Cthulhu Dark - Rules.pdf

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Cthulhu
Dark
a rules-light system
For loveCraFtian horror
graham Walmsley
layout by brennen reeCe
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Cthulhu Dark
your investigator
insanity
Your Insanity starts at 1.
.
Choose a name and occupation. Describe your Investigator.
Take a green Insanity Die.
When you see something disturbing, roll your Insanity die.
If you get higher than your Insanity, add 1 to your Insanity
and roleplay your fear.
Doing things
To know how well you do at something, roll:
One die if the task is
within human capabilities.
One die if it’s
within your occupational expertise.
Your Insanity die, if you
will risk your sanity to succeed.
If your Insanity die rolls higher than any other die, make
an Insanity roll, as above.
Then your highest die shows how well you do. On a 1, you
barely succeed. On a 6, you do brilliantly.
For example: you’re escaping from the window of an
Innsmouth hotel. On a 1, you crash on an adjoining roof,
attracting the attention of everyone around. On a 4, you land
quietly on the roof, but leave traces for pursuers to follow.
On a 6, you escape quietly, while your pursers continue
searching the hotel.
When you investigate, the highest die shows how much
information you get. On a 1, you get the bare minimum:
if you need information to proceed with the scenario, you
get it, but that’s all you get. On a 4, you get whatever a
competent investigator would discover. On a 5, you discover
everything humanly possible. And, on a 6, you may glimpse
beyond human knowledge (and probably make an Insanity
roll).
For example: you’re investigating your great-uncle’s
manuscripts. On a 1, you find the address “7 Thomas Street”
(the next location in the scenario). On a 6, you find that, from
February 28 to April 2, many townspeople had dreams of
gigantic nameless creatures. Simultaneously, a Californian
theosophist colony donned robes for a “glorious fulfilment”,
The dreamers included Mr Wilcox of 7 Thomas Street.
Failing
If someone thinks it would more interesting if you failed,
they describe how you might fail and roll a die. (They can’t
do this if you’re investigating and you
must
succeed for the
scenario to proceed).
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If their die rolls higher than your highest die, you fail, in
the way they described. If not, you succeed as before, with
your highest die showing how well you succeed.
Returning to the example above: you’re escaping from the
hotel window. This time, someone thinks it would be more
interesting if your pursuers caught you. When you both roll,
they get the higher die. You are caught.
rerolling
If you included your Insanity die in the roll and you’re not
happy with the result, you may reroll (all the dice). If you
didn’t include your Insanity die before, you may add it now
and reroll.
Afterwards, look at the new result. As before, the highest
die shows how well you do.
If your Insanity Die rolls higher than any other die, make an
Insanity roll, even if you made one after your previous roll.
Co-operating anD Competing
To cooperate: everyone who is cooperating rolls their dice.
The highest die, rolled by anyone, determines the outcome.
To compete: everyone who is competing rolls their dice.
Whoever gets highest wins. If it’s a tie, the person with
highest Insanity wins. If Insanity is tied, reroll.
As before, if your Insanity die rolls higher than any other
die you roll, make an Insanity roll. And, if anyone is not
happy with their roll, they may reroll, using the rules above.
suppressing knoWleDge
When your Insanity reaches 5, you may now reduce it by
suppressing Mythos knowledge:
for example, burning
books, stopping rituals, destroying yourself or impeding
investigation.
Each time you do this, roll your Insanity Die. If you get
less
than your current Insanity,
decrease
your Insanity by
1. And you may continue suppressing Mythos knowledge
when your Insanity drops below 5.
going insane
When your Insanity reaches 6, you go incurably insane. This
is a special moment: everyone focusses on your character’s
last moments as their mind breaks. Go out however you
want: fight, scream, run or collapse.
Afterwards, either make a new character or continue
playing, madly, but retire the character as soon as you can.
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other ClariFiCations
If you fight any creature you meet, you will die. Thus,
in these core rules, there are no combat rules or health
levels. Instead, roll to hide or escape.
Things within human capabilities include: picking locks,
finding Ry’leh, deciphering carvings, remembering
something, spotting something concealed, rationalising
something horrific.
Things outside human capabilities include: casting spells,
understanding hidden meaning, doing things in dreams.
You can try such things if you have the opportunity: for
example, if you sense patterns, you can try to follow
them. However, you won’t get the “within human
capabilities” die, and might just roll your Insanity die.
A high success never short-circuits the investigation:
That is, it never takes you to the end of the scenario,
skipping everything in between. Thus, in the example
above: even if you rolled a 6 while searching your great-
uncle’s personal effects, you would not find the co-
ordinates of Ry’leh, where Cthulhu sleeps.
When you make an Insanity Roll and succeed, getting
your Insanity or lower, this means you
keep it together,
not that
you are fine.
When you fail, getting higher than
your Insanity, you fail to keep it together.
To play without a character sheet, use your Insanity Die
to keep track of your Insanity, by keeping its highest
face turned to your current Insanity.
unansWereD questions
Who decides when to roll Insanity? Who decides when
it’s interesting to know how well you do something? Who
decides when something disturbs your PC? Who decides
whether you might fail?
Decide the answers with your group. Make reasonable
assumptions. For example, some groups will let the Keeper
decide everything. Others will share the decisions.
These rules are designed to play prewritten scenarios, run
by a Keeper. If you try improvising scenarios or playing
without a Keeper, let me know.
Finally
If you write Cthulhu scenarios and you’d like to turn them
into standalone products, by including Cthulhu Dark free
of charge, email me at graham@thievesoftime.com.
Let me know how these rules work for you. My email is
graham@thievesoftime.com. On www.thievesoftime.com,
you’ll find more Cthulhu Dark rules.
© Graham Walmsley 2010
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