Legacy of the Lady Alice

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Campaign Overview[edit]

This is the campaign Wiki for 'Legacy of the Lady Alice', run on the of Cthulhu Eternal-Victorian Age system.

This version of Cthulhu Eternal is specifically tailored to support Lovecraftian games set in the Victorian Age – that is, the world as it was in the mid-to-late 19th Century (when Queen Victoria ruled the British Empire). Outside of the Jazz era, this might be the second most popular time period for Lovecraftian gaming due to the rich history and atmosphere that this time period provides.

While before Lovecraft’s time, the Victorian Era was an important time for horror. During this time period, important works of cosmic horror, gothic horror, science fiction, detective fiction and weird fiction were brought into the collective imagination and forever changed the literary landscape.

For detective fiction, this is the period of Sherlock Holmes and Dr. Watson, a literary duo who brought much to RPGs revolving around solving mysteries such as Cthulhu Eternal and many Lovecraftian RPGs. In the horror landscape, important characters such as Dracula, Frankenstein, The Invisible Man, Dr. Jekyll and Mr. Hyde, were born. In science fiction, Professor Challenger and Captain Nemo shared bold and often terrifying visions of the future as the world was rapidly changing due to new and exciting technologies.

This was also the era of the penny dreadful, cheap serial literature often telling horror stories containing such names as Varney the Vampire and Wagner the Werewolf. Specifically, horror fiction of the Victorian Era broadly fell into four categories: Gothic horror, the encroachment of paganism on modern society/Christendom, science fiction and ghost stories.

Characters[edit]

Player Character HP WP SAN BP
Eplov Maggie Mar 13 16 79 64
pstjmack George Allardice 11 13 65 52
Regular Guy Emilie Garilound 12 11 55 44
Phatty Dave Eloise Bagley 12 15 75 60
Sam I Am Lucy Baker 10 14 70 56

House Rules[edit]

Spending Willpower to Nudge Rolls

This optional rule delivers that, by allowing characters to sacrifice Willpower Points (WPs) to “nudge” the dice rolled for a skill or stat test. Using this optional rule makes the game slightly less harsh in terms of the randomness of the dice, but also adds a resource-management element to players rationing their Willpower Points.

Here’s how nudging works for skill tests and stat tests:

• After a test has been rolled, a player can elect to spend any number of WPs, with each spend adjusting the dice roll either up or down as the player prefers.
• Each WP spent adjusts the original dice roll by 1—5 percentiles (player’s choice).
• “Nudging” a dice roll that originally indicated a failure may convert it into a roll indicating standard success; alternatively, a dice roll that was originally a standard success may be turned into a failure.
• This process cannot be used to alter the dice roll for a test performed by someone other than the character making the WP spend. Specifically, it cannot be used to modify the dice roll of an adversary.
• The sacrifice of WPs represents the character investing extra energy and focus to ensure that a borderline situation is resolved in the desired way. Doing this can trigger exhaustion and may make the tired character more susceptible to being affected by arcane powers, and less prepared to participate in rituals.
• Nudging” a dice roll can never create a critical success or a fumble, and dice rolls that originally indicated a critical success or fumble cannot be “nudged”. Even if the dice roll total obtained after a “nudge” is applied happens to be a number with matching digits, the result is still either a standard success or a failure.
• Remember that, as described in WILLPOWER POINTS (page 43), consequences may apply to a character whose WP total falls below 3.

Note: only skill tests and stat tests can be “nudged” in this way; SAN test and Luck tests cannot be “nudged”.