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Background Description
The year is 2278, and humanity has reached the farthest corners of the galaxy. Our story unfolds on the desolate planet of Arcturus IX, an eerie world shrouded in perpetual twilight with an atmosphere thick with sulfuric clouds. Once a thriving mining colony, Arcturus IX was abandoned after a series of mysterious disappearances. The planet’s surface is littered with the remnants of human habitation: crumbling buildings, rusting machinery, and ominous mining sites that descend deep into the bowels of the planet.
Historically, Arcturus IX was the focal point of the Interstellar Mining Corporation’s grand expansion into the Arcturian system. The planet’s rich deposits of Arcturium, a rare and valuable mineral, promised untold wealth. However, an outbreak of what locals called “The Whispering Madness” led to the facility’s closure. Survivors spoke of ghostly whispers, strange apparitions, and a growing sense of dread that drove miners to the brink of insanity. As the planet was evacuated, it became a forbidden zone, with only the bravest—or most foolhardy—daring to return.
In recent years, rumors have circulated of a hidden artifact buried deep within the planet, an ancient relic of a long-lost alien civilization. This has drawn a motley crew of adventurers, scientists, and treasure hunters to brave the haunted landscape of Arcturus IX.
Character Choices
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Dr. Elara Voss – A brilliant xenobiologist, Dr. Voss is driven by an insatiable curiosity about alien life forms. Her expertise in deciphering alien languages could prove invaluable in unraveling the mysteries of Arcturus IX.
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Captain Jax Callahan – A seasoned space explorer and former military officer, Captain Callahan has seen it all. His tactical prowess and leadership skills make him a natural choice for navigating the planet’s treacherous terrain.
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Lila Mendoza – An experienced engineer, Lila is adept at salvaging and repairing the decaying technology left behind. Her mechanical skills are crucial for overcoming the technological hurdles of the abandoned colony.
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Rex “Bulldog” Hansen – A grizzled miner who once worked on Arcturus IX, Rex has firsthand knowledge of the planet’s mines and their dangers. His strength and resilience are unmatched.
Harrowing Truth is a horror fantasy role-playing game set in a world teetering on the edge of madness. Players delve into the dark and twisted realms of the unknown, where reality bends, and the line between the living and the dead blurs. In this game, the truth is as elusive as it is dangerous, with ancient horrors lurking in the shadows, waiting to devour the sanity of those who seek them.
Characters are driven by their need to uncover grim secrets, yet each revelation brings them closer to a terrifying fate. As they navigate haunted landscapes, forbidden rituals, and monstrous entities, they must confront the deepest fears buried within their souls. But in a world where the truth can shatter minds, not all who seek answers will survive.
Harrowing Truth challenges players to embrace the unknown, where every decision can lead to salvation or doom. Will you uncover the truth or become another lost soul in its grasp?
Here are some key features for Harrowing Truth, a rules-heavy tabletop RPG based on a D100 system:
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D100 Core Mechanic: The game uses a percentile-based system, with rolls determining success or failure. Characters have attributes and skills rated from 1 to 100, making every action a tense gamble.
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Sanity System: As players uncover dark secrets, their characters’ sanity deteriorates. Sanity checks against a D100 roll are frequent, with mental health influencing gameplay and leading to hallucinations, paranoia, or permanent madness.
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Dark Magic and Rituals: Magic in Harrowing Truth is powerful but perilous. Players can learn forbidden rituals that offer great power at a terrible cost, often involving sacrifices or permanent debilities.
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Evolving Narrative Consequences: Decisions carry weight and can alter the story. Players’ actions may unleash horrors, change the landscape, or influence the sanity of entire regions, creating a dynamic world that reacts to their choices.
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Detailed Character Creation: Players can craft deeply personalized characters with a vast array of skills, traits, and backgrounds. This system includes flaws and dark secrets that influence their journey and interactions.
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Horror-Themed Combat: Combat is brutal and unforgiving, with a focus on survival. Weapons and armor degrade, and monsters have unique abilities that challenge players’ strategies and resourcefulness.
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In-Depth Investigation Mechanics: The game emphasizes exploration and mystery-solving, with mechanics for researching ancient tomes, deciphering cryptic clues, and piecing together the truth of the world’s dark past.
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Variable Reality: Reality is unstable, and the game includes mechanics to reflect this. As the story progresses, the environment can shift, causing familiar locations to become alien and hostile.
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NPC Interactions and Influence: NPCs in Harrowing Truth are complex, with hidden motives and dark pasts. Players’ influence over them can lead to alliances, betrayals, or the unearthing of terrible secrets.
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Customizable Rules and Modules: While rules-heavy, the game offers customizable modules to tailor the experience. This allows Game Masters to adjust the difficulty, horror intensity, and level of detail to suit their group’s preferences.
Creating 100 story outlines with a customizable matrix for your tabletop RPG “Harrowing Truth” is a complex task, but here’s how we can approach it:
Story Outline Categories
Let’s break the 100 stories into 10 broad categories, each containing 10 story outlines. The categories can include different horror themes or plot types, such as:
- Forbidden Knowledge (Ancient tomes, hidden truths, cursed artifacts)
- Cults and Rituals (Dark ceremonies, sinister groups, summoning rituals)
- Haunted Places (Ghostly mansions, cursed towns, abandoned ruins)
- Monstrous Horrors (Unique creatures, ancient evils, otherworldly entities)
- Lost Civilizations (Ancient ruins, forgotten empires, time-warped cities)
- Plague and Disease (Contagions, mutations, supernatural illnesses)
- Mind and Madness (Psychological horror, dreams, mental breakdowns)
- Cosmic Horror (Eldritch beings, alien entities, existential dread)
- The Occult (Witchcraft, dark magic, arcane mysteries)
- End of Days (Apocalyptic scenarios, prophecies, inevitable doom)
Story Outline Examples
Here are examples from each category:
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Forbidden Knowledge
- Ancient Tome: The group uncovers an ancient book that predicts their every move, twisting their fate.
- Cursed Relic: A relic tied to a forgotten deity grants power but slowly erodes the soul.
- Hidden Archives: A secret library holds the key to stopping an impending disaster, but reading its contents drives one mad.
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Cults and Rituals
- Ritual Sacrifice: A village is under the control of a cult that sacrifices one of its own to keep an ancient evil at bay.
- Blood Moon Ceremony: Every century, a blood moon triggers a cult’s ritual to summon their dark god.
- Soul Harvest: A cult collects souls to fuel their dark lord’s return to the physical realm.
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Haunted Places
- Ghost Town: An entire town has vanished, leaving only spirits behind who seek to escape.
- Haunted Asylum: A long-abandoned asylum still echoes with the madness of its former inmates.
- Cursed Manor: A noble family’s manor is haunted by the spirits of those they wronged.
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Monstrous Horrors
- The Beast Within: A shapeshifter terrorizes a village, and the group must figure out who it is before it’s too late.
- Horrors of the Deep: Deep beneath the ocean lies a creature that no one who sees can describe and remain sane.
- Eldritch Spawn: An ancient temple houses a dormant horror that begins to awaken.
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Lost Civilizations
- Forgotten Empire: The group stumbles upon a city lost to time, ruled by undying kings.
- Time-Locked Ruins: A city that exists out of time, where the residents are unaware that millennia have passed.
- Curse of the Ancients: The group inadvertently awakens a sleeping army of ancient warriors bound to an eldritch god.
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Plague and Disease
- Plague of Madness: A plague spreads that drives people to acts of unspeakable violence.
- Mutating Virus: A virus mutates those it infects into monstrous forms.
- Infected Relic: An ancient artifact carries a disease that affects only the mentally strong, driving them to insanity.
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Mind and Madness
- Dreamwalker: The group must enter the dreams of a madman to stop his nightmares from bleeding into reality.
- Schism of Reality: Reality begins to split, and the group must determine which world is real.
- Insanity Spiral: One of the group members is trapped in a loop of madness, reliving the same day with each iteration being more twisted.
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Cosmic Horror
- Stars Align: As the stars align, a cosmic entity begins to breach reality, and the group must stop its full manifestation.
- Alien Artifact: An artifact from another world is found, but it brings with it a piece of its horrifying dimension.
- Tear in Reality: A tear in the fabric of reality leads to an endless abyss filled with creatures beyond comprehension.
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The Occult
- Witch Hunt: A small village is hunting down witches, but it’s unclear who the true enemy is.
- Arcane Misfire: A wizard’s failed experiment has unleashed arcane horrors on a town.
- Forbidden Pact: The group must stop a pact between a powerful occultist and a demon.
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End of Days
- Prophecy of Doom: A prophecy foretells the end of the world, and the group must decide whether to stop it or ensure it comes to pass.
- Final Seal: The breaking of a final seal has begun an unstoppable chain reaction leading to an apocalypse.
- World’s End: The sky has darkened, and the dead have begun to rise as the world crumbles.
Customization Matrix
Customizable Matrix: This matrix helps tailor the story to the group’s preferences using D100 rolls.
Step 1: Choose a Category
Roll D10 to choose one of the 10 categories.
Step 2: Choose a Story Outline
Roll D10 within the selected category to pick a specific story outline.
Step 3: Customize the Story
Use the following charts to add layers to the story:
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Tone & Atmosphere (Roll D6):
- 1-2: Ominous and foreboding
- 3-4: Grim and hopeless
- 5-6: Chaotic and unpredictable
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Character Focus (Roll D8):
- 1-2: Internal struggles and madness
- 3-4: Group dynamics and trust issues
- 5-6: Survival against the odds
- 7-8: Moral dilemmas and ethical decisions
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Plot Twist (Roll D10):
- 1-2: Betrayal by an ally
- 3-4: A key NPC is not what they seem
- 5-6: The antagonist is revealed to be a pawn
- 7-8: The situation is a test or simulation
- 9-10: The goal is a trap set by a greater evil
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Environment Modifier (Roll D8):
- 1-2: The environment is decaying or unstable
- 3-4: The area is full of unnatural fog or darkness
- 5-6: Strange phenomena (gravity shifts, time dilation)
- 7-8: The area is alive with malevolent intent
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Sanity Impact (Roll D6):
- 1-2: Gradual erosion of sanity
- 3-4: Sudden, severe sanity loss
- 5-6: Characters experience hallucinations and paranoia
Example Customization
- Category: Roll D10 – Result: 6 (Plague and Disease)
- Story Outline: Roll D10 – Result: 3 (Infected Relic)
- Tone & Atmosphere: Roll D6 – Result: 5 (Chaotic and unpredictable)
- Character Focus: Roll D8 – Result: 2 (Group dynamics and trust issues)
- Plot Twist: Roll D10 – Result: 7 (The situation is a test or simulation)
- Environment Modifier: Roll D8 – Result: 1 (The environment is decaying or unstable)
- Sanity Impact: Roll D6 – Result: 6 (Characters experience hallucinations and paranoia)
Resulting Story: The group stumbles upon an ancient artifact infected with a plague that decays the environment around it. The atmosphere is chaotic and unpredictable, and as the group deals with the infection, their trust begins to break down. They eventually realize that the entire situation might be a test or simulation, and the decaying environment adds to the sense of urgency. The group’s sanity is on the line, as they experience hallucinations and paranoia, making it hard to distinguish reality from illusion.
Final Thoughts
This matrix system allows for both random and intentional customization of your story outlines, giving you the flexibility to tailor the game to your players’ preferences and creating a unique horror experience every time.
Certainly! Here’s the completed Plot Twist section for the matrix:
- Plot Twist (Roll D10):
- 1-2: Betrayal by an ally
- 3-4: A key NPC is not what they seem
- 5-6: The antagonist is revealed to be a pawn
- 7-8: The situation is a test or simulation
- 9-10: The goal is not what it appears to be; it could be a trap set by a greater evil, a misdirection that leads the group away from the true threat, or a cursed object that brings more doom than salvation.
This twist adds an element of surprise to the narrative, forcing the players to reconsider their objectives and adapt to new, unexpected challenges.
Here’s a character creation process adapted for Harrowing Truth, drawing inspiration from percentage-based systems like the Marvel and DC superhero games but tailored to your Lovecraftian-inspired setting:
1. Character Concept
Begin by choosing a broad concept for your character, such as an investigator, occultist, scholar, rogue, or survivor. This concept will guide your choices throughout the character creation process.
2. Attributes (Primary Stats)
Characters in Harrowing Truth are defined by six primary attributes, each rated on a scale of 1-100. Roll D100 for each attribute to determine your character’s natural abilities. You may swap two of these rolls if desired.
- Strength (STR): Physical power and endurance.
- Dexterity (DEX): Agility, reflexes, and precision.
- Intelligence (INT): Cognitive ability, problem-solving, and memory.
- Willpower (WIL): Mental fortitude, resistance to fear, and focus.
- Charisma (CHA): Persuasiveness, charm, and social influence.
- Sanity (SAN): Mental stability and resistance to cosmic horror.
3. Background and Profession
Choose a background and profession for your character. These give context to their past and determine their initial skills and resources. Roll D100 to determine a random background and profession or select one that fits your concept.
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Backgrounds (Roll D100):
- 1-10: Academic (e.g., Professor, Researcher)
- 11-20: Aristocrat (e.g., Noble, Diplomat)
- 21-30: Criminal (e.g., Thief, Con Artist)
- 31-40: Military (e.g., Soldier, Officer)
- 41-50: Mystic (e.g., Occultist, Medium)
- 51-60: Nomad (e.g., Traveler, Hermit)
- 61-70: Urbanite (e.g., Detective, Reporter)
- 71-80: Rural (e.g., Farmer, Ranger)
- 81-90: Worker (e.g., Laborer, Engineer)
- 91-100: Outsider (e.g., Stranger from another reality, Unknown origin)
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Professions (Roll D100):
- 1-10: Investigator
- 11-20: Scholar
- 21-30: Rogue
- 31-40: Mystic
- 41-50: Occultist
- 51-60: Soldier
- 61-70: Doctor
- 71-80: Engineer
- 81-90: Merchant
- 91-100: Survivor
4. Skills
Each profession grants a set of skills. Skills are also rated on a scale of 1-100 and determine how likely your character is to succeed in related tasks. Allocate points to your skills based on your background and profession, then roll D100 for each skill to determine your starting proficiency.
- Skill Points: You receive 400 points to distribute across your profession’s skill list. No skill may exceed 90% at creation.
- Skill Roll: Roll D100 for each skill to determine the natural affinity. Add the result to the points you allocated to get your starting skill level.
5. Traits and Flaws
Choose or roll for two traits and one flaw. Traits provide special benefits or bonuses, while flaws introduce challenges or weaknesses.
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Traits (Roll D100):
- 1-10: Iron Will (Bonus to WIL checks)
- 11-20: Keen Mind (Bonus to INT checks)
- 21-30: Quick Reflexes (Bonus to DEX checks)
- 31-40: Charming (Bonus to CHA checks)
- 41-50: Resilient (Bonus to SAN checks)
- 51-60: Steadfast (Bonus to STR checks)
- 61-70: Occult Knowledge (Bonus to occult-related tasks)
- 71-80: Unshakeable (Resistant to fear effects)
- 81-90: Perceptive (Bonus to perception-related tasks)
- 91-100: Lucky (Once per session, reroll a failed check)
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Flaws (Roll D100):
- 1-10: Haunted (Frequent SAN checks due to ghostly encounters)
- 11-20: Paranoid (Disadvantage on social interactions)
- 21-30: Weak Constitution (Penalty to STR-related checks)
- 31-40: Slow Reflexes (Penalty to DEX-related checks)
- 41-50: Superstitious (Vulnerable to certain types of magic)
- 51-60: Phobia (Choose a specific fear that triggers SAN checks)
- 61-70: Dark Past (NPCs from your past may betray or seek revenge)
- 71-80: Cursed (You are plagued by misfortune; disadvantage on luck-based rolls)
- 81-90: Impulsive (Must make WIL checks to resist rash decisions)
- 91-100: Amnesiac (You cannot remember parts of your past)
6. Starting Equipment
Based on your background and profession, roll D100 to determine starting equipment. The equipment roll ensures that every character begins with essential items that fit their role in the group.
- Equipment Roll:
- 1-10: Basic survival kit (rations, tent, water)
- 11-20: Weapon (knife, revolver, or rifle depending on background)
- 21-30: Occult tools (ritual implements, ancient texts)
- 31-40: Medical supplies (first aid kit, healing herbs)
- 41-50: Protective gear (light armor, gas mask)
- 51-60: Research materials (books, notes, arcane scrolls)
- 61-70: Tools of the trade (lockpicks, rope, mechanical tools)
- 71-80: Artifacts (an ancient relic, mysterious amulet)
- 81-90: Wealth (a significant amount of money or valuable items)
- 91-100: Connection to a powerful NPC (mentor, informant, or ally)
7. Character History and Motivation
Develop a brief history for your character, incorporating their background, profession, traits, flaws, and starting equipment. Roll D100 to determine a key motivation driving your character forward.
- Motivation Roll:
- 1-10: Revenge
- 11-20: Knowledge
- 21-30: Survival
- 31-40: Redemption
- 41-50: Power
- 51-60: Duty
- 61-70: Escape
- 71-80: Justice
- 81-90: Discovery
- 91-100: Protection
8. Sanity and Madness
Finally, your character’s SAN score represents their mental resilience. As you play, your SAN will decrease with exposure to the horrors of the world. If your SAN falls too low, your character may succumb to madness, with D100 rolls determining the specific nature and severity of their condition.
- Starting SAN: Your initial SAN score is equal to your rolled value + bonuses from Willpower and any applicable traits. The starting range is usually between 40-100.
This character creation process blends the thematic elements of Lovecraftian horror with the structure of a D100 system, offering a flexible yet detailed method to develop complex characters suited to the dismal, alternate Earth setting of Harrowing Truth.
9. Madness Mechanics
In Harrowing Truth, madness is a critical element reflecting the psychological toll of the horrors characters encounter. As characters face terrifying situations, they must make SAN (Sanity) checks. Failing these checks results in a loss of SAN points, and when certain thresholds are reached, they trigger episodes of madness.
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Madness Thresholds:
- Stable: 100-70 SAN — The character is mentally resilient, able to resist most horrors.
- Shaken: 69-40 SAN — The character begins to show signs of stress, with minor episodes of paranoia or fear.
- Unstable: 39-20 SAN — The character suffers significant psychological effects, such as hallucinations, phobias, or compulsive behaviors.
- Broken: 19-1 SAN — The character is barely holding onto reality, experiencing severe and constant delusions or debilitating phobias.
- Lost: 0 SAN — The character succumbs entirely to madness. They become an NPC under the control of the GM, representing their descent into a dangerous or catatonic state.
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Recovering SAN:
- Characters can recover SAN through rest, therapy, or confronting and overcoming their fears. Each recovery attempt requires a successful WIL check and specific narrative actions, such as resolving a personal conflict or destroying a source of terror.
10. Final Adjustments
Once the core aspects of the character are set, make final adjustments to align the character with the story and group dynamics:
- Personalize Background: Flesh out the character’s history with details that tie them to the world, such as past encounters with Lovecraftian entities, involvement in occult societies, or connections to key NPCs.
- Group Integration: Define relationships with other player characters, establishing bonds, rivalries, or shared goals.
- Choose a Starting Scenario: Based on the character’s background, profession, and motivation, select or roll for a starting scenario that plunges them into the heart of the campaign’s unfolding horror.
Example Character Creation
Concept: An Investigator seeking to uncover the truth behind a series of mysterious deaths.
Attributes:
- STR: 60
- DEX: 75
- INT: 85
- WIL: 70
- CHA: 50
- SAN: 65
Background: Urbanite
Profession: Investigator
Skills:
- Investigation: 85% (75 + 10 roll)
- Occult Knowledge: 70% (60 + 10 roll)
- Stealth: 65% (55 + 10 roll)
- Firearms: 70% (60 + 10 roll)
- Persuasion: 55% (45 + 10 roll)
Traits: Keen Mind (+10 to INT checks), Occult Knowledge (+10 to occult-related tasks)
Flaw: Haunted (Frequent SAN checks due to ghostly encounters)
Starting Equipment: Occult tools (ritual implements, ancient texts)
Motivation: Knowledge
SAN: 65
Madness Threshold: Currently stable, but close encounters with eldritch horrors may push the Investigator into a shaken state.
Summary
This character creation process for Harrowing Truth offers a robust framework for developing deeply thematic and psychologically complex characters, well-suited to the dismal, alternate Earth where Lovecraftian fiction dictates reality. The D100 system ensures randomness and variability, while allowing players to shape their characters in meaningful ways. Characters will face not only physical threats but also the creeping madness that looms over their every action, making survival in this world as much about preserving the mind as it is about overcoming the horrors lurking in the shadows.
Here’s a simple yet versatile action check system for Harrowing Truth, covering ability, skill, and opposed checks, designed to work seamlessly with the D100 system:
1. Ability Checks
Ability checks are used when a character attempts an action that directly relates to one of their primary attributes (e.g., Strength, Dexterity, Intelligence).
Procedure:
- Roll D100: The player rolls D100.
- Compare to Attribute: The result is compared to the relevant attribute (e.g., STR, DEX, INT, etc.).
- Success: If the roll is equal to or less than the attribute, the check is successful.
- Failure: If the roll is higher than the attribute, the check fails.
Modifiers:
- Difficulty Modifiers: The GM may apply modifiers based on the action’s difficulty. For example:
- Easy: +20 to the attribute (e.g., a STR 60 becomes 80 for this roll).
- Normal: No modifier.
- Hard: -20 to the attribute (e.g., a STR 60 becomes 40 for this roll).
- Extreme: -40 to the attribute (e.g., a STR 60 becomes 20 for this roll).
2. Skill Checks
Skill checks are used when a character attempts an action related to a specific skill (e.g., Investigation, Firearms, Occult Knowledge).
Procedure:
- Roll D100: The player rolls D100.
- Compare to Skill: The result is compared to the relevant skill percentage.
- Success: If the roll is equal to or less than the skill percentage, the check is successful.
- Failure: If the roll is higher than the skill percentage, the check fails.
Modifiers:
- Situational Modifiers: The GM may apply situational modifiers based on environmental factors, the complexity of the task, or available resources.
- Advantageous: +20 to the skill percentage.
- Neutral: No modifier.
- Challenging: -20 to the skill percentage.
- Nearly Impossible: -40 to the skill percentage.
3. Opposed Checks
Opposed checks are used when two characters or a character and an NPC/creature are in direct competition (e.g., grappling, persuasion vs. deception, stealth vs. perception).
Procedure:
- Both Parties Roll D100: Each party involved in the opposed check rolls D100.
- Compare to Respective Attributes or Skills: Each party compares their roll to the relevant attribute or skill.
- Determine Success:
- If Both Succeed: The party with the higher success margin (i.e., the greater difference between the attribute/skill and the roll) wins.
- If Only One Succeeds: The successful party wins the check.
- If Both Fail: The action is inconclusive, and the situation remains unresolved or enters a stalemate, depending on GM discretion.
Tie-Breakers:
- If the success margins are identical, or if both parties fail equally, reroll or the GM may declare a tie, requiring another attempt or introducing a new complication.
4. Degrees of Success
For actions where the degree of success matters (e.g., hacking a complex system, deciphering ancient runes), the GM may implement degrees of success:
- Critical Success: Rolling 01-05 or succeeding by a margin of 50 or more (e.g., rolling 25 on a skill of 75) results in an exceptionally favorable outcome.
- Standard Success: Succeeding by a margin of 1-49 results in a typical success.
- Partial Success: Rolling within 10 points above the attribute/skill (e.g., rolling 55 on a skill of 50) may result in a partial success with complications.
- Critical Failure: Rolling 96-100 or failing by a margin of 50 or more (e.g., rolling 85 on a skill of 30) results in a catastrophic failure.
5. Assistance and Group Checks
When multiple characters work together on a task, the GM may allow a group check:
- Primary Actor: One character rolls the main check.
- Assist Rolls: Other characters roll D100 for the relevant skill or attribute. If they succeed, they grant a +10 bonus to the primary actor’s roll, up to a maximum of +30.
Summary
This action check system is designed to be flexible, allowing for straightforward resolution of actions while providing room for narrative flavor and degrees of success. By relying on the D100 system, it integrates seamlessly with the existing mechanics of Harrowing Truth, ensuring consistency and ease of use in gameplay.
Pseudo-History of the World Post-Divergence
The Divergence: 1928 – The Awakening of the Old Ones
In the year 1928, following the events described in H.P. Lovecraft’s “The Call of Cthulhu,” the world as humanity knew it diverged irreversibly from its expected path. When the crew of the Emma inadvertently awakened Cthulhu, a seismic ripple spread through reality, weakening the fabric between dimensions. Though Cthulhu was temporarily forced back into its slumber, the damage was done. The barrier separating the human world from the cosmic horrors beyond was forever compromised.
Scholars of the arcane, those who had long studied the eldritch texts and forbidden knowledge, began to notice the subtle yet undeniable shift in reality. Whispers in forgotten tongues, unnatural phenomena, and unexplainable madness became more frequent. As Cthulhu and other Old Ones stirred in their prison-like slumber, the laws of nature and physics began to falter, allowing the ancient beings to exert their influence over the mortal realm.
1930s-1940s: The Rise of Pseudoscience and the Occult
As the Great Depression tightened its grip on the world, desperation and fear became fertile ground for the spread of pseudoscience and occultism. Cults dedicated to the worship of the Old Ones began to spring up in secret across the globe, gaining influence and followers who sought power, knowledge, or simply the promise of survival in the dark times ahead.
Governments, alarmed by the growing instability and unexplained occurrences, turned to unconventional solutions. The scientific community became increasingly fragmented as traditional methods failed to explain the bizarre phenomena. A new wave of “scientists” emerged—those who blended ancient alchemy, occult rituals, and emerging technologies to create a new branch of study: Pseudoscience. This field, though scoffed at by traditionalists, quickly gained traction as it provided the only means to combat the inexplicable horrors that were creeping into the world.
The Eldritch Research Commission (ERC) was established in the United States under the guise of a government think tank, tasked with investigating and containing the growing supernatural threats. Similar organizations appeared worldwide, each operating in secrecy, blending political power with ancient knowledge in a desperate bid to maintain control.
1950s-1970s: The World’s Descent into Madness
As the world emerged from the shadow of World War II, it became clear that the conflict had merely masked the true threat—one not of political ideologies, but of existential dread. The 1950s saw a brief period of prosperity and hope, but this was shattered by the rise of what came to be known as the Madness Plague. This epidemic of widespread psychological collapse, marked by vivid nightmares, hallucinations, and inexplicable violence, was the result of humanity’s growing proximity to the eldritch forces at play.
It was during this time that the first public knowledge of the Old Ones and their worshipers began to leak into mainstream consciousness. Governments tried in vain to suppress the information, but rumors spread like wildfire. The once-fringe occultists were now seen as prophets, and their ranks swelled with those who believed in the inevitability of the Old Ones’ return.
The Cold War took on a new dimension as the superpowers—now armed not only with nuclear weapons but with arcane knowledge—engaged in a covert war for supremacy. They sought artifacts of power, conducted rituals to gain favor from eldritch beings, and deployed teams of “occult operatives” to sabotage their enemies. The space race was as much about escaping Earth as it was about scientific achievement, with some believing that humanity’s only hope lay in fleeing the planet before the Old Ones fully awakened.
By the 1970s, entire regions of the world had succumbed to madness and decay, becoming Blighted Zones—places where the influence of the Old Ones was so strong that reality itself warped and twisted. These areas became no-go zones, overrun with monstrosities and cultists who thrived in the chaos.
1980s-2000s: The Age of Cults and Cosmic Entities
With the increasing prevalence of Blighted Zones, a new age dawned—the Age of Cults. These groups, now openly operating, claimed vast swaths of land and power, their leaders revered as prophets or demigods. Society became increasingly fractured as governments, struggling to maintain order, were forced to negotiate with these cults or risk annihilation.
At the same time, sightings of cosmic entities—once considered the stuff of myth—became more frequent. These beings, such as Nyarlathotep, Hastur, and others, began to manifest physically in the world, each bringing its own brand of horror and despair. They appeared not as mere monsters, but as gods, influencing the minds of millions, reshaping cultures, and demanding worship.
The New Pseudoscientific Revolution saw the blending of technology and the arcane reach its zenith. Devices capable of detecting and, to a limited extent, controlling eldritch energies were developed. These innovations led to the rise of Technomancers—individuals who combined scientific knowledge with occult practices, wielding power that was both awe-inspiring and terrifying. However, the line between humanity and the cosmic horrors grew ever thinner, as the very tools designed to protect humanity began to erode the fabric of reality.
2010s-Present: The Dark Enlightenment
As the 21st century progressed, humanity stood on the brink of extinction—not through war, famine, or disease, but through the slow, inexorable decay of reality itself. The Old Ones’ influence had become so pervasive that entire nations were swallowed by madness, with only a few strongholds of sanity remaining. These bastions, fortified by both technology and arcane rituals, are all that stand between humanity and total oblivion.
The Dark Enlightenment—a period where the last remnants of true science and reason are perverted into tools for understanding the incomprehensible—marks the current era. Here, the few remaining scholars and leaders who still cling to the notion of resistance struggle to find a way to reverse the course of history. The Eldritch Convergence—a prophesied event where all the cosmic entities would fully manifest and reclaim the Earth—looms ever closer.
Today, Harrowing Truth is set in this twisted version of Earth. The characters find themselves amidst a fractured world where reality teeters on the edge of collapse, where the laws of physics are pliable, and where the true nature of existence is a nightmare from which there is no escape. They must navigate a world filled with cults, cosmic horrors, and the remnants of humanity’s greatest achievements, all while confronting the very real possibility that the Old Ones are not just returning—they never truly left.
1. The Order of the Black Star
Influence Level: Global
Overview: The Order of the Black Star is one of the most powerful and widespread cults, revered for its direct connection to Nyarlathotep, the Crawling Chaos. This ancient and secretive organization has infiltrated governments, corporations, and military forces across the world. Its members believe that Nyarlathotep is the true ruler of Earth and that by serving him, they will be spared in the coming apocalypse. The Order operates in cells, each one tasked with spreading chaos, disinformation, and conducting dark rituals to hasten the return of the Old Ones. Their emblem, a black star with writhing tentacles, strikes fear into the hearts of those who recognize it.
Activities: The Order manipulates global events, often using its influence to incite wars, economic crises, and mass hysteria. Rituals are conducted to summon Nyarlathotep’s avatars, who are sent to sow discord and madness. They seek out and destroy anyone who might oppose the Old Ones, using assassination, blackmail, and terror as their primary tools.
2. The Children of the Yellow Sign
Influence Level: Regional (Europe, North America)
Overview: Devotees of Hastur, the King in Yellow, the Children of the Yellow Sign are a cult dedicated to spreading the influence of their master through art, literature, and theater. The cult emerged in the mid-20th century and quickly gained a following among intellectuals, artists, and the disillusioned. They believe that Hastur’s arrival will herald a new era of enlightenment, where the boundaries between madness and reality will dissolve. The cult’s members often hide in plain sight, posing as avant-garde artists, scholars, and critics, using their work to subtly corrupt minds and draw others into their fold.
Activities: The Children of the Yellow Sign stage elaborate performances of “The King in Yellow,” a play that drives its audience to madness. They also produce and distribute art and literature infused with Hastur’s corrupting influence. The cult holds secret gatherings where members don yellow robes and masks, engaging in rituals that summon manifestations of Hastur’s will.
3. The Esoteric Order of Dagon
Influence Level: Localized (Coastal Areas)
Overview: The Esoteric Order of Dagon is a maritime cult that worships the deep-sea entity Dagon and its kin. Centered primarily in coastal towns and cities, particularly in the ruins of Innsmouth, the cultists are often descended from those who have interbred with the Deep Ones, amphibious humanoids that serve Dagon. The Order seeks to bring about the dominance of the Deep Ones over humanity, believing that the ocean will reclaim the Earth as it once was. The cult is known for its secretive rituals held beneath the waves, and its members are often distinguished by their aquatic features and affinity for the sea.
Activities: The Order conducts rituals to summon Deep Ones and Dagon himself, offering sacrifices of blood and treasure to the ocean. They also engage in smuggling, piracy, and sabotage of ships and ports to weaken humanity’s hold on the seas. The cult seeks out individuals with Deep One ancestry, drawing them into the fold with promises of power and a return to their “true heritage.”
4. The Cult of the Black Pharaoh
Influence Level: Continental (Africa, Middle East)
Overview: The Cult of the Black Pharaoh is an ancient organization that worships Nyarlathotep in his guise as the Black Pharaoh. Originating in Egypt, the cult claims descent from priests who served under the historical figure of the Pharaoh Nephren-Ka. They believe that by serving Nyarlathotep, they will gain dominion over the world when the Old Ones return. The cult operates in the shadows, manipulating political and religious movements to further its goals. Members often infiltrate positions of power in governments and religious institutions, using their influence to spread Nyarlathotep’s dark gospel.
Activities: The cult engages in necromantic rituals, seeking to resurrect the dead and command them as soldiers in Nyarlathotep’s name. They also conduct archaeological expeditions to unearth forbidden relics and texts that hold the secrets of ancient eldritch powers. The cult’s influence extends to terrorist organizations and criminal networks, which they use as tools to destabilize regions and sow chaos.
5. The Starry Wisdom Church
Influence Level: Global (Hidden)
Overview: The Starry Wisdom Church, also known as the Church of the Starry Wisdom, is a cult that reveres the cosmic entity known as the Haunter of the Dark, an aspect of Nyarlathotep. Founded in the 19th century by the mad scientist Enoch Bowen, the cult preaches that true enlightenment can only be achieved by communing with the entities beyond the stars. The cult operates in secrecy, with members often leading double lives as respected members of their communities. The Church seeks to uncover and hoard eldritch knowledge, believing that this will grant them power over reality itself.
Activities: The Church conducts rituals that involve the use of arcane technology, such as the Shining Trapezohedron, to communicate with the Haunter of the Dark. They infiltrate academic and scientific institutions, stealing knowledge and suppressing discoveries that could threaten their plans. The cult is also known for its gruesome sacrifices, offered to the Haunter in exchange for forbidden knowledge and power.
6. The Cult of the Silver Key
Influence Level: Regional (North America, Europe)
Overview: The Cult of the Silver Key is dedicated to the worship of Yog-Sothoth, the Lurker at the Threshold. Members of this cult believe that Yog-Sothoth is the gateway to all time and space, and through him, they can transcend the limitations of human existence. The cult is obsessed with unlocking the secrets of the universe, often experimenting with time travel, alternate dimensions, and the manipulation of reality. They believe that by merging with Yog-Sothoth, they will achieve godhood. The cult is known for its cryptic symbols and the use of ancient keys in their rituals.
Activities: The Cult of the Silver Key engages in experiments that often lead to catastrophic results, such as the creation of time loops, dimensional rifts, and the summoning of beings from other realities. They are also known to conduct rituals that involve the use of rare and ancient artifacts, believing that these will open the way to Yog-Sothoth’s domain. The cult often clashes with other organizations seeking to control or destroy the eldritch forces at play.
7. The Brotherhood of the Yellow Serpent
Influence Level: Regional (Asia)
Overview: The Brotherhood of the Yellow Serpent is a secretive and ancient cult that worships Yig, the Father of Serpents. The cult is believed to have roots in ancient snake-worshiping cultures and has survived through the centuries, adapting to the changing world. Members of the Brotherhood believe that Yig will rise to cleanse the Earth of humanity’s corruption, allowing his chosen to inherit the world. The cult is known for its use of venomous snakes in rituals, as well as its knowledge of poisons and toxins. Members are often skilled in alchemy and the creation of deadly potions.
Activities: The Brotherhood operates in the shadows, using assassination, poison, and manipulation to achieve its goals. They often infiltrate political and religious institutions, using their influence to spread chaos and weaken their enemies. The cult is also known for its breeding of venomous snakes, which are used in rituals and as weapons against those who oppose them. The Brotherhood seeks out individuals with a natural affinity for snakes, offering them a place within the cult as apprentices and future leaders.
8. The Cult of the Silver Twilight
Influence Level: Regional (North America)
Overview: The Cult of the Silver Twilight is a wealthy and influential organization that masquerades as a fraternal order, much like the Freemasons. However, beneath its respectable façade, the cult is dedicated to the worship of Azathoth, the Blind Idiot God. Members of the Silver Twilight believe that the universe is a chaotic void, and by aligning themselves with Azathoth, they can gain power over this chaos. The cult is known for its opulent ceremonies, where members engage in rituals that involve music, dance, and the consumption of mind-altering substances to commune with Azathoth.
Activities: The Silver Twilight operates in the highest circles of society, using its wealth and influence to manipulate political and economic events. They fund scientific research into areas such as quantum physics and chaos theory, believing that these fields will unlock the secrets of Azathoth’s power. The cult is also involved in the creation and distribution of mind-altering substances, which they use to weaken the barriers between reality and the chaotic void.
9. The Whisperers in Darkness
Influence Level: Regional (North America, Europe)
Overview: The Whisperers in Darkness is a cult that reveres the Mi-Go, a race of extraterrestrial beings with advanced knowledge of science and the occult. The cult believes that by serving the Mi-Go, they will be granted access to the secrets of the universe, including immortality and the ability to transcend physical form. Members of the cult often serve as intermediaries between the Mi-Go and humanity, helping the aliens in their experiments and abductions. The cult is known for its use of strange technology and its members’ willingness to undergo radical surgeries and transformations at the hands of the Mi-Go.
Activities: The Whisperers engage in human experimentation, often abducting individuals to serve as test subjects for the Mi-Go’s experiments. They also collect rare and exotic minerals, which they offer to the Mi-Go in exchange for knowledge and
9. The Whisperers in Darkness (continued)
Activities (continued): The Whisperers engage in human experimentation, often abducting individuals to serve as test subjects for the Mi-Go’s experiments. They also collect rare and exotic minerals, which they offer to the Mi-Go in exchange for knowledge and advanced technology. Cult members are often involved in the development of bizarre devices and implants that merge Mi-Go technology with human physiology. These implants can grant them enhanced abilities or allow them to communicate directly with the alien beings. The cult’s activities are shrouded in secrecy, and its members are adept at covering their tracks and erasing evidence of their operations.
10. The Dreamers of R’lyeh
Influence Level: Localized (Oceania, Southeast Asia)
Overview: The Dreamers of R’lyeh is a cult dedicated to the worship of Cthulhu, focusing on his aspects as the Great Dreamer. Members believe that Cthulhu’s dreams can reveal hidden truths and grant them power over reality. The cult originated in the South Pacific, where the influence of Cthulhu is strongest. It is known for its elaborate dream rituals, during which members attempt to enter Cthulhu’s dreams and glean forbidden knowledge. The cult believes that by facilitating Cthulhu’s awakening, they will usher in a new era dominated by their deity.
Activities: The Dreamers conduct rituals involving intense meditation, drug-induced trances, and the use of dream-sharing technology to access Cthulhu’s dreams. They also create and distribute dream-nectar, a powerful substance that enhances their ability to commune with Cthulhu. The cult is involved in the exploitation of dream technology and the manipulation of dreams to control and influence individuals. They often use their knowledge of dreams to predict and influence future events, guiding their actions to align with Cthulhu’s will.
11. The Cult of the Red Hand
Influence Level: Regional (South America)
Overview: The Cult of the Red Hand is a bloodthirsty cult that venerates Shub-Niggurath, the Black Goat of the Woods with a Thousand Young. The cult’s members believe that Shub-Niggurath’s fecundity represents the ultimate power and that by spreading her influence, they will be granted power over life and death. The cult operates primarily in the dense jungles and remote regions of South America, where they conduct brutal rituals to honor their deity. They are known for their use of sacrificial blood, animal offerings, and rites of fertility to invoke Shub-Niggurath’s favor.
Activities: The Cult of the Red Hand engages in gruesome rituals that involve human and animal sacrifices to appease Shub-Niggurath. They are involved in illegal activities such as drug trafficking and human trafficking, using their profits to fund their rituals and expand their influence. The cult also practices dark magic and necromancy, seeking to raise and control the dead to serve as their minions. Their ceremonies are notorious for their violence and are often conducted in hidden groves or underground temples.
12. The Seekers of the Infinite
Influence Level: Localized (Asia, Middle East)
Overview: The Seekers of the Infinite worship Yog-Sothoth, the All-in-One, believing that he embodies the infinite and eternal aspects of existence. The cult’s philosophy centers on the idea that by attaining unity with Yog-Sothoth, they can transcend the limitations of the mortal realm and achieve enlightenment. The Seekers are known for their elaborate rituals and quest for knowledge, often involving complex mathematical formulas and arcane symbols. They operate in secretive monasteries and research facilities, conducting experiments aimed at merging their consciousness with the cosmic entity.
Activities: The Seekers of the Infinite engage in esoteric studies and experiments that involve the manipulation of time and space. They are known for their efforts to build devices that can open portals to other dimensions or alter the flow of time. The cult also seeks out ancient texts and artifacts related to Yog-Sothoth, using them in their rituals to achieve a closer connection with their deity. Their activities are often hidden from public view, as they prefer to operate in secluded locations where they can work undisturbed.
13. The Acolytes of the Black Sun
Influence Level: Regional (Eastern Europe)
Overview: The Acolytes of the Black Sun are a fanatical cult that venerates the cosmic entity known as the Black Sun, a symbol of the chaotic and destructive forces in the universe. The cult believes that by aligning themselves with the Black Sun, they can harness its power to bring about the end of the current world order and create a new, apocalyptic reality. They are known for their extreme rituals, which often involve the use of black magic and occult symbols associated with the Black Sun.
Activities: The Acolytes of the Black Sun conduct rituals that invoke the power of the Black Sun to cause widespread destruction and chaos. They are involved in acts of terrorism and sabotage, targeting key infrastructure and public institutions to further their apocalyptic goals. The cult also engages in occult practices that involve the summoning of demonic entities and the use of cursed artifacts. Their ceremonies are held in hidden locations, often under the cover of night, to avoid detection by authorities.
14. The Order of the Ancient Ones
Influence Level: Global (Hidden)
Overview: The Order of the Ancient Ones is an enigmatic cult that worships a pantheon of eldritch beings collectively referred to as the Ancient Ones. The cult’s members believe that these beings hold the secrets to eternal life and ultimate power. The Order is known for its use of ancient texts and artifacts, as well as its emphasis on secrecy and subterfuge. They operate in the shadows, often disguising their activities under the guise of legitimate organizations.
Activities: The Order of the Ancient Ones engages in the search for and acquisition of ancient relics and forbidden knowledge. They conduct rituals that aim to summon or communicate with the Ancient Ones, often using elaborate ceremonies and arcane symbols. The cult also infiltrates influential institutions, using their positions to gather intelligence and manipulate events to their advantage. Their activities are marked by their focus on secrecy and their use of coded messages and hidden agendas.
15. The Legion of the Dawn
Influence Level: Localized (North America, Australia)
Overview: The Legion of the Dawn is a militant cult that worships the cosmic entity known as the Dawn Herald, a being associated with the rise and fall of civilizations. The cult’s members believe that by serving the Dawn Herald, they can become instrumental in shaping the future of humanity. The Legion operates as a paramilitary organization, often engaging in violent and confrontational activities to achieve its goals.
Activities: The Legion of the Dawn conducts military-style operations, including attacks on government facilities and rival cults. They are known for their training camps, where members are trained in combat techniques and survival skills. The cult also engages in propaganda campaigns to recruit new members and spread their ideology. Their operations are often marked by their use of advanced weaponry and tactics, reflecting their focus on achieving their goals through force and intimidation.
16. The Hidden Brotherhood of the Abyss
Influence Level: Regional (Mediterranean, Middle East)
Overview: The Hidden Brotherhood of the Abyss is a secretive cult that worships the abyssal entities known as the Abyssal Lords. The cult believes that these entities reside in the deepest recesses of reality and that by invoking their power, they can gain access to hidden knowledge and forbidden magic. The Brotherhood operates from hidden locations, often in ancient ruins or underground chambers.
Activities: The Hidden Brotherhood conducts rituals that involve the summoning of Abyssal Lords and the invocation of their power. They are known for their use of dark magic and ancient curses, which they employ to manipulate and control others. The cult also engages in the exploration of ancient ruins and forbidden sites, seeking out artifacts and texts that relate to the Abyssal Lords. Their activities are characterized by their focus on secrecy and their use of hidden locations for their rituals.
17. The Order of the Eternal Night
Influence Level: Localized (Eastern Europe, Russia)
Overview: The Order of the Eternal Night is a cult that venerates the cosmic entity known as the Eternal Night, a being associated with darkness and the void. The cult’s members believe that by aligning themselves with the Eternal Night, they can gain control over the forces of darkness and achieve ultimate power. The Order operates in secrecy, often using hidden underground temples and secret societies to further their goals.
Activities: The Order of the Eternal Night engages in rituals that involve the use of dark magic and the summoning of entities associated with the void. They are known for their use of occult symbols and rites to invoke the power of the Eternal Night. The cult also conducts covert operations to undermine rival factions and governments, using espionage and subterfuge to achieve their objectives. Their activities are characterized by their focus on darkness and secrecy.
18. The Followers of the Void
Influence Level: Regional (South America, Central America)
Overview: The Followers of the Void are a cult dedicated to the worship of the Void, an ancient entity associated with emptiness and oblivion. The cult believes that by embracing the Void, they can transcend the limitations of existence and achieve enlightenment. The Followers operate from hidden temples and remote locations, often conducting rituals that involve the use of forbidden knowledge and dark magic.
Activities: The Followers of the Void engage in rituals that involve the invocation of the Void and the use of ancient spells and curses. They are known for their practices of meditation and asceticism, which they believe help them achieve a closer connection with the Void. The cult also conducts secretive operations to acquire forbidden texts and artifacts, using them to further their understanding of the Void and its powers. Their activities are characterized by their focus on secrecy and their use of hidden locations for their rituals.
19. The Devotees of the Forbidden Flame
Influence Level: Regional (South Asia, Southeast Asia)
Overview: The Devotees of the Forbidden Flame are a cult that worships the entity known as the Forbidden Flame, a being associated with fire and destruction. The cult’s members believe that by serving the Forbidden Flame, they can gain control over the forces of fire and chaos. The Devotees operate in secret, often conducting rituals in hidden temples or remote locations.
Activities: The Devotees of the Forbidden Flame conduct rituals that involve the use of fire and heat, often involving the sacrifice of animals or humans. They are known for their use of pyromantic magic and the creation of fire-based artifacts. The cult also engages in acts of arson and sabotage, using fire as a tool to further their goals and create chaos. Their activities are marked by their focus on destruction and their use of fire in their rituals.
20. The Sect of the Cosmic Serpent
Influence Level: Localized (Central and South America)
Overview: The Sect of the Cosmic Serpent is a cult that worships the Cosmic Serpent, an ancient entity associated with serpentine deities and cosmic power. The cult believes that by aligning themselves with the Cosmic Serpent, they can gain access to hidden knowledge and achieve enlightenment. The Sect operates from hidden locations, often in jungle temples or underground chambers.
Activities: The Sect of the Cosmic Serpent conducts rituals that involve the use of serpentine symbols and the summoning of serpentine entities. They are known for their practices of divination and prophecy, which they believe help them gain insight into the future. The cult also engages in the exploration of ancient ruins and the search for artifacts related to the Cosmic Serpent. Their activities are characterized by their focus on serpentine imagery and their use of hidden locations for their rituals.
Political Powers
1. The United Sovereignties of Earth (USE)
Overview: The USE is a coalition of nations formed to address the global instability brought on by the resurgence of Lovecraftian horrors. Comprised of the remnants of traditional nation-states, it aims to coordinate military and intelligence efforts to combat the influence of occult cults and eldritch entities. The USE is a bureaucratic and often fragmented organization, struggling to maintain unity among its diverse member states.
Challenges: The USE faces internal political strife, corruption, and competing national interests. Its efforts are often hampered by the inability to effectively coordinate responses to cult activities and eldritch incursions. Additionally, the secretive nature of the cults makes it difficult for the USE to gather accurate intelligence and mount effective countermeasures.
2. The Theocratic Dominion of Elaria
Overview: The Theocratic Dominion of Elaria is a theocratic state led by a religious elite who believe that their divine mandate includes resisting the spread of eldritch corruption. The Dominion employs a mix of religious fervor and authoritarian control to maintain order and counteract the influence of dark cults. It is known for its strict social and religious laws.
Challenges: The Dominion’s rigid structure and dogmatic approach often lead to internal dissent and resistance. Its religious leaders sometimes clash with secular authorities and struggle to address the spread of heretical beliefs. Additionally, the Dominion’s aggressive stance against cults can lead to civil unrest and international tensions.
3. The Technocratic Union of Epsilon
Overview: The Technocratic Union of Epsilon is a powerful technocratic state that prioritizes scientific advancement and technological innovation as tools for combating eldritch threats. The Union is governed by a council of scientists and engineers who believe that technological solutions are key to preserving humanity’s future.
Challenges: The Union’s focus on technology can sometimes lead to ethical compromises and unintended consequences. The rapid development of experimental technologies may inadvertently attract the attention of eldritch entities or exacerbate existing problems. The Union also struggles with maintaining public trust and managing the societal impact of its technological experiments.
4. The Sovereign City-States of New Dawn
Overview: The Sovereign City-States of New Dawn is a federation of autonomous city-states that emerged from the ashes of failed nation-states. Each city-state operates independently, but they cooperate in matters of mutual defense and combating occult threats. The federation values individual freedoms and local governance.
Challenges: The decentralized nature of the city-states can lead to inconsistencies in policies and responses to cult activities. Disputes between city-states and the lack of a unified command structure can undermine coordinated efforts. The city-states also face challenges in managing the flow of refugees and resources amidst growing chaos.
5. The Global Restoration Council (GRC)
Overview: The GRC is an international organization formed to address the global environmental and societal impacts of the eldritch resurgence. The council focuses on rebuilding damaged regions and restoring order through humanitarian aid and reconstruction efforts.
Challenges: The GRC faces logistical challenges in delivering aid and coordinating efforts across devastated regions. The resurgence of eldritch threats often disrupts restoration projects and diverts resources. Additionally, the council must navigate complex political landscapes and secure cooperation from various factions with conflicting interests.
Scientific Powers
1. The Arcane Research Institute (ARI)
Overview: The ARI is a leading scientific institution dedicated to studying and understanding eldritch phenomena. It operates as a cutting-edge research facility that combines traditional science with occult studies. The institute aims to develop countermeasures and technologies to protect humanity from cosmic threats.
Challenges: The ARI’s work is often conducted in secrecy due to the sensitive nature of its research. The institute faces ethical dilemmas and potential backlash from the public and other scientific communities. Additionally, the study of eldritch phenomena can be dangerous and unpredictable, posing risks to both researchers and the general populace.
2. The Global Defense Science Bureau (GDSB)
Overview: The GDSB is a multinational organization focused on developing advanced defense technologies to combat eldritch threats. It collaborates with military and scientific experts to create innovative weapons and protective measures against cosmic entities.
Challenges: The GDSB’s focus on defense technology can lead to the development of destructive and potentially uncontrollable devices. The organization also struggles with budget constraints and competing interests among its member states. Balancing the need for secrecy with the urgency of technological advancement presents ongoing challenges.
3. The Celestial Observation Network (CON)
Overview: The CON is a global network of observatories and research stations dedicated to monitoring celestial events and anomalies associated with eldritch phenomena. The network seeks to provide early warnings of cosmic disturbances and gather data on the movements and activities of otherworldly entities.
Challenges: The CON faces difficulties in maintaining and upgrading its extensive network of observation equipment. The unpredictable nature of cosmic events can make data collection and analysis challenging. Additionally, the network’s findings often provoke fear and skepticism among the public and policymakers.
4. The Institute of Quantum and Eldritch Studies (IQES)
Overview: The IQES is a leading research organization specializing in the intersection of quantum physics and eldritch entities. The institute explores the implications of quantum mechanics for understanding and interacting with cosmic forces, aiming to unlock new dimensions of knowledge and power.
Challenges: The institute’s research often involves high-risk experiments with uncertain outcomes. The blending of quantum physics with eldritch studies can lead to dangerous and unstable phenomena. The IQES also faces challenges in securing funding and navigating ethical concerns related to its experimental work.
5. The Bureau of Mythological Research and Preservation (BMRP)
Overview: The BMRP is dedicated to preserving and studying ancient texts, artifacts, and knowledge related to mythological and eldritch entities. The bureau works to prevent the misuse of such knowledge and to uncover historical truths about cosmic threats.
Challenges: The BMRP struggles with the theft and black market trade of valuable artifacts and texts. The preservation of ancient materials often requires dealing with dangerous and cursed objects. Additionally, the bureau faces challenges in interpreting and contextualizing mythological knowledge within a modern scientific framework.
1. Eldritch Ritualism
Overview: Eldritch Ritualism involves the invocation of ancient, otherworldly powers through complex rituals and ceremonies. This form of magic taps into the cosmic entities and forces that defy conventional understanding.
Symbolic Representations:
- Geometric Symbols: Intricate patterns and shapes, such as interlocking triangles and hexagons, represent cosmic order and chaos.
- Runic Glyphs: Esoteric runes inscribed in ancient scripts, often associated with specific deities or entities, are used to channel energy and invoke powerful forces.
- Star Maps: Charts of celestial alignments and constellations that guide ritual timings and locations.
Sympathetic Energies:
- Celestial Alignments: The alignment of planets and stars can amplify or disrupt ritual power.
- Sacrificial Offerings: Blood and rare materials act as conduits to communicate with cosmic entities.
- Ancient Relics: Artifacts imbued with eldritch energy can enhance the ritual’s effectiveness or act as focal points.
2. Necromantic Sorcery
Overview: Necromantic Sorcery focuses on manipulating the dead and harnessing the energies of death and decay. Practitioners use this magic to raise and control spirits, as well as to draw power from the realm of the deceased.
Symbolic Representations:
- Skull and Bone Symbols: Representing death and mortality, these symbols are used in rituals and spells related to the undead.
- Dark Mirrors: Used to communicate with spirits and reflect the energies of the afterlife.
- Grim Reaper Imagery: Depictions of the Grim Reaper or similar figures symbolize the transition between life and death.
Sympathetic Energies:
- Corpse Parts: Physical remains or components from the deceased are used to summon and control spirits.
- Funeral Rites: Rituals performed at graveyards or death-related sites can enhance necromantic power.
- Spirit Resonance: The presence of lingering spirits or a strong connection to the afterlife can boost necromantic abilities.
3. Technomancy
Overview: Technomancy blends magic with technology, creating a hybrid form of magic that manipulates and enhances technological devices through arcane means. This magic combines engineering with occult principles.
Symbolic Representations:
- Circuit Patterns: Designs and layouts resembling electronic circuits represent the integration of magic and technology.
- Mechanical Runes: Symbols that combine mechanical and magical elements, used to inscribe spells into devices.
- Quantum Symbols: Representations of quantum phenomena used to manipulate technological and magical interfaces.
Sympathetic Energies:
- Electromagnetic Fields: The manipulation of magnetic and electric fields can enhance or disrupt technomantic spells.
- Data Streams: Information flow and digital data can be harnessed to cast spells or alter technological systems.
- Tech Artifacts: Devices that bridge the gap between technology and magic, such as enchanted computers or mystical gadgets.
4. Shamanic Animism
Overview: Shamanic Animism involves communicating with and drawing power from spirits of nature and the animal world. Practitioners work to harmonize with the natural world and invoke its energies for magic and healing.
Symbolic Representations:
- Animal Totems: Representations of animal spirits that guide and empower the shaman.
- Nature Symbols: Elements like trees, leaves, and rivers are used to connect with natural forces and entities.
- Spirit Masks: Masks representing various spirits and deities, used in ceremonies and rituals to channel their power.
Sympathetic Energies:
- Natural Environments: Performing rituals in forests, mountains, or other natural settings enhances the connection with nature spirits.
- Animal Offerings: Gifts or sacrifices to animal spirits can strengthen their influence and aid in magical practices.
- Seasonal Changes: Aligning rituals with natural cycles and seasons amplifies the effectiveness of shamanic magic.
5. Quantum Mysticism
Overview: Quantum Mysticism explores the manipulation of reality at the subatomic level, using principles of quantum mechanics and mysticism to alter physical and metaphysical aspects of existence. This form of magic involves bending the fabric of reality.
Symbolic Representations:
- Wave-Particle Symbols: Representations of quantum phenomena like wave-particle duality, used to manipulate reality.
- Fractal Patterns: Geometric patterns that symbolize the infinite complexity and interconnectedness of the universe.
- Probability Charts: Diagrams that depict possible outcomes and probabilities, used to influence chance and fate.
Sympathetic Energies:
- Quantum Fluctuations: Small changes in the quantum field can trigger significant alterations in reality.
- Dimensional Gates: Portals or devices that link to alternate dimensions or realities, enhancing quantum mystical effects.
- Temporal Distortions: Manipulating time and space to achieve desired outcomes or influence events across different realities.
Universal Spell and Effect Creation Template
This template helps players create their own spells and effects within the constraints of the five categories of magic outlined previously. Each spell or effect should adhere to the thematic and operational constraints of its category.
Spell/Effect Name:
Provide a descriptive name for the spell or effect.
Magic Category:
Select one of the following categories:
- Eldritch Ritualism
- Necromantic Sorcery
- Technomancy
- Shamanic Animism
- Quantum Mysticism
Description:
Briefly describe what the spell or effect does, including its purpose and any unique aspects.
Symbolic Representations:
List the symbolic elements used in the spell or effect. Ensure these are consistent with the chosen category’s symbolic representations.
- Symbol 1: Describe the symbol and its significance.
- Symbol 2: Describe the symbol and its significance.
- Symbol 3: Describe the symbol and its significance.
Sympathetic Energies:
Identify the sympathetic energies that influence the spell or effect. Ensure these align with the category’s sympathetic energies.
- Energy Source 1: Describe the energy source and its role.
- Energy Source 2: Describe the energy source and its role.
- Energy Source 3: Describe the energy source and its role.
Components Required:
Specify any physical components, artifacts, or materials needed to cast the spell or trigger the effect.
- Component 1: Describe the component and its use.
- Component 2: Describe the component and its use.
- Component 3: Describe the component and its use.
Ritual/Activation Process:
Detail the steps or rituals required to activate the spell or effect. Include any necessary actions or sequences.
- Step 1: Describe the first action or preparation.
- Step 2: Describe the next action or preparation.
- Step 3: Describe the final action or ritual.
Effects and Outcomes:
Outline the immediate and long-term effects of the spell or effect. Include any potential side effects or consequences.
- Primary Effect: Describe the main result of the spell or effect.
- Secondary Effect: Describe any additional impacts or outcomes.
- Side Effects: Describe any potential negative consequences or risks.
Range and Duration:
Specify the range of the spell or effect and how long it lasts.
- Range: Describe the distance or scope of the effect.
- Duration: Describe how long the effect persists.
Difficulty and Risks:
Detail the difficulty of casting the spell or triggering the effect, including any risks involved.
- Difficulty Level: Rate the difficulty of the spell or effect (e.g., Easy, Medium, Hard).
- Risks: Describe any potential dangers or complications.
Example:
Spell/Effect Name: Eldritch Convergence
Magic Category: Eldritch Ritualism
Description: A ritual to summon a minor eldritch entity and bind it to a specific location.
Symbolic Representations:
- Geometric Symbols: Interlocking triangles forming a protective barrier.
- Runic Glyphs: Ancient runes of summoning inscribed around the ritual site.
- Star Maps: Celestial alignment charts used to time the ritual.
Sympathetic Energies:
- Celestial Alignments: Ritual effectiveness depends on the alignment of the moon and stars.
- Sacrificial Offerings: A small ritual sacrifice to strengthen the binding.
- Ancient Relics: Use of a ritual dagger imbued with eldritch power.
Components Required:
- Component 1: A ceremonial dagger.
- Component 2: A vial of rare incense.
- Component 3: An ancient tome with summoning rituals.
Ritual/Activation Process:
- Draw the geometric symbols on the ground.
- Place the runic glyphs around the ritual site.
- Perform the summoning chant while holding the ceremonial dagger.
Effects and Outcomes:
- Primary Effect: Summons a minor eldritch entity.
- Secondary Effect: Creates a protective barrier around the ritual site.
- Side Effects: Residual eldritch energy may cause paranoia and hallucinations.
Range and Duration:
- Range: Effect is localized to the ritual site.
- Duration: Entity remains bound for 24 hours.
Difficulty and Risks:
- Difficulty Level: Hard.
- Risks: Improper execution may lead to the entity breaking free or causing widespread madness.
This template allows players to design custom spells and effects while maintaining consistency with their chosen magic category.
Consequence Tracking System
The Consequence Tracking System manages the impact of magic use and the outcomes of spellcasting. It includes both positive and negative consequences, depending on the nature of the magic used and its execution. This system helps maintain a balance between risk and reward, ensuring that players face meaningful outcomes from their actions.
Consequence Categories:
- Enhanced Benefits
- Neutral Effects
- Malignant Consequences
1. Enhanced Benefits
Description: These are positive outcomes that can arise from successful spellcasting or particularly creative and effective use of magic. They offer significant rewards and can exalt the character.
Tracking Method:
-
Enhanced Power: Gain temporary boosts in abilities or skills directly related to the spell’s effect.
- Example: A successful summoning spell might temporarily enhance the character’s charisma or manipulation abilities.
-
Miraculous Outcomes: Achieve extraordinary effects or breakthroughs that surpass the original intent of the spell.
- Example: A ritual intended to summon a minor entity might instead attract the attention of a powerful cosmic being, granting the character a boon.
-
Exaltation: Receive recognition, favors, or support from powerful entities or factions.
- Example: Successfully completing an arduous ritual might earn the character the favor of a revered eldritch entity, providing future assistance.
Tracking Mechanism:
- Success Rate: Percentage chance of enhanced benefits based on spell difficulty and execution quality.
- Tracking Sheet: Record the specific benefits gained and their duration.
2. Neutral Effects
Description: These are effects that neither significantly harm nor benefit the character. They result from ordinary spellcasting and represent expected outcomes with no major repercussions.
Tracking Method:
-
Minor Outcomes: Achieve the basic results of the spell without significant additional effects.
- Example: A healing spell restores a moderate amount of health but has no additional consequences.
-
Normal Usage: Routine results from spell use without any special or adverse impact.
- Example: A minor illusion works as intended with no extraordinary effects or problems.
Tracking Mechanism:
- Outcome Record: Note the basic results of the spell and any minor variations from the expected effects.
3. Malignant Consequences
Description: These are negative outcomes that can cause significant harm to the character, including sanity loss, permanent effects, or even death. They represent the darker side of magic and its risks.
Tracking Method:
-
Sanity Loss: Track the decrease in sanity or mental stability due to the use of dangerous or eldritch magic.
- Sanity Points: Record the amount of sanity lost and its impact on the character’s behavior and decision-making.
-
Loss of Free Will: Detail instances where the character becomes manipulated or controlled by external forces.
- Possession: Record cases of possession or mind control, noting the duration and consequences.
-
Physical and Mental Trauma: Document instances of severe physical injury or psychological trauma resulting from spellcasting.
- Torture and Madness: Record the nature and extent of torture or madness, including any permanent changes to the character.
-
Death: Track instances of death or permanent incapacitation.
- Permanent Effects: Note any lasting damage or changes to the character’s state or abilities.
Tracking Mechanism:
- Consequence Severity Scale: Categorize the severity of consequences on a scale (e.g., Minor, Major, Catastrophic) based on impact.
- Tracking Sheet: Document all negative effects, their causes, and their impact on the character.
Example Consequence Tracking Sheet
Consequence Type | Description | Severity | Impact | Duration/Notes |
---|---|---|---|---|
Enhanced Power | Temporary boost in charisma | Moderate | +20% to Charisma for 1 hour | Effective in social interactions. |
Neutral Effect | Healing spell restores health | Minimal | Restores 20 HP | No additional effects. |
Sanity Loss | Vision of eldritch horror | Major | -10 Sanity Points; paranoia | Persistent paranoia and nightmares. |
Loss of Free Will | Mind control by an eldritch entity | Catastrophic | Character under control for 3 days | Requires a successful resistance roll. |
Death | Overuse of forbidden magic | Catastrophic | Instant death and complete loss of character | Character is permanently deceased. |
This Consequence Tracking System allows for a dynamic and immersive experience by accounting for both the positive and negative outcomes of spellcasting. It provides a structured way to handle the risks and rewards of magic within the game.
Roll (d100),Weapon
01-02,Eldritch-infused Dagger
03-04,Arcane Staff
05-06,Cursed Blade
07-08,Celestial Bow
09-10,Ritualistic Tomahawk
11-12,Quantum Disruptor
13-14,Necrotic Scythe
15-16,Technomagic Gauntlets
17-18,Shamanic Spear
19-20,Death’s Whisper Crossbow
21-22,Eldritch Whip
23-24,Plasma Sword
25-26,Spirit-bound Mace
27-28,Rune-etched Axe
29-30,Psychic Fist
31-32,Bloodstained Short Sword
33-34,Quantum Infusion Rifle
35-36,Enchanted Rapier
37-38,Bone-imbued Club
39-40,Elemental Wand
41-42,Ectoplasmic Chains
43-44,Ancient Trident
45-46,Plasma Blade
47-48,Magma-infused Hammer
49-50,Astral Cleaver
51-52,Demonic Halberd
53-54,Spectral Bow
55-56,Eldritch Carbine
57-58,Rune-inscribed Flail
59-60,Quantum Beam Pistol
61-62,Shadow-knife
63-64,Infernal Dagger
65-66,Etheric Greatsword
67-68,Possessed Club
69-70,Psychometric Gauntlets
71-72,Astral Staff
73-74,Blood Ritual Mace
75-76,Cybernetic Sword
77-78,Haunting Scythe
79-80,Enigmatic Crossbow
81-82,Soul-infused Spear
83-84,Ethereal Dagger
85-86,Rift-creator Blade
87-88,Chaotic Axes
89-90,Eldritch Scimitar
91-92,Temporal Bow
93-94,Vortex Whip
95-96,Necromancer’s Staff
97-98,Arcane Chain
99-00,Void Gun
Skills Chart
Roll (d100) Skill
01-02 Eldritch Knowledge
03-04 Necromantic Rites
05-06 Technomagic Crafting
07-08 Shamanic Meditation
09-10 Quantum Manipulation
11-12 Ritual Preparation
13-14 Astral Navigation
15-16 Spirit Summoning
17-18 Celestial Mechanics
19-20 Cursed Artifact Identification
21-22 Ectoplasmic Manipulation
23-24 Dark Rituals
25-26 Dimensional Travel
27-28 Psychic Defense
29-30 Forbidden Lore
31-32 Quantum Engineering
33-34 Eldritch Artistry
35-36 Shamanic Healing
37-38 Mechanical Repair
39-40 Blood Magic
41-42 Spirit Communication
43-44 Astral Projection
45-46 Enchanted Crafting
47-48 Telekinetic Control
49-50 Mystical Protection
51-52 Technomagical Combat
53-54 Alchemical Formulas
55-56 Ethereal Binding
57-58 Dark Arts Analysis
59-60 Artifact Empowerment
61-62 Astral Combat
63-64 Quantum Entanglement
65-66 Shamanic Rituals
67-68 Ritualistic Invocation
69-70 Necrotic Energy Control
71-72 Celestial Alignment
73-74 Spirit Binding
75-76 Temporal Manipulation
77-78 Eldritch Symbology
79-80 Cosmic Knowledge
81-82 Shamanic Summoning
83-84 Quantum Analysis
85-86 Eldritch Ritual Preparation
87-88 Dimensional Understanding
89-90 Technomagical Engineering
91-92 Spirit Conjuration
93-94 Necromantic Summoning
95-96 Astral Manipulation
97-98 Eldritch Empowerment
99-00 Quantum Perception
Footnote for Magical Effects:
To enact a magical effect, the player must use the relevant skill from the chart above. This skill check determines the effectiveness of the spell or effect based on the character’s proficiency in the specific magical discipline. However, the skill check alone is not sufficient. The player must still adhere to the full spell creation process outlined in the Universal Spell and Effect Creation Template. This includes fulfilling the symbolic representations, sympathetic energies, required components, and activation process to ensure the spell’s successful execution and desired outcome.
Roll (d100),Story Idea
01-02,An ancient cult attempts to awaken a slumbering god, leading to a series of bizarre occurrences in a remote town.
03-04,A powerful artifact is discovered that allows communication with cosmic entities, but it comes with dire consequences.
05-06,A city falls into chaos after a failed ritual opens a rift to another dimension, releasing eldritch horrors.
07-08,An enigmatic figure offers a powerful boon in exchange for the players completing a dangerous and morally ambiguous task.
09-10,A series of disappearances are linked to an abandoned research facility where dark experiments were conducted.
11-12,An ancient prophecy suggests the return of a long-forgotten deity, and the players must gather allies to prevent the end of the world.
13-14,A technomancer creates a device that merges magic with technology, leading to uncontrollable and destructive results.
15-16,A rogue necromancer seeks to raise an army of the undead to conquer a major city, and the players must stop them.
17-18,A small village is plagued by supernatural phenomena connected to an old, cursed artifact recently unearthed.
19-20,The players must navigate a series of traps and puzzles in a hidden temple to retrieve a relic of immense power.
21-22,An otherworldly entity offers knowledge in exchange for the players performing a series of increasingly dangerous tasks.
23-24,A scholar discovers a hidden dimension where time flows differently, causing strange events to affect the real world.
25-26,A powerful spirit is released from its prison and begins to exact revenge on those who imprisoned it.
27-28,A magical artifact is stolen, and the players must track it down before it causes catastrophic consequences.
29-30,A long-forgotten cult resurfaces with a plan to summon a cosmic entity, and the players must infiltrate and dismantle it.
31-32,The players discover a hidden society that practices forbidden magic and must decide whether to expose or join them.
33-34,A city’s leaders are being manipulated by an unseen force, and the players must uncover the truth behind the influence.
35-36,A scientist’s experiment with eldritch energies goes awry, creating dangerous anomalies that the players must resolve.
37-38,A series of bizarre and violent incidents are traced to a group experimenting with dangerous rituals in an isolated mansion.
39-40,An ancient library holds the secrets to a powerful spell, but accessing it requires overcoming a series of arcane challenges.
41-42,The players are caught in a conflict between rival factions seeking control over a mysterious and powerful relic.
43-44,A new cult arises, claiming to offer salvation from the cosmic horrors, but their true intentions may be far more sinister.
45-46,A revered scholar vanishes, leaving behind cryptic notes about a looming cosmic threat, prompting a search for their whereabouts.
47-48,An abandoned military base becomes a hotspot for strange occurrences after an experiment with interdimensional travel.
49-50,A cursed town experiences a series of supernatural events that escalate into full-blown chaos, with an ancient evil at the heart.
51-52,The players must broker peace between two warring factions, one of which practices dangerous eldritch rituals.
53-54,A powerful eldritch entity offers to fulfill a personal wish of the players, but at a horrifying cost.
55-56,A newly discovered tomb holds ancient knowledge, but disturbing it awakens long-forgotten terrors.
57-58,The players investigate a series of gruesome murders connected to a dark cult ritual aimed at summoning an otherworldly being.
59-60,An enigmatic relic grants visions of the future, but each vision leads to a catastrophic event that the players must prevent.
61-62,An underground society is discovered that practices forbidden magic to control the city from the shadows.
63-64,A dimensional rift opens in a major city, allowing strange creatures to enter and wreak havoc, with no clear way to close it.
65-66,A mysterious illness spreads rapidly, and the players must trace it back to an eldritch source before it devastates the region.
67-68,An ancient evil awakens and begins corrupting the land, and the players must gather allies and resources to combat it.
69-70,A series of inexplicable events points to a secret society trying to overthrow the existing power structure using eldritch means.
71-72,A city’s entire population begins to disappear, and the players must uncover the cosmic force responsible before they become the next victims.
73-74,A hidden artifact that controls the weather is stolen, causing global climatic anomalies that threaten life on Earth.
75-76,The players are tasked with recovering a stolen book of forbidden knowledge that could alter the balance between worlds.
77-78,A ritual performed in secret causes reality to warp, leading to twisted and surreal versions of familiar places.
79-80,An eldritch creature begins manipulating dreams, causing nightmares to spill into reality and wreak havoc.
81-82,An influential figure’s sudden change in behavior is traced to possession by a powerful otherworldly entity.
83-84,The players find a diary detailing a plan to summon an ancient cosmic horror, and must race against time to prevent it.
85-86,A portal to a nightmarish dimension opens in a quiet town, unleashing strange creatures that the players must fight off.
87-88,A group of scientists accidentally create a tear in reality, leading to bizarre and dangerous phenomena in their research facility.
89-90,A cursed family’s tragic history is revealed, and the players must uncover the connection between their fate and a hidden artifact.
91-92,A powerful magical entity offers to grant one wish to each player, but the wishes come with unforeseen and disastrous consequences.
93-94,An artifact capable of controlling minds is discovered, and the players must prevent its use by a sinister faction.
95-96,A series of enigmatic symbols begins appearing around a city, leading to the unearthing of an ancient, forbidden cult.
97-98,The players are invited to a secluded estate where a twisted game is played involving eldritch horrors and dark secrets.
99-00,An artifact of immense power causes temporal distortions, with each use bringing the players closer to a catastrophic future.
Absolutely! Here’s a continuation with more Lovecraft-inspired enemies and villains:
Enemies/Villains Catalog
-
Shoggoth
- Name: Shoggoth
- Type: Eldritch Being
- Description: Amorphous, gelatinous creature with eyes and mouths appearing at random.
- Health Points (HP): 75
- Defense: 25
- Attack: 40
- Special Abilities: Can mimic any creature it encounters and absorbs attacks.
- Weaknesses: High temperatures can destabilize its form.
- Behavior: Attacks indiscriminately and absorbs victims to gain their characteristics.
-
Deep One
- Name: Deep One
- Type: Cultist/Hybrid
- Description: Fish-like humanoid with scales and webbed appendages.
- Health Points (HP): 40
- Defense: 15
- Attack: 20
- Special Abilities: Aquatic adaptation, can breathe underwater and communicate with sea creatures.
- Weaknesses: Weak against fire and extreme dryness.
- Behavior: Often tries to drag victims into the water; aggressive in defending their aquatic lair.
-
Great Cthulhu
- Name: Great Cthulhu
- Type: Eldritch Being
- Description: Massive, tentacled entity with dragon-like wings.
- Health Points (HP): 200
- Defense: 40
- Attack: 60
- Special Abilities: Can induce madness in those who gaze upon it and command lesser creatures.
- Weaknesses: Not easily harmed by conventional means; rare artifacts are required to affect it.
- Behavior: Mostly dormant but can awaken to wreak havoc or manipulate followers.
-
Night Gaunt
- Name: Night Gaunt
- Type: Eldritch Being
- Description: Black, winged creatures with faceless heads and elongated limbs.
- Health Points (HP): 50
- Defense: 20
- Attack: 30
- Special Abilities: Can paralyze opponents with a touch and induce terrifying visions.
- Weaknesses: Vulnerable to bright light and sacred artifacts.
- Behavior: Prefers to ambush and incapacitate victims before dragging them away.
-
Byakhee
- Name: Byakhee
- Type: Eldritch Being
- Description: Winged, star-spawned entities with bat-like wings and a predatory demeanor.
- Health Points (HP): 60
- Defense: 25
- Attack: 35
- Special Abilities: Can traverse between dimensions and fly with incredible speed.
- Weaknesses: Sensitive to anti-magic fields and certain celestial symbols.
- Behavior: Often used as messengers or servants for more powerful entities; aggressive if threatened.
-
Dagon
- Name: Dagon
- Type: Elder God
- Description: Enormous, amphibious deity with a fish-like appearance and immense power.
- Health Points (HP): 150
- Defense: 35
- Attack: 50
- Special Abilities: Can control water and sea creatures, summon storms.
- Weaknesses: Weakness to ancient runes and symbols of opposing deities.
- Behavior: Rarely interacts directly; often influences through cults and aquatic minions.
-
Mi-Go
- Name: Mi-Go
- Type: Alien Entity
- Description: Fungoid, insect-like beings with an exoskeleton and strange, mechanical apparatuses.
- Health Points (HP): 45
- Defense: 20
- Attack: 25
- Special Abilities: Can perform brain transplants and manipulate alien technology.
- Weaknesses: Vulnerable to high-frequency sounds and radiation.
- Behavior: Conduct experiments and seek to harvest rare materials; often seen as enigmatic or malevolent.
-
Ghoul
- Name: Ghoul
- Type: Undead
- Description: Corpse-like creature with a hunger for human flesh.
- Health Points (HP): 30
- Defense: 10
- Attack: 15
- Special Abilities: Can spread a debilitating disease through bites and scratches.
- Weaknesses: Highly susceptible to fire and holy symbols.
- Behavior: Predatory, often lurking in graveyards and desolate places.
-
Yithian
- Name: Yithian
- Type: Alien Entity
- Description: Gigantic, brain-like beings with tentacles and advanced intellect.
- Health Points (HP): 70
- Defense: 30
- Attack: 45
- Special Abilities: Can transfer consciousness to other beings and manipulate memories.
- Weaknesses: Sensitive to disruption of their mental focus and telepathic interference.
- Behavior: Often operate from hidden locations, using agents to accomplish their goals.
-
Lloigor
- Name: Lloigor
- Type: Elder Entity
- Description: Shadowy beings of immense power, often appearing as dark mist or fog.
- Health Points (HP): 80
- Defense: 30
- Attack: 40
- Special Abilities: Can drain life force and sow discord among those they encounter.
- Weaknesses: Susceptible to bright light and certain ancient sigils.
- Behavior: Usually act through manipulation and fear, rarely engaging in direct combat.
This catalog provides a range of enemies with different abilities and weaknesses to challenge players and enhance the Lovecraftian atmosphere of your game. Let me know if you need more entries or further details on any of these!
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