The Expanse Meets Cthulhu Awakens!

Expanse meets Cthulhu!

Art by Tentacles and Teeth

The Kickstarter for Cthulhu Awakens, which brings cosmic horror from the unimaginable past, through the 1920s, and into the 21st Century, is now live! Both The Expanse RPG and Cthulhu Awakens are powered by AGE: the Adventure Game Engine, which opens new realms of possibility for both universes.

Cthulhu Awakens: On Kickstarter Now

Live on Kickstarter now!

The stars have truly aligned….

Part of the appeal of The Expanse are the elements of horror carefully blended within a science fiction setting. Certainly, some chapters are as chilling and terrifying as any horror novel. The changes that the protomolecule causes in humans are ghastly and reflections of Frankenstein’s monster can be seen in Project Caliban. And, of course, the entities beyond ring space could step right from the pages of the Cthulhu Mythos. By now, I suspect you know where I’m going with this: how can Cthulhu Awakens be used with your Expanse game? Even if you don’t want to bring the eldritch horrors into the Expanse universe, Cthulhu Awakens offers both players and narrators some intriguing new possibilities.

Alienation

Let’s start with the good stuff. In Cthulhu Awakens, alienation represents the influence of eldritch forces on the psyche. Through Holden’s eyes, we see throughout the Expanse series how much effect close encounters with the protomolecule can have on an individual, particularly through his ability to communicate with “ghost” Miller. A protomolecule connection like Holden’s could easily be replicated by the use of Enlightenment stunts which give Cthulhu Awakens characters insight into the Mythos. The other aspect of alienation—terror—could also be implemented to manifest the primal fear and horror resulting from many encounters with the protomolecule.

Bonds

Cthulhu Awakens has Bonds that are very similar to Relationships in The Expanse, but they are greatly expanded in both concept and utilization. Personal Bonds, which are much the same as Relationship Bonds in The Expanse RPG, are broadened to include a character’s ideals, oaths, or beliefs. There is also a completely new kind of Bond called External Bonds. These represent involuntary influences on characters and can be used by the GM to generate Stunt Points that put characters at a disadvantage. Interestingly, External Bonds may appear on the surface to be advantageous (membership in an OPA faction, a close relationship with a friend or sibling), but the GM controls them. Examples of External Bonds might be ties and obligations to organizations (the OPA, religious group, or employer), or individuals(someone you care about so much that it can become a detriment to you). And as with personal bonds, they could also be personal ideals, beliefs, or oaths. Alienation is also a form of External Bonds.

Talents

The talents in The Expanse are tightly focused and allowing some of the new talents from Cthulhu Awakens could offer some diversity that could make for interesting character development. Talents such as Bootlegger, Emergency Care, Esthete, and Hard Case could all fit quite comfortably into an Expanse campaign.

The Mythos

Finally, Cthulhu Awakens contains an enormous amount of information about the Mythos that has been adapted for the Adventure Game Engine. The two games are compatible and require very little tinkering to tell Mythos stories beyond the Weird Century. Or perhaps you want to take your Expanse campaign in a completely different direction and surprise your players with true cosmic horror. Perhaps the entities beyond the gate are something other than described in the novels and are, in fact, the Outer Gods, now awakened after untold millennia of slumber. Or maybe the Ring builders were the Mi-Go or the Elder Things. The possibilities are endless. The universe is yours to make as you will.

Weirdness Overflowing: Cults of the Mythos

Strange Cults exist in the Mythos

Art by John Anthony Di Giovanni

 

As mentioned in our last update on the subjectWeirdness Overflowing is a PDF supplement that grows with the campaign, adding new chapters as we go. The first chapter, which qualified backers will be receiving, since we have unlocked the first Weirdness Overflowing stretch goal, is Cults of the Mythos. This is exactly the kind of thing suited for an expansion because the core books mention the following cults and other groups:

· Carter-West Agency

· Children of R’lyeh

· Church of Starry Wisdom

· Court of the Dead

· Enfants du Prêtre

· Face of the Sphinx

· Esoteric Order of Dagon—and its later manifestation, Thalassology

· Illuminated Fraternity of Azathoth

· Implicit Cartography Group

· LOCK

· Mass Cult

· Pickman’s Shelter

· Red Mask

· Society For a Brighter Tomorrow

· Society of the Silver Key

· Society of the Yellow Sign

· Sons of Arkham

· Temple of the Faceless and Unnamed

· Three-Lobed Burning Eye

· Unnamed Conspiracy of the Reanimated

· Unnumbered Directorate

While each group gets varying degrees of coverage in the core book, Cults of the Mythos will describe these groups, and possibly others (we had to cut some from the core, and this would be a decent time to bring them back!) using a common format for reference. Furthermore, we’ll add systems for running cults and other organizations so you can chronicle how cults and conspiracies rise, prosper, fight, and fall.

And now that we have  funded this? Keep going, because next up is the Demimondes Gazetteer, a guide to alternate universes reachable through the mysterious Corridor. We’ll have more to say when it approaches closer!

The Gregarian – Cthulhu Awakens Entity Preview

The Gregarian!

Check out the Cthulhu Awakens Kickstarter for more details!

When insects and worms feast on the remains of certain psychics, sorcerers, and certain strong-willed individuals, they sometimes copy the residue of that individual’s personality, and a Gregarian is born. These flesh-eaters develop a collective will, and even acquire some of the deceased’s knowledge. Here are the Cthulhu Awakens statistics for these entities.

Gregarian

Abilities (Focuses)

Accuracy 1, Communication 3 (Deception, Disguise), Constitution 4 (Tolerance), Dexterity 0 (Forgery, Stealth), Fighting 1, Intelligence 5 (Occultism, Research, Theology), Perception 2, Strength 1 (Climbing, Intimidation), Willpower 3 (Self-Discipline)

SpeedFortuneHealthDefenseArmor RatingTough-ness
10424210015
WeaponAttack RollDamage
Ritual Blade+01d6 + 2 IW

 

Qualities

Combat Stunts: Trickster

Alienating: When it reveals its true nature to an individual or establishes a hive contact (see below), the Gregarian provokes a TN 11 Entities Alienation Test. It usually hides its true nature with a mask, and although this might be discomforting, a masked Gregarian doesn’t provoke Alienation.

Absorbed Occultism: A Gregarian knows one eldritch working, but no praxes, after absorbing this information from whoever it devoured, or from whatever eldritch lore it instinctively hoards.

Hive Contact: By concentrating on an individual within 20 yards, the Gregarian can use the Activate action to contact that person’s mind. The target can resist contact with a TN 15 Willpower (Self-Discipline) test. If they succeed, they shut out contact for the rest of the encounter. If the Gregarian makes contact, they can communicate with the target through projected images and other sensory perceptions, though not words. This exposes the Gregarian’s true nature to the target, activating its alienating quality if the target hasn’t already witnessed its undisguised form.

Living on the Fringe: Gregarians are practiced at covering their tracks. Other characters suffer a penalty of -2 to any tests to find information about Gregarians or their activities.

Swarm: As they comprise of a swarm of insects, worms, and other small vermin, a Gregarian is impervious to bullets taking no damage, and takes half damage, after applying Toughness, from all other forms of damage except for fire, electricity, and attacks or hazards that target an area, such as grenades or sudden flooding. Area-effect hazards and damage sources inflict double damage after applying Toughness.

Equipment: Dagger, Fragments of Occult Lore, Tattered Robes, Wax Tablet and Stylus. Notepad and Pen, or Smartphone.

Threat: Moderate

Blue Rose Meets Cthulhu Awakens!


What does Cthulhu Awakens have to offer players and Narrators of Blue Rose? A great deal, as it turns out, even if you don’t want Outer Gods and Great Old Ones threatening the world of Aldea. Let’s look at some of the possibilities:

Bonds

While Blue Rose has Relationships, Cthulhu Awakens has Bonds, a development and expansion of the basic concept of Relationships to “represent your character’s special ties to other characters, ideals, obsessions, and more.” In particular, there are Personal Bonds, which are much like Relationships, but can also include your ties to ideals and beliefs. There are also External Bonds, which are largely involuntary and can be detrimental to your character.

If you want to expand upon the basic system of Relationships in Blue Rose, then Cthulhu Awakens has done some of the work for you.

Cthulhu Awakens on Kickstarter now!

Live on Kickstarter now!

Talents

Cthulhu Awakens has talents spanning the Weird Century (from 1920 to the 2020s) and some of them would be right at home in a Blue Rose game, such as Dreamer, Esthete, Improvisation, Strange Inheritance, or even Inhuman Legacy (for those affected by the work of the Sorcerer Kings).

Conditions

Cthulhu Awakens includes various character conditions, shorthand for packages of game mechanics to describe things from being blinded, defenseless, or at a disadvantage, to name a few. These would be easy to import into a Blue Rose game to use for similar quick-use and -reference in play.

Alienation

Whereas Blue Rose has Corruption, Cthulhu Awakens has Alienation, the bending of the human mind towards the inhuman and the alien. It offers inspiration for modifying the Corruption system, or introducing a whole new risk associated with the eldritch arts of sorcery (or other forbidden practices). Both Enlightenment and Terror Stunts offer inspiration for similar sorts of stunts for Blue Rose characters wrestling with the temptations of Corruption and Shadow.

Fortune

Cthulhu Awakens offers an optional version of the Fortune system (which originally appeared in The Expanse RPG) as a replacement for Health, representing more the characters’ ability to evade damage than withstand it. Fortune may suit the often swashbuckling and daring style of Blue Rose and offer a more cinematic and fictionalized approach, wherein it is a character’s importance to the story that determines their survival.

Eldritch Workings

This whole chapter of Cthulhu Awakens offers riches for a Blue Rose game: strange rites that some call “magic” (or “arcana” or “sorcery,” perhaps) with far-reaching effects. Eldritch Workings can greatly expand the strange sciences of sorcery in the game and well suit the practices of the Sorcerer Kings. Some Eldritch Workings might see use even among heroes, although they must beware when learning and using them, just as with sorcery.

The Dreamlands

Material on the Dreamlands literally opens up a whole new world for Blue Rose characters to explore, well suited to the kind of psychic talents much of them possess. Even if you don’t want to use the Mythos Dreamlands wholesale, the rules and guidelines for them can easily be adapted for an Aldean version or similar “psychic plane” where characters can travel and adventure.

Artifacts

“The Mythos is rife with strange artifacts, arcane symbolism, dead languages, incomprehensible geometries, and objects beyond human reckoning.” So Cthulhu Awakens offers numerous strange treasures you can use in your Blue Rose game, many of them suited as artifacts of the Old Kingdom or the Empire of Thorns. Envoys may be dispatched to deal with one or more of these artifacts resurfacing, in the possession of a cult leader, or for-sale in one of the Night Markets of the Silence. The material on dangerous texts well suits treatises on sorcery left behind by corrupt adepts to tempt the unwary.

Entities

Cthulhu Awakens offers a chapter of strange, otherworldy, and hybrid entities easily adapted for use in a Blue Rose game as darkfiends, shadowspawn, or even stranger creatures arrived through a shadowgate from … elsewhere. It also includes numerous people as allies or adversaries, including cultists and eldritch scholars.

The Mythos

Last, but certainly not least, Cthulhu Awakens contains a wealth of information about the Mythos adapted for the Adventure Game Engine, allowing you to include pulp-era, eldritch fantasy elements in your Blue Rose game. Perhaps the Mythos has always been a part of the world of Aldea, or perhaps the shadowgates of the Old Kingdom opened onto … something, something that seeped into the awareness and understanding of those ancient adepts, brought about the rise of the Sorcerer Kings and the Empire of Thorns. Something (or somethings) that slumber still, just waiting for the stars to be right and shadowgates to re-open.

Added Ancestries for the Blue Rose Adventurer’s Guide

BRAG and 5E AncestryOther Fantasy Folk for Aldea

The Blue Rose Adventurer’s Guide describes the romantic fantasy world of Aldea for Fifth Edition fantasy roleplaying. Aldea is a bit different from some fantasy settings, including the ancestry of its people: the Adventurer’s Guide describes the humans, night people, sea-folk, vata, and the rhydan (psychic awakened animals) of the setting.

Other fantasy folk common to Fifth Edition settings are not found on Aldea, at least by default. A sidebar in the Adventurer’s Guide talks about adding other ancestries to the setting, if you want them, and this Ronin Round Table takes a closer look at how those folk might fit into the world of Blue Rose.

Dwarf

Dwarves are people of the deep earth, their holds often found in the high mountains or deep underground. In Aldea this means ranges like the Ice-Binder Mountains separating Aldis from Kern or perhaps the Golgan Badlands of the mountains near Jarzon. Their elemental associations and the presence of giants might connect with hidden dwarf-holds there as well. Perhaps dwarves once trafficked with the peoples of the surface world, but the rise of the Shadow Lords and their long reign drove the dwarf clans to close and seal the gates of their holds. Only now, centuries later, do they consider returning to the surface, and some dwarves may have changed during their long exile.

Elf

Elves have some similarities to the arcane Vata: both inherently magical and long-lived folk. Perhaps the elves of Aldea are closely related to the Fey described in the Blue Rose Adventurer’s Guide. Since Aldean fey are elemental spirits (not possessed of souls from the Eternal Dance), elves might be something different: fey who are possessed of souls! If souls of the Dance have incarnated as folk with fey heritage, perhaps this indicates some change within the Fey, or a “bridge” of sorts between their Courts and the peoples of Aldea. It would certainly be a momentous development of interest (and concern) to many.

Halfling

Homey and pastoral halflings would find themselves well-suited for life in Aldis. Perhaps there are halfling communities scattered through the fertile hills and valleys of the Sovereignty of the Blue Rose, with other halflings mixed-in with the people dwelling in the great cities and larger towns. Halflings may have always dwelled alongside the different folk of Aldea, or they may have been created by the experiments of the Shadow Lords, similar to night people or vata’sha. In the latter case, halflings may have originally founded their settlements as refugees, giving them a tendency to keep to themselves and an understandable wariness concerning “big-uns” and larger folk. Regardless of their origins, halflings might also dwell in the other lands of Aldea: They make hardy and devout farm-folk for Jarzon, particularly with their own focus on family, and interesting dwellers on the Rezean plains, either as members of the clans or part of their own wandering bands.

Dragonborn

Although Aldea has no (known) true dragons, it does have draconic and reptilian creatures. Aldean dragonborn might be flesh-crafted creations of the Shadow Lords, intended as arcane warriors, now liberated from their rule. They could be descended from otherworldly visitors who arrived through a shadow gate, who have long since lost the world of their birth, or they might be folk of Aldea, arising from the elemental forces of the Golgan Badlands, the Shadow Barrens, or some land far beyond the shores of Aldis and its neighbors. Whatever the case, dragonborn are likely fairly rare and an unusual sight on Aldea. While they might experience some polite curiosity in Aldis, dragonborn are likely to have a more difficult time in Jarzon, where they’re likely to be mistaken for shadowspawn, or in Kern, where they’re likely to be forced into the service of the Regents or simply killed out of hand as a potential threat.

Gnome

Like dwarves, gnomes might have hidden themselves underground for some time following the rise of the Shadow Lords, such that they have become only legends by the modern age of Aldea. With their talents for artifice and illusion, gnomes could easily remain hidden, only now returning to deal with the other folk of the world. Gnomes fit right in to both the pastoral and urban aspects of Aldis and of Jarzon. Their ability to communicate with certain animals may make them friends and allies of the rhydan, at least of the small and burrowing sort, and they might dwell alongside them in their communities.

Half-Orc

Half-orcs imply the existence of orcs, which also don’t exist on Aldea. Their role in the world is largely assumed by the night people, the occult creations of the Shadow Lords. True half-orcs on Aldea might be visitors from other planes (via shadow gate) or descendants of other experiments or cross-breeding programs initiated by the Shadow Lords, with similar reactions from the nations and peoples of Aldea as to the night people.

Alternately, half-orcs on Aldea might not be “half” anything, but a unique people unto themselves. They might easily have come into being in the rugged mountains, the haunted lands of Drunac, the Shadow Barrens, or the Plains of Rezea, to name a few, and be as populous as you wish in your own setting.

Half-Elf

If there are elves on Aldea, then there may also be half-elves, or at least folk of mixed human and Fey ancestry. In some regards, half-elves would be much like the vata, descendants of human and vatasin ancestors. If there are no Fey with souls (as described under Elves, previously) then it is possible all elves have a mix of human and fey ancestry, with half-elves more equally in-between the two and elves favoring their fey heritage, along with a few of mixed ancestry who have the abilities of humans (perhaps variant humans with a particular feat or other unusual “talent”).

Tiefling

Tieflings are certain to be an oddity on Aldea. The only fiends known there are the darkfiends of Shadow, and any ensouled folk who can claim ancestry to them will be a test of Aldin inclusiveness indeed! Given the long reign of the Shadow Lords, it may well be that tieflings are descendants of ancestors who practiced the occult or otherwise trafficked with darkfiends and the powers of Shadow, now manifest in their heritage. Of course, tieflings are ensouled beings with free will, so they can choose their alignment and their behavior. That won’t stop some from considering them inherently corrupted by Shadow, however, just like night people, vata’sha, and others, perhaps even more so. Tieflings are likely to be persecuted and openly killed in Jarzon, feared and sought in Kern, but treated fairly for the most part in Aldis and Rezea, in spite of the ignorant few who mistrust them because of their heritage.

…and Beyond!

Who knows what other folk might dwell on Aldea, housing the souls of the Eternal Dance in endless varieties of form? You can bring almost any ancestry you wish to your Blue Rose setting, keeping in mind the following avenues:

  • An ancestry might have arrived on Aldea via shadow-gate from a far-off land or other plane. Depending on how long ago that was, they might be populous and well-integrated into the present day lands or relative newcomers.
  • Many ancestries might have arisen as experiments of the Shadow Lords during their rule, now free of their occult overlords to determine their own destinies. Such folk may find others prejudiced against their origins, but enlightened and fair-minded people in the world know better.
  • Finally, you can simply decide any added ancestries have always existed on Aldea, created by the gods alongside all of the other peoples to preserve the souls of the Eternal Dance. In this case, you may want to consider the roles the ancestry has played in this history of Aldea, where they are most commonly found, and what other folk tend to think about them.

And while we’re at it, hey did you know that Blue Rose Adventurer’s Guide already has two adventures you can run for the game?
Be sure to check out Flight of the Snow Pearl and The Night Market in our online store, or on DrivethruRPG!

5E Jamboree!

Mix-and-Match Green Ronin’s 5e Fantasy Offerings

Green Ronin publishes a lot of games. It figures: We’re gamers, and we like a lot of games! We also publish material for a number of different game systems. While the Adventure Gaming Engine (AGE) System sees a lot of use these days, and is as close as we get to having a “house system,” Green Ronin also supports the d20-based Mutants & Masterminds, the Chronicle System of Sword Chronicle, and standalone systems like Ork! The Roleplaying Game.

Among all of those game systems, Green Ronin also publishes material compatible with, or based on, the Fifth Edition of the World’s Most Popular Roleplaying Game. We have some experience in that area, having worked directly with Wizards of the Coast on the Out of the Abyss campaign and the Sword Coast Adventurer’s Guide sourcebook, and having worked with Matthew Mercer on the Tal’dorei sourcebook for Critical Role.

Our 5e products include The Lost Citadel, Book of the Righteous, the 20th anniversary edition of the Death in Freeport adventure, and The Blue Rose Adventurer’s Guide, bringing the romantic fantasy world of Aldea to 5e. We’ve just finished production on a new 5e edition of The Book of Fiends as well, and wanted to look at some of the ways you can mix-and-match our Fifth Edition offerings and use them in your own games. So, let’s take a look!

Blue Rose Adventurer's Guide for 5EBlue Rose Adventurer’s Guide

The Blue Rose Adventurer’s Guide is primarily a setting book, in the vein of our work on the Sword Coast Adventurer’s Guide. It features material on the world of Aldea, particularly the nation of Aldis, the Sovereignty of the Blue Rose, and its surrounding lands. (You can find out much more about Blue Rose and its setting elsewhere on our website.) The goal of the Blue Rose guide was to introduce the world of Aldea to 5e players and provide an additional, alternative setting, rather than an alternate game system.

That said, the book does contain a wealth of game system material to account for the differences between Aldea and various other 5e fantasy settings. In particular, it offers new character ancestries (and its own take on handling ancestry) for the peoples of Aldea. Each character class has a new subclass suited to the setting, and there are unique backgrounds, specific modifications of the magic rules, magic items, and a Corruption system that reflects the power of Shadow, to name a few.

Even if you don’t use Aldea as a setting for your 5e adventures, the game system portions of the book are easy to import to other settings. The lands and peoples of the world of Blue Rose could also be places for plane-hopping characters to visit, or part of some distant land on the far side of the world where they currently adventure.

Book of FiendsBook of Fiends for 5E

The Book of Fiends is a massive tome of the most vile denizens of the lower planes, not just the familiar demons and devils, but also daemons, qlippoth, Fallen celestials, and more. They range from minor low-level threats to godlike rulers of their own infernal realms and everything in-between. The Book of Fiends is a supplementary catalog of foes for a 5e campaign, especially one focused on fighting the forces of corruption and evil, such as Out of the Abyss, or a campaign like Descent into Avernus where the heroes descend into the lower planes themselves to fight their inhabitants! Who can’t use more fiends as foes?

The Book of Fiends dovetails with our Book of the Righteous in that they share the same basic cosmology. The Book of the Righteous works in conjunction with 5e planar cosmology and mentions the Abyss, Gehenna, Hell, and their various fiendish denizens, while the Book of Fiends details them. So the two books form two halves of the same cosmology for a campaign setting: the mythos and religion of the world and all of the forces of evil aligned against it.

The Book of Fiends connects with Blue Rose’s Aldea: The seven Exarchs, the great daemons of Gehenna, are also known as the Exarchs of Shadow on Aldea. The various daemons can serve as further darkfiends for your Blue Rose games, and you can plunder the dark depths of The Book of Fiends for other foes for your Aldean heroes. Fiends also offers its own Corruption system associated with infernal temptation. Use it in place of the Corruption rules from Blue Rose Adventurer’s Guide, or for a specific kind of corruption associated with the Exarchs and their minions.

The Book of Fiends also comes with a chapter of character options: subclasses, feats, spells, and backgrounds usable in any 5e setting where the forces of evil are abroad. The Blue Rose Adventurer’s Guide specifically points to them as possible options for corrupt and Shadow-aligned characters in that setting.

Book of the Righteous for 5EBook of the Righteous

The Book of the Righteous provides a complete pantheon and cosmology for a 5e fantasy setting, along with numerous interconnected deities, faiths, and religious practices. It’s a fantastic resource to mine for options and inspiration, even if you don’t adopt the entire thing wholesale.

Like Blue Rose Adventurer’s Guide and The Book of Fiends, The Book of the Righteous comes with a hefty rules chapter packed with 5e options: at least one new sub-class for every core character class, a dozen new clerical domains, five new paladin oaths, backgrounds, feats, spells, and magic items. It also has celestial and fey creatures associated with the gods and higher planes. The Blue Rose Adventurer’s Guide notes that many of these game options fit well into the world of Aldea and are quite useful there.

Death in FreeportDeath in Freeport for 5E

The 20th anniversary edition of the adventure Death in Freeport offers a self-contained, low-level 5e adventure set in the independent pirate city of Freeport. Since it is a tiny island nation, Freeport is easy to include in any setting you may wish, or usable as a jumping-off point to any mainland you want the characters to travel towards. Freeport’s temples and churches may be devoted to the pantheon from The Book of the Righteous (that’s deliberately left open for you to decide) and the eldritch horrors lurking in the setting can make good use of material from The Book of Fiends. As The Blue Rose Adventurer’s Guide notes, Freeport could well exist among the Pirate Isles of that setting, bringing all of its unique character along with it.

What’s more, Death in Freeport is not just adventure: It has an appendix with game information on the sinister Serpent People, two new magic items (the staff of defense and the wand of escape), and four new class archetypes: the Valor domain for clerics, the terrifying Buccaneer archetype for fighters, the cunning Alley-Rat archetype for rogues, and the preternatural Serpentkin sorcerous origin. Any of all of these could find use in any 5e campaign.

The Lost CitadelLost Citadel for 5E

The Lost Citadel differs from Green Ronin’s other 5e offerings, which are designed for use with the core rulebooks, whereas Lost Citadel customizes more of the class, background, and magic options to suit the setting, along with adding some new options. Nevertheless, all of these options are compatible with the core 5e rules, so you can import Lost Citadel character options into other campaigns or settings, if you wish. The same is true of the book’s extensive collection of creatures, especially undead, which can certainly inspire new unliving foes for Blue Rose, for example.

What’s more, Lost Citadel offers another system for measuring supernatural corruption (do we sense a theme here?). Called Woe, it deals with the price of magic and supernatural knowledge and of places given over to the powers of death and despair. It would be suitable for use to model the effects of some domains of the foes from The Book of Fiends or places on Blue Rose’s world of Aldea where the power of Shadow has grown deep, indeed.

Press Release: Cthulhu Awakens Kickstarter is Live!

FOR IMMEDIATE RELEASE 02/15/2022

Cthulhu Awakens: On Kickstarter Now

The Cthulhu Awakens RPG Kickstarter is Now Live!

 

Seattle, WA: Green Ronin Publishing is pleased to announce that the Cthulhu Awakens RPG Kickstarter, first revealed last month, launched today and its campaign will be live until March 23. Cthulhu Awakens is a complete roleplaying game where a diverse set of protagonists confront the horrors of the Cthulhu Mythos in the Weird Century, a period from the 1920s until today.

Cthulhu Awakens is Green Ronin’s take on the Mythos. It’s powered by the company’s popular Adventure Game Engine (AGE), a dynamic and easy to learn system whose games include Fantasy AGE, Modern AGE, Blue Rose: The Roleplaying Game of Romantic Fantasy, and the licensed RPGs Dragon Age and The Expanse. Cthulhu Awakens evolves the Modern AGE rules, customizing them for the Cosmic Horror genre, but the game is also substantially compatible with other AGE RPGs.

The Kickstarter offers four editions of Cthulhu Awakens for backers to choose from: Standard Edition, PDF Edition, Special Edition, and Roll20 Edition. The Standard Edition is a 270+ page full color hardback book, with additional material unlockable through stretch goals. The PDF Edition is the same book in digital form. The Special Edition, a Kickstarter exclusive, has a foil-stamped and embossed cloth-bound cover and ribbon bookmark. The Roll20 Edition is optimized for use on the Roll20 virtual tabletop platform, which allows people from across the globe to game together online. Backers who jump in during the first 48 hours of the campaign will receive Issue #0 of the DREADCRAWLS zine for free with their rewards.

Visit https://www.kickstarter.com/projects/greenroninpub/cthulhu-awakens-roleplaying-game to back Cthulhu Awakens! On the Kickstarter page, you can also learn more about the game and see the campaign’s stretch goals and add-ons. Updates over the next month will preview rules, art, and more.

About Green Ronin Publishing

Green Ronin Publishing is a Seattle based company dedicated to the art of great games. Since the year 2000, Green Ronin has been a force in tabletop roleplaying games, publishing such RPGs as Blue Rose, The Expanse, Dragon Age, and Mutants & Masterminds, and winning over 40 awards for excellence. Green Ronin has also worked as a design house for hobby giants Games Workshop and Wizards of the Coast on such titles as Warhammer Fantasy Roleplay (Second Edition) and the Dungeons & Dragons (Fifth Edition) supplements Out of the Abyss and the Sword Coast Adventurer’s Guide.

Running a Shared Universe: Road Maps and Sandboxes

The Atlas of Earth-Prime is a great sandbox to play games in!Hello heroes! I hope the multiverse is treating you well today. As some of you may know, in addition to working on Mutants & Masterminds here at Green Ronin, I run my own streaming network The Untold Stories Project. USP is something I started a couple of years ago with some friends of mine who were interested in showcasing games and voices that don’t get as much attention as something like Fire Lizards and Renovated Caves. Since 2020 we have played a ton of interesting games but one of our main stays is M&M. Shocking, I know.

In February of 2021 we began our playthrough of the Netherwar story arc which is coming to an exciting conclusion in the next few weeks. (I know it only has six modules but somehow, I overwrote that into a year’s worth of mayhem and mischief.) This was meant to be a stand-alone foray into the Earth-Prime universe, but we decided to try something bold. One of our other games wrapped up and one of our GMs said he wanted to run Emerald City Knights on the channel. We decided it would be interesting to pull a MCU and run Emerald City Knights in the same continuity as our Netherwar game. Hence the USP Earth-Prime Tabletop Universe—USPEPTTU for not as short as it should be— was born. We have had one mega crossover event with 10 PCs and 1 GM and are gearing up to release a Starhaven game in the same continuity later this year.

It’s been an interesting experiment to say the least, and not unique to USP. The Freedom City Discord server has another Earth-Prime shared experience. It makes sense that this happens in superhero gaming groups. The superhero genre is rife with team ups and shared consequences, so it’s natural that it should reflect in the gaming sphere. This got me thinking about some advice that I can give to anyone else looking to collaborate with another GM. I call this technique the Road Maps and Sandboxes method.

the Netherwar campaign is a great opportunity for a shared universe

Road Maps

I am firm believer that the MCU works as well as it does because they had a strong central vision guiding where the story was going to go. They built a timeline of events and for the most part have stuck to that timeline. If you want to work with other creators in a shared space, you need to outline heavily. This came up in our USPEPTTU planning when I decided to do Starhaven after Netherwar, because there is a crucial plot point in Emerald City Knights that leads to the reason Starhaven is needed at all. The other GM and I sat down and worked out the plot points that needed to be modified to make Starhaven’s creation make sense. We also use our interconnected stories to help one another. A new player is joining our Emerald City Knights campaign and that character’s backstory is tied into what is happening right now in the climax of Netherwar. It’s pretty cool!

We have a couple of resources in play that help us build our stories and decide when those stories are going to intersect. We have a shared Google Sheet with all of the canon Earth-Prime villains. This Sheet lists if they’ve appeared in other games, their current status—at large, incarcerated, dead—and their home base. Our GMs update it as needed. I also try to keep the other GMs apprised of the story arcs I have planned. Finally, we write up synopses of our various story arcs for easy reference, rather than forcing anyone to rewatch 300 hours of video for precious context. Those documents are available to the public (www.untoldstoriesproject.com) on our website for similar reasons.

Sandboxes

There’s an unspoken statement in the USPEPTTU that we try to stay in our lanes. As the Netherwar and Starhaven GM, I do my level best to keep my action out of Emerald City. The Other GM as such sticks to the City of Destiny and the surrounding environs. We started doing this after our first crossover episode when I had the following Netherwar story take place in Emerald City. I felt like I was walking on eggshells trying to ensure nothing too devastating happened in town while our Freedom League Dark was there. I still wound up blowing up a penthouse, but you know what they say about eggs and omelets. After that episode I made sure not to set a story in that GM’s sandbox if I could avoid it. Partitioning out the setting goes a long way to establishing freedom for the GMs involved in your project, and ensures people aren’t scrambling to patch things up in each game from week to week. If one person is telling a story of the Furion resistance to Omega in the Terminus, try not to set adventures in the Terminus for the other groups of heroes.

Sit down with the other GMs you’re working with and share your ideas with one another. You can divide the universe in whatever way makes sense. This can be as large as whole alternate dimension down to a neighborhood of Freedom City. Say one GM wants to do a street-level vigilante game in Freedom City’s Southside, another GM working with the Freedom League should make sure the Freedom League is dealing with other parts of the city—or even other parts of the galaxy. Anytime you want to cross the partition, speak with the other GMs, and see if you can work together to do a crossover or find a way to spread the action between the two games.

I’ll leave you to chew on that for now. I’m going to share some more insights of running a shared universe in the coming months. As it stands, I’m still learning as I go, but I do believe it is a worthwhile experience for you and your friends. If you want to see the USPEPTTU in action, you can catch us live On Twitch Mondays and Tuesdays from 7pm EST-10pm EST. Thank you for reading and talk to you soon!

Synopsis Based One Shot Design

A great resource for an adventure synopsisHello heroes! Hope you’re having a great day out there in gamer land. As you may know, event submission is open for a few major conventions happening later this year, so I imagine quite a few of you are starting to put together the wonderful games you’re going to run this summer. I got my start in this business running games at Origins Game Fair in Columbus, so this time of year is near and dear to my heart. All year long I compile a list of characters or topics I want to write an adventure about. I love the excitement of narrowing down those ideas to create the perfect playlist. I enjoy coming up with a punchy title, deciding how many players I want to run for, and coming up with that sweet 1-2 sentence synopsis about the game. This synopsis is required at most conventions. It’s the snippet they’ll use to describe the scenario to the public in the hopes of getting people to buy tickets to your game. What you might not know, is that it is also a valuable tool you can use in adventure design.

I might be weird in this instance—as opposed to all the other times I’ve been weird—but I usually create my synopsis long before I put together the adventure. Sometimes, it’s all the adventure creation I manage to get to before the convention arrives, but we’re not here to talk about my procrastination habits. This synopsis is my favorite place to begin because it forces me to ignore any extra information and cut to the heart of the story I want to present. I tend to think of it as starting small and building out. Sort of like designing a village in your game world before moving on to building the epic history of your cosmos.

Knowing the core action of the story gives you as the writer a perfect place to begin your planning. You should have an idea of who the major players are going to be, what the driving action is going to be, and what research you’ll have to do to plan your scenes. The synopsis doesn’t have to give away the whole story, in fact I find less is more when it comes to pulling inspiration from it. I try to limit myself to 30 words or less.

Hades can be found in Freedom City 3rd edition

I’ll give you an example of what this process looks like to me. My most recent actual play for Green Ronin—link here in case you missed it— was titled Freedom League: All in the Family. I knew before I wrote the synopsis that I wanted to tell an unconventional story with the Greek gods set in Earth-Prime, so I started thinking of who the main NPCs were going to be. I decided to go sort of stereotypical. The synopsis for this wound up being: “All isn’t as it seems when Zeus requests the Freedom League’s assistance in foiling his brother’s latest scheme to take over Earth-Prime.” I kept it short and sweet, knowing that it would be the springboard to a larger outline process.

Hades is a known villain in Earth-Prime, and this pantheon is known for their family melodrama so I figured it would be a knockout story. I kept the synopsis simple, sharing to the players that Hades was going to be the villain and Zeus was going to be their insertion point to the story. With the synopsis in hand, I set about researching various Greek myths. They were going to be the “antagonists” for the story, not necessarily villains but the thing standing between the heroes and a saved Freedom City. I looked at Zeus and Hades’ immediate circles and started brainstorming where some of them would be lurking in the modern world. I built a through line from Zeus to Hera to Hephaestus to Hera to Charon to Hades, and then built scenes around those characters.

Starting with the synopsis narrowed the range of possibilities to make selection easier. It helps you find the beginning of a story, especially in a genre of infinite possibilities like superhero stories. I hope the next time you sit down to design a new adventure that you consider starting with a synopsis or a title. Happy writing!

The Cthulhu Awakens FAQ, Version 0.5

As we recently announced, we’re making a new standalone AGE System game, Cthulhu Awakens, which will start crowdfunding over at Kickstarter on February 15, 2022. Go here to sign up for alerts. But one of the challenges of the press release format is that we have just a page to present a mixture of high level information, distinctive zingers, and necessary clarifications. That’s why this FAQ exists! A variation of it will probably find a home in the FAQ of the Kickstarter itself, after launch. That’s why this is version 0.5.Cthulhu Awakens The AGE RPG

What Is Cthulhu Awakens About, Anyway?

Cthulhu Awakens is about roleplaying in the Weird Century, a span running from the 1920s to the present that features increasing influence from bizarre, terrifying forces. The greatest of these are the Outsiders: Cthulhu, Yog-Sothoth, and other entities who exist within both our own realm and the Unseen Dimensions that make the invisible majority of existence. The ancient Earth was a battleground between competing alien colonists from across time and space, and past participants such as the Yithians and Mi-Go still operate from the shadows—along with secret societies of the dead, sorcerers, and even human operatives from other universes called demimondes. Cthulhu Awakens treats the Mythos as components of a century-spanning setting for open-ended roleplaying.

Is It a Supplement or What?

Cthulhu Awakens is a standalone original roleplaying game using the Adventure Game Engine, containing the full rules for play. It’ll be a hardcover in the 270-300+ page range.

Is It a Licensed Game?

Cthulhu Awakens expands upon elements of the Cthulhu Mythos found in the public domain and uses Green Ronin’s own AGE System, so there was no need to license anything.

What is the AGE System?

Originally designed for the licensed Dragon Age roleplaying game, AGE is short for the Adventure Game Engine. All AGE games use standard six-sided dice (d6s) for everything. One die—called the Stunt Die or Drama Die in various AGE games—is visually distinctive. To do something, roll 3d6 + bonuses to meet or beat a target number. If any of the two dice match, the number on the distinctive die becomes stunt points that can be spent on special effects ranging from a cutting remark to a powerful blow in combat.

What AGE Games are Cthulhu Awakens Compatible With?

The other AGE games Green Ronin currently have in print are Fantasy AGE, Modern AGE, Blue Rose, as well as the licensed roleplaying games for The Expanse, and Dragon Age. Fantasy AGE and Modern AGE have optional settings, while the others have specific ones. Cthulhu Awakens is at least partly compatible with elements of all these games, particularly Modern AGE, as the game began life as a supplement for that line. Many elements can be introduced with no changes at all. This is why some Modern AGE offerings will be included in the Kickstarter. However, Cthulhu Awakens does do a few things differently, and has a substantial number of original systems—and some of them work well with Modern AGE, too.

What Level of Realism or Modern AGE “Mode” Does Cthulhu Awakens Use?

Folks who know Modern AGE know the game has three “Modes,” or preset rules options, based on the degree of “realism” groups want to use in their games. Cthulhu Awakens’ pre-set Mode is a combination of Modern AGE’s Gritty and Pulpy, in that your character’s Health doesn’t go up over time, but sometimes, you can grit your teeth and bear getting stabbed—but not shot.

Cthulhu Awakens also includes an option for more heroic characters called Fortune that makes protagonists tougher and luckier. Fortune was originally designed for The Expanse RPG but works well for more action-focused Cthulhu Awakens campaigns.

How and Why Does Cthulhu Awakens Deal with Lovecraft Being a Racist?

H.P. Lovecraft was a white supremacist whose racism was notable even in his time, as attested to by letters from his own friends. Our position is that anything in Mythos sources that reinforce these elements are lies or errors as far as the setting of Cthulhu Awakens is concerned. Standing against that kind of discrimination is morally obligatory, and it leads to more interesting possibilities than treating Lovecraft’s work as “canon.” In general communication we’ve had to emphasize this both because of Lovecraft’s notorious reputation and to ward off various people with terrible opinions, not to congratulate ourselves for not following the example set by a long-dead racist. Cthulhu Awakens isn’t a purist game and was designed from the basic position that as important to the Mythos as he was, it doesn’t belong to him anymore. He’s dead. It belongs to all of us now.

Aren’t There Already a Bunch of Mythos Games Out There?

There are! And lots of them are fantastic. Some of them emphasize investigation. Others are essentially a tribute to the works of Lovecraft’s circle, the era they take place in, and their approach to the Weird Tale, and many bake a cycle of discovery, horror, and loss into the mechanics, essentially framing the basic story ahead of time. Cthulhu Awakens takes a more open-ended approach; we provide deep support for the Weird Century period, but ultimately encourage you to tell whatever stories you wish. Plus of course, we wanted to express our own fandom and run our own games using the AGE System, which we rather like.

Is there “Madness?” “Magic?”

No—well, there’s Alienation, and eldritch workings (oh, and separate psychic powers too). They’re not quite the same as what you might expect.

Early in design and development we decided that not only was delineating the relationship between the sort of “literary madness” seen in the stories and mental illness not a great idea for Cthulhu Awakens, but that we also wanted to reexamine what it means exactly when exposure to the Mythos alters consciousness. Alienation is about adapting to the alien rules of the Mythos. Since these are incompatible with ordinary human thinking, which takes place in three dimensions plus time and interacts with a fraction of the universe—the reflexive dream of Azathoth, say some—Alienation produces undesirable effects, but it also leads to bursts of inspiration. With Enlightenment comes Terror.

Eldritch workings are neither science nor sorcery—and both. Workings can be learned, but they’re not things you just put on a character sheet. Given the right text to work from and the ability to understand it, anyone can cast an eldritch working without using up any spaces for other powers and abilities. These are mighty, reality-twisting procedures that require specific components and methods, but they offer everything from immortality to the ability to create spacecraft—or call beings who should not be called.

Why Are You Using Kickstarter?

So, with all of the controversy over Kickstarter’s interest in the blockchain, why continue to work with them? The question is a reasonable one, and in ordinary circumstances we’d love to explore other options and find sources for crowdfunding that are more mindful of environmental impact.

The past couple of years are not ordinary circumstances. The truth of the matter is we don’t have that kind of luxury right now. Kickstarter’s market share is such that, if we want this game to reach the widest possible audience and do as well as it can, there aren’t any suitable alternatives—at least, not yet—for this particular project. We’re focused on doing the best we can with the tools we have, while we explore all possible options for connecting our community of players with our games. In any event, Cthulhu Awakens will be up for general sale after we conclude the Kickstarter. For starters, you’ll be able to back the campaign as a late pledge on BackerKit. The finished print book will be available from our online store, game stores, and bookstores, and you’ll be able to get the PDF from our online store and DriveThruRPG. You will have options, in other words, if you don’t want to use Kickstarter.

How Finished Is It? When’s It Coming Out?

As of this time of writing, Cthulhu Awakens’ core book has been through final drafts and two rounds of development, and it is currently going through a final round of development before it enters editing, to better incorporate some internal innovations in the AGE System. The Kickstarter begins on February 15th. The game will be coming out in the fourth Quarter of this year, 2022.