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Leagues of Cthulhu: Codicil PDF

198 Pages·2020·17.939 MB·English
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l C eagues of thulhu C odiCil M . P “W ” W -W by r aul iggy ade illiaMs C : a b , K r , V V ontributors nthony oyd en iChter itas arnas l e : a b ead ditor nthony oyd g d : r e raphiC esign obin lliott t : P W -W ypesetting aul ade illiaMs C i : M s over llustration iChael yrigos i i : a P nterior llustrations ndy aCiorek u r s d : J C biquity ules ysteM esign eff oMbos WWW.tripleaCegaMes.CoM First Published 2019 xxxxxxx 1 3 5 7 9 10 8 6 4 2 Printed in the USA This game uses the Ubiquity Roleplaying System, developed by Exile Game Studio (www. exilegames.com). Ubiquity Roleplaying System, Exile Game Studio, and all associated logos and trademarks are copyright, Exile Game Studio, LLC. Used with permission. ©2019 Triple Ace Games. Leagues of Cthulhu and all related marks and logos are trademarks of Triple Ace Games. All Rights Reserved. C C odiCil ontents Chapter One: CharaCters....................................................... 3 n s .......................................................................... 3 ew kill n t ...................................................................... 3 ew alents n l ...................................................................... 4 ew eagues w s .................................................................... 5 eird CienCe n F ......................................................................... 6 ew laws C F ............................................................... 6 OrruptiOn laws C t : M & M ....................................... 7 hapter wO agiC anusCripts r .............................................................................. 7 ituals F ........................................................................... 9 OrMulae e B ................................................................. 9 ldritCh OOks e r ................................................................ 21 ldritCh eliCs C t : w d d ............................... 31 hapter hree here arkness wells a .............................................................................. 31 FriCa t a .................................................................... 34 he MeriCas a ................................................................................. 43 sia e ............................................................................. 52 urOpe O F .................................................................... 64 Cean lOOr O w ................................................................. 65 ther Orlds C F : g , M , C ...................... 67 hapter Our Ods Onsters and ultists l g ..................................................................... 67 esser Ods h .......................................................................... 68 OrrOrs M B ............................................................... 75 undane easts C ............................................................................... 76 ults n p ............................................................ 111 OtaBle ersOns C F : h M ................................... 117 hapter ive andling the ythOs C s : t M t ............................. 123 hapter ix he ythOs thrOugh iMe h ....................................................................... 127 uManity C s : a s ........................................ 129 hapter even dventure eeds C e : C .......................................................... 133 hapter ight ats 2 C o : hapter ne C haraCters n t eW alents “There are black zones of shadow close to our daily paths, and now and then some evil soul breaks a passage through. When this hap- pens the man who knows must strike before bloodline: leblanC reckoning the consequences.” —H. P. Lovecraft, The Thing on the Doorstep Unique; Only available at character cre- ation This chapter details a new options for char- Prerequisites: None acters investigating the Mythos. The ancestors of the LeBlanc family were members of the Royal House of Blois, fought alongside William the Conqueror in 1066, and n s eW kill served as Masters of France with the Knights Templar. Of course, not every LeBlanc went on to become notable—many slid down the social hobby ladder as time passed. The character’s branch of the family has long been engaged in politics. Specialized Skill Members of the family settled in Canada in the Base Attribute: Intelligence 17th century and in the United States during For game purposes, hobbies mostly cover the 18th century. the collection and study of certain objects. Prac- Benefit: The globetrotter begins play titioners can appraise, categorize, and where with Con 0 and Diplomacy 0 and Contacts 1 applicable date objects in their field of interest. (Politics). These are in addition to the regular Your character must focus on a specific four 0-level Skills and two 0-level Resources all discipline: characters receive. * Cartography: The collection, study, and Normal: Your character receives no addi- making of maps and atlases tional free Skills or Resources. * Faleristics: The collection and study of medals and decorations bloodline: northaM * Fossil Collecting: The collection and study of fossils Unique; Only available at character cre- * Genealogy: The study and tracing of fam- ation ily trees Prerequisites: None * Numismatics: The collection and study of Able to trace their ancestral line back to the coins, paper money, and other forms of cur- Roman occupation of Britain, at least accord- rency ing to family lore, the Northams have been 3 C C thulhu odiCil aristocrats since the first Baron Northam was be protected from the truth, even if it means invested by King Edward III of England. destroying reputations or having those who Their ancestral seat, supposedly built from speak publicly of the Mythos committed to blocks taken from Hadrian’s Wall, is located on asylums for the rest of their lives. As the Club the wild Yorkshire coast. motto reads, “All for the greater good.” Benefit: The globetrotter begins play with The Elder Club only accepts members with Diplomacy 0 and Intimidation 0 due his aristo- sufficient position or status to keep the truth cratic bearing and Status 1 (Gentry). These are concealed. Among its members one can find in addition to the regular four 0-level Skills and senior police and military officers, alienists, two 0-level Resources all characters receive. politicians, academics, and even editors of Normal: Your character receives no addi- major newspapers. Junior members (Rank 2 tional free Skills or Resources. or lower) wear a silver ring embossed with an Elder Sign. Senior members sport a gold ring bloodline: Van der heyl with the same design. Starting Skill List: Pick two from Bureau- Unique; Only available at character cre- cracy, Con, Diplomacy, Intimidation, Linguis- ation tics, Spying Prerequisites: None Of Dutch descent, the van der Heyl family the elder raCe soCiety arrived in America in 1638, eventually settling near Attica, New York. Scions of the family are There are many Leagues with an interest in privately educated, before being sent to pres- the history of humanity. Some, like the Society tigious European universities to finish their of Antiquarians, have a general view. Others, schooling. Many elect to remain in Europe, such as the New Argonauts, Old Testament and recent generations have put down roots Society, and Sumeria Club, are more focused across the continent. on certain cultures or periods. While there are Benefit: The globetrotter begins play with some scholars and antiquarians who believe Academics 0, Linguistics 0, and the Well-Edu- in the existence of Atlantis, most accept the cated Talent (ignoring the Intelligence prereq- standard version of history—Atlantis is a myth. uisite). These are in addition to the regular Not so the Elder Race Society. four 0-level Skills and two 0-level Resources all The Society holds that human civilization is characters receive. The character also speaks far older than suggested. Atlantis, in their eyes, Dutch, as well as his native tongue. was only the most recent civilization among Normal: Your character receives no addi- the elder cultures. Unfortunately, all they have tional free Skills or Talents, nor do they speak to prove their theories are stories of dubious a second language. origin and a handful of artifacts of arguable date. This does not prevent them from holding public lectures and organizing expeditions to n l eW eagues the far-flung reaches of the globe. Starting Skill List: Academics: History, Anthropology, Expeditions, Investigation, Lin- the elder Club guistics Requirements: Rank (military or another the non-linnaean soCiety League) or Status (academic, aristocrat, or reporter) 1 Several Leagues have an interest in odd Should the existence of the Mythos be- creatures. The Challenger Club quests for come known to the world at large, it is likely living dinosaurs, for instance, the Yeti Club humanity’s collective sanity will shatter. The seeks proof of the supposed Himalayan wild Elder Club is determined the people must man and his kin, and there are members of the 4 C haraCters Society of Aquanauts endeavoring to find sea serpents and monsters. Mythos languages These creatures, whether real or fabled, conform to the classification laid down by Certain Mythos tomes, such as the Véren- Carl Linnaeus (1707-78) in his seminal work drye Runestone and Yothic Manuscripts, of 1735, Systema Naturae. The Non-Linnaean are written in truly ancient or utterly alien scripts. Translating them requires Society believes that there are creatures whose an Elder Lore: Tomes roll as opposed existence defies the standard structure and to a Linguistics: Translation roll. Such a classification of beasts. Some have hypoth- roll would also be necessary to decipher esized that these entities may, in fact, be of other forms of writing, such as glyphs in- unearthly origin, though most accept they are scribed on a Mythos-related statue. merely relics from an earlier epoch. As an option, a Gamemaster may wish to The Society is interested in collecting live make the language barrier more prob- lematic for the globetrotters. Two op- specimens and fossils, as well as studying the tions are given below. biology of these unusual creatures. Starting Skill List: Pick two from Expedi- tions, Investigation, Linguistics, Science: Biol- neW elder lore disCipline ogy, Science: Geology, Survival This option introduces the Elder Lore: Languages Discipline. While Elder Lore: Tomes permits a globetrotter to recog- W s eird CienCe nize the name of an eldritch volume, re- call its general history, and have a vague comprehension of its contents, Elder Lore: Languages is required to translate substratuM Visualizer ancient and alien languages. This Discipline doesn’t ever allow for Artifact 3 exact word-for-word translation. Instead, An enhanced combination of the Substra- the reader grasps a rudimentary compre- tum Cartographic Engine (see Weird Science hension through certain keywords. Compendium) and X-Ray Box Camera, the Substratum Camera allows geologists to peer speCifiC languages into the earth without the need for digging. With this option, globetrotters who wish A viewing screen allows for real-time explora- to understand eldritch writings require tion. Turning one of two dials determines the knowledge of a specific language. In focal length (the depth the scanner sees) and place of a language group, a character width (the area of effect) respectively. Pressing with at least one Level in any Elder Lore a button activates a single frame camera that Discipline can learn one language from captures the image on the screen. those listed below when they next im- The device is heavy (12 lbs.) and focus prove their Linguistics Skill. Aklo: Cursive script native to Serpent rapidly diminishes with depth. Perception and Men and certain cults of Yig. Art: Photography rolls suffer a –2 penalty for Pnakotic: A series of dots used by the each 50 feet of depth. Using the scanner at its Elder Things. maximum focal width allows one to quickly R’yhehan: The pictographic script of scan a wide area, but small objects may be lost Cthulhu, the Deep Ones, and many cults at such resolution. of great antiquity. Enhancements: Extra Sense: X-Ray (+2 Senzar: Atlantean runic system. Yithian: Curvilinear mathematical de- Enhancements), Increased Area of Effect: 10 signs used by the Great Race. feet (+4 Enhancements), Increased Range: 50 Yuggothan: A geometric script employed feet (+6 Enhancements) by the Fungi from Yuggoth. Limitations: Increased Weight: 300% (–6 Enhancements) 5 C C thulhu odiCil They aren’t boastful or malicious—they just M anias doesn’t know when to stop talking. You earn a Style point whenever your character reveals “Mania” is a generic term among Victo- information that comes back to haunt them or rian alienists for a variety of mental disor- causes trouble for them or their allies. ders. In the Leagues world, many can be Fainter: Whether it is caused by the sight of handled by the Obsession Flaw, though blood (especially one’s own), startling revela- some overlap with other Flaws. tions, or sudden shocks, the character is prone to fainting at the most inopportune times. addiCtion flaW When a Horror check is failed, fainting is au- Dipsomania: Consuming alcohol tomatic for a number of combat turns equal Etheromania: Inhaling ether fumes to the Horror check’s Difficulty. During this Toxicomania: Drug addiction time they are incapable of taking any actions. You earn a Style point each time your fainting obsession flaW causes you or your allies trouble. Screamer (Severe): Your character isn’t Ablutomania: Washing oneself necessarily faint-hearted or highly strung, but Arithmomania: Counting things can’t help unleashing a piercing scream when Bibliomania: Collecting books startled. Whenever forced to make a Horror Choreomania: Dancing Dermatillomania: Picking one’s skin check, or the Gamemaster considers they have Dromomania: Wandering been suitably startled, they must spend the Ergomania: Compulsive worker next combat turn screaming. This counts as Graphomania: Impulse to write an attack action. Two Style points are earned Hydromania: Drinking water (may also each time this fainting causes trouble for the be an Addiction) character or an ally. Klazomania: Shouting Kleptomania: Stealing steal Logomania: Talking C f orruption laWs Metromania: Writing verse Micromania: Self-deprecation Morsusmania: Biting (often people) Unless otherwise stated in individual en- Necromania: Having sex with corpses tries, the following Flaws may be taken only Nymphomania: Having sex by globetrotters who have succumbed to Cor- Oniomania: Compulsive shopping Onychotillomania: Picking or tearing at ruption. finger or toe nails Plutomania: Acquiring excess, such as physiCal wealth, status, power, or food Pyromania: Setting fires Dry Skin (Bloodline: Marsh): Your Rhinotillexomania: Picking one’s nose character’s skin is easily dehydrated and they (may also be Repulsive Flaw) must submerse in water regularly. You suffer Theomania: Belief one is a god Trichotillomania: Pulling out own hair one point of lethal damage for each day you cannot bathe for at least an hour. You earn a Style point whenever your character is harmed by the need to keep moist. n f eW laWs Mange: Your character has a non-infectious skin disease that causes their skin to be scabby and their hair to grow in unsightly clumps. You Mental suffer a –2 penalty to all rolls where appearance is a factor. You earn a Style point whenever Blabber Mouth: Your character couldn’t your character is shunned or rejected because keep a secret if their life depended on it. of the condition. 6 C t : hapter Wo M & M agiC anusCripts “Words have a force far beyond that of ink The sorcerer makes a Casting roll with a stains on pages or spoken sounds... Whether Difficulty equal to the victim’s Willpower rat- written or spoken, language found in forbid- ing. With success, any followers of the same den books can warp space-time and tear the deity as the Mark automatically recognize them fabric of reality.” as an enemy of the Great Old One in question. —Daniel Harms, The Necronomicon Files: Note that each avatar of Nyarlathotep is The Truth Behind Lovecraft’s Legend considered a separate deity for the purpose of this ritual. Thus, there are separate rituals for Mark of the Black Man, Mark of the Black Sun, r ituals and Mark of the Yellow King, for example. Mark of (Deity) is subject to Range modifi- ers, as well as the modifier below. drain life Mark of (Deity) Modifier One hour +2 Rank 3 This ritual drains the life out of an ene- One day +0 my and heals the caster’s wounds. Make a One week –2 Casting roll modified for range and area of One month –4 effect versus an opponent’s Passive Defense. Because the Attack is invisible, the opponent One year –6 does not get to use their Active Defense. Each success inflicts one point of lethal damage on Mark of Madness the target and heals one nonlethal wound (or downgrades one lethal wound to nonlethal) Rank 4 on the caster. While the Fear ritual can cause a sudden onset of madness, the Mark of Madness inflicts Mark of (deity) a gradual erosion over a period of days. The magician makes a Casting roll with a Rank 3 Difficulty equal to the victim’s Willpower rat- The mortal cultists of the Great Old Ones ing. The victim loses one point of Sanity imme- may be insane, but they are not stupid. When diately and another 2 points each day for every threatened, they are likely to retaliate, but in additional success on the Casting roll. Range order to do that they must first know their modifiers apply to the Mark of Madness ritual. enemy. This ritual magically brands an enemy The Mark of Madness appears as a faint of the deity named in the ritual. physical blemish on the victim’s forehead. De- 7 C C thulhu odiCil magician through the Summon (Horror) ritual a vatars of anywhere on the same planet. Instead of its usual reaction to being summoned, the crea- n yarlathotep ture automatically tracks down and attempts to slay the possessor of the runes. You’ll notice several references to spe- The runes have a maximum duration, de- cific avatars for Call or Commune Nyar- lathotep rituals in this book. Although termined during their creation. See the table Leagues of Cthulhu lists just a single Call below. Once the duration ends, the paper or Commune ritual for the Crawling Cha- crumbles to dust, negating its power to attract os, he has myriad forms. Some are specif- Mythos entities. ic to human cults, while other guises he It is worth mentioning that using Mark of favors when dealing with intelligent alien the Hound is not a guarantee of success. The races. It may yet be that each avatar has paper, if discovered, can be destroyed or dis- no knowledge of the others’ schemes. His avatar in the tomes of elder lore de- carded, thus rending it impotent. tailed in Leagues of Cthulhu have no ava- Mark of the Hound Modifier tar attached. This is deliberate, as it gives the Gamemaster the final say. One hour +2 In some instances, those eldritch texts One day +0 may actually include multiple rituals dedicated to Nyarlathotep, each invoking One week –2 a distinct avatar. The Al-Azif, for example, One month –4 might contain Call Nyarlathotep (All-See- One year –6 ing Eye avatar), Call Nyarlathotep (Black Pharaoh avatar), and Call Nyarlathotep (Haunter of the Dark avatar). Each is a Mark of Withering specific ritual and must be learned sepa- rately. Rank 4 The magician makes a Casting roll with a Difficulty equal to the victim’s Willpower rating. tecting it requires a Perception roll (Difficulty The victim suffers 2L damage (no Defense) 3), while recognizing it for what it is requires immediately and another 2L damage each day an Elder Lore (any Discipline) roll. thereafter for every additional success on the Casting roll. Range modifiers apply to the Mark Mark of the hound of Withering ritual. The Mark of Withering appears as a faint Rank 3 physical blemish on the victim’s forehead. De- The various horrors of the Mythos often tecting it requires a Perception roll (Difficulty summoned by cultists to harass their enemies 3), while recognizing it for what it is requires are far from omnipotent. Without knowing the an Elder Lore (any Discipline) roll. location of their foes, the caster is stymied un- less they possess the ability to invoke this ritual. sign of Koth (r) During the casting, the magician must write a sentence of arcane runes on a strip of paper Rank 2 using their own blood for ink. These need not Pumping hot lead or thrusting finely-honed name the intended victim. The magician then blades into Mythos beasts rarely produces the makes a Casting roll. In order to be effective, desired result. In order to escape with their the runes must be passed to the victim. For lives intact, if not their minds, a globetrotter obvious reasons, this is usually done surrep- often needs time to turn tail and run, buying titiously. time until he can find a more permanent Once magically charged, the runes can solution. That time can be bought using the be detected by any creature conjured by the mystical Sign of Koth 8 M & M agic anuscripts A potent warding symbol, the Sign must must make a Willpower x 2 roll. The Difficulty be carved over a doorway, cave entrance, or depends on the strength of the ward. With suc- similar portal through which eldritch horrors cess, the protection is breached and the vile might seek to pass. The Sign of Koth only creature free to assault its intended victims. On affects creatures in Leagues of Cthulhu books a failure, the Hound cannot pierce the arcane listed under Great Old Ones or Horrors. magic, resulting in it giving up the chase and The symbol exists in two forms. The Lesser returning to its native dimension—at least for Sign provides a temporary reprieve, warding now. a portal for no more than a few days at the The ritual is subject to area of effect modifi- most. The Greater Sign permanently seals the ers, and those below. entrance against the passage of elder abomina- Sign of Tindalos Modifier tions. The potency of the Sign is only as good Minor sign (Difficulty 3) +0 as the caster, though. To enchant a carved sign, the magician Major sign (Difficulty 4) –2 must make a Casting roll. Mythos entities with Superior sign (Difficulty 5) –4 a Willpower rating lower than the caster’s number of successes cannot pass beyond the f orMulae Sign until the ritual ends (which may be nev- er). Great Old Ones have a Willpower rating of 10 for this purpose. In addition to dread rituals, eldritch tomes The Sign of Koth ritual uses the modifiers may contain one or more formulae. Whether below. ultimately powered by means arcane or scien- tific principals far beyond the ken of conven- Sign of Koth Modifier tional science, they enable mortals to construct Duration certain eldritch relics. Each formula relates to One combat or scene +0 one specific relic, and must be learned in the Permanent –10 same manner as rituals in Leagues of Cthulhu. Having learned a formula, the character Maximum Width of Portal may create it in the same manner as weird sci- 5 feet +0 ence gadgets, with two differences. First, the 10 feet –2 design phase is ignored—the globetrotter is using an existing formula, not creating some- 25 feet –4 thing entirely from scratch. Second, regardless 50 feet –6 of the relic’s nature, the construction roll is 100 feet –8 always Elder Lore: Artifacts. 250 feet –10 Globetrotters can learn only formulae for the construction of the eldritch relics in this volume marked “*” and Essential Saltes and sign of tindalos (r) Powder of Ibn Ghazi from Leagues of Cthulhu. Rank 3 e b ldritCh ooks This rare ritual provides protection against the dreaded Hounds of Tindalos. It takes the form of a pentagram, the lines of which are curved. Drawn on the ground, its curved sides the assassins’ Creed: an exposé ward those inside against intrusions from of the true hashshashin creatures native to angular space. Once drawn and enchanted, the ward remains active for the remainder of the combat or scene. Language: French; Author: Christophe In order to pass through the ward, a Hound de la Croix; Published: 1632; Complexity: 3; 9

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