Tag Archive for: Cthulhu Awakens

Revelations of the Bacchae, the GM’s Kit, and DREADCRAWLS: New(ish) Releases for Cthulhu Awakens!

Cthulhu Awakens, the AGE RPG of confronting Mythos horror across the Weird Century, entered electronic release last October—but since then, we’ve released more for the game, with ambitious plans for 2024! Here we go:

Revelations of the Bacchae for Cthulhu Awakens

Revelations of the Bacchae (PDF, Roll20)

Revelations of the Bacchae presents expanded notes on the Cthulhu Awakens actual play session of the same name, run by Ian Lemke during the Cthulhu Awakens Kickstarter campaign. Note that this is not a full scenario—well, not completely. Instead, the basic notes used to run the game have been cleaned up a bit and presented for your perusal or use, as you see fit. This development process means it may vary from the adventure as presented, as elements of improvisation are “set into stone.”

Revelations of the Bacchae is set in the modern day, but with adjustments can be situated earlier. The latest time-dependent element is from 1996, but the exact date isn’t important.

PDF GM's Kit for Cthulhu Awakens

 

Cthulhu Awakens Game Master’s Kit (PDF)

The Cthulhu Awakens Game Master’s Kit is a collection of resources that helps you smoothly deliver terror and adventure to your players. It provides a PDF with 3 Game Master’s screen panels that displays stunts and other essential information. The quick reference card PDF provides further assistance with commonly used rules, and the combat tracker helps you organize the action.

The true secrets of the Game Master’s Kit are revealed in Unexpurgated Texts, a PDF booklet detailing a dozen fell grimoires and their modern counterparts, each in an expanded, 2-page format listing the eldritch workings and other strange secrets each of them contains.

Dreadcrawls PDF 'zine for Cthulhu Awakens

DREADCRAWLS #0: Strange Places (PDF)

Mountains of madness, cave complexes inhabited since before history, and secret temples under moldering ruins are all part of the Mythos horror genre. With DREADCRAWLS #0: Strange Places, you can generate these bizarre, haunted locations with a few dice rolls and simple decisions. From underground complexes to hyper-dimensional locales folded into non-Euclidean shapes, create haunted lairs for the Mythos with a tried-and-true old school, table-based method.

DREADCRAWLS is the official zine for Cthulhu Awakens, the AGE roleplaying game of Mythos horror, across the Weird Century.

More Horror?

Some of these have been mentioned before, specifically for the Roll20 edition, as Jonesy talks about here. Read about Cthulhu Awakens’ full-featured Roll20 version.

Furthermore, we have four more supplements in various stages of development, so rest assured, there’s support here, and support coming. We’ll tell you when!

Cthulhu Awakens Compendium on Roll20

As a big fan of both the AGE system and of the Cthulhu Mythos, I was super excited when the Cthulhu Awakens Kickstarter was announced and backed it immediately. Part of what excited me was the inclusion of a Roll20 Compendium since I run games both in person and online as part of the USP actual play team. What I didn’t know, at the time I backed that Kickstarter, was that I was going to be entrusted by team Ronin to make that Roll20 Compendium a reality.  With that said we are happy to announce the stars are right and the Cthulhu Awakens compendium is now available on the Roll20 marketplace, as well as DrivethruRPG.

The compendium includes

  • Rollable Tables to randomize your character’s Social Class, Background, Profession, and Drive
  • Dynamic Lightening for all included maps.
  • Drag & Drop for support for Character Creation, including Focuses, Background, Talents, Specializations,
  • Eldritch Workings, Dangerous Texts, Artifacts, and Psychic Phenomena
  • Full drag & drop compatibility and tokens for over 40 Cthulhu Awakens adversaries

Cthulhu Awakens Roll20 compendium

Cthulhu Awakens Roll20 Compendium

Along with Cthulhu Awakens compendium we released Revelations of the Bacchae on Roll20, which features three location maps with dynamic lighting, two Challenge test trackers, Four pre-generated characters, and seven new NPCs

Revelations of the Bacchae

Cthulhu Awakens Roll20 Compendium monsters!

Lastly, we released the token set that comes with the Cthulhu Awakens Compendium as a stand-alone offering for those game masters who only need the tokens.

Cthulhu Awakens Tokens: Entities Pack

So, what is next for Cthulhu Awakens on Roll20? We are working on the Game Master’s Kit, and a couple new surprises I hope to share with you soon.

Cthulhu Awakens Roll20 Compendium Abilities

And don’t forget to tune in to ThursdAGE on the Green Ronin Publishing official YouTube Channel, today 2/8/24 at 2p Pacific/5p Eastern where we’ll do a deep dive into the Cthulhu Awakens Compendium! Your host Disembodied Troy welcomes Malcolm Sheppard, Ian Lemke, and myself to celebrate this VTT Team milestone and talk all things Cthulhu Awakens!

Cthulhu Awakens Now! Well, in Preorder and PDF Form, That Is!

Cthulhu Awakens Preorder Available Now!After a successful Kickstarter campaign, careful design and art direction—and errata, where necessary—Cthulhu Awakens is available to general audiences for preorder and in PDF! Furthermore, if you preorder the print release, you can add the PDF for just another $5.

Cthulhu Awakens brings cosmic horror and the Cthulhu Mythos to Green Ronin’s AGE System. This complete RPG reimagines and expands the Mythos beyond the biases of the original stories, creating a setting designed specifically for roleplaying eldritch adventures across about a hundred strange years—what we call the Weird Century. Follow aliens and cults through wars, the broken atom, the rise of digital and genetic technologies, and the horrors of social media. Contend with Deep One cults, Yithian agents, and terrifying revelations from across the globe—and within your dreams.

If you’ve played any AGE game, such as Blue RoseThe ExpanseFantasy AGE, or Modern AGE, you already know the basicsCthulhu Awakens customizes the system with the effects of horror and Alienation, eldritch workings, psychic powers, strange artifacts, mystic tomes, and more. The game also includes Mythos horrors and ready-made NPCs for the Game Master, and two complete adventures. All you need are character sheets, 3 six-sided dice, and friends ready for weird stories. In Cthulhu Awakens, anyone can stand against the darkness.

If you backed the Kickstarter, you’ve probably already received a preview PDF, and an updated PDF, along with everything else you backed, in time, is on the way—and you’ll get it first. This is for the rest of you, to follow backers in a similarly amusing abyss where everything you thought was a lie…for fun.

Here’s where to go:

There’s more Cthulhu Awakens to come, from the Game Masters Kit to adventures and other supplements. Stay wary!

Playing With Stunts

Stunts are one of the pillars of the Adventure Game Engine, the system we use in Fantasy AGE, Modern AGE, Blue Rose, The Expanse, and the upcoming Cthulhu Awakens and Fifth Season roleplaying games, all descended from design work on the grandfather of them all, Dragon Age.

Heading into the new edition of Fantasy AGE and Cthulhu Awakens, as well as some proposed and to-be announced projects, I played with how stunt point generation and stunts functioned. Part of game development is exploring ideas that won’t necessarily make it into the final game—and sometimes even ideas that would never have done so, but act as conceptual landmarks.

Relationship Bonds and the newer Stunt Attack option aside, the basic way to generate stunt points is to match any 2 dice on a 3d6 test. This prompts a look at the Stunt Die (Drama Die in some games, or Dragon Die in Dragon Age), which tells you how many stunt points (SP) you get. But what if we did it differently?

Let’s take a look at some of these options.

Creating your own house-rules like stunts is part of what makes AGE so fun!Highest Die is Stunt Die: Instead of having a fixed Stunt Die, it’s always the highest die. Since you get SP on the set of successful tests your SP will always tend toward the higher range in the first place, but this exaggerates the effect even further. I don’t recommend this as a standard practice, but it might work as a special ability provided by a talent or extraordinary effect.

Lowest Die is Stunt Die: Woah, this one is interesting on a few levels, and in fact, is the most mathematically “logical,” but it isn’t fun enough to replace the ordinary Stunt Die. For one thing, that means you need a natural 18 to get 6 SP—and there’s a 0.46% chance of getting that. That’s why it isn’t fun enough, as part of the purpose of the Stunt Die is to add more variable results— “swinginess,” we call it, sometimes—to the regularity provided by the 3d6 curve.

SP and Degrees of Success Are Separate Dice: As we also use the Stunt Die to measure your degree of success, making the highest or lowest rolled die the Stunt Die becomes a problem for things like automatic weapons in Modern AGE, as well as advanced tests and other things that rely on degree of success. So, you might retain a visually distinctive die called the “Success Die” or “Power Die.” Even if you keep the usual Stunt Die you might split it from the Power Die. I looked at this pretty seriously as it opens up a lot of design-level opportunities, but in the end, I didn’t think it was worth it.

Anti-Stunts: Cthulhu Awakens actually has a limited version of this, but the version here is simpler. If you blow a roll but get doubles, you generate SP—for bad things. The simplest application is to hand them over to an opponent who spends them on stunts that are bad for you on their turn, in addition to the SP they might gain. Enemies who do the same naturally give you SP in return, so if you use this option SP ebb and flow from one side to the other. Besides the convolutions necessary outside of straightforward situations like combat, the problems with this one are the sheer number of SP that can concentrate in one place, which can get out of hand.

Degree of Success to SP: One recent idea I had was to award degree of success -5 SP regardless of whether a roll scores doubles or not. This means 1 SP on a 6. It gets really interesting when characters gain the ability to add focus bonuses to degrees of success. In newer AGE games this bonus maxes out at +4, so a roll of 6 with that bonus on the Stunt Die would provide a degree of success of 10, which converts to 5 bonus SP. The tricky bit comes when we score doubles. We could drop that completely, which would be miserable because low level characters could only ever get 1 SP from a roll, but if we keep SP from doubles the range of SP would be (degree of success -5) + Stunt Die, which might award up to 11 SP, which is too much.

Everything is Stunts: The answer to too-many-SP variants of course is, “What if it’s all stunts?” In this scheme we would add a Base Effect stunt table and the General Stunts from the Modern AGE Companion, and instead of stunts being an extraordinary result, we use SP as the building blocks to do anything—but no SP, no result. This would produce a really formal set of AGE mechanics which don’t fit the GM-guided goals of the system but might be fun to experiment with, nonetheless.

What do you think of these ideas? Would you try any of them? AGE is house rule and variant-friendly by design, as shown in the optional systems in Fantasy AGE. Modern AGE has two books that are filled with optional and variant game systems: the Modern AGE Companion and perhaps more relevant to this article, the Modern AGE Mastery Guide. Regardless of what we cook up in the lab, so to speak, we like it when you make the games your own.

Modern AGE, Post-Pandemic

Modern AGE Powers!One of the challenges of the pandemic was a “logjam” of content we couldn’t publish yet for a number of reasons. Printers were unavailable. Shipping was awful (and hasn’t improved as much as anyone would like, honestly—remember, we don’t set those prices!) and people got sick. Bad times, and we’re still emerging from them.

One of the effects of this has been that Modern AGE has had to deal with a number of delays, compounded by new delays as some priority items are earlier in the queue for publication. Modern AGE is my game and I love it, but we NEED Mutants & Masterminds in print over Modern AGE supplements, for instance.

Where We Were

We did manage to release a few things for the line over the pandemic, however, and just to refresh your memory, they are:

Enemies & Allies: Modern AGE’s book of friends, foes, and bizarre beings from the slipstream SF, procedural, technothriller, horror, and urban fantasy genres. Enemies & Allies dropped in 2020.

Modern AGE Missions Series: Did you know Modern AGE has adventure support? The electronic Missions series started in 2020, and now encompasses the following titles:

Five and Infinity: Threefold Adventure Series: This is the one that was probably the most affected by the pandemic. Originally intended to drop as a thin hardcover hot on the heels of the Threefold setting book, we had to make do when the printing, shipping, and timing opportunities to sell the thing dried up. This collection of five adventures for the dimension-hopping Threefold setting include some of the best work ever done for Modern AGE, in my opinion—and story and planar generators, too! After releasing the adventures one at a time we eventually opted for a collected softcover print release of Five and Infinity in 2022.

Modern AGE Mastery Guide: Released in 2021, the Mastery Guide is, at this time of writing in May 2023, the most recent hardcover release, covering official rules updates, tons of optional rules, and best practices for players and GMs.

Cyberpunk Slice: This one dropped last year, in 2022. Cyberpunk Slice (PDF link; POD at Drivethru here) was a half-unexpected hit—unexpected because we designed it to make sure there was fresh Modern AGE content, but only half so because fans had long asked for dedicated cyberpunk genre support.

All in all, not a bad roster for the Bad Years.

Where We’re Headed

I originally had a more aggressive schedule for Modern AGE planned for the past three years, but looking forward, timing and industry changes mean we’re not necessarily going to dump a glut of products we’ve had saved up out there.

One change that impacted the line was Cthulhu Awakens evolving from a Modern AGE supplement to an autonomous game still largely compatible Modern AGE but able to stand on its own.

Beyond that, here’s what’s coming. Well, some things are almost for sure, while others are more speculative—definitely versus maybe, below!

Definitely More Missions: We have a pair of Modern AGE Missions adventures working their way through the production process.

Definitely Modern AGE Powers: The big book of extraordinary powers, revised and expanded from the Modern AGE Companion to include superpowers, more magic, more psychic powers, strange ancestries, and a whole bunch of extraordinary items. This book is currently awaiting its turn for art and proofing.

Maybe More Slices: Cyberpunk Slice has raised the possibility of other short works that concentrate on a genre. Which ones would you buy? I’ve kicked around Modern Fantasy Slice, Apocalypse Slice, Horror Slice, and so on. Also, I mean “buy,” not “wish existed but would not necessarily buy,” which is why I didn’t list pulp or steampunk.

Maybe More Settings: I always wanted to do settings beyond World of Lazarus and Threefold but for various reasons this sort of thing has been delayed. Plus of course we have the challenge of settings for a base game line, where we can’t provide more support without further divvying up gamers by their level of interest in a given setting.

I look forward to resolving the “maybes,” and also really getting Modern AGE down as a solid body of work that stretches the possibilities of the Adventure Game Engine, especially as I explore potential new AGE games, iterating from the ideas we’ve worked on….

A Gathering of the AGEs: Consolidated Rules in Fantasy AGE 2e

Fantasy AGE Core RulebookHey folks, Malcolm here. I’m not the developer of the new edition of Fantasy AGE but I am one of the developers of the core rulebook. While I can’t give you a first-person perspective on the whole game, I can tell you a bit about the parts I helped work on. So, I thought I’d write a couple of pieces about that!

One of the goals of Fantasy AGE’s second edition was to consolidate various rules developments from multiple AGE games and supplements. If you’re an Adventure Game Engine completist you might recognize the following new and updated rules as familiar—with a few exceptions, because they’re from AGE works that haven’t come out yet but influenced development nonetheless! In any event, this is one of the factors that led us to eventually decide the new core rulebook was a true “Second Edition” of Fantasy AGE even though much of 1e remains compatible.

Challenge Tests: Challenge tests are advanced tests with certain special conditions, meant to emulate heists and other forms of dramatic extended tasks where characters need to apply multiple focuses, and fallout from failures can occur mid-test. Originally created by Crystal Frasier (and called “breaching tests”) for Modern AGE’s World of Lazarus supplement, it proved to be such a good idea we moved it to the core rulebook. The Expanse merged challenge tests and Modern AGE’s chase tests, and that final evolution is part of Fantasy AGE now.

Daring: Daring, an optional rule that promotes dramatic reversals in encounters, is an evolution of the rules for Serendipity, originally from the Modern AGE Companion.

Daring is one of the cool new optional rules in Fantasy AGE 2nd edition

Peril and Daring!

Defeat Conditions: Despite making their first appearance in Fantasy AGE 2E, Defeat Conditions were originally invented for Cthulhu Awakens, to provide alternatives to death as the result of dramatic combat.

Fortune: Fortune is an invention of Steve Kenson, originally devised for The Expanse roleplaying game, where escalating Health wasn’t appropriate but “script immunity” was a better fit. It was a great idea in that game, and it’s a cool option in Fantasy AGE, too.

Minor Arcana: These petty spells originally hail from the Threefold setting for Modern AGE.

Peril: Peril, where success lands you in deeper trouble, began as the Churn spiral in The Expanse. Interestingly, in the Modern AGE Companion it’s present and called Complications.

Relationships: Relationships, an optional rule to strengthen character connections in Fantasy AGE, was first introduced in Blue Rose.

Revised Spellcasting: In the new edition of Fantasy AGE spells only fail to be cast when a mage decides to abandon them or doesn’t have the magic points for them, because we determined spending MP on nothing happening wasn’t fun. Instead, if you fail a casting roll, the MP cost goes up. This is another option that was originally piloted in Modern AGE’s Threefold setting.

Simple Tests: A “test that doesn’t use stunts/SP” has existed in an ad hoc fashion since the beginning of the AGE system but the Simple Test concept, introduced in the Modern AGE Mastery Guide, gathers them all together as versions of simple tests and lets the GM use them at their discretion as well.

These nine examples aren’t the only ones, and notably, much of the Fantasy AGE Companion from the game’s first edition has been updated and added to the core of Fantasy AGE 2E.

Works Cited!

Want to know about the games that provided input for the new Fantasy AGE? Check them out:

Blue Rose: The AGE Roleplaying Game of Romantic Fantasy

Cthulhu Awakens

The Expanse Roleplaying Game

Modern AGE

Modern AGE Companion

Threefold (Modern AGE)

World of Lazarus (Modern AGE)

The AGE System is a Map

Nothing quite starts off a new year like a cryptic blog post title, so here we go! Seriously though, I’d like to chat about how I feel about what the Adventure Game Engine is as it now powers a wider array of games than ever: Fantasy AGE, Modern AGE, Blue Rose, The Expanse, Cthulhu Awakens, and as per our recent announcement, The Fifth Season. And of course, it all goes back to its roots in the Dragon Age roleplaying game and Chris Pramas’s design.

Unfamiliar with the Adventure Game Engine? We’ve got you covered with our handy “What Is AGE?” primer!

The AGE System provides nearly infinite story opportunities and options!

I’m the Modern AGE developer, and that means taking an expansive view of the system that has come to be my default. This makes AGE something of a map: The system has “bare metal” mechanical features I can play with in a number of different ways. Very few things about the system are fundamental, but what is there—the fixed points on the map—help me answer questions about how a given instance of the game is supposed to work, and what the play experience should be like.

Are classes essential? Modern AGE proved they weren’t, but that protecting unique niches still mattered. Spending points on spells and other powers? Not essential, but a sign saying power should have some kind of cost.

The core of the AGE experience is something I like to call a “punctuated curve.” The core mechanics are 3d6 + modifiers versus a target number. 3d6 outputs a curve of results, where some numbers on the dice, in the middle of the range, are more likely than others. So, a character’s abilities are fairly reliable. But this sort of thing wouldn’t be especially cool without an additional element. In AGE, this is scoring doubles and generating stunt points. Thus, in the set of successful rolls there’s just under a 50% chance of a more interesting success.

This principle doesn’t tell us what a “more interesting success” is, and of course, that’s up to what stunts the player will pick—and stunts turn out to be something we can greatly customize by a game’s genre and setting. In Fantasy AGE Trojan War, divine stunts can be acquired with the help of the gods. In Cthulhu Awakens, certain stunts represent mind-melting insights won through exposure to the Mythos. The Expanse has stunts related to spacecraft.

But that point on the map can be zoomed in on, divided by area, and customized even further. Stunts represent exceptional results, but we can split them off from doubles. This is how we get the stunt attack mechanic in newer AGE rules sets, and how we use Bonds, where we add an opportunity to do amazing things because of a relationship or belief.

This is the kind of flexibility that lets AGE work for multiple games—we strip it down, see what remains, and it shows us what we can play with to address themes and play experience. While we sometimes do aim for cross-compatibility between games, we usually don’t fret that option A in one game contradicts B in another. You can pick and choose when crossing over. The point is to generate familiarity that lets you make your own crossovers and house rules, while presenting lots of readymade options to choose from.

What do you think is essential to the AGE system? What’s flexible? What should be one, not the other? Feel free to let us know!

Click for Initiative! Roll20 updates

Hey folks, Jonesy here with some exciting Roll20 updates!

We are happy to announce there is now an official Fantasy AGE character sheet on Roll20. A few weeks back we did a soft rollout of the sheet to get some initial user feedback. Since then, we have addressed any critical issues, as well as some under the hood updates that were required. To celebrate the official release we are rolling out not one but two Fantasy AGE adventures! These are Fantasy AGE Encounters: The Children’s Crusade, and Death in Freeport AGE edition.

The Children’s Crusade is a side quests for characters level 1-3, which can be used as-is, or expanded into a longer adventure. Fantasy AGE Encounters: The Children’s Crusade will be available for free on 12/15/22. Alongside Children’s Crusade, we are also releasing Death in Freeport Fantasy AGE edition, this AGE update for our classic adventure will also be available on 12/15/22, for $9.99. We will be following the initial releases with some additional Fantasy AGE Encounters rolling out later in December and early January.Roll20 Mutants & Masterminds Quickstart, for FREE!

On the supers side of the house, we recently released the Mutants & Masterminds Quick-Start. This gives you everything you need to give M&M on Roll20 a try, complete with a super hero slugfest between the Rook, dark-winged detective of Emerald City, and his foe the mutant Pack-Rat! Best of all, it is totally free! So, if you ever wanted to try out M&M on Roll20 here is a perfect opportunity.

Along with the Mutants & Masterminds Quick-Start, we have a number of Astonishing Adventures and Danger Zones which recently made the super leap to Roll20:

Now a sneak peek of what the digital Ronin team has in the works for 2023! We are looking at porting Fantasy AGE Lairs, more M&M Astonishing Adventures, as well as rolling out a M&M Hero Archetype pack. This pack will come with 20 prebuilt Heroes so players can jump in and play right away. Token packs, map packs, and Game Master kits for our various game lines are in the pipeline along with a few other surprises to be announced closer to their release. Last but certainly not least, the team is actively working on Cthulhu Awakens for Roll20, with the official character sheet coming soon. You can even  pre-order the Roll20 Edition of Cthulhu Awakens on Backerkit NOW!

The Cthulhu Awakens BackerKit…Awakens. Metaphorically.

Cthulhu awakens literally, of course.

In what seems like years ago due to pandemic and post-pandemic time dilation effects, but was actually through this past March, we ran our Kickstarter for Cthulhu Awakens, an AGE system game covering Cthulhu Mythos horror from the early years of the last century to the present: a period we call the Weird Century. Cthulhu Awakens evolves the iteration of AGE first seen in Modern AGE, drawing upon innovations from newer and upcoming AGE system books, as well as special rules unique to it. Cthulhu Awakens was developed to cover an epic span of time according to an inclusive ethic, but that isn’t its point of distinction. I think what makes it special is really the broad range of periods and tones, and an interpretation of the Mythos that puts game-centered storytelling before literary homage. Cthulhu Awakens can be about lurking fear or dramatic action—it’s up to you.

Well, the Kickstarter is done…and the BackerKit is live! That’s where we manage pledges to order the game and its related, uh, game stuff. Go to:

Backerkit Pre-order Store!

If you pledged a token amount to get reminded of this, now’s the time to up your pledge. If you want to tweak your pledge, maybe adding on some last-minute books, do it there.

And if this is new to you? Well, go anyway. This is your second chance, like the kind you don’t get unless you’re a Yithian agent consulting future records of yourself to avoid mistakes…but I’ve said too much. Well, except for one thing: If you’re locking in any kind of pledge, thank you!

Cthulhu Awakens Pre-order store is live

Eldritch Texts in Cthulhu Awakens

Eldritch Texts

Art by John Anthony DiGiovanni

 

As we noted in our update about powers and eldritch workings, anyone can “cast a spell” in Cthulhu Awakens as long as they have a text to work from that contains the proper instructions rendered in a language they can understand. This of course leads us to the question of what these references are, and how they’re presented in the game.

Each text’s description passes on the following information.

Content and Effects: A general description of the text’s contents, followed by any special effects they may have.

Decipher: Ability tests and any other conditions required to understand the text.

Praxes and Workings: Eldritch workings—the “spells” of Cthulhu Awakens—are divided into categories called praxes. Each praxis is a bundle of workings with related effects so that, for example, Geometry is the praxis of manipulating spacetime.

Alienation Test: Studying a text deeply is potentially disturbing and may trigger a test to avoid the effects of Alienation: how the Mythos alters minds who witness its phenomena.

The following example lays out this information about itself. Yes, the Necronomicon is covered, though the entry is too long for an update.

Euler Manuscript of Esoteric Mathematics

Beautifully bound in red leather and inked on cotton parchment, this manuscript holds the lesser-known mathematical musings of 18th Century Swiss polymath Leonhard Euler. The only copy now sits in a forgotten storage room at Miskatonic University’s school of Physics, though MU’s librarians are aware that it was lost somewhere on campus in the 1890s. They have not entirely forgotten to keep an eye out for it. Euler’s contemporaries described its contents as “perverse theology,” and implied it was an attempt to solve physical and metaphysical questions with the same pragmatism Euler devised to his other mathematical work—and that its conclusions were abhorrent to science and faith.

Content and Effects: The Euler Manuscript contains graphs, calculations, and beautiful, full-color illustrations of mathematical theories involving the movement of the universe. Using a series of superficially simple formulae, Euler further claims the nature of the universe must parallel the nature of God—or whatever entity is constructed from first principles, which takes God’s place. Subsequent calculations show that the cosmos is simultaneously moving and unmoving, and in attaining greater self-organization only intensifies its eventual breakdown into chaos. Time only exists as a flaw in human perception designed to ignore these contradictions, and any Creator could only have set things in motion to enjoy their destruction. Nihilism is nothing new, but nihilism backed by rigorous math is another thing entirely.

As a result, upon first deciphering the Euler Manuscript, the reader must make a TN 13 Willpower (Faith) test or suffer one level of the Fatigued Condition. Furthermore, casting from the text reminds the reader that the cosmos is meaningless, prompting the test each time the Euler Manuscript is used for this purpose.

Decipher: The reader must succeed at a TN 13 Intelligence (Mathematics) test.

Praxes and Workings: Geometry (angular travel, counter geometry, hyperbolic rotation), Outsiders (intrusion, outsider correspondence)

Alienation Test: Phenomena, TN 14, when studying praxes from the text.
Eldritch Texts