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THE CTHULHU HACK – developed by –

PAUL BALDOWSKI An ‘OSR’ First Edition Hack based on The Black Hack, developed by David Black

THANKS TO In no particular order – Fil Baldowski Simon Taylor, Richard August, John Clayton, David Black, Peter Regan, Chris McDowall, Graham Spearing, Freddie Foulds, the stalwart members of STURP, Jon Cronin, Graham Cowie, Roy Pittendreigh, plus anyone else who has endured my GMing over the last 35 years. And to H P Lovecraft, without whom I would not have any source material to draw on.

Published May 2016 Just Crunch Games http://www.justcrunch.com

WHAT’S THIS? The Cthulhu Hack is a traditional tabletop role-playing game, played with paper, pencils and dice, narrating an interactive story around a table with friends. The Cthulhu Hack is based on another game, the simple but utterly entertaining The Black Hack. What's that? Well, The Black Hack uses the Original 1970s Fantasy Role-playing Game as a base. But it adds and takes away ideas from the Original to come up with an elegantly modern game with a traditional flavor. The Cthulhu Hack takes the Hack as a base but looks to emulate games of insanity and investigation into Things Best Left Unknown. It supports tales of shock and wonder common to sordid dime store action stories of the 20s and 30s as seen through the lens of tabletop game-players. The Cthulhu Hack offers the system and mechanics to run exciting adventures using the tropes and creatures invented by H. P. Lovecraft and his collaborators, though with a splash more pulp than you might find in those stories.

THE CORE MECHANIC When a player decides her character does something that could result in death, harm or loss of control she resolves the outcome with a Save. In order to make a successful Save, the player must roll below a specific value with a twenty-sided die. Each player has a character they create, name and seek to develop through successful investigations of the esoteric and unknown. All other people that the character meets fall under the control of the GM, or Gamemaster – probably the person who decided to pick up this game in the first place. When GM controlled characters do something that will cause harm or threat, the player rolls a Save to avoid it. Antagonists don’t make Saves. Some GMs who have run other games might baulk at the idea of handing all control of the dice to the players, but it offers a refreshing opportunity to focus on the story. Much of the business of investigation requires you to describe situations and hand out clues, which needs a fair amount of prep and concentration. If dice matter that much to you, take consolation in the fact that when a player fails to roll a Save, you get to roll for damage.

DICE While we’re on the subject of dice, each player of The Cthulhu Hack will need at least one full set of dice, though you could get by with less. This ideally means all sizes of dice from a 4-sided dice (d4) to a twenty-sided dice (d20). Players will roll Saves on a twenty-sided die – a d20, but the game uses a resource mechanic - called the Usage D ie - that requires the other sized dice.

USAGE Many resources at the characters disposal have a D ie associated with them that determines their finite limit of use. Any ability, item or resource with a Usage D ie has a limited number of uses before it runs out. All such resources have a term ending with D ie – Am m o D ie, Flashlight D ie, or Sanity D ie. They all work the same. When using a Usage Die, any roll of a 1 or 2 represents the dwindling of that resource, whether it is ammunition or a character's sanity. Once this happens, the player's Usage Die for this resource is reduced to the Die size lower in the sequence, like this: d20 > d12 > d10 > d8 > d6 > d4

When you roll a 1 or 2 on a d4 the resource is expended and the character has no more of it left.

ADVANTAGE & DISADVANTAGE A GM may decide that a particular course of action or task has a higher or lower chance of success. For example, if an investigator tries to save herself by doing something true to her Occupation or she attacks a sleeping target, Advantage would be appropriate. In this instance, the player rolls an additional d20 for the Save and chooses the lowest result. Conversely, if an investigator places herself in danger by doing something utterly off-the-wall or she defends herself from an attack with an alarm clock while lying flat on their bed, D isadvantage would certainly apply. In this case, the GM will ask the player to roll an additional d20 and use the higher result.

CREATING A CHARACTER An investigator can be defined by her raw physical and mental abilities. In The Cthulhu Hack you measure these abilities with values called Saves. Saves determine how your character resists or overcomes the threat of harm.

Only a player controlled character needs to determine Saves; antagonists are simplified to a single H it D ie, which determines how powerful and resilient an opponent they are. They may also have one or more specific Special Abilities. Saves are generated with 3d6, rolling three 6-sided dice. These Saves cover the character’s potential in Strength (STR), D exterity (D EX), Constitution (CO N ), W isdom (W IS), Intelligence (IN T), and Charism a (CH A). If a player rolls a Save with a value of 15 or m ore the next must be rolled with 2d6 + 2. After that continue with 3d6 until the end or another 15+ is rolled. Once the player rolls all six, she can choose to swap two around. When faced with suffering or dealing harm, the GM states the Save needed, and may use the guide below. STR

DEX

CO N

Physical Harm that cannot be dodged.

Physical Harm that can be dodged.

Poison, Disease, Agony or Death.

W IS

IN T

CHA

Deception and Illusions.

Resisting Spells and Magic.

Charm effects or Glamour.

FLASHLIGHTS AND SMOKES Saves are about avoiding death, harm or the loss of control. On the other hand, Flashlights and Sm okes are about getting closer to the truth, with the hope that you won't get hurt or blow your cover. Both Smokes and Flashlights are resources with limits – so they each have a Usage D ie. If an investigator needs to spot, uncover, trip over, research, stumble, recall or otherwise discover something – that’s a Flashlight D ie. If they might overhear, carouse, interrogate, coerce, fast talk, bribe, claim common kinship or otherwise extract information through social connection or use of personal credit – that’s a Sm oke D ie. You break into an office at the docks and search the records. After searching for a minute you find out that Pharaoh Shipping had an odd cargo arrive at a small port and which didn't go through normal channels. In this instance, you roll your Flashlight D ie. If you get a 1 or 2, you drop the die size. You might try to search for more information - but when you drop to 1d4 and fail, you've run out of that resource. You can't search for clues anymore. Or maybe the Security Guy comes

around, his torchlight shining bright through the window of the office box room. Each use of Flashlights or Sm okes provides a substantive, but self-contained, clue. The clue comes before the roll, so even a failure will not leave the characters without options. Think of it in terms of a “Yes, and…” or a “Yes, but…” response to a character’s line of questioning. What happens when you run out of Flashlights or Sm okes? Does that mean you can’t investigate any more? Yes, but not permanently. You're tired. Vexed. Fatigued. Burned out. You ran your mouth off and brought the heat down. Flashlights and Sm okes recover at the end of an adventure, or a generous GM can replenish them sooner during a lengthy, multi-session adventures. For example, a character could recover a single step die of Sm okes by spending the evening in a seedy bar, playing cards in a gambling den or walking the back streets meeting with old contacts.

A character wishing to replenish a Flashlight die might spend time in the library of an academic institution in idle research, spend an evening cataloging stamps or find the time for some mindful meditation. If you want to play games with a strong investigative angle, similar to Lovecraft’s own stories, you will want characters with high dice values in both Flashlights and Sm okes. In this instance you will want to avoid the Bruiser Class (see below) and perhaps hire some nonplayer character support. If you plan on playing adventures with set piece fights or a balance between physical and cerebral activities, any Class should do. In adventures like this, the GM should moderate the focus allowing each character some time in the spotlight, with both physical and mental challenges.

CHOOSE A CLASS There are five character Classes from which players can choose: Scholar, Philanthropist, Adventurer, Ruffian and Bruiser. Class represents a division of people who share broadly similar occupations or skills. A Class determines: •

How much damage a character can soak up and deal out,

• • •

How sane the character is, What weapons they can use (without penalty), and How many Flashlights and Sm okes they start with.

It also determines certain Special Abilities and serves as a way to determine starting equipment and cash. A player can choose a Class that appeals to them or the GM can provide guidance. Each Class favors one or more Saves, and a player might be wise to choose the Class that benefits from their best Save values. After selecting a Class, check for Starting Gear (below). Either choose an Occupation or roll a d6. The table lists a weapon, some initial funds (based on a Charism a-based calculation) and starting possessions. Where an Occupation states Im provised, the character lacks a weapon in their standard equipment. A character causes damage using the die indicated right of the slash for Attack Damage, according to their Class.

STARTING GEAR CLASS Scholar

Philanthr opist

Adventurer

Ruffian

Bruiser

1

Astronomer Improvised, Star Map, Pocket Telescope, Colored String $ (CHA)

Alienist Improvised, Doctor’s Bag, Pocket Watch, Trepanning Tool $ (CHA)

Sleuth Walking Stick, Magnifying Glass, Meerschaum pipe, Distinctive Hat $ (CHA)

Charlatan Improvised, Doubleheaded coin, Fake ID, False Moustache $ (CHA)

Soldier Revolver, Medals, Discharge Papers, Whistle $ (CHA)

2

Professor Improvised, Chalk, Red Ball Pen, Textbook $ (CHA)

Nurse Scissors, Laudanum (bottle of), Bandages, Thermomet er $ (CHA/2)

Aristocrat Sword Cane, Fine Clothes, Signet Ring, Wisden Cricketer’s Almanac $ (CHA x 5)

Vagrant Knife, Small and Vicious Dog, Trenchcoat, Distinctive Smell $2

Bodyguard Baton or Knuckledusters, Sunglasses, Deck of Cards, Cigar & Zippo $ (CHA x 2)

3

Medium Improvised, Tarot Deck, Crystals, Headscarf $ (CHA)

Teacher Cane, Padded Tweed Jacket, Metal Rule, Confiscated Toy $ (CHA)

Archaeologist Trowel, Mystic Medallion, Anti-venom (bottle of), Brimmed hat $ (CHA)

Burglar Gravelfilled Sock, Lock Picks, Coil of Rope, Sack $ (CHA/2)

Sportsman Revolver, Water Canteen, Liniment, Stopwatch $ (CHA)

4

Librarian Knitting Needles, Yarn Balls, Date stamp, Ink Pad $ (CHA/2)

Clergyman The Bible, Hip Flask, Dog Collar, Key $ (CHA)

Dilettante Improvised, Gambling Stub, Kodak Brownie, Private Club Membership Card $ (CHA x 3)

Bondsman Cosh, Shackles, Jemmy, Creditor’s Note $ (CHA)

Circus Performer Weights, Leopard Skin Sash, Moustache Wax, Show Flyers $ (CHA/2)

5

Solicitor Improvised, Briefcase, Pince-nez, Letterwriting set $ (CHA x 3)

Occultist Silver Knife, Lucky Charm, Ornate Cane, Top Hat $ (CHA)

Engineer Yard Stick, Trade Tools, Plumb Bob, Slide Rule $ (CHA x 3)

Smuggler Revolver, Tide Tables, Radio, Codebook $ (CHA)

Private Eye Revolver, Trenchcoat, Trilby, String of Failed Affairs $ (CHA)

6

Linguist Improvised, Notebooks, Phrasebook, Flash Cards $ (CHA)

Doctor Improvised, Doctor’s Bag, Stethoscope, Car Keys $ (CHA x 3)

Tradesman Hammer, Trade Tools, Lunchbox, Flask of Tea $ (CHA)

Gravedigger Shovel, Lantern, Trenchcoat, Roll-ups $ (CHA/4)

Scout Leader Pocket Knife, Woggle, Compass, Merit badges $ (CHA)

HIT POINTS When you choose your Class you determine Starting H it Points by rolling a die and adding a modifier. Each character can suffer this amount of damage before they are taken Out of Action (OofA). When a character heals, the maximum recovered is equal to the Starting H it Points rolled. Any excess H P healed – due to magic or a Bruiser’s Special Features – are lost.

BRUISER Starting HP: d10 + 4 Hit Die (leveling up/resting): d10 Sanity Die: d8 Proficiency: Any and All Weapons Attack Damage: 1d8 / 1d6 Unarmed or Improvising Flashlights/Smokes: d4/d4

SPECIAL FEATURES • • •

Once per gaming hour, whilst in combat, a Bruiser can regain d8 lost HP. As part of their action a Bruiser can make 1 attack per level. Once per game session, a Bruiser can break a piece of equipment - narrating what happens - to avoid damage from a failed STR or D EX Save.

LEVELING UP • • •

Roll to see if attributes increase, roll twice for STR or DEX. Increase base Hit Points by rolling Hit Die. Every odd numbered level, step up the Usage Die for Flashlights or Sm okes. Check Gaining Levels for further information.

RUFFIAN Starting HP: 1d6 + 4 Hit Die (leveling up/resting): d6 Sanity Die: d8 Proficiency: All Light Melee Weapons, Pistols Attack Damage: 1d6 / 1d4 Unarmed or Improvising Flashlights/Smokes: d6/d10

SPECIAL FEATURES • •

Roll with Advantage when making a D EX Save to avoid damage or effects from traps and devices. Rolls with Advantage when attacking from behind or by surprise and deals 2d6 / 2d4 + the Ruffian's level damage.

LEVELING UP • • •

Roll to see if attributes increase, roll twice for DEX or WIS. Increase base Hit Points by rolling Hit Die. Every odd numbered level, step up the Usage Die for Flashlights or Sm okes. Check Gaining Levels for further information.

ADVENTURER Starting HP: 1d8 + 4 Hit Die (leveling up/resting): d8 Sanity Die: d8 Proficiency: All Light Melee Weapons, Unarmed, Pistols, Rifles Attack Damage 1d6 / 1d4 Unarmed or Improvising Flashlights/Smokes: d8/d6

SPECIAL FEATURES •



Rolls with Advantage when making a CO N Save to avoid damage from poison, drugs, alcohol or the effects of paralysis. Once per game session, an Adventurer can apply powers of deduction and reasoning to reach an apposite conclusion - and require the GM to provide a hint to the next best step.

LEVELING UP • • •

Roll to see if attributes increase, roll twice for CON or INT. Increase base Hit Points by rolling Hit Die. Every odd numbered level, step up the Usage Die for Flashlights or Smokes. Check Gaining Levels for further information.

PHILANTHROPIST Starting HP: 1d8 + 4 Hit Die (leveling up/resting): d8 Sanity Die: d10 Proficiency: All Light Melee Weapons, Unarmed Attack Damage: 1d6 / 1 Unarmed or Improvising Flashlights/Smokes: d6/d10

SPECIAL FEATURES •



Roll with Advantage when make a W IS Save to overcome acts of deception, mind control or possession by alien influence. Once per gaming hour, outside combat, a Philanthropist can heal another character d6 lost Hit Points.

LEVELING UP • • •

Roll to see if attributes increase, roll twice for CHA or WIS. Increase base Hit Points by rolling Hit Die. Every odd numbered level, step up the Usage Die for Flashlights or Sm okes. Check Gaining Levels for further information.

SCHOLAR Starting HP: 1d4 + 4 Hit Die (leveling up/resting): d4 Sanity Die: d8 Proficiency: None Attack Damage: 1d4 / 1 Unarmed or Improvising Flashlights/Smokes: d8/d12 or d10/d10 or d12/d8

SPECIAL FEATURES •



Roll with Advantage when making an IN T or CH A Save to avoid harm from the effects of spells or magical devices. Once per game session, a Scholar can improvise a solution to a situation or challenge using available devices, tools, and uncommon lore.

LEVELING UP • • •

Roll to see if attributes increase, roll twice for INT or WIS. Increase base Hit Points by rolling Hit Die. Every odd numbered level, step up the Usage Die for Flashlights or Sm okes. Check Gaining Levels for further information.

WEALTH The Cthulhu Hack doesn’t abstract wealth into a Usage D ie or a Save. If you need something you have to work for it, or, at least, rough up some poor local in the alley behind the nearest dive bar after a failed game of cards or dice. Who wants to roll 1d20 against Save when you can be punching seven shades of dollar bill out of some low life behind a dumpster? All Occupations have a small amount of money in hand based on the character’s Charisma (CHA). The game assumes the characters, like so many of Lovecraft’s protagonists, live in the United States. If you start the characters in another country, switch the $ for local currency. If a character needs a piece of equipment, take a modern equivalent and divide the cost by 50. That won't be accurate, but it'll be close. A pint of beer should be only a penny or two, while a dozen eggs would be more - but prices have varied and inflated so wildly that it would be onerous and not fun at all to worry about it.

EQUIPMENT The following list is short and incomplete. Refer to the advice above where improvising prices.

ITEM

COST

USAGE DIE

NOTES (inc. adjust for quality)

Party Dress

$15

-

Basic, half

Tailored Suit

$25

-

Basic, half

Trench Knife

$5

-

-

Camp Axe

$30

-

-

Hunter’s Bag

$15

-

Carry +2 extra

Radio Receiver

$85

d8

Usage for components

Camping Kit

$25

-

Tent, bedroll, stove

Camera

$5

d6

Usage for flash, exposures

Binoculars

$10

-

-

Locksmith’s Tools

$25

d8

Usage for wear and tear

Air travel (internal)

15¢/ mile

-

Including taxi to and from airfield

Motorcycle

$150

-

Quadruple, more speed

Car

$800

-

Double, more room; quadruple, more speed; octuple, more elegance

ENCUMBRANCE Most of the time what a character can carry won’t matter, as they can keep most possessions in a hotel or apartment. However, if your investigators go on a long expedition or go out on a raid, bulk and weight matter quite a bit. A character can carry a number of Item s equal to their STR with no issues. Roughly speaking you can pick up an Item comfortably in one hand. Carrying more means they are encumbered and characters make all Saves with D isadvantage. They also only ever move to somewhere N earby each Turn (see M ovem ent & D istance). A character can never carry more than double their STR.

GUNS & AMMO Some occupations start with a gun, while others will need to visit a gun shop or secure one from family heirlooms of the World War. Rules on using them come later, but Usage relates to both ammo and maintenance. TYPE

COST

USAGE DIE

RANGE

NOTES

Revolver

$15

d6

Nearby

None

Pistol

$30

d8

Nearby

None

Rifle

$50

d8

FarAway

Distant with tripod

Shotgun

$75

d6

Nearby

-2 to hit, +2 to damage

ARMOR & COVER Armor isn’t at all common in civilian life in the modern era, excepting extreme situations or roles in military confrontation. As a result, a character wanting to avoid damage should, first and foremost, avoid getting into fights. Failing that, finding some solid cover will offer some limited protection. See Fighting & D efense for more on Cover.

PLAYERS TURN When faced with threat, harm or outright fisticuffs, the speed of the game changes. When finer detail matters and player’s need to roll Saves, you should start to deal with time in a more regimented fashion.

TIME & TURNS There are two important types of tracked time M om ents (rounds) and M inutes (turns). M om ents are used during combat and fast paced scenes of danger and M inutes are used when exploring or investigating.

Another type of time, not strictly tracked, is the Scene. A Scene usually covers the period of time it takes for the characters to resolve a challenge or best an opponent. They may also move from one location to a different, or new, one. The GM can keep the definition intentionally loose, but should indicate when a Scene ends and a new one begins.

MOVEMENT & DISTANCE Rather than track precise distance, The Cthulhu Hack uses 4 abstract ranges: Close, N earby, Far Aw ay and D istant. In a M om ent, a character can move somewhere N earby as well as complete another action, like an attack or a quick search. A character can forgo their action and move somewhere Far Aw ay instead – which takes a whole M om ent. Anything beyond that is D istant – and will take two whole M om ents to reach. The Cthulhu Hack is designed to support a ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. However, for some yards, feet and inches make all the difference. For converting existing movement rates or measures (from other games or adventures) use this guide:

CLO SE

NEARBY

FAR AWAY

DISTANT

0 - 5ft

5 - 60ft

60 - 120ft

120ft+

INITIATIVE When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character rolls their D EX Save; those that succeed take their turn before their opponents. The opponents then act as a group - deciding their own order for actions before those whose Save failed can act, last.

FIGHTING & DEFENSE When a character attacks a creature they must roll a STR Save for a M elee Attack or a D EX Save for a Ranged Attack. Likewise, when a creature attacks, the character must roll a STR Save against a Melee Attack and a D EX Save against a Ranged Attack to avoid taking damage. For unusual attacks, the GM will make the call – like a W IS Save might resist an attack on the mind. The damage an attack deals is based on the character’s Class or an Antagonist’s H it D ie (H D ).

To make a M elee Attack an opponent must be Close. Ranged Attacks against Close opponents are possible, but the attacker suffers D isadvantage. Antagonists deal damage based on their H it D ie or their Special Ability (refer to the table below). If you’re using an adventure module that lists specific D am age feel free to use that instead – but refer to the table for comparison and adjust accordingly. ANTAGONIST HD

DAMAGE (QUICK RESULT)

1

d4 (2)

2

d6 (3)

3

2d4 (4)

4

d10 (5)

5

d12 (6)

6

d6 + d8 (7)

7

2d8 (8)

8

3d6 (9)

9

2d10 (10)

10

d10 + d12 (11)

FIREARMS A character using a firearm will generally attack with a single effective shot. Unless the character’s Occupation lists Pistols, Rifles, or All Weapons, combat Tests have D isadvantage. All characters can fire multiple ineffective shots from a firearm over the course of a M om ent (or a M inute), but only the Bruiser C lass can use multiple attacks to take advantage of these for damage. For anyone else, multiple shots cause noise (which might frighten animals or innocents), have the potential to cause distraction, but also waste ammunition.

WEAPON TRAINING When using a weapon not listed in their character’s Class Proficiency description, all fighting Saves have D isadvantage, whether offensive or defensive.

CRITICAL DAMAGE If a player making an attack rolls a 1, they double the result of the damage dice they roll. If they roll a 20 when avoiding an attack, they take double damage. Arm or Points apply as normal.

ARMOR POINTS When an investigator uses cover to avoid harm from weapons, it provides protection by reducing all incoming damage. A character with at least half their body covered, even if that means lying down, has Advantage when defending. Some creatures have natural armor, in the form of rubbery skin or think carapaces that do the same. Each type will reduce damage by a limited amount. Anyone wearing armor recovers diminished Arm or Points completely at the end of each battle. Creatures have one Arm or Point for every H D above 1. To figure this out quickly, subtract 1 from their H D . Creatures Arm or Points max out at 10.

DEATH & DYING When a character is reduced to zero H it Points they are taken Out of Action (O ofA). Once out of danger, a character in this state must roll on the Out of Action table. If they survive they gain 1d4 HP. If the characters lose the fight or are unable to recover the body of the character, they are lost forever!

OUT OF ACTION

1 2 3 4 5 6

KO’d - Just knocked out. Fat H ead - Disadvantage on all Tests for the next hour. Cracked Bones – STR, DEX and CON are temporarily reduced by -2 for the next day. Crippled - STR or DEX is permanently reduced by 2 D isfigured - CHA reduced to 4. D ead - Not alive anymore.

SANITY Sanity represents a character’s grip on reality and their senses. A character can never have a higher Sanity D ie than the one they start with and will certainly risk their Sanity on a regular basis. When confronted by situations likely to dehumanize or loosen the character’s sense of the real, roll the die. If the roll is 1-2 then the Usage D ie is downgraded to the next lower die in the standard chain (see Usage D ie, above). Make a Sanity Test when: ! ! !

A stranger attacks without reason or explanation, whether to injure or kill A friend or family member attacks you without reason or explanation, whether to injure or kill You suffer traumatic personal injury or an accident

! ! ! ! ! ! !

You witness the death of a stranger You receive news of the death of a close friend or family member You witness the death of a close friend or family member You witness a supernatural or technological event that defies explanation You encounter a supernatural or alien being or a sentient mechanical construct You discover a dismembered body You witness a particularly gruesome or bestial assault

When the Sanity Usage D ie downgrades, the character experiences a moment of temporary insanity. Roll 1d6 to determine the effects, which persist for the remainder of the Scene – or the GM may extend them into the beginning of the next. TEMPORARY INSANITY 1 Am nesia. The character forgets a significant event, location or individual, possibly unconnected with the source of the madness - or simply connected in a tangential and subliminal way. All references to the thing draw a blank. Indeed, repeated references likely draw emotive outbursts. 2 Blackout. The character passes out or goes rigid and unresponsive. The character has no awareness of anything that happens during this blackout and

3

4

5

6

cannot account for the period. Under stress (any potential loss of sanity) for the next scene, the character must Test CON or blackout again. Paranoia. The character trusts nothing and no one. Anything and everything certainly has an agenda at odds with the wellbeing and fortune of the character. The smallest action or word holds hidden meaning trust no one and stay sharp for treachery. H ysteria. The character devolves into a tumult of screaming, thrashing hysterics, unable to acknowledge what they have seen. The character takes d4 damage, as does anyone or anything at N earby range. This lasts for a M inute, after which the character Blacks Out (treat as OofA). Paralysis. The character freezes, utterly gripped by fear and bewilderment. They cannot move of their own accord for a Minute. Other characters can attempt to carry them or drag them, but they’re deadweight until they recover – which requires a successful CON Test. D elusions. The character cannot make sense of the world nor rely on what she knows. She questions everything and likely believes things others cannot see, understand or agree with.

When you roll a 1-2 on a d4 Sanity Usage D ie the character has gone permanently insane. In this circumstance, you will have to say farewell to your character and create a new one.

With the agreement of the GM, you may complete a final emotive scene, but that scene should not serve as a deus ex machina intervention into a difficult plot line or situation. No derailing the plot in your final moments when you’ve allowed your character to nose-dive over the precipice of sanity.

HEALING Characters generally regain Hit Points from Resting – though other Special Abilities or even Spells might help. A character can never gain more than their maximum and can never go below zero either. When healing a character that is O ut of Action, just start at zero and count up; that character is now back on their feet and no longer OofA.

RESTING Daily, after a rest, a player may roll their character’s Class H it D ie and regain that many H it Points. Sanity recovers more slowly. A character that did not lose all their Sanity can recover one Die step as a result of a full week of rest, with d4 weeks necessary per Die step thereafter. A character reduced to d4 would rise to d6 after a week, and d8 after up to a month. Similar to Sm okes and Flashlights, a GM might let a character engage in special activities to regain an extra die.

A character that lost all Sanity will require lengthy treatment in a sanitarium. The player and GM will need to confer over whether they wish to have the character return or simply roll a new one.

ANTAGONISTS Investigators are not alone in their interests and others seeking the truth of the unknown or absolute power will seek to oppose them at every step. From cultists and mad men to animals and monsters, the same basic rules apply.

ANTAGONIST HIT DIE H it D ice represents an antagonist's level and the number of d8 the GM rolls to determine its H it Points. When generating more than one opponent a GM can use the same value for all similar creatures or roll individual H it Points for each. Creatures with high HD are considered more Pow erful Opponents, hitting hard and taking more damage to disable or kill.

POWERFUL OPPONENTS For every H D above the character’s level, add +1 to every roll the player makes for any Save that would determine the outcome of a conflict between them and an NPC.

A level 3 character defending against the melee attacks of a HD 5 monster would add 2 to their roll when attempting their STR Save.

ANTAGONIST REACTIONS Some antagonists will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a Reaction roll on a d8 using the following table: ROLL 1 2 3 4 5 6 7 8

REACTION Flee then roll again. Avoid the PCs entirely. Trade with PCs. Give the PCs aid. Mistake the PCs for friends. Trick the PCs (roll again) Call for Reinforcements. Capture/Kill/Eat the PCs.

CREATURES & THE MYTHOS CREATURE

HD

ACTIONS AND SPECIALS

Byakhee

4

2 claws (1d4) + bite (1d3). If both claws hit, additional rend (1d6). Flying.

Crocodile

3

Bite (1d3) + tail slap (1d3). D isadvantage to avoid their attacks while in the water. Amphibious.

Deep One

2

2 claws (1d3). Rugous armor 3. D isadvantage to avoid their attacks while in the water. Amphibious.

Dog / Giant Rat

1

Cannot gain Advantage when attempting to surprise a Dog / Giant Rat.

Elder Thing

6

3 clusters of tentacles (1d4). If two hit the same target, additional rend (2d4). Can cast 1d4 1st level spells and 1d2 2nd level. Flying. Amphibious.

Great Race of Yith

9

Lightning gun (1d6, 1d8 Usage). Possess form, D isadvantage in D EX Saves. Can cast 1d3 1st level spells. Time travel.

Invisible Fiend

8

While unaware of location all attacks fail. D isadvantage on attack rolls and defense rolls while invisible but located.

Mi-Go

3

Mist projector (1d12, cold, 1d8 Usage) targets up to D istant range. Can cast 1d3 1st level spells. Flying.

Nightgaunt

5

STR Save to avoid Nightgaunts clutches; CO N Save thereafter else unable to act. Will drop anyone who struggles too much, causing 1d6 damage per moment since hold achieved. Flying

Shoggoth

12

Tekeli-li! Amorphous crush 1d4+2 nearby targets (3d12) D EX Save for half damage. Tekeli-li! Take minimum damage from all weapons. Tekeli-li! Immunity to all elemental attacks. Tekeli-li! Amphibious.

Troglodyte

2

2 claws (1d3). Stinking presence means CO N Save or all STR and D EX Saves are rolled at D isadvantage

Vampire

6

W IS Save or paralyzed with fear. 1d6 damage next moment after attack. Half damage from

non-magic weapons. A person killed by a Vampire will become a Vampire in 1d6 minutes. Change form in a moment, to bat, wolf or dog. Flying, when in bat form. Both the M i-Go and The Great Race carry ranged weapons with an unsettling alien appearance, strewn with nodules and weird flesh-like flaps. Any antagonist might pick up and use one, with a 50-50 chance of success – roll 1 or 2 on d4. Both weapons have a Usage D ie of d8.

RANDOM ENCOUNTERS While investigations in the 1920s or 1930s differ substantively from dungeon-crawling that isn’t to say that there’s no place for Random Encounters. The GM has the option to roll a d6 every 15 minutes of real world play (you are paying attention, right?). If he rolls a result of 1 or 2 the players will experience some sort of encounter, unexpected problem or similar undesirable diversion.

EXPERIENCE Investigators learn through defeating and overcoming obstacles and challenges. Killing one tattooed Cultist

won’t bring anyone to a shattering revelation of the true nature of the universe. Surviving an encounter with a Deep One or preventing a sinister plot to steal the Necronomicon and living to tell the tale are the things that bring perspective and growth. For every self-contained investigation / adventure the character survives, they gain a level.

GAINING LEVELS When a character levels up: • •



Their maximum Hit Points increase by rolling the Hit Die for their Class. The player should roll a d20 for each Save. If the result is higher than the current score that Save increases by 1. Each Class will have preferred Saves to which special rules apply, usually the option to pick one Save and roll for increase with Advantage. Every odd level (3rd, 5th, etc.), increase the Usage Die for either Flashlights or Sm okes by one step, up to a maximum of d12. If a character already has d12, they can use an increase to gain Advantage with this resource once per adventure. Draw a box near the resource and tick it off when you’ve used up this Advantage for that adventure.

SPELLCASTING The weird machinations of the Mythos manifest their abilities to warp and rend reality as something akin to spells. Mythos magic crops up in ancient dusty tomes, scrolls rendered from flayed human flesh and tablets of oily green stone. Any character can choose to learn a single spell – but only a Scholar or Philanthropist can handle more than one – either can learn and recall a number equal to Level / 2. Successfully learning a spell requires an IN T Save and takes a number of weeks – or a number of months if failed – equal to the Spells level. Each Spell a character knows also costs them the permanent loss of a Sanity Usage D ie. A character can never unlearn a Spell once learned and can never choose to learn another if that would reduce them below a d4 U sage D ie.

MYTHOS SPELLS 1

Charm of the Great Deceiver: Roll Sanity, Advantage on next Save against any human protagonist. Decay: Causes all food and drink Nearby to perish or become nauseating. Starry W ard: Gain 2 Armor Points / level for a

M inute. Sleep: Forces 4d6 HD of creatures (or a character up to 4th Level) to INT Save or sleep for 2d4 hours.

2

Call the Void: Create a sphere of absolute darkness around a spot or object, extending to Nearby. Lasts for an hour. Enchantment of Ephraim : Silence a Nearby target. Empowers caster to speak with their voice. Lasts for an hour. Gaze of the Three-Lobed Eye: Traps a Nearby area, stopping movement. Test W IS/hr to see if the effect lasts. The Voorish Sign: Tell whether a particular action will be a good or bad idea with a cryptic glimpse of possible futures (GM must respond as honestly as possible).

3

W rath of the Old Ones: 1d6 Nearby creatures take 1d6 damage per caster level. Puppet of the Pharaoh: Create an utterly dependent zombie from an intact corpse. 2HD max. Powder of Ibn-Ghazi: See anything invisible Nearby. Lasts for 1 M inute. Part the Veil: Ask a nearby corpse 3 questions.

4

Derange: 2d6 Nearby targets immediately make a Reaction roll. The Touch of the Silver Key: Teleport a target to a random Distant location. Roll d8 to determine direction and 1d100+100 for distance (in feet). Loathing: 2d3 Nearby targets suffer Disadvantage on all Saves. Lasts for 1 M inute.

5

Elder Sign: Freeze a single monster in place, unable to act or move. Each turn roll 1d6, 1 or 2 the creature breaks the ward. Reanimation: Restore a deceased character to life. The dead must have been gone for a period no greater than (caster’s level) in days. Reduce all Saves by 1 point. Teleportation: Transport a Nearby target to any space known by the caster with an angle sharper than 120°.

6

Invisible Stalker: Summons an extradimensional monster to perform one task, including, if wished, the hunting of a meticulously specified target. From Beyond: Summon 2d4 semi-corporeal, hungry entities (Flying, 1HD each) with simple intelligence and simpler drives. Lasts for 10 mins. Soul Incision: Acquire the physical form of any creature, while retaining intellectual capacity. Advantage on all physical Saves and Armor Points + 4. Lasts for 1 hour.

7

M aw of Yog-Sothoth: Stops time completely in a Nearby area. Lasts for 1d4+1 M oments. Call Byakhee: Summons a servitor to recover a Distant object or person. Footfalls of the Old Ones: W IS Save for all Nearby creatures, passes are taken OofA.

MYTHOS 101 For those unfamiliar with the specifics of Lovecraft and his stories, he was an author first and foremost. He had no grand plan or wider intentions beyond writing his stories and having them published. Only later has the structure of the Mythos become a thing, with the intervention of others and the mechanical interface of role-playing. The more nebulous and alien your take on Lovecraft the better. In running games with a Lovecraftian edge, you should favor the drama and the inimical forces at work. The Cthulhu Hack presents many minor entities and creatures because those they worship simply defy direct understanding or contact. They shift in alien ways through non-Euclidean dimensions. When glimpsed they shred the human mind by occupying a space in thought and existence at odds with the individual’s ability to comprehend. Lovecraft had half a dozen greater entities at work with their own mass of worshippers and servitors, none of which comfortably fit into standard creature categories. When running The Cthulhu Hack you can get away with presenting the setting without absolute consistency or true comprehension; Lovecraft never did. Vary the form and action of every antagonist. If you picked a hundred people off the street right now and categorized them,

you would probably end up with dozens of potential groupings, none particular, even, or absolute. Why should creatures of the Lovecraftian pantheon be anything different? At the top of the scale you have Azathoth and YogSothoth, cosmic entities that conform to concepts and are beyond mere description. If it makes it easier imagine Azathoth as a chaotic mess of strange angles and synesthetic feedback at the dark and twisted centre of the universe, and Yog-Sothoth as an existential foam smeared between and across the dimensions beyond our own. Shub-N iggurath is either their mother or one of their wives, though neither description matters. Undulating and hideously copious in her presence, she births impossible young who feed upon her and upon reality itself, before being folded back into her endless fecundity. In inappropriately human terms, N yarlathotep fits the role of a trickster, like Loki or Set, as well as a messenger. Humanity’s sense of free will means nothing to those who worship the Black Pharaoh in pursuit of power or, however unwisely, love. Nyarlathotep has a plan or, perhaps, the plan has Nyarlathotep; whatever the relationship, it constantly interferes in the activities

of others, from the court of Azathoth down to the desperate schemes of mere mortals. These Old Ones interact with mortals in the same way that storms or black holes do - their existence impacts humanity as a peripheral aftershock of their passing. The Old Ones writhe, blind and mindless, somewhere out in the trackless void between worlds. Those who choose to worship them tend to layer their own beliefs and desires around the purpose of their existence - guided, in part, by their greater priesthood. Like the head of a mortal religion, Cthulhu functions as both a priest and preacher of the Old Ones, as a focus of veneration himself. Communicating through fevered dreams and prophetic nightmare, Cthulhu lies sleeping, possibly somewhere beneath the Pacific Ocean, in the impossibly twisted city of R’lyeh, waiting for the stars to come right.

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