Realms of Cthulhu Corebook(1).pdf

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Realms of
Cthulhu
By
Sean PReSton
additional MateRialS: Shane henSley, SiMon luCaS, ed WetteRMan,
& StaCy young
lead editoR: lyn haRM
aSSiStant editoR: ed WetteRMan
aRt diReCtion: SiMon luCaS & Sean PReSton
CaRtogRaPhy: Keith CuRtiS
CoveR aRt: daniel RudniCKi
glyPhS: oMega Font laBS
gRaPhiC deSign: SiMon luCaS & Sean PReSton
inveStigatoR’S doSSieR: Cheyenne WRight
tyPeSetting: SiMon luCaS
inteRioR aRt: aaRon aCevedo, Raul gonzalez, andy hoPP, igoR KieRyluK,
diego giSBeRt lloRenS, ChRiS MalidoRe, luiS nuñez de CaStRo,
aaRon PanagoS, daniel RudniCKi, ChaRlene Sun, ChRiStoPhe SWal,
tRiSha WilliaMS, Cheyenne WRight, and daReK zaBRoCKi
daRK MinionS: eRiC avediSSian, eRiCa BalSley, BoB BRetz, MaRK FRanCiS,
deB goRdon, BaRRy gReen, noRM henSley, Joel KinStle, PiotR KoRyS,
“evil MiKe” MCneal, “WeiRd dave” olSon, Randall oRndoRFF, Joe Sallitt,
JeFF SCiFeRt, MiChael SiMS, and toM WiSnieWSKi
SPeCial thanKS to ChaRlie KRanK and duStin WRight oF ChaoSiuM inC. and
Shane henSley oF PinnaCle enteRtainMent gRouP Without WhoM thiS
BooK Wouldn’t Be PoSSiBle.
this work is dedicated to my dear daughter, China Preston,
my supportive parents, Charles and Ruby Preston, the newest
little lucas (coming Soon), and the memory of Charlene Sun.
The title font is Policy Gothic available from the H.P. Lovecraft Historical Society at CthulhuLives.org.
The interior is typeset in Public Works, Garamond, and Segoe Print.
Realms of Cthulhu is copyright 2009 Reality Blurs, LLC. All rights reserved. Realms of Cthulhu, Reality Blurs, and all
associated trademarks and logos are the property of Reality Blurs, LLC. This material is protected under the Copyright
Act of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written consent of Reality Blurs, LLC.
The names, descriptions, and depictions applied to this supplement are derived from works copyrighted by and include
trademarks owned by Chaosium Inc., and may not be used or reused without its permission.
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.
Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permis-
sion. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
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FOREWORD
Our adventures were many and varied through the
years, but always a blast. Often literally. As with the
haunted house adventure, when we couldn’t solve
the puzzle, dynamite proved a satisfactory riposte
to the Elder God’s manipulations.
Which brings me to my second secret. Through
all the adventures, as my friends dropped like lies
or went stark, raving mad, Lacy survived. Charles
bragged frequently that he had killed us all many
times over—but he was wrong. Up until our last
adventure when he destroyed the entire world, my
character was perfectly sane and alive.
Character death is a hotly-debated topic within
gamer circles. But Call of Cthulhu Game Masters
and players alike positively revel in it. In dungeon
crawls one brags about the magic sword recovered
from the red dragon’s treasure trove, defeating the
neromancer’s army, or saving the princess from
some dastardly warlord’s clutches. In Cthulhu, a
player brags about his character’s messy end, or even
better, what he did in the moments his broken mind
inally snapped. The truly fortunate might combine
the two. Did the unfortunate soul gun down the
rest of the party? Did he dance merrily into the
iery depths of a volcano? Or perhaps he slowly
ground himself up in an industrial meat grinder.
Good times.
Realms of Cthulhu will prove a fascinating change
of tempo since it uses the Savage Worlds rules. Our
game system encourages offense and action. Heroes
will likely be tougher and more competent than
similar characters in the traditional system. Person-
ally, I ind this exciting. It means battles against the
conspiratorial townspeople of Innsmouth, inmates
from Arkham, or rabid cultists will be fast-paced
and exciting—like a good pulp movie. But blazing
Tommy Guns won’t help much against the more
terrible creatures of the Mythos. As usual, your hero
will have to rely on the information he’s found to
escape the clutches of such villains as Nyarlathotep
or Yog-Sothoth.
Practically, that means less of you will be stabbed
to death by a cultist, and more of you will survive
to have your face melted off by the Lurker at
the Threshold. And isn’t that what Cthulhu is all
about?
I have two secrets to share. The irst is that I’ve
never read the Call of Cthulhu RPG.
That may seem strange coming from someone so
heavily involved with roleplaying games for the last
two decades, but hear me out. The reason I haven’t
read CoC isn’t due to any lack of appreciation for
Chaosium’s lagship product line. On the contrary.
I haven’t read Cthulhu because I want the Mythos
to remain mysterious.
I’ve read plenty of H.P. Lovecraft’s work—I’m
a pulp enthusiast to the core—but I don’t want to
see the stats for the Colour out of Space , or the details
for the ritual cast in The Strange Case of Charles Dexter
Ward . I don’t want a spell list from The Necronomicon ,
or know the exact percentage chance a Ghoul has
of causing my hero infection.
I want my Game Master to have these facts—
and that’s what you’ll ind in Reality Blurs’ excellent
version of the game—but we players need to be
in the dark. Perhaps we won’t be as perplexed
as our characters when they confront some
angular-yet-amorphous horror from beyond our
comprehension, but neither should we know the
exact hit points (or Toughness, in Savage Worlds ) for
a Fungi from Yuggoth.
Call of Cthulhu is all about mystery. I remem-
ber the irst game I ever played. It was a haunted
house adventure that I think was included in some
edition of the core rulebook. The adventure was
pure chaos. The party I was with—which included
Deadlands alumni John Goff and John Hopler—
couldn’t for the life of us igure out what was going
on. It seemed a completely random collection of
strangeness, ghosts, and horrors. To the best of my
admittedly-limited knowledge, I think the villain of
our tale was a druid who used the history of the
house to conjure spirits and images to torment and
drive us out. We didn’t have a clue about any of
that, but we had an incredibly good time playing.
Oh, and when we couldn’t solve the mystery, we
burned the house down.
Years later, Charles Ryan, author of Millenium’s
End and later Brand Manager for Dungeons &
Dragons ® ran a series of unrelated adventures. I
played Lacy O’Malley, forerunner of the character
who would become our featured Kolchak-inspired
reporter for the Tombstone Epitaph in Deadlands ® .
Shane Hensley
January 21, 2009
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FROM THE AUTHOR
ries were of our characters’ exploits and how we
went mad or died in some fantastic fashion. Call of
Cthulhu taught us several lessons. The irst one was
not to get too attached to our characters and the
second one was the ine art of roleplaying. In this
unforgiving and merciless world where dark gods
lie sleeping, your neighbor may be a cultist, guns are
lethal, magic is dangerous, and the more you learn,
the less you really feel you need to know, this is the
dark gift we were given.
In 2004, I received another present, the gift of an
innovative game system that struck a chord within
me, a system that catalyzed me to actually pursue a
longtime dream, a dream of writing in the gaming
industry, and for that I owe much thanks to Shane
Hensley and his Savage Worlds system.
Now fortune has afforded me the opportunity to
delve into the darkness of the Cthulhu Mythos and
do so with one of the most lexible game systems
I’ve ever encountered. If you already play Savage
Worlds , I’m preaching to the choir; for those who
are reading this because of the mention of Cthulhu,
I tell you, you’re in for a real treat! Because now it’s
time for me to put away my dreams and get down
to the nightmares that dwell just below the surface.
If you don’t think Savage Worlds can handle horror
and grit and send rash characters to the morgue or
the asylum, I assure you, you are mistaken.
When one hears the name Lovecraft, one’s mind
wanders to dread things, alien things, things that are
dead, and things that are not, and things that are
beyond the ken of humanity. In other words, one’s
mind goes to that venerable creation of a New Eng-
lander many years past when society was dealing
with the strangeness of science and the potentiality
of a world without religion. Lovecraft introduced
the possiblity that there were indeed gods, ancient
gods, alien gods, to whom all the glories and
wonders of our civilizations and the vainglorious
illusion of our cerebral superiority were as nothing.
In short, we were nothing. So frail were we that even
a glimpse at one of these dark denizens showed us
how fragile we are. The Mythos revealed the atavis-
tic nature of our humanity and the potentiality that
this world was all there was and the powers beyond
ourselves, the ones we sought solace in and turned
to in our hours of need were the grandest joke of
all, for these very creatures viewed us as little more
than playthings if they viewed us as anything at all.
I was fortunate enough to grow up in a house
full of pulp; old, dog eared books were laden upon
our bookshelves intermingled amongst the likes
of Edgar Allen Poe, Lord Dunsany, Sir Arthur
Conan Doyle, and the classics of Twain and his ilk.
As much as I enjoyed a spectrum of iction in my
youth, I was always fascinated by the strange focus
of Lovecraft and his obsession with the bizarre.
To me, it seemed, Lovecraft did not so much write
strange and weird tales, but reported them. His
stories ring with a disturbing resonance that lasts
beyond the written page.
Returning to my young adulthood, I also
had the rare opportunity to grow up in a hobby
shop. Not the quaint world of trains and
models, but one of fanciful knights, fearsome
dragons, and chests of gold. In more simple
terms, D&D. I loved the game and the books of
dark fancy soon were disregarded as I bathed in
the works of fantasy authors. However, when I
got to the hobby store from school one day and
began unloading inventory, what did I discover? My
brothers had ordered a new game from a l edgling
company calling itself Chaosium, a game called Call
of Cthulhu . Soon we dove back into our passion for
scaring each other senseless, one well served by
the game, and some of my fondest game memo-
Sean Preston
August 2008
P.S.
I am happy to report that I have emerged from
the other side of the design and developmental
process relatively unscathed. It was a pleasure revis-
iting some of my old favorite haunts—Arkham,
Innsmouth, and certain unnamed swamps in
Louisiana—over the course of the past year and
developing brand new ones, such as Bayhaven and
Drake Manor. While writing is a solitary process,
playtesting is not. We had enormous fun stress test-
ing the mechanics and, after the requisite number
of investigators died, we felt we had things properly
sorted.
Enjoy!
July 2009
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