Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Ideas for Running FATE Core Cthulhu
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RobShanti" data-source="post: 6208997" data-attributes="member: 82745"><p>Found these suggestions on <a href="http://blackdogofdoom.blogspot.com/2011/04/fate-of-cthulhu.html" target="_blank">Black Dog of Doom's blog</a>. Some stuff has been tweaked from Fudge to FATE Core:</p><p></p><p><strong>Sanity and Going Mad</strong></p><p></p><p>There is no Sanity statistic, but do not fear, characters will go mad! </p><p></p><p>Rather than tracking a figure for Sanity as the CoC system does, under FATE I suggest that you instead allow the characters to acquire negative aspects grouped under the heading of “Insanities”.</p><p></p><p>The Sanity test used under CoC system is paralleled under this modification to FATE. As already mentioned characters do not have a SAN statistic, but are under this system assumed to have a Sanity “skill” at the “Mediocre” level. If the characters come across a mutilated corpse or some such trivial horror they should make a die roll against a skill level of “Average”. if they successfully meet that challenge then the character does not suffer any ill effects. however if they fail... </p><p></p><p>If they meet a mythos beastie then the difficultly level level would be higher. Set the level as seems appropriate.</p><p></p><p>The CoC rules suggest that temporary insanity is often accompanied by a temporary phobia. Such a phobia can be tracked in this system as a negative Aspect, and rather than being temporary, they should be considered permanent. In CoC the rules suggest the phobia should be linked to the experience that created it and that should also apply under these rules. </p><p></p><p>As with standard Attributes phobias can be duplicated, so you could end up with something like the following :</p><p></p><p>Dendrophobia</p><p></p><p>Hydrophobia</p><p></p><p>Agrophobia</p><p></p><p>Do not limit Insanities to just phobias however, any number of other behaviours can be added to the character sheet under Insanities, for example:</p><p></p><p>Cannibalism</p><p></p><p>Obsessive hand washing</p><p></p><p>Psychopath</p><p></p><p>The player can ignore the aspect, considering the character to be overcoming any issues, until the aspect is invoked by the player or the GM.</p><p></p><p>This allows the player to continue playing with even the most insane PC, but the number of insane events that take place will increase. The compelling of such aspects means that the player will find that the restrictions imposed by the insanities, is balanced by the number of Fate points received. Remember, many people considered insane have achieved great things, so these additional Fate points will allow the character to shine!</p><p></p><p><strong>Mythos Tomes and Spells</strong></p><p></p><p>Reading Tomes</p><p></p><p>Mythos tomes often have spells within and the horrid truth about the nature of reality that can shake a persons sanity. Unlike in CoC, simply reading a Tome under these rules does not cause any Sanity loss or automatic spell gains.</p><p></p><p></p><p>The reading of such a Tome of uncommon lore requires effort and time. Depending on the books obscurity or value, set an appropriately difficult Static Challenge and limit the progress to perhaps one roll of the dice per game week.</p><p></p><p>Once a character has completed the challenge they gain one of the spells therein. They do not gain any Insanities at this point. Only when a spell is first successfully cast does it move from obscure theory to reality and its at this point the character should gain an appropriate Insanity. The GM on his own or in discussion with the player decide what the Insanity may be. Remember this only happens when the spell is first cast, not on each subsequent re casting.</p><p></p><p>Having read a Mythos Tome the character is eligible to select the “Cthulhu Mythos” skill during the next Advancement. Once gained this skill is treated as other skills and can only be advanced in the usual pyramid method. If the character has not read a Mythos Tome they may not select the skill during Advancement. The skill can only be improved if the character has read another Mythos Tome since the last Advancement.</p><p></p><p>Casting Spells</p><p></p><p>If a character has a spell it is listed on their character sheet in the same manner as an aspect (although not treated as an aspect).</p><p></p><p>Summon Mi Go</p><p></p><p>Invisibility</p><p></p><p>Summon Wind</p><p></p><p>To cast a spell the player spends a fate point, states they are casting the spell, has the character spend the appropriate time incanting/sacrificing, and rolls 4 fudge dice. A positive result indicates the spell is successful. </p><p></p><p>Once a spell is cast, tick it, as if it were an Aspect you had just used. That character may not cast that spell again until the next “refresh”, spells refresh at the same time as Aspects.</p></blockquote><p></p>
[QUOTE="RobShanti, post: 6208997, member: 82745"] Found these suggestions on [URL="http://blackdogofdoom.blogspot.com/2011/04/fate-of-cthulhu.html"]Black Dog of Doom's blog[/URL]. Some stuff has been tweaked from Fudge to FATE Core: [B]Sanity and Going Mad[/B] There is no Sanity statistic, but do not fear, characters will go mad! Rather than tracking a figure for Sanity as the CoC system does, under FATE I suggest that you instead allow the characters to acquire negative aspects grouped under the heading of “Insanities”. The Sanity test used under CoC system is paralleled under this modification to FATE. As already mentioned characters do not have a SAN statistic, but are under this system assumed to have a Sanity “skill” at the “Mediocre” level. If the characters come across a mutilated corpse or some such trivial horror they should make a die roll against a skill level of “Average”. if they successfully meet that challenge then the character does not suffer any ill effects. however if they fail... If they meet a mythos beastie then the difficultly level level would be higher. Set the level as seems appropriate. The CoC rules suggest that temporary insanity is often accompanied by a temporary phobia. Such a phobia can be tracked in this system as a negative Aspect, and rather than being temporary, they should be considered permanent. In CoC the rules suggest the phobia should be linked to the experience that created it and that should also apply under these rules. As with standard Attributes phobias can be duplicated, so you could end up with something like the following : Dendrophobia Hydrophobia Agrophobia Do not limit Insanities to just phobias however, any number of other behaviours can be added to the character sheet under Insanities, for example: Cannibalism Obsessive hand washing Psychopath The player can ignore the aspect, considering the character to be overcoming any issues, until the aspect is invoked by the player or the GM. This allows the player to continue playing with even the most insane PC, but the number of insane events that take place will increase. The compelling of such aspects means that the player will find that the restrictions imposed by the insanities, is balanced by the number of Fate points received. Remember, many people considered insane have achieved great things, so these additional Fate points will allow the character to shine! [B]Mythos Tomes and Spells[/B] Reading Tomes Mythos tomes often have spells within and the horrid truth about the nature of reality that can shake a persons sanity. Unlike in CoC, simply reading a Tome under these rules does not cause any Sanity loss or automatic spell gains. The reading of such a Tome of uncommon lore requires effort and time. Depending on the books obscurity or value, set an appropriately difficult Static Challenge and limit the progress to perhaps one roll of the dice per game week. Once a character has completed the challenge they gain one of the spells therein. They do not gain any Insanities at this point. Only when a spell is first successfully cast does it move from obscure theory to reality and its at this point the character should gain an appropriate Insanity. The GM on his own or in discussion with the player decide what the Insanity may be. Remember this only happens when the spell is first cast, not on each subsequent re casting. Having read a Mythos Tome the character is eligible to select the “Cthulhu Mythos” skill during the next Advancement. Once gained this skill is treated as other skills and can only be advanced in the usual pyramid method. If the character has not read a Mythos Tome they may not select the skill during Advancement. The skill can only be improved if the character has read another Mythos Tome since the last Advancement. Casting Spells If a character has a spell it is listed on their character sheet in the same manner as an aspect (although not treated as an aspect). Summon Mi Go Invisibility Summon Wind To cast a spell the player spends a fate point, states they are casting the spell, has the character spend the appropriate time incanting/sacrificing, and rolls 4 fudge dice. A positive result indicates the spell is successful. Once a spell is cast, tick it, as if it were an Aspect you had just used. That character may not cast that spell again until the next “refresh”, spells refresh at the same time as Aspects. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Ideas for Running FATE Core Cthulhu
Top