Legacy of the Lady Alice

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Campaign Overview

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

Player Character HP WP SAN BP
Eplov Maggie Mar 13 16 80 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

Spending Willpower to Make Rolls Succeed

You can spend your Willpower Points with a 1 point per 5% difference to change failed rolls to successful rolls (but not SAN rolls, damage rolls, or Stat tests, or to change normally successful rolls into crits etc.) This represents making that extra effort of will to achieve a success. Your character knows they have the skill to accomplish this feat, but for some reason cannot initially. But in doing so, you're running down your Willpower Points, which can be dangerous.

Remember that you can also spend Willpower to project SAN loss onto Bonds, or to repress insanity. This is different to the above use - and a reminder how important it is to hang on to your WP. Fumbles can cost you WP; resisting interrogation definitely does. They're also very important for survival in hostile environments - like the bayous of Louisiana.

Remember that you suffer an emotional breakdown when your WP hit 2 or below, and total collapse when you hit 0 WP. You regain 1d6 WP after a full, proper night's sleep. Exhaustion and sleeplessness cut into that.