the requisite amount of time has been devoted to the ritual and the necessary number of attribute points sacrificed,
the individual leading the performance may make a roll to see if the effort was ultimately successful.
Successfully activating a ritual depends on the ritual leader’s Sanity, but success is more likely the lower that number.
The Ritual Activation Test is a SAN test that must be failed for the ritual to work as planned.
If the roll indicates the ritual did not work, all the chanting and ceremony has been for naught. The ritual leader has two
options – he or she can either:
• Abandon the ritual: nothing supernatural happens at all, and half of the sacrificed points are returned to all
participants; or
• Force a connection to the supernatural: this involves the leader personally sacrificing 1 POW permanently to
turn a failed roll to a successful one. The ritual effects happen after all, despite the roll.
If the performance was completed but something went awry (e.g., insufficient mental energy was raised, or the Ritual
Activation Test indicated the effort was fruitless), all participants suffer an automatic SAN loss. For rituals intended to
create small effects this will be modest, perhaps just 1 SAN point; if attempting a substantial supernatural effect, the loss
is 1D4; if attempting a vastly powerful effect it might be 1D6; and for a cosmic effect it might be 1D20.
On the other hand, if the ritual succeeded and the supernatural effect is generated it is quite likely that the experience
of witnessing something bizarre created by one’s own actions will damage each participants Sanity. The precise losses
should reflect the effect that is created, as described by the spell description. As a guideline, a minor supernatural effect
might warrant a SAN loss of 1 point, a substantial one might be worth 1D8, a vast effect might lead to a loss of 1D12, and
a truly cosmic manifestation might cause a Sanity loss of anything up to 1D100.
The following guidelines may be helpful to Game Moderators inventing custom supernatural powers for their own game.
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Designing Supernatural Effects: General Principles
Supernatural effects in Cthulhu Eternal are unlike the forms of magic that appear in most roleplaying games,
especially games set in the fantasy genre. Rather than wielding a flashy fireball into the midst of combat, a ritual
magician in Cthulhu Eternal might create a supernatural effect as the result of hours of ritual incantation placing his or
her mind into communion with extradimensional horrors.
The following general guidelines will help you in depicting magic in a suitably low‐key and creepy fashion:
• Supernatural Effects are seldom flashy: while some spells might create a spectacular if shocking
manifestation of unnatural horror, most work with little or no visible or physical effect. Frequently, people
who aim to unleash supernatural effects have no way to tell whether their ritual succeeded or not, until
hours, days, or even weeks have passed. And even then, its effects may be subtle changes that most people
would never notice.
• Supernatural Effects are usually time‐consuming to create: many supernatural effects require lengthy rituals
which are repetitious and wearying to perform. While there are a handful of smaller, casual effects which
might be useful in a tactical, fast‐paced situation, most play out far too slowly to help in tactical
environments.
• Supernatural Effects are ALWAYS dangerous to invoke: generating a supernatural effect is equivalent to
opening one’s mind and essence to the unknowable forces which make up the Cthulhu Mythos. These powers
are inherently corrosive to reality as we know it. So, coming into direct mental or physical connection with
them always causes some form of lasting damage to the spellcaster, and maybe others as well.
• Supernatural Effects are the enemy of Sanity: Connecting with the forces of the Mythos is inherently
dangerous to one’s Sanity. In game terms this manifests as a mandatory sacrifice of SAN; but in narrative
terms you should play up the highly disturbing experience of touching an unknown and unknowable extra‐
dimensional force whose very existence is anathema to everything that the caster has ever known or
experienced. Generating supernatural effects should hurt. Every single time.
For determining the attribute cost of a ritual, as well as its potential for creating Sanity losses, it is useful to gauge the
overall ‘magnitude of the effect being generated – this is termed the scope of the effect. For convenience, a scale of
eight scope ratings (from least to greatest) is shown below, along with a representative Willpower Point cost for fueling
effects at each rating.
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The scope of an effect is based on how sweeping a change it causes to the physical (or mental) world. The sections
which follow give guidelines regarding how specific types of effects might be rated using this scale.
One basic factor for consideration is the range of the supernatural effect (i.e., how far from the ritual site the effect
manifests). Generally, it is much easier to create effects nearby and harder to influence reality a long distance away. The
table below gives a rough guide.
Range of Effect Base Scope Rating Range of Effect Base Scope Rating
Nearby (10 m away) Minor Global (anywhere on Earth) Major
Local (100m away) Small Beyond earth, but within our Vast
galaxy
Line of Sight (1km away) Significant In another galaxy Sweeping
Distant (100km away) Substantial In a separate dimension Cosmic
Use these base scope ratings as a starting point, adapting them according to the criteria specific to different effect types
as shown on the next page. Wherever multiple criteria apply, always pick the greater of the two possible scope ratings
(e.g., if one criterion suggests a Significant rating and another a Vast rating, the scope of the effect is actually Vast).
In determining the Scope rating for this supernatural effect, the most pertinent factor is the POW characteristic of the
supernatural creature summoned.
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10.2.3 Mental Contact With Alien Gods
While the Cthulhu Mythos includes numerous races of supernatural creatures, the major Powers are more properly
thought of as individual alien ‘gods’. This includes vastly powerful entities that are trapped in obscure places on our
planet (like Cthulhu) through to cosmic forces that define our very reality (like Azathoth).
Certain insane sorcerers have at different points in history devised rituals to make mental contact with one of these vast
unknowable intelligences. In determining the rating for the scope of such an effect the primary consideration is the
potency of the Alien God.
Again, the primary consideration in determining scope is the potency of the Alien God, although the act of opening a
physical conduit is at least one step greater in scope than merely communicating telepathically.
In determining the scope of an effect which allows dimensional traversal, consider the distances involved. Use the range
table provided above, re-imagining the range values as referring instead to the distance traversed.
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10.2.6 Cursing and Damaging
Although far less common than in traditional tabletop roleplaying games, supernatural effects may exist in Lovecraftian
settings which directly inflict physical harm on individuals. The scope for such an effect can be estimated by considering
the amount of physical damage which may be potentially inflicted, usually represented by a dice value or Lethality
rating.
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PART III: GAME BUILDING RESOURCES
While the rules presented in this System Reference Document provide a fully-playable (if generic) tabletop roleplaying
game, they are designed to also serve as the rules foundation for future games. Several resources are collected here
which may assist with the design and definition of such games.
When this happens, the best solution is to simply create a new Archetype – which is fortunately not difficult.
For the last three items, there is a simple system to “balance out” different Archetypes. Each has a budget of 800 points
that can be spent as per the table below:
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Archetype defined by their abilities to socialize or establish rapport with other people? Then CHA should definitely be in
the list somewhere. If the character type is all about exercising sheer brawn, maybe STR is appropriate … or alternatively
if they’re all about fine manipulation or skulking in the shadows, perhaps DEX is a suitable choice. There aren’t too many
character types which revolve around healthiness and fortitude, but if yours does maybe you could consider adding CON
to the list. It’s fine for your archetype to have just a single recommended statistic, or a couple. More than two is unlikely.
If your concept for the new Archetype is something that has a wide network of contacts, the initial number of Bonds
could be 4 or even 5. Each additional bond will, however, reduce the budget of points available for elevating skills so
having an extensive network comes with a cost. Some Archetypes are inherently loners: for them, having a smaller
number of starting Bonds (perhaps only 2) captures that insular nature and leaves some additional points for resources
or skills, depending on your concept for the Archetype. Creating an Archetype with fewer than 2 starting Bonds risks
forcing characters into being cut-off from the world around them, and is not usually realistic.
For a few rare cases, an Archetype might inherently have one bond that is higher than the normal starting value. If your
basic concept inherently places the individual in a leadership role (e.g., your Archetype is supposed to be a local religious
leader), it’s ok to add a note that says one of the starting bonds will have a rating value of at least 10. This is usually only
meaningful for community bonds.
Each Archetype also needs a starting Resources value. Think about how many assets the poorest member of the
character type might have access to. If they might be a pauper (at least in terms of access to items), maybe consider a
low starting Resources score (perhaps a 2, or in extreme cases a 1). On the other hand, if members of the Archetype
would typically have ready access to lots of equipment or assets, a value of 4 or 5 might be worth considering. Don’t
forget that during the character generation process, it will be possible to sacrifice skill picks to elevate these base
ratings, so leaving a rating at a low level doesn’t necessarily mean that every character created using the new Archetype
will have a below-average set of items to draw on: it’s only those who choose not to further sacrifice skill picks that will
have a small pool of items to draw on. Making the starting Resources value too high will significantly restrict the number
of skills that the Archetype will have at an elevated level. (So, while it would be possible to set your Archetype’s starting
Resources at an impressive score of 12, that would use up 600 of the 800 points in the budget, leaving nothing much for
skill enhancement; so characters of that Archetype would all universally “wealthier-than-most” but lacking in any
specific skill. This isn’t usually an interesting choice.)
Once you’ve decided on the appropriate number of starting Bonds and starting Resources rating, multiply both numbers
by 50 and subtract them from the starting budget of 800. Whatever is left is available for spending on skills.
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suggests its members should have a Search value beginning at 50, you would spend 30 points (50 minus 20) from the
budget to achieve that goal.
It is traditional to spend points in blocks of 10 (i.e., 10, 20, 30, etc.) to ensure that the Archetype’s starting skill ratings
remain a neat multiple of 10, although ignoring that convention won’t break anything from a game mechanics
perspective.
When deciding on which skills to elevate for your Archetype, it is best to think about the common types of tasks that
members of the Archetype would perform often in their professional duties, or things would generally be assumed to be
good at.
It not unusual for an Archetype’s core concept to strongly suggest a half-dozen or so skills which every member of the
archetype would excel at, and a larger list of skills which some – but not necessarily all – members would have as a
specialty. It is easy to manage this situation by developing two lists:
• A list of core skills, universally relevant to every member of the Archetype – usually this won’t be more than
about six skills; and
• A list of skills which seem like good contenders to be optional specializations for the Archetype.
First you can spend most (but not all) of the available points from the budget to increase the starting rating of every skill
on the core skill list, remembering:
• The points cost is the amount you raise the starting value ABOVE the normal base.
• There’s usually diminishing value in increasing a skill’s starting value above 70 or 80 since success is likely and
the points might be better spent on elevating another lower-valued skill instead.
• It’s not usually beneficial to elevate a core skill by a tiny amount – anything less than a 30-point nudge for a core
skill will feel like you’re short-changing an important part of the Archetype concept.
• No skill under any circumstance can ever be higher than 99%.
Once you’ve got most of the points spent on upgrading the core list, divide whatever’s left into blocks of 30 or 40 points
and specify that the Archetype’s skills also include a certain number of picks from your list of optional specializations,
with each pick giving that same block-size of elevation to the chosen skill. So, for example, if you were left with 80 points
in the budget after core skills had been elevated, you could decide that the Archetype also includes a choice of two skills
from your list of possible specializations with each choice elevating the selected skill to a starting value of base plus 40.
Alternatively, if there were 90 points left instead you might decide to offer three picks with each offering a 30-point
boost over base.
If using this structure to provide a level of customization for the Archetype, you should ensure that there’s a good
selection of skills to choose from – ideally there should about twice as many options in the list as there are skill picks on
offer, to allow plenty of options for diversifying characters. [So, for example, if you’re allowing four picks from the
optional specializations list, try to ensure the list has about eight skills to choose from.]
If the creature or character being translated has game statistics for anything other than the previously mentioned
seventh edition game, the translation is simple:
• Strength (sometimes STR) becomes the creature or character’s Strength statistic in Cthulhu Eternal;
• Constitution (CON), Intelligence (INT), Dexterity (DEX), and Power (POW), all become the identically named
statistic in Cthulhu Eternal; and
• If a creature/character has a listed Appearance (APP) rating, that translates to its Charisma (CHA) in Cthulhu
Eternal.
When translating statistics from the aforementioned seventh edition game, the process is effectively the same, but each
number is divided by 5 during the translation (e.g., a CON of 65 for a seventh edition creature would translate to a
Cthulhu Eternal Constitution statistic of 13).
If the creature or character has a listed Sanity (SAN) score, that same number becomes their SAN score in Cthulhu
Eternal.
Step 2: Derive Hit Points and Will Points (and optionally Resources)
In Cthulhu Eternal two key game attributes, Hit Points and Will Points, are derived from the core statistics. The formulae
for deriving these may be found in the section on creating Protagonists, on page 10. Once the core statistics have been
translated for the Mythos creature or character, these should be calculated exactly as described in the Protagonist
generation process.
When translating human characters (as opposed to creatures) it may be important for the Game Moderator to be able
to gauge how well-resourced the character is. In that situation, scanning through the list of Archetypes (starting on page
11), the Game Moderator can see which most closely relates to the character’s role – the base Resources attribute score
for the character can be assumed to be the same as that Archetype. This can be modified up or down by the Game
Moderator to reflect a vision for the character’s material ‘wealth’.
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There are four situations that can arise:
1. Obvious Match: The skill named in the source stat-block has an obvious counterpart in the Cthulhu Eternal skill
list. In this case, simply give the person or creature the corresponding Cthulhu Eternal skill with the same
percentile rating assigned to the original skill.
2. Multiple Match: The skill named in the source stat-block has similarities with several different Cthulhu Eternal
skills. In this case, you can either pick one of the Cthulhu Eternal skills (ideally the most relevant) and assign all
the original skill’s percentile rating to that skill, or you can split up the percentiles among multiple Cthulhu
Eternal skills.
3. Clash: Sometimes during the translation of many different skill ratings, it will occur that several different foreign-
game skills all translate to the same Cthulhu Eternal skill. In that case, the person or creature’s percentile rating
in that skill should be the highest of all the different skills that translate to that skill.
4. Novelty Skill: Some games like to include silly or oddly specific skills (like “bake cookies” or “defuse nuclear
bomb”). You can either ignore these skills altogether or carry them across as similar ‘additional skills’ (i.e.,
presume the existence of a cookie baking skill in Cthulhu Eternal, whose definition you can make up as needed).
References to a rating in the “Cthulhu Mythos” skill used in other games should all be carried across to Cthulhu Eternal’s
Unnatural skill (see page 36).
When converting a stat-block to Cthulhu Eternal, each attack mode will typically map to a similar or equivalent weapon
skill with the same percentile rating. Damage ratings (die rolls) can either be carried across unchanged, or if the attack
mode obviously relates to one of the weapons listed in the examples on page 49, you can just use the Cthulhu Eternal
damage rating for the listed weapon. Where the damage die listed in the source stat-block mention adding a “Damage
Bonus”, consult the material on page 48 to see whether the Cthulhu Eternal attack should also include the equivalent
bonus.
If converting a stat-block for a creature – especially a large creature, or one with a STR well outside the normal human
range – it is probably better to forget about Damage Bonus altogether. Many D100-based games give such massive
monstrosities equally massive Damage Bonuses (+3D6 and above): Cthulhu Eternal’s combat system doesn’t seek to
model overwhelming damage by means of large pools of dice – instead, it uses the Lethality mechanic. Consider setting
the total damage rating of such a creature’s attacks based on its overall damage rating in the source system – that is, the
attack’s base damage plus the creature’s stated Damage Bonus. If that total is no-more than 2 dice, then simply set the
Cthulhu Eternal damage rating for the attack equal to that.
If the foreign-game attack mode lists more than 2 dice to roll for damage overall, it is likely that it would be better to
represent the damage in terms of a Lethality rating. The table below gives some approximate translations:
Armor values from D100-based games can be directly translated across – for example, a Mythos creature with an innate
Armor of 2 will have the same Armor rating in Cthulhu Eternal.
An alternate method of assigning an Armor value for worn protection is to consult the table in ARMORED (page 53),
locating a roughly-equivalent type of protective equipment and use the Armor value shown in the table.
For determining appropriate Cthulhu Eternal game-statistics to cover special defenses, a good place to start is
considering the categories of Defenses described in PROTECTION IN COMBAT, page 52. These are: Fragile, Exposed,
Armored, Huge, and Transcendent.
Furthermore, some creatures have physical forms that are less susceptible to Lethal damage: the box nearby
summarizes different levels of protection that the Game Moderator can assign to otherworldly monstrosities.
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Some Example Special Attacks
During a translation the GM might need to invent game statistics for special forms of attacks. The following examples
provide some example powers that can be used or adapted as needed.
Blood Drain: The bite of the entity drains blood from the victim each turn until forcibly detached. For each turn of
blood loss, the victim loses 1D6 STR. If STR reaches zero the victim dies, however if he or she survives the attack, it will
be slowly regained at the rate determined by the Game Moderator.
Cling & Bite: After the entity bites a victim, it will cling to it unless forcibly removed. Each subsequent turn inflicts a
further 1D3 Hit Points of damage to the victim.
Engulf Victims: If a victim is pulled into the entity’s mass it becomes absorbed within it. An individual trapped inside
the entity must separately make an opposed test comparing his or her STR against the entity’s STR. If the test is failed,
the victim takes Lethal Damage with rating equal to 1% × the entity’s CON. Trapped targets inside the entity find it
difficult to move or attack: only by making a percentile roll below their STR can such individuals make an attack while
inside the entity.
Mental Drain: If the entity wishes to mentally weaken those in its proximity, it can compel an individual to perform an
opposed test which matches the entity’s POW versus the victim’s INT. If the victim is defeated in this test, he or she
immediately loses 1D6 Willpower Points + 1D6 SAN. The WPs are added to the attacker’s total.
Tentacle Constrict/Crush: If one of the entity’s tentacles successfully strikes an enemy it will wrap around it and
continue to crush it in later turns. Unless freed by external means, the victim will continue to suffer Hit Point damage
equal to half the normal attack damage in each succeeding turn.
Tentacle Grapple: If the tentacle of the entity strikes a victim it wraps itself around a limb, effectively PINNING the
target (see page 45). Being held in this way does not inflict any Hit Point damage but the victim is effectively unable to
take any actions until he or she is freed. The entity can use its other attacks against victims held by its tentacle.
Breaking free from the entity’s grip requires success in an opposed test pitting the entity’s STR against the victim’s
STR.
Toxic Venom: The bite of the entity injects a potent toxin with a Lethality Rating equal to the entity’s CON.
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Mental Control: The entity has the power to control humans via mental dominance. Resolve such attempts as an
opposed POW vs POW test; if the target’s will is overcome, he or she is compelled to remain in close proximity to the
area where the mental control was initiated. Once controlled, a dominated human can be mentally contacted by the
entity regardless of where it is, anywhere on Earth. This communication costs the entity 1 Willpower Point.
Regeneration: Regenerates 2 HP per turn after being wounded; if the entity’s HP ever reach zero it is dead and will
not regenerate.
Trans‐dimensional Travel: The entity has an innate ability to travel between different dimensions. Initiating a
transition from our dimension to another takes a full (uninterrupted) turn and costs the entity 4 Willpower Points. If
the entity is holding anything or anyone (e.g., someone held via a previous pin action), they too make the journey.
* Rating may indicate that the creature is HUGE (see page 53), TRANSCENDENT (see page 53), or have some form of
REDUCED SUSCEPTIBILITY TO LETHAL DAMAGE (see page Error! Bookmark not defined.).
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13.6 Stealth Modifier
In general, a creature’s ability to avoid detection is measured in Cthulhu Eternal in terms of its Stealth skill rating; if a
sentient (likely humanoid) creature has a sneaky kind of ability that would be better modelled by the Disguise skill,
substitute that skill instead in the table below.
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L OVECRAFTIAN P ROTAGONIST STATISTICS OTHER ATTRIBUTES
C H A R AC T E R R E C O R D S H E E T STATISTIC SCORE x5 Distinguishing Feature Willpower Points
Name Strength (STR)
Exhausted
Setting Constitution (CON) (-20%)
MAX CURRENT
Archetype Dexterity (DEX)
WP 2 or less = emotional break-
down (-20%), WP 0 = incapacitated
Age Gender Intelligence (INT)
Home Power (POW) Damage Bonus
Charisma (CHA)
Body Armor
Birthplace
Max/Starting HP Max SAN Recovery SAN Insane 01 02 03 04 05 06 07
Current SAN
00 01 02 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
STUNNED 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53
Current HP
03 04 05
54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76
06 07 08 09 10 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99
11 12 13 14 15
Incidents of SAN Loss Without Insanity Circle current SAN on
16 17 18 19 20 Violence Helplessness Breaking Point meter. Black out numbers
above MAX SAN. Draw box
around Breaking Point
Permanent Injuries Third checkbox filled, character is adapted
A GE
acquire a Disorder and reset BP
HP 2 or less = unconscious AND roll
for permanent injury. HP of 0 = dead
SKILLS
Base ratings shown in [square brackets]. All skills with fill-in spaces for specializations have a base rating of 0%.
BONDS
Administration [10%] Navigate [10%] Individual Bond Score
Alertness [20%] Occult [10%]
Anthropology [0%] Persuade [20%]
Appraise [10%] Pilot (____________) [0%]
Archeology [0%] Pilot (____________) [0%]
Art (______________) [0%] Psychoanalyze [10%]
Art (______________) [0%] Regional Lore (_________) [0%]
Athletics [30%] Regional Lore (_________) [0%]
Community Bond Score
Charm [20%] Research [10%]
Craft (_____________) [0%] Ride [10%]
Craft (_____________) [0%] Science (__________) [0%]
Disguise [10%] Science (__________) [0%]
Dodge [30%] Science (__________) [0%]
Drive [20%] Search [20%]
Firearms [20%] Social Etiquette [10%]
First Aid [10%] Stealth [10%] Motivation / Mental Disorder
Foreign Language (_________) [0%] Streetwise (_________) [0%]
Foreign Language (_________) [0%] Streetwise (_________) [0%]
Harangue [10%] Surgery [0%]
Heavy Machinery [10%] Survival (_________) [10%]
History [10%] Swim [20%]
Insight [10%] Track [10%]
Law (_____________) [0%] Unarmed Combat [20%]
Permanent Resources
Medicine [0%] Unnatural [0%]
Resource Checks Black Out
Melee Weapons [30%] Use Gadgets [0%] 1 2 3 Unavailable Boxes