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Ideas for Running FATE Core Cthulhu
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<blockquote data-quote="RobShanti" data-source="post: 6208925" data-attributes="member: 82745"><p><span style="font-size: 10px"><span style="font-family: 'arial'">While aware that there is a WWII Cthulhu FATE Kickstarter called "Achtung! Cthulhu" in the works, I asked the folks on the <a href="http://groups.yahoo.com/neo/groups/FateRPG/conversations/messages" target="_blank">FateRPG Yahoo!Group</a> for ideas about how to run a Cthulhu game using FATE Core.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Some ideas I had off the top of my head for tweaks to the Core system for Cthulu included:</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">1. A skill pyramid with Great (+4) as the pinnacle skill (typical for FATE Core), since as everyman characters, Skills are our strong suit here.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">2. Only two free Feats instead of 3 (Fate Core usually grants 3 free Feats) since the PCs are not heroic characters. (Additional Feats can be bought at the cost of Refresh, per usual.)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">3. Less refresh. Maybe only 2 instead of 3 FPs to start...or even 1 instead of 3, since the PCs are squishy.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Specifically, I requested from the Yahoo!Group:</strong></span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">1. Monster stat blocks for Cthulhu horrors</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">2. Ideas for Stunts, Spells, Extras, etc. for a Cthulhu setting</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">3. Just a general design philosophy for creating a Cthulhu game</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Some brilliant feedback included the following advice:</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> A Corruption stress track: 4 boxes, each worth *one* shift, and nothing gets you more of them. Whenever you commit a corrupting act (in Freeport it's generally to do with magic used for cruel purposes, but of course that's subject to alteration for a Cthulhu setting), you check one (or, in rare cases, two) of those boxes. If you don't have boxes to check, you have to start using your Consequence slots for things like "Pus-filled boils", "Megalomania," "Aura of Disease," etc. The thing about Corruption is that you need to atone to get rid of *any* of it, including ticks on the stress track, and you can only remove corruption (whether stress or consequences) at milestones.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"> <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> Madness is handled with "triggers" (awful things happening -- finding a mutilated corpse, having a dead body start moving, a misshapen dog starts talking to you in a dark alley), which you must overcome with (in Freeport) a Wisdom roll. Different severity triggers require different levels of opposition, and as usual, you tick mental stress boxes (or take appropriate mental consequences) if you fail.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> keep the "god" level nasties off stage as much as possible. Give the characters and the players ample reason to fear them, but avoid direct confrontation when ever possible. The things are just too powerful and giving them game mechanics diminishes them. Cultists (or scientists who don't realize what they are dealing with) make great antagonists, the more so if the players can be made aware of just how un noticing if not inimical to humanity these things that the cultists choose to serve are.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> Set up human relationships for the characters. Make sure they are engaged with the world and have reason to care if the monsters win. Instead of threatening the character directly, threaten her husband or her children</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> Some sort of mechanic for tracking the mind attempting to confront and deal with the un-reality of the Mythos is almost essential. Characters should feel their humanity slipping away. "He who fights monsters should take care lest he become a monster"</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> Giving creatures strange immunities and vulnerabilities will help convey the alien nature of the Mythos.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> Have magic of some kind work, maybe based on folklore. Perhaps these traditions contain a grain of truth about the true nature of reality.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">Elsewhere on the internet I found these bits:</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>New Skill: Mythos</strong></span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><strong><em>Overcome:</em> </strong>Understanding Mythos books, inscriptions etc.</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><em><strong>Create Advantage:</strong> </em>Recognize monsters, spells, rituals, significant constellations etc.</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'">Your Mythos skill is also the Weapon Rating of all mental attacks from Mythos creatures and knowledge (you'll typically defend with Will against this, incidentally). Damn your luck.</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'">No character can start with the Mythos skill, unless the GM (AM for Asylum Master/Mistress?) rules otherwise<strong><em></em></strong></span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><strong><em><em>Attack:</em> </em></strong>Only with the Ritualist stunt (FATE Core, p. 91) and an appropriate spell.<strong><em></em></strong></span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><strong><em><em>Defend:</em> </em></strong>No.<strong><em></em></strong></span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><strong><em><em><u>Design Notes:</u> </em></em></strong>Basically, understanding stuff is free (though it will take some milestones for characters to get a significant Mythos skill), but using spells costs a Stunt (making the cost for spellcasting 1 skill + 1 refresh; no need for a character aspect, the campaign aspects undoubtedly have that covered). As people learn more about the Mythos, however (as they increase their skill), they enter the rapid down-spiral of growing more insane. Yay!</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><u><strong>New Stunts</strong></u></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Ritual Magic:</strong> Allows the character to perform ritual magic with his Mythos Lore skill. Spells are strictly limited to those found in Mythos books. There is no way for a human to perform magic effects on the fly.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Dreaming:</strong> The character is able to enter the Dreamlands voluntarily. </span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Creature Lore:</strong> The character gets +2 for identifying creatures.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><u><strong>Extras</strong></u></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Extra: Cult of Nyarlathotep</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Permissions</strong>: None; assumed as part of the game’s premise.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Costs:</strong> A special pool of aspects, skill ranks, and stunts.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">The Cult of Nyarlathotep is subtle among the cults of the world. As myriad and wayward as the Crawling Chaos himself, they take many forms, share much alike, and comprise a complicated web of alliances, enemies, and neutral cults. Each of Nyarlathotep’s cults is different, whether it be subtly or wildly. Regardless, they all hold a few skills in common...</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Aspects: </strong>1,000 Forms; Habitual Liars; Ever-Changing</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Skills: </strong>Deceit (Great +4), Mysteries (Good +3), Stealth (Fair +2), Empathy (Average +1)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Stunts:</strong> Takes One to Know One: The Cult of Nyarlathotep may use Deceit instead of Empathy to find out if another cult is lying to them. See Pg. 137-138, Spirit of the Century core rulebook for more details.</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Extra: The Cult of Azathoth</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Permissions:</strong> None; assumed as part of the game’s premise.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Costs:</strong> A special pool of aspects, skill ranks, and stunts.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">Worshipers of Azathoth are a curious lot. Known as being an insane and fanatic lot, even for a Cult of the Old Ones, they are known as raving madmen who drive others into their fold against all odds. Many other cults avoid them, for fear of their tremendous powers, and especially for fear of truth behind the rumors of how big the cult might really be...</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Aspects: </strong>Vast Conspiracy; Completely Insane; Bringers of Madness</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Skills:</strong> Mysteries (Great +4), Contacting (Good +3), Resources (Fair +2), Deceit (Average +1)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Stunts:</strong> Words of Madness: The Cult of Azathoth may use Mysteries to inflict Mental stress and consequences against other cults or characters.</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Extra: The Cult of Shub-Niggurath</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Permissions: </strong>None; assumed as part of the game’s premise.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Costs:</strong> A special pool of aspects, skill ranks, and stunts.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">The Cult of Shub-Niggurath are what you’d call wild cards. Little is known of Shub-Niggurath, her powers, or her servants, but she receives great worship all the same. She is regarded as a fertility goddess, and it seems grand perversions and tremendous parties appease her. As such, her worshipers are debauched and carefree, with a reverence for nature and a disregard for their own and others’ safety.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Aspects:</strong> Perverted; Grand Resources; Secretive</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Skills:</strong> Rapport (Great +4), Resources (Good +3), Gambling (Fair +2), Contacting (Average +1)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Stunts:</strong> Swift Corruption: For a fate point from an allied player, the Cult of Shub-Niggurath may make allies in a new area, given a chance to plant their cult’s roots.</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Extra: The Cult of Yog-Sothoth</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Permissions:</strong> None; assumed as part of the game’s premise.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Costs:</strong> A special pool of aspects, skill ranks, and stunts.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">Sorcerers and geniuses all worship Yog-Sothoth, for he provides them with the greatest secrets of that which is. Those who worship Yog-Sothoth are steeled against some of the most horrific things the universe can offer, for they have already experienced them firsthand. They have limited control over the world at large, preferring to manipulate and scheme over the ones that do.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Aspects:</strong> Vastly Knowledgable; Insidious; Secret Rulers</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Skills:</strong> Resolve (Great +4), Mysteries (Good +3), Deceit (Fair +2), Leadership (Average +1)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Stunts</strong>: Lies Run on Many Feet. When this cult uses a third party to deliver a lie to an enemy or other cult, they gain a +2 Deceit bonus. See Pg. 421 of Strange Tales of the Century for more details.</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Extra: The Cult of Cthulhu</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Permissions:</strong> None; assumed as part of the game’s premise.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Costs:</strong> A special pool of aspects, skill ranks, and stunts.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">The Cult of Cthulhu is by far the most organized and tenable of the cults. With resources at their disposal not of this earth, bizarre creatures at their command, and even promises of immortality and wealth beckoning them ever on, nothing stops the never-ending march of the Cult of Cthulhu.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Aspects:</strong> Esoteric Orders; Resourceful; Disturbing</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">Skills: Intimidation (+4 Great), Resources (+3 Good), Survival (+2 Fair), Mysteries (Average +1)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Stunts:</strong> Terrifying Reputation: Members of the cult have a +3 bonus on the first Intimidation roll per scene against enemy cultists and civilians, as long as they are posing openly as a Cultist of Cthulhu.</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Extra: The Cult of Hastur</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Permissions:</strong> None; assumed as part of the game’s premise.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Costs:</strong> A special pool of aspects, skill ranks, and stunts.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">The Cult of Hastur, artists and dilettantes and maniacs all. Madder even than the Cult of Azathoth, they treat their madness as a form of performance art. Everything is done for Hastur, to impress the King in Yellow, and to make them performers and characters in his next grand and magnificent play. They value intellect and creation over the subversion and destruction, making them hated enemies of the Cult of Nyarlathotep.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Aspects: </strong>Madmen and Artists; Creators of Destruction; Utterly Deranged</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Skills:</strong> Arts (Great +4), Academics (Good +3), Science (Fair +2), Contacting (Average +1)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Stunts:</strong> The Weight of Reputation: This cult can use Arts instead of Intimidation to create advantages based on the fear generated by the sinister reputation they’ve cultivated for themselves and all the shady associates you have. You should have an appropriate aspect to pair with this stunt.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><u><strong>Monsters (My Own Design)</strong></u></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Byakhee</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Appearance:</strong> flopping, hybrid, winged things that no sound eye could ever wholly grasp, or sound brain ever wholly remember; they are not altogether crows, nor moles, nor buzzards, nor ants, nor vampire bats, nor decomposed human beings, but something among all of these; they flop limply along, half with their webbed feet and half with their membranous wings.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Aspects:</strong> An Appearance that Defies Memory, Avian Servitor of Hastur the Unspeakable</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Skills:</strong> Great (+4) Provoke, Good (+3) Physique, Fair (+2) Fight</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Extra:</strong> Fly Through Space: A byakhee can fly through space and can carry a rider, though the rider needs protection from the vacuum and cold by suitable spells or potions. A Byakhee's natural habitat is interstellar space, but it may be summoned to Earth to perform tasks or to serve as a steed.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Dhole</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Aspects:</strong> Enormous, Covered in Viscous Goo, Avoids Daylight</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Skills:</strong> Superb (+5) Provoke, Great (+4) Fight and Physique</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Stunts: </strong>Heavy Hitter: When a Dhole succeeds with style on a Fight attack and chooses to reduce the result by one to gain a boost, it gains a full situation aspect with a free invocation instead.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"><strong>Dimensional Shambler</strong></span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"><strong>Appearance: </strong>Short crouching creatures with tight grey mummy-like skin; its head is equal parts simian and canine, and has crooked stained fangs; its eyes are recessed in deep eye holes and appear as yellow slits; it has long arms with huge claws.</span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"><strong>Aspects:</strong> Hunter from Beyond, Reeking of the Fumes of Hell</span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"></span><span style="color: #000000"><strong>Skills:</strong> Good (+3) Provoke, Fair (+2) Will</span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"></span><span style="color: #000000"><strong>Stunts:</strong> </span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"> <img src="http://www.enworld.org/forum/images/smilies/1.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> Immaterial: While Dimensional Shamblers do have the appearance of being material and grabbing at their victims with their long arms, their origin in a different dimension makes them immaterial in our world, and therefore unable to touch or be touched. Hence, they have no Physical Stress track in this dimension, and can only be attacked magically on their Mental Stress track.</span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"> <span style="color: #000000"> <img src="http://www.enworld.org/forum/images/smilies/1.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> Dimension Suck: Because Dimensional Shamblers have no material form in this dimension, they actually use a form of hypnosis to suck a victim into their own dimension, where the victim is then consumed by throngs of Shamblers. When a Dimensional Shambler does this, it will seem as if the place around the Shambler disappears behind it and its own dimension will become visible. A Dimensional Shambler can use Provoke as an attack against a victim's Will. If the victim is Taken Out in this way, he or she is sucked into the Shambler's dimension and consumed.</span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"></span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Flame Creature of Cthugha</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong></strong><strong>Appearance:</strong> a point of fiery light</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Aspects:</strong> Aflame, Dangerous in Packs, Servitor of the Great Old One Cthugha</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Skills:</strong> Good (+3) Provoke, Fair (+2) Will, Average (+1) Physique</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Extra:</strong> Upon appearing, Cthugha's flame creatures ignite every flammable object they touch, giving it the aspect "On Fire"</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Hound of Tindalos</strong></span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Aspects:</strong> Lean and Athirst, Oozing Pus</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Skills:</strong> Fair (+2) Fight and Provoke</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Stunts:</strong> Draining Proboscis: Once per scene, when a Hound of Tindalos forces an opponent to take a</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'">consequence, it can spend a fate point to increase the consequence’s severity (so mild becomes moderate, moderate becomes severe). If the target was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Mi-go</strong></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Appearance: </strong>while technically fungi, Mi-go bear a great resemblance to crustaceans, namely shrimp or crayfish; roughly man-sized<strong>, </strong>elongated bodies with segmented bands of muscles and a mass of sensory cilia for a head; a pair of ribbed, vestigial wings</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Aspects:</strong> Humaniform Fungus, When in Rome</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Skills:</strong> Great (+4) Lore, Good (+3) Deceive, Fair (+2) Stealth and Rapport</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Stunts:</strong> Biotechnology: Mi-go have mastered various fields of science, are especially adept at surgery, and can do things such as extensively modify their own bodies, or remove human brains while keeping both brain and body alive (this allows the Mi-go to transport Human allies off-world, as the brains can be allowed to see and communicate when hooked up to special machines). A Mi-go gains a +2 when using Lore to begin a healing process or to conduct any type of medical or surgical procedure.</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span><strong></strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Star Vampire (Very Large Monster)</strong><span style="color: #000000"><strong>Appearance:</strong> red and dripping; an immensity of pulsing, moving jelly; a scarlet blob with myriad waving tentacular trunks tipped with suckers opening and closing with a ghoulish lust; bloated and obscene; a headless, faceless, eyeless bulk with the ravenous maw and titanic talons of a star-born monster; human blood on which has fed reveals its hitherto invisible outlines</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Aspects:</strong> Blood-covered But Otherwise Invisible, </span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Skills:</strong> Superb (+5) Provoke, Great (+4) Physique, Good (+3) Fight, Fair (+2) Will</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span><span style="color: #000000"><strong>Stunts:</strong> </span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span><img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /> <span style="color: #000000">Mass Chaos: when creating advantages, such as "Panicked Crowds" or "Falling Buildings" and compelling the heroes using the free invokes created by the rolls, the Star Vampire gets two free compels instead of just one.</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"> <img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /> Reach: a Star Vampire may make a Fight roll against targets in adjoining zones.</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"> <img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /> Grappler: a Star Vampire gains +2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them.</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"> <img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /> Crush and Suck: a Star Vampire treats any Fight roll against a Grappled target as if it is attacking with a +2 weapon.</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Extra:</strong> as a Very Large Monster, the creature itself is treated as a map with several zones: its blubbery body and 5+4dF tentacles (i.e., 1-9 tentacles), each part having 3 Stress boxes and capable of sustaining Mild, Moderate and Severe Consequences. In order to defeat the monster, the characters need to defeat each zone independently, while navigating the obstacles between the zones, or may need to target one zone with a particular plan (like closing a portal or activating a device).</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"><span style="color: #000000"><strong>Yithian Host</strong></span></span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"><span style="color: #000000"><strong>Aspects:</strong> Non-linear Thinker, Fascist, We Never Speak of the Flying Polyps</span></span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"><span style="color: #000000"></span><span style="color: #000000"><strong>Skills:</strong> Superb (+5) Lore; Great (+4) Crafts and Investigate; Good (+3) Deceive, Empathy, and Notice; Fair (+2) Physique, Resources and Provoke; Average (+1) Rapport, Stealth and Will</span></span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"><span style="color: #000000"></span><strong>Stunts:</strong> Mind Projection: Instead of being Taken Out, the Yithian consciousness of a human host may jump to another host, assuming a suitable host is available in the same or adjoining zone, by succeeding in an Empathy attack roll against the new target's Will. Failure means the Yithian consciousness is prevented from possessing the new host, and if a suitable host cannot be found within one Exchange, the Yithian consciousness dies, and the original consciousness of the host returns to its body. Success, however, renders the original host a depleted shell, and the consciousness of that host -- which has been residing within the Yithian's original body, elsewhere -- dies instantly, and is replaced by the consciousness of the new host. The new host's body takes on the Moderate Consequence "Disoriented" even if it already has sustained a Moderate Consequence.</span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"></span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span><span style="color: #000000"><strong>Miscellaneous Lovecraftian Horror (Average)</strong></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong></strong></span><span style="color: #000000"><strong>Aspects: </strong>Monstrous Visage</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span><span style="color: #000000"><strong>Skills:</strong> Average (+2) Provoke</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Miscellaneous </strong><span style="color: #000000"><strong>Lovecraftian </strong></span><strong>Horror (Fair)</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong></strong><span style="color: #000000"><strong>Aspects: </strong>Monstrous Visage, Avatar of Chaos</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span><span style="color: #000000"><strong>Skills:</strong> Fair (+2) Fight, Average (+1) Provoke and Physique</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong><strong>Miscellaneous </strong></strong><span style="color: #000000"><strong>Lovecraftian </strong></span><strong><strong>Horror (</strong>Good)</strong><span style="color: #000000"><strong></strong></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Aspects: </strong>Avatar of Chaos, Incomprehensible Horror</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Skills:</strong> Good (+3) Fight, Fair (+2) Provoke, Physique (+1) Will and Empathy</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span><strong><strong>Miscellaneous </strong></strong><span style="color: #000000"><strong>Lovecraftian </strong></span><strong><strong>Horror (Fantastic</strong>)</strong><span style="color: #000000"><strong></strong></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Aspects:</strong> Smashing Tentacles Galore, Agent of Cognitive Dissonance</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Skills:</strong> Fantastic (+6) Fight, Superb (+5) Physique [Note: 4 physical stress boxes, 1 extra mild consequence for physical conflicts], Great (+4) Provoke</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Stunts:</strong> Constrictor (Fight): +1 to Fight when using it to Grapple.</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><u><strong>Other Adversaries (1950s Setting)</strong></u></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>American or Soviet Spy (Average)</strong></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Aspects: </strong>Shadowy Champion of Capitalism/Communism</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Skills:</strong> Average (+2) Burglary</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Civil Defense Worker</strong></span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Aspects:</strong> Prepared for <em>Almost</em> Anything</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Skills:</strong> Average (+1) Notice</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"><strong>Government "Top Man" (Good)</strong></span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"><strong>Aspects: </strong>Leave Nothing to Chance, Devoted to Expanding the Boundaries of Science</span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"></span><span style="color: #000000"><strong>Skills:</strong> Good (+3) Lore, Fair (+2) Deceive, Average (+1) Will and Empathy</span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"></span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"></span></span><strong>National Park Ranger</strong></span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Aspects:</strong> Trustee of America's Natural Resources</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Skills:</strong> Average (+1) Lore and Notice</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Stunts:</strong> Walker in the Wild: Gain +2 to Lore rolls regarding nature.</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Psychic Human</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Aspects:</strong> Hunted by the First World and Second World Alike</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Skills:</strong> Superb (+5) Empathy, Great (+4) Notice, Good (+3) Investigate, Fair (+2) Will</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Mind Shard:</strong> Once per session, you can use Will as a Weapon +2 instead of Fight.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Trained Enforcer (Fair)</strong></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Aspects: </strong>Big and Strong, Cunning</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span><span style="color: #000000"><strong>Skills:</strong> Fair (+2) Fight, Average (+1) Athletics and Physique</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span><span style="color: #000000"><strong>Roy Cohn, Anti-Communist Witch-hunter</strong></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Aspects: </strong>Legal Eagle, McCarthy's Right-hand Man, I've Got My Eye on You</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Skills:</strong> Great (+4) Investigate, Good (+3) Provoke, Fair (+2) Will, Average (+1) Shoot</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Stunts:</strong> Hold Court: Can use Provoke to create advantages in large-scale tactical situations.</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span><span style="color: #000000"><strong>Boris Kvasnikov, </strong>Head of Scientific & Technical Intelligence</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong><strong><strong>Aspects: </strong></strong></strong>Red Army Training, No Barriers Can Stop Me</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><strong><strong>Skills:</strong> </strong>Superb (+5) Burglary, Great (+4) Stealth, Good (+3) Lore, Fair (+2) Fight, Average (+1) Physique [Note: 3 physical stress boxes]</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span><span style="color: #000000"><strong><strong>Stunts:</strong> </strong>Inside Man: +2 to Stealth in an indoor urban environment.</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"><strong>Lona Wovshkin, Possible American Defector to the Soviet Union</strong></span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"><strong>Aspects:</strong> All-American Upbringing, College Degree in Engineering, I Married a Spy, Cipher Expert, Always Underestimated, I Do What Must Be Done, Smuggler Extraordinaire</span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"><strong>Skills:</strong> Fantastic (+6) Deceive and Provoke, Superb (+5) Shoot and Burglary, Great (+4) Resources and Will, Good (+3) Contacts and Notice, Fair (+2) Crafts and Stealth Average (+1) Lore and Empathy</span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"><strong>Stress:</strong> 3 Physical Boxes, 4 Mental Boxes</span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"><strong>Stunts:</strong> Takes One to Know One: Use Deceive instead of Empathy to create an advantage in social situations.</span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"><strong>Feint Master:</strong> +2 to use Deceive to create an advantage in a physical conflict.</span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"><strong>Always a Way Out: </strong>+2 on Burglary rolls made to create an advantage whenever trying to escape from a location.</span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"><span style="color: #000000"></span></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><span style="color: #000000"></span><u><strong></strong></u></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><u><strong>Adventure Seeds</strong></u> </span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">What if a physicist at CERN tries to develop a way to tap into Azathoth as an energy source... </span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">What about Nyarlathotep playing politics for his own amusement, how are the Great Powers being manipulated and to what end? </span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'">Genetic engineering certainly plays well with Lovecraft's concerns of racial purity. Could Deep Ones be created by engineering fish or frog DNA into people? Perhaps with the goal of using tissue regeneration to help reverse paralysis Or amputation? </span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'">What about the Fungi from Yuggoth? They are an advanced life form completely alien to terrestrial biology, they can't even be photographed with a standard camera. What advances could they offer in the field of neuroscience?</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><em>If anyone has anything they'd like to add with respect to ANY aspect of this game, please do so! All input is welcome!</em></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p></blockquote><p></p>
[QUOTE="RobShanti, post: 6208925, member: 82745"] [SIZE=2][FONT=arial]While aware that there is a WWII Cthulhu FATE Kickstarter called "Achtung! Cthulhu" in the works, I asked the folks on the [URL="http://groups.yahoo.com/neo/groups/FateRPG/conversations/messages"]FateRPG Yahoo!Group[/URL] for ideas about how to run a Cthulhu game using FATE Core. [B]Some ideas I had off the top of my head for tweaks to the Core system for Cthulu included:[/B] 1. A skill pyramid with Great (+4) as the pinnacle skill (typical for FATE Core), since as everyman characters, Skills are our strong suit here. 2. Only two free Feats instead of 3 (Fate Core usually grants 3 free Feats) since the PCs are not heroic characters. (Additional Feats can be bought at the cost of Refresh, per usual.) 3. Less refresh. Maybe only 2 instead of 3 FPs to start...or even 1 instead of 3, since the PCs are squishy. [B]Specifically, I requested from the Yahoo!Group:[/B] 1. Monster stat blocks for Cthulhu horrors 2. Ideas for Stunts, Spells, Extras, etc. for a Cthulhu setting 3. Just a general design philosophy for creating a Cthulhu game [B]Some brilliant feedback included the following advice:[/B] :5: A Corruption stress track: 4 boxes, each worth *one* shift, and nothing gets you more of them. Whenever you commit a corrupting act (in Freeport it's generally to do with magic used for cruel purposes, but of course that's subject to alteration for a Cthulhu setting), you check one (or, in rare cases, two) of those boxes. If you don't have boxes to check, you have to start using your Consequence slots for things like "Pus-filled boils", "Megalomania," "Aura of Disease," etc. The thing about Corruption is that you need to atone to get rid of *any* of it, including ticks on the stress track, and you can only remove corruption (whether stress or consequences) at milestones. :5: Madness is handled with "triggers" (awful things happening -- finding a mutilated corpse, having a dead body start moving, a misshapen dog starts talking to you in a dark alley), which you must overcome with (in Freeport) a Wisdom roll. Different severity triggers require different levels of opposition, and as usual, you tick mental stress boxes (or take appropriate mental consequences) if you fail. :5: keep the "god" level nasties off stage as much as possible. Give the characters and the players ample reason to fear them, but avoid direct confrontation when ever possible. The things are just too powerful and giving them game mechanics diminishes them. Cultists (or scientists who don't realize what they are dealing with) make great antagonists, the more so if the players can be made aware of just how un noticing if not inimical to humanity these things that the cultists choose to serve are. :5: Set up human relationships for the characters. Make sure they are engaged with the world and have reason to care if the monsters win. Instead of threatening the character directly, threaten her husband or her children :5: Some sort of mechanic for tracking the mind attempting to confront and deal with the un-reality of the Mythos is almost essential. Characters should feel their humanity slipping away. "He who fights monsters should take care lest he become a monster" :5: Giving creatures strange immunities and vulnerabilities will help convey the alien nature of the Mythos. :5: Have magic of some kind work, maybe based on folklore. Perhaps these traditions contain a grain of truth about the true nature of reality. Elsewhere on the internet I found these bits: [B]New Skill: Mythos [I]Overcome:[/I] [/B]Understanding Mythos books, inscriptions etc. [I][B]Create Advantage:[/B] [/I]Recognize monsters, spells, rituals, significant constellations etc. Your Mythos skill is also the Weapon Rating of all mental attacks from Mythos creatures and knowledge (you'll typically defend with Will against this, incidentally). Damn your luck. No character can start with the Mythos skill, unless the GM (AM for Asylum Master/Mistress?) rules otherwise[B][I] [I]Attack:[/I] [/I][/B]Only with the Ritualist stunt (FATE Core, p. 91) and an appropriate spell.[B][I] [I]Defend:[/I] [/I][/B]No.[B][I] [I][U]Design Notes:[/U] [/I][/I][/B]Basically, understanding stuff is free (though it will take some milestones for characters to get a significant Mythos skill), but using spells costs a Stunt (making the cost for spellcasting 1 skill + 1 refresh; no need for a character aspect, the campaign aspects undoubtedly have that covered). As people learn more about the Mythos, however (as they increase their skill), they enter the rapid down-spiral of growing more insane. Yay! [U][B]New Stunts[/B][/U] [B]Ritual Magic:[/B] Allows the character to perform ritual magic with his Mythos Lore skill. Spells are strictly limited to those found in Mythos books. There is no way for a human to perform magic effects on the fly. [B]Dreaming:[/B] The character is able to enter the Dreamlands voluntarily. [B]Creature Lore:[/B] The character gets +2 for identifying creatures. [U][B]Extras[/B][/U] [B]Extra: Cult of Nyarlathotep[/B] [B]Permissions[/B]: None; assumed as part of the game’s premise. [B]Costs:[/B] A special pool of aspects, skill ranks, and stunts. The Cult of Nyarlathotep is subtle among the cults of the world. As myriad and wayward as the Crawling Chaos himself, they take many forms, share much alike, and comprise a complicated web of alliances, enemies, and neutral cults. Each of Nyarlathotep’s cults is different, whether it be subtly or wildly. Regardless, they all hold a few skills in common... [B]Aspects: [/B]1,000 Forms; Habitual Liars; Ever-Changing [B]Skills: [/B]Deceit (Great +4), Mysteries (Good +3), Stealth (Fair +2), Empathy (Average +1) [B]Stunts:[/B] Takes One to Know One: The Cult of Nyarlathotep may use Deceit instead of Empathy to find out if another cult is lying to them. See Pg. 137-138, Spirit of the Century core rulebook for more details. [B]Extra: The Cult of Azathoth[/B] [B]Permissions:[/B] None; assumed as part of the game’s premise. [B]Costs:[/B] A special pool of aspects, skill ranks, and stunts. Worshipers of Azathoth are a curious lot. Known as being an insane and fanatic lot, even for a Cult of the Old Ones, they are known as raving madmen who drive others into their fold against all odds. Many other cults avoid them, for fear of their tremendous powers, and especially for fear of truth behind the rumors of how big the cult might really be... [B]Aspects: [/B]Vast Conspiracy; Completely Insane; Bringers of Madness [B]Skills:[/B] Mysteries (Great +4), Contacting (Good +3), Resources (Fair +2), Deceit (Average +1) [B]Stunts:[/B] Words of Madness: The Cult of Azathoth may use Mysteries to inflict Mental stress and consequences against other cults or characters. [B]Extra: The Cult of Shub-Niggurath[/B] [B]Permissions: [/B]None; assumed as part of the game’s premise. [B]Costs:[/B] A special pool of aspects, skill ranks, and stunts. The Cult of Shub-Niggurath are what you’d call wild cards. Little is known of Shub-Niggurath, her powers, or her servants, but she receives great worship all the same. She is regarded as a fertility goddess, and it seems grand perversions and tremendous parties appease her. As such, her worshipers are debauched and carefree, with a reverence for nature and a disregard for their own and others’ safety. [B]Aspects:[/B] Perverted; Grand Resources; Secretive [B]Skills:[/B] Rapport (Great +4), Resources (Good +3), Gambling (Fair +2), Contacting (Average +1) [B]Stunts:[/B] Swift Corruption: For a fate point from an allied player, the Cult of Shub-Niggurath may make allies in a new area, given a chance to plant their cult’s roots. [B]Extra: The Cult of Yog-Sothoth[/B] [B]Permissions:[/B] None; assumed as part of the game’s premise. [B]Costs:[/B] A special pool of aspects, skill ranks, and stunts. Sorcerers and geniuses all worship Yog-Sothoth, for he provides them with the greatest secrets of that which is. Those who worship Yog-Sothoth are steeled against some of the most horrific things the universe can offer, for they have already experienced them firsthand. They have limited control over the world at large, preferring to manipulate and scheme over the ones that do. [B]Aspects:[/B] Vastly Knowledgable; Insidious; Secret Rulers [B]Skills:[/B] Resolve (Great +4), Mysteries (Good +3), Deceit (Fair +2), Leadership (Average +1) [B]Stunts[/B]: Lies Run on Many Feet. When this cult uses a third party to deliver a lie to an enemy or other cult, they gain a +2 Deceit bonus. See Pg. 421 of Strange Tales of the Century for more details. [B]Extra: The Cult of Cthulhu[/B] [B]Permissions:[/B] None; assumed as part of the game’s premise. [B]Costs:[/B] A special pool of aspects, skill ranks, and stunts. The Cult of Cthulhu is by far the most organized and tenable of the cults. With resources at their disposal not of this earth, bizarre creatures at their command, and even promises of immortality and wealth beckoning them ever on, nothing stops the never-ending march of the Cult of Cthulhu. [B]Aspects:[/B] Esoteric Orders; Resourceful; Disturbing Skills: Intimidation (+4 Great), Resources (+3 Good), Survival (+2 Fair), Mysteries (Average +1) [B]Stunts:[/B] Terrifying Reputation: Members of the cult have a +3 bonus on the first Intimidation roll per scene against enemy cultists and civilians, as long as they are posing openly as a Cultist of Cthulhu. [B]Extra: The Cult of Hastur[/B] [B]Permissions:[/B] None; assumed as part of the game’s premise. [B]Costs:[/B] A special pool of aspects, skill ranks, and stunts. The Cult of Hastur, artists and dilettantes and maniacs all. Madder even than the Cult of Azathoth, they treat their madness as a form of performance art. Everything is done for Hastur, to impress the King in Yellow, and to make them performers and characters in his next grand and magnificent play. They value intellect and creation over the subversion and destruction, making them hated enemies of the Cult of Nyarlathotep. [B]Aspects: [/B]Madmen and Artists; Creators of Destruction; Utterly Deranged [B]Skills:[/B] Arts (Great +4), Academics (Good +3), Science (Fair +2), Contacting (Average +1) [B]Stunts:[/B] The Weight of Reputation: This cult can use Arts instead of Intimidation to create advantages based on the fear generated by the sinister reputation they’ve cultivated for themselves and all the shady associates you have. You should have an appropriate aspect to pair with this stunt. [U][B]Monsters (My Own Design)[/B][/U] [B]Byakhee[/B] [B]Appearance:[/B] flopping, hybrid, winged things that no sound eye could ever wholly grasp, or sound brain ever wholly remember; they are not altogether crows, nor moles, nor buzzards, nor ants, nor vampire bats, nor decomposed human beings, but something among all of these; they flop limply along, half with their webbed feet and half with their membranous wings. [B]Aspects:[/B] An Appearance that Defies Memory, Avian Servitor of Hastur the Unspeakable [B]Skills:[/B] Great (+4) Provoke, Good (+3) Physique, Fair (+2) Fight [B]Extra:[/B] Fly Through Space: A byakhee can fly through space and can carry a rider, though the rider needs protection from the vacuum and cold by suitable spells or potions. A Byakhee's natural habitat is interstellar space, but it may be summoned to Earth to perform tasks or to serve as a steed. [B]Dhole[/B] [B]Aspects:[/B] Enormous, Covered in Viscous Goo, Avoids Daylight [B]Skills:[/B] Superb (+5) Provoke, Great (+4) Fight and Physique [B]Stunts: [/B]Heavy Hitter: When a Dhole succeeds with style on a Fight attack and chooses to reduce the result by one to gain a boost, it gains a full situation aspect with a free invocation instead. [COLOR=#000000][COLOR=#000000][B]Dimensional Shambler[/B][/COLOR] [COLOR=#000000][B]Appearance: [/B]Short crouching creatures with tight grey mummy-like skin; its head is equal parts simian and canine, and has crooked stained fangs; its eyes are recessed in deep eye holes and appear as yellow slits; it has long arms with huge claws.[/COLOR] [COLOR=#000000][B]Aspects:[/B] Hunter from Beyond, Reeking of the Fumes of Hell [/COLOR][COLOR=#000000][B]Skills:[/B] Good (+3) Provoke, Fair (+2) Will [/COLOR][COLOR=#000000][B]Stunts:[/B] [IMG]http://www.enworld.org/forum/images/smilies/1.gif[/IMG] Immaterial: While Dimensional Shamblers do have the appearance of being material and grabbing at their victims with their long arms, their origin in a different dimension makes them immaterial in our world, and therefore unable to touch or be touched. Hence, they have no Physical Stress track in this dimension, and can only be attacked magically on their Mental Stress track.[/COLOR] [COLOR=#000000] [IMG]http://www.enworld.org/forum/images/smilies/1.gif[/IMG] Dimension Suck: Because Dimensional Shamblers have no material form in this dimension, they actually use a form of hypnosis to suck a victim into their own dimension, where the victim is then consumed by throngs of Shamblers. When a Dimensional Shambler does this, it will seem as if the place around the Shambler disappears behind it and its own dimension will become visible. A Dimensional Shambler can use Provoke as an attack against a victim's Will. If the victim is Taken Out in this way, he or she is sucked into the Shambler's dimension and consumed. [/COLOR][/COLOR] [B]Flame Creature of Cthugha [/B][B]Appearance:[/B] a point of fiery light [B]Aspects:[/B] Aflame, Dangerous in Packs, Servitor of the Great Old One Cthugha [B]Skills:[/B] Good (+3) Provoke, Fair (+2) Will, Average (+1) Physique [B]Extra:[/B] Upon appearing, Cthugha's flame creatures ignite every flammable object they touch, giving it the aspect "On Fire" [B]Hound of Tindalos[/B] [B]Aspects:[/B] Lean and Athirst, Oozing Pus [B]Skills:[/B] Fair (+2) Fight and Provoke [B]Stunts:[/B] Draining Proboscis: Once per scene, when a Hound of Tindalos forces an opponent to take a consequence, it can spend a fate point to increase the consequence’s severity (so mild becomes moderate, moderate becomes severe). If the target was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out. [COLOR=#000000][B]Mi-go[/B][/COLOR] [COLOR=#000000][B]Appearance: [/B]while technically fungi, Mi-go bear a great resemblance to crustaceans, namely shrimp or crayfish; roughly man-sized[B], [/B]elongated bodies with segmented bands of muscles and a mass of sensory cilia for a head; a pair of ribbed, vestigial wings[/COLOR] [COLOR=#000000][B]Aspects:[/B] Humaniform Fungus, When in Rome [B]Skills:[/B] Great (+4) Lore, Good (+3) Deceive, Fair (+2) Stealth and Rapport [B]Stunts:[/B] Biotechnology: Mi-go have mastered various fields of science, are especially adept at surgery, and can do things such as extensively modify their own bodies, or remove human brains while keeping both brain and body alive (this allows the Mi-go to transport Human allies off-world, as the brains can be allowed to see and communicate when hooked up to special machines). A Mi-go gains a +2 when using Lore to begin a healing process or to conduct any type of medical or surgical procedure. [/COLOR][B] Star Vampire (Very Large Monster)[/B][COLOR=#000000][B]Appearance:[/B] red and dripping; an immensity of pulsing, moving jelly; a scarlet blob with myriad waving tentacular trunks tipped with suckers opening and closing with a ghoulish lust; bloated and obscene; a headless, faceless, eyeless bulk with the ravenous maw and titanic talons of a star-born monster; human blood on which has fed reveals its hitherto invisible outlines [B]Aspects:[/B] Blood-covered But Otherwise Invisible, [B]Skills:[/B] Superb (+5) Provoke, Great (+4) Physique, Good (+3) Fight, Fair (+2) Will [/COLOR][COLOR=#000000][B]Stunts:[/B] [/COLOR]:1: [COLOR=#000000]Mass Chaos: when creating advantages, such as "Panicked Crowds" or "Falling Buildings" and compelling the heroes using the free invokes created by the rolls, the Star Vampire gets two free compels instead of just one.[/COLOR] [COLOR=#000000] :1: Reach: a Star Vampire may make a Fight roll against targets in adjoining zones.[/COLOR] [COLOR=#000000] :1: Grappler: a Star Vampire gains +2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them.[/COLOR] [COLOR=#000000] :1: Crush and Suck: a Star Vampire treats any Fight roll against a Grappled target as if it is attacking with a +2 weapon. [B]Extra:[/B] as a Very Large Monster, the creature itself is treated as a map with several zones: its blubbery body and 5+4dF tentacles (i.e., 1-9 tentacles), each part having 3 Stress boxes and capable of sustaining Mild, Moderate and Severe Consequences. In order to defeat the monster, the characters need to defeat each zone independently, while navigating the obstacles between the zones, or may need to target one zone with a particular plan (like closing a portal or activating a device).[/COLOR] [COLOR=#000000] [COLOR=#000000][COLOR=#000000][B]Yithian Host[/B][/COLOR] [COLOR=#000000][B]Aspects:[/B] Non-linear Thinker, Fascist, We Never Speak of the Flying Polyps [/COLOR][COLOR=#000000][B]Skills:[/B] Superb (+5) Lore; Great (+4) Crafts and Investigate; Good (+3) Deceive, Empathy, and Notice; Fair (+2) Physique, Resources and Provoke; Average (+1) Rapport, Stealth and Will [/COLOR][B]Stunts:[/B] Mind Projection: Instead of being Taken Out, the Yithian consciousness of a human host may jump to another host, assuming a suitable host is available in the same or adjoining zone, by succeeding in an Empathy attack roll against the new target's Will. Failure means the Yithian consciousness is prevented from possessing the new host, and if a suitable host cannot be found within one Exchange, the Yithian consciousness dies, and the original consciousness of the host returns to its body. Success, however, renders the original host a depleted shell, and the consciousness of that host -- which has been residing within the Yithian's original body, elsewhere -- dies instantly, and is replaced by the consciousness of the new host. The new host's body takes on the Moderate Consequence "Disoriented" even if it already has sustained a Moderate Consequence. [/COLOR] [/COLOR][COLOR=#000000][B]Miscellaneous Lovecraftian Horror (Average) [/B][/COLOR][COLOR=#000000][B]Aspects: [/B]Monstrous Visage [/COLOR][COLOR=#000000][B]Skills:[/B] Average (+2) Provoke [/COLOR] [B]Miscellaneous [/B][COLOR=#000000][B]Lovecraftian [/B][/COLOR][B]Horror (Fair) [/B][COLOR=#000000][B]Aspects: [/B]Monstrous Visage, Avatar of Chaos [/COLOR][COLOR=#000000][B]Skills:[/B] Fair (+2) Fight, Average (+1) Provoke and Physique [/COLOR] [B][B]Miscellaneous [/B][/B][COLOR=#000000][B]Lovecraftian [/B][/COLOR][B][B]Horror ([/B]Good)[/B][COLOR=#000000][B] Aspects: [/B]Avatar of Chaos, Incomprehensible Horror [B]Skills:[/B] Good (+3) Fight, Fair (+2) Provoke, Physique (+1) Will and Empathy [/COLOR][B][B]Miscellaneous [/B][/B][COLOR=#000000][B]Lovecraftian [/B][/COLOR][B][B]Horror (Fantastic[/B])[/B][COLOR=#000000][B] Aspects:[/B] Smashing Tentacles Galore, Agent of Cognitive Dissonance [B]Skills:[/B] Fantastic (+6) Fight, Superb (+5) Physique [Note: 4 physical stress boxes, 1 extra mild consequence for physical conflicts], Great (+4) Provoke [B]Stunts:[/B] Constrictor (Fight): +1 to Fight when using it to Grapple. [/COLOR] [U][B]Other Adversaries (1950s Setting)[/B][/U] [COLOR=#000000][B]American or Soviet Spy (Average)[/B][/COLOR] [COLOR=#000000][B]Aspects: [/B]Shadowy Champion of Capitalism/Communism[/COLOR] [COLOR=#000000][B]Skills:[/B] Average (+2) Burglary[/COLOR] [B]Civil Defense Worker[/B] [B]Aspects:[/B] Prepared for [I]Almost[/I] Anything [B]Skills:[/B] Average (+1) Notice [COLOR=#000000][COLOR=#000000][B]Government "Top Man" (Good)[/B][/COLOR] [COLOR=#000000][B]Aspects: [/B]Leave Nothing to Chance, Devoted to Expanding the Boundaries of Science [/COLOR][COLOR=#000000][B]Skills:[/B] Good (+3) Lore, Fair (+2) Deceive, Average (+1) Will and Empathy [/COLOR][/COLOR][B]National Park Ranger[/B] [B]Aspects:[/B] Trustee of America's Natural Resources [B]Skills:[/B] Average (+1) Lore and Notice [B]Stunts:[/B] Walker in the Wild: Gain +2 to Lore rolls regarding nature. [B]Psychic Human[/B] [B]Aspects:[/B] Hunted by the First World and Second World Alike [B]Skills:[/B] Superb (+5) Empathy, Great (+4) Notice, Good (+3) Investigate, Fair (+2) Will [B]Mind Shard:[/B] Once per session, you can use Will as a Weapon +2 instead of Fight. [COLOR=#000000][B]Trained Enforcer (Fair)[/B][/COLOR] [COLOR=#000000][B]Aspects: [/B]Big and Strong, Cunning [/COLOR][COLOR=#000000][B]Skills:[/B] Fair (+2) Fight, Average (+1) Athletics and Physique [/COLOR][COLOR=#000000][B]Roy Cohn, Anti-Communist Witch-hunter[/B][/COLOR] [COLOR=#000000][B]Aspects: [/B]Legal Eagle, McCarthy's Right-hand Man, I've Got My Eye on You[/COLOR] [COLOR=#000000][B]Skills:[/B] Great (+4) Investigate, Good (+3) Provoke, Fair (+2) Will, Average (+1) Shoot[/COLOR] [COLOR=#000000][B]Stunts:[/B] Hold Court: Can use Provoke to create advantages in large-scale tactical situations.[/COLOR] [COLOR=#000000] [/COLOR][COLOR=#000000][B]Boris Kvasnikov, [/B]Head of Scientific & Technical Intelligence[/COLOR] [COLOR=#000000][B][B][B]Aspects: [/B][/B][/B]Red Army Training, No Barriers Can Stop Me[/COLOR] [COLOR=#000000][B][B]Skills:[/B] [/B]Superb (+5) Burglary, Great (+4) Stealth, Good (+3) Lore, Fair (+2) Fight, Average (+1) Physique [Note: 3 physical stress boxes] [/COLOR][COLOR=#000000][B][B]Stunts:[/B] [/B]Inside Man: +2 to Stealth in an indoor urban environment. [COLOR=#000000][B]Lona Wovshkin, Possible American Defector to the Soviet Union[/B][/COLOR] [COLOR=#000000][B]Aspects:[/B] All-American Upbringing, College Degree in Engineering, I Married a Spy, Cipher Expert, Always Underestimated, I Do What Must Be Done, Smuggler Extraordinaire[/COLOR] [COLOR=#000000][B]Skills:[/B] Fantastic (+6) Deceive and Provoke, Superb (+5) Shoot and Burglary, Great (+4) Resources and Will, Good (+3) Contacts and Notice, Fair (+2) Crafts and Stealth Average (+1) Lore and Empathy[/COLOR] [COLOR=#000000][B]Stress:[/B] 3 Physical Boxes, 4 Mental Boxes[/COLOR] [COLOR=#000000][B]Stunts:[/B] Takes One to Know One: Use Deceive instead of Empathy to create an advantage in social situations. [B]Feint Master:[/B] +2 to use Deceive to create an advantage in a physical conflict. [B]Always a Way Out: [/B]+2 on Burglary rolls made to create an advantage whenever trying to escape from a location. [/COLOR] [/COLOR][U][B] Adventure Seeds[/B][/U] What if a physicist at CERN tries to develop a way to tap into Azathoth as an energy source... What about Nyarlathotep playing politics for his own amusement, how are the Great Powers being manipulated and to what end? Genetic engineering certainly plays well with Lovecraft's concerns of racial purity. Could Deep Ones be created by engineering fish or frog DNA into people? Perhaps with the goal of using tissue regeneration to help reverse paralysis Or amputation? What about the Fungi from Yuggoth? They are an advanced life form completely alien to terrestrial biology, they can't even be photographed with a standard camera. What advances could they offer in the field of neuroscience? [I]If anyone has anything they'd like to add with respect to ANY aspect of this game, please do so! All input is welcome![/I] [/FONT][/SIZE] [/QUOTE]
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Ideas for Running FATE Core Cthulhu
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