Project Update: The Legacy of Cthulhu - Advanced Rules and Tables Preview!
If you have been following our delivery schedule for the campaign, you probably noticed that we are slightly behind it with The Legacy of Cthulhu - Advanced Rules and Tables (LoC:ART). However, we have good reasons for that and would like to explain in more detail what’s in the book, what’s not, and how we are finishing it.
The main idea behind LoC:ART is that your Survivor, like pretty much everyone on the planet, was caught by surprise when Cthulhu emerged, and the Great Old Ones brought human civilization to its knees. Trying to live during those early days was brutal, and the vast majority didn’t make it. However, those who survived and lasted more than a few months grew stronger, savvier, and more experienced. They managed to make smarter choices, develop better protection, optimize routes and routines, be more attentive to what’s going on around them, and predict the next moves of hostile forces. In sum, this book helps you take your Survivors to the next level of resistance while still ensuring they remain human in a world overtaken by otherworldly beings with insanity-inducing effects.
Also part of our game design principles is player agency. All rules in the new book should feel completely optional and modular; you pick and choose what you like for the story you want to tell. We also try to keep things as simple as possible, so you don’t have to keep jumping from the core book to this one all the time. There’s no secondary sheet, and the game still uses the same stats and core principles, so it feels familiar; and there’s no power creep that will allow you to magically be able to punch Cthulhu in the face.
So far, we have a fairly strong list of features that are locked in and ready to share with you. The book has added 30 new tables so far, numbered 35 to 64, continuing straight on from the Core Rulebook and running in reading order so nobody has to flip back and forth mid-session. We will also share a few other things that we considered but eventually scrapped after testing (for different reasons). Lastly, there’s a list of items responsible for the delay in the book: the things we still want to add to the volume but are trying to figure out how to include.
So, what’s in:
Part I: New Rules
- Environmental Hazards such as collapsing floors, drowning, fumes, live electricity, debris, bad water, and more. These also include sustained hazards, traps and trap effects, spotting and disarming traps, and more.
- Lasting injuries, long treatment for permanent effects, infected wounds, and other lasting damage consequences.
Part II: The Survivor
- 38 new Survivor traits (passive and active)
- Expertise and Mastery, granting specific new abilities without ever raising a Skill bonus.
- Manifestations, the specific ways a mind starts to give as Insanity Markers accumulate, surfacing long before a Survivor reaches their limit.
Part III: Sorcery
- New Power Bonus for the original Spells, with scaling, duration, targets, range, damage, and effect explanations.
- More details about Spell consequences, relationship with insanity, and power bonuses.
- Literal readings for the Artifacts a Survivor asks something of, showing how the object understood the request.
- Other smaller adjustments and optional rules.
Part IV: Shelter Improvement
- Shelter sites with a history and a permanent fault, costing no Space or Technology but shaping play from the first session.
- How to manage Residents and their effects, including operation of Vegetable Gardens, Breeding Pens, Water Collectors and other resources.
- Improved defense management, including barricade repairs, weapons and alarm systems, preparation and more.
- Situations where resources are scarce, and players choose who eats and who leaves, with no Morale score and no modifier attached to the decision.
- Management of a Shelter during a Horde Attack while away from the Shelter.
- Evacuation strategies and casualty management.
- Optional scaled Horde Attacks, keyed to the Shelter’s permanent Defense so the threat grows as the walls do.
Part V: Exploration and Salvage
- New attention mechanic to improve exploration and salvage
- Tile exhaustion of specific resources and tiles that can’t be searched.
- Water Tiles (thank you, MattGreenBean!) and swimming mechanics.
- Social tables for bartering, recruiting followers, deescalating conflict, and more.
- Other Shelters that become permanent communities on your map, with a Disposition that shifts on how you treat them, needs they will tell you about, better trade rates, and armed people who turn up when your own walls are hit.
- Crafting tables with upgrades, specialized crafts, weapons, armor, and other modifications.
- Vehicle rules including combat, chases, upgrade slots, travel, and fuel consumption.
- Two new Special Tiles: the Library, where experience points buy a Skill or an Expertise rank, and the Power Station.
Part VI: Companions
- Follower archetypes, built on fewer points and fewer Skills than a Survivor.
- Managing group combat.
- Sending Followers to Missions, Recon, and Shelter Defense.
- Loyalty, death, and other systems for NPC management.
Part VII: Expanded Oracle and Tables
- Added an expanded Oracle with Likely, Even and Unlikely probabilities.
- “No, and worse than that” and “Yes, and better than that” results.
- Tables with simple answers beyond simple Yes or No.
- Multiple tables for flavor (final quantity still TBD)
What’s out:
- What the City Remembers – a way to make this more “legacy-style” game, but it required a tremendous amount of writing and recording, turning into a full journaling game. We figure some players would still enjoy it, so we can save for another occasion.
- Seasonal Tiles and Events – the idea behind this one was to reuse the original tiles and add a different flavor based on the time of year or even the part of the day. But, similar to the first point, it made the story run much more slowly due to all the tracking required.
- Cult offers and other dealmaking – things you can negotiate that will leave a permanent mark, either in your mind, body, or soul. But we went so deep that we felt it could be better explored in other supplements.
- Hail Mary mechanic, scarring, overlapping terrain effects, and other smaller systems.
What’s still being analyzed:
- Scenario objectives and more information about all of the core book’s original cities.
- NPC factions with backstory, politics, and decision-making tables.
- More flavor tables.
As you can see, it is a hefty list of features that we are trying to fit into the book, delivering quality-of-life improvements and new ways to play while keeping complexity in check. We plan to finish the scope of the book this month, September, putting a new tentative date of distribution of the PDF in October. At the moment, however, we don’t expect to delay the physical version of the book, since we added padding to the production process to account for potential delays. As a reminder, because these systems need to be compatible with each other, some of the 'locked' systems might undergo changes or cancellations based on final gameplay tests.
As usual, we will keep you informed of all developments. Please don't hesitate to contact us with questions, suggestions, or simply a hello!
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