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[ • /dir//qu//cyoa//erp//monster//his//wh40k//arda/ •]

File: 1458136684307-0.jpg (41.06 KB, 335x434, 335:434, CthulhuTech Cover.jpg)

File: 1458136684307-1.jpg (840.67 KB, 3156x1072, 789:268, Tager Lineup.jpg)

File: 1458136684307-2.jpg (205.07 KB, 1000x667, 1000:667, CthulhuTech Nephilim.jpg)

 No.226215

>What's CthulhuTech?

Put Call of Cthulhu, Neon Genesis Evangelion, Robotech, Guyver, AKIRA and Warhammer 40.000 into a blender, puree it and use the result to make an RPG.

>What's the setting?

Using a book containing knowledge man was not meant to know a woman called Teresa Ashcroft made the world's first Dimensional Engine (or D-Engine), a device capable of drawing infinite energy from another dimension to power stuff here. Unfortunately tomes of eldritch lore don't work on technicalities and she went insane anyway. Humanity began building more and things were pretty peachy going as far as colonies being established all over the solar system, unless you lived in the Middle-East which was gearing up for an all-out jihad because nobody bought oil anymore.

Meanwhile around Pluto, the Migou (pretty much the Mi-Go from the Mythos, but with more Tyranid thrown in) saw that humanity was tampering with the infinite power of the D, and they didn't like it that the apes who lived on their former colony were getting close to surpassing them in technology levels. But because they didn't want to show themselvesthey created the Nazzadi, a bunch of hot Drow-looking people cloned from human DNA. The Nazzadi were made to believe using advanced mind-altering technology that they were part of an invasion force that would claim the Earth for their proud empire. Except for the commanders of the Nazzadi army, who knew the truth because someone had to talk to the Migou. The invasion began and lasted for a few years, where both sides used a variety of mecha as well as conventional forces. Eventually one of the commanders got fed up with that shit and told everyone, Nazzadi and Human, the truth about the Nazzadi and the Migou.

Three quarters of the Nazzadi forces joined him, the remaining loyalists were crushed and peace was made, with the Nazzadi being given their own nation in what is now Haiti and Cuba. The nations of Earth had formed the New Earth Government and had turned into a benevolent yet totalitarian regime. The Migou had gotten upset at their invasion being repelled and attacked Earth themselves, wanting to enslave humanity and exterminating the Nazzadi for being a failed exeriment. This second war was even more fierce than the first and large swathes of land around the poles now belong to the Migou.

Meanwhile, the Chrysalis Corporation, one of the biggest corporations in the world, has a rather unusual director leading the company. He's the avatar of Nyarlathotep, the Crawling Chaos. Under his guidance the corporation is working to bring the Great Old Ones back to this world, which is helped by the uncovering the Rite of Transfiguration, which turn a human cultist into a Dhohanoid, who are pretty much Zoanoids. Except they work for Nyarlathotep. The corporation also funds other cults, like the Esoteric Order of Dagon, who are looking for R'yleh in an attempt to summon Cthulhu. Their Deep Ones raid coastal villages for breeding stock to advance their plans. Also, the Deep Ones sometimes wear power armor. Other cultists have succeeded at summoning the avatar of He Who Must Not Be Named at the Plateau of Leng, who coordinates the Rapine Storm, a group of monsters and cultists who have murderfucked their way as far as eastern Turkey to north-west Australia. Everyone in their path in these directions, as well as China, has either fled or been killed. There are also a number of minor cults going around, like the DionysusClub who are all about getting their Slaanesh on, the Congregation of the Earth Mother who employ really hot monster girls to breed more forces and eventually summon Shub-Niggurath, the Black Goat of the Woods with a Thousand Young to this world, or the Blood Brigade who are a bunch of terrorists hell bent on purging the unclean (atheists, Nazzadi, Migou and such).

To fight all these horrors the New Earth Government has armies consiting of combined arms and the aforementioned mecha. Where fighting is the most fierce they deploy the Engels (Engel being German for Angel), EVA unit-like machines that are many times more potent than the mecha, but are a lot more difficult to field. Meanwhile at the lower levels a number of Chrysalis employees figured out that summoning Great Old Ones might not be a spiffy plan, so they fled the corporation and stole the secret of the Rite of Sacred Union. They formed the Eldritch Society and started to create Tagers, a symbiosis of human or nazzadi and a creature from beyond, allowing the person to call upon its power in need to become a powerful being more powerful than most Dhohanoids, but more difficul to create. Meanwhile, the rise of people with para-psychic powers can manipulate their environments, other people and themselves to do amazing things, but are often at risk of burning out when pushed and become a danger to everyone around them.

 No.226216

File: 1458136792838.pdf (4.16 MB, CthulhuTech Shadow War V2 ….pdf)

>>226215

With the increase of Migou attacks, the Rapine Storm and the Esoteric Order of Dagon become more and more bold and dangerous every day the NEG has declaredthe Aeon War, which would determine the fate of mankind.

>Who are the players?

Soldiers, members of the NEG hunting cults, mecha/Engel pilots, Tagers or other Eldritch Society members. Note that with all the different playstyles available the Storyguide and the players talk about what they want kind of game they want to play.

>What kind of games can you play?

Investigation, war, special forces, games of cat and mouse between the Tagers and Dhohanoids, and mecha combat.

>What's the system like?

CthulhuTech runs on Framewerk, a game-specific system. You roll several D10 based on the level of your skill, then look at the result. You pick either the highest single roll, a three (or more) of a kind or a straight of at least three consecutive numbers. You then add the attribute matching the skill and you got a total number. This means that A: rolling more dice is always better, and B: calculating your chance of success is next to impossible.

For the rest, it's very narrative driven instead of dice driven, so expect plenty of roleplaying when your Storyguide knows what he's doing.

>How many books are there?

There are eight books. Five are for both players and Storyguides, with the other three being mainly for the Storyguide.

For both:

- Core Book. Speaks for itself.

- Vade Mecum: An expansion books with a bit more of everything. Includes the rules for para-psykers.

- Ancient Enemies: Greatly expands the Eldritch Society and the Dhohanoids, as well as more rules for both parties, rules for metamorphed (more powerful) Tagers and how to play an all-Dhohanoid game.

- Mortal Remains: Expands on the NEG and the Migou, with more stuff for both parties, rules for Nephilim (basically eldritch horrors augmented to serve as armored attack dogs) and on how to play Migou games.

- Unveiled Threats: The gear book. More guns, more magic, more hilariously lethal artifacts and such stuff.

For the Storyguide:

- Burning Horizon. Metaplot book for the year 2087. Shit goes down even harder, with ebola-flu breaking out, the Office of Internal Security being compromised and Australia facing the full weight of the Rapine Storm. Also includes rules for space combat, new mecha and the survivors of

- Damnation View. Metaplot book for the year 2086. Shit goes down with the NEG losing big time, and the risk of Shub-Niggurath coming close to being summoned.

- Dark Passions. Content is limited to some information on various cults. Note that the original print (under Mongoose) was in black and white, with subsequent prints (Catalyst) being in full color).

>What's this stuff about Dead Gods?

They were working on a ninth book about the gods in Q3 2011. This book is not out yet. Make of this what you will.

>Any other editions?

The second edition of the game is currently in open beta, with character creation being a lot more granular. This comes at the cost of the relative ease that comes with building characters in the current version of the game. Most recent version added to this post.


 No.226217

Tell me about the Rapine Storm.


 No.226220

>>226217

The Disciples of the Rapine Storm. Founded in 2074 after the summoning of the avatar of Hastur at the Plateau of Leng, somewhere near Tibet. This was done by a Chrysalis Corporation plot called The Ruined King Project a year prior. Starting in 2077 where they begin to rampage in an area from China all the way to Indonesia. Over the course of three years south-east Asia is lost and Australia starts being threatened.

Their main forces are formed of a mix of monstrous otherworldly entities and lunatics in mecha. They don't occupy, conquer or kill: they strip bare, raze and exterminate. They practice things like cannibalism, rape, murder and bloody sacrifices, often combining them. Humans are generally low on the pecking order, located below the more intelligent monsters like Bhaki and N'athm. The Disciples have caused the deaths of billions, leveling cities and eradicating anyone not on their side, leaving the lands they leave behind barren and ruined.

The Disciples gather in warbands of up to dozens of creatures and humans. They are lead by a warchief, often the biggest and baddest of the bunch. If another member of the warband can gather support of at least half the tribe they can challenge the chief to single combat, the winner of which becomes the new warchief. The warchief receives guidance from Hastur in their dreams, steering the warbands into the direction of the NEG. While NEG forces are better equipped, entrenched and often know when the Rapine Storm is coming due to its lack of subtlety, the sheer number of attackers and the power of the monsters and cultists have overrun many a NEG battle line. Attacks are often heralded by sorcerers of the Rapine Storm summoning fog or storms to make their attacks all the more terrifying.

Lacking bases of their own and being near-constantly on the move, the Rapine Storm depends on the Chrysalis Corporation to arm and supply them as part of one of Nyarlathotep's unknowable plans, likely to keep attention away from the company. This mostly comes in the form of small arms and the occational mecha, but because of their poor maintenance mechas don't tend to last very long. Sometimes warbands get uppity when being given goods by Chrysalis employees, but the company trusts teams (often comprising of many Dhohanoids) to handle such situations as they see fit. Nobody really cares about one warband more or less: Hastur, Nyarlathotep and especially not the NEG.


 No.226244

Seems kinds kewl


 No.226278

>>226215

Ah the best part of this RPG, the Yeagers. The rest of it is kind of just tacked on, and the devs sperged out when people compared them to some Evangelion and Cthulhu crossover fanfic.


 No.226330

>>226215

Can you play as the cool ass looking lovecraft monsters or is this another system where the coolest option on the table is removed?


 No.226334

Tell me about the dead baby batteries and rape generators.


 No.226335

>>226330

You mean as Tagers? Sure.


 No.226338

>>226278

You mean the Sword-class mecha? Yeah, they're pretty sweet and a comprehensive bunch spread all over the books.

>>226330

Sure, check the second image in OP's post.


 No.226429

>>226278

>Not wanting to play a high tension, high risk, OIS cult-busters campaign.

Cultist detected.


 No.226451

File: 1458205682506-0.jpeg (Spoiler Image, 132.73 KB, 817x534, 817:534, QBattery.jpeg)

File: 1458205682506-1.png (Spoiler Image, 658.06 KB, 385x1000, 77:200, X'an-tuum Violator.png)

>>226334

>dead baby batteries

Long story short, sorcery often requires sacrifices of blood. The Chrysalis Corportaion started out with things called murder cubes, containing a restrained stray animals that could be sacrificed at the push of a button. Due to the nature of the content the murder cubes were not very reliable, going stale after on average a week but sometimes as early as two days, making reliance on them a big risk for a sorcerer needing a lot of Ruach. After a series of events in 2081 where the FSB confiscated one of the murder cubes but was legally restrained from investigating it. The initial plan was to call it a prototype for a new product, wait until the fuss died out and announce the project a failure. But then a Dhohanoid, one of the brilliant Ciraqen ones, had an idea: why not reinforce the murder cube with arcanotech and put something inside that allowed a sorcerer to drain a huge amount of Ruach?

Going to work they found that a human child would be the best option. However, a newborn was rather large and its squirming would upset the delicate insides of the murder cube.So instead they went with a fetal child instead. With a bit of surgery to make it look like something in between Giger and 40k the child could not only last for two to three months, it could also generate as much Ruach as three resonably-powerful sorcerers without threatening those precious resources. Finally, the murder cube was rebranded as the QBattery because the FSB would be all over something called a murder cube.

In 2085 the QBattery was launched, with all Chrysalis-owned magazines, journals and media shilling it to hell and back. While useful at generating Ruach needed for rituals, the device was filled with powerful magical shielding. Buying one is next to impossible either: applicants can do only do so through the Corporation itself. Applying means granting the Corporation access to all facets of your life, stripping you of your privacy and essentially turning your house or business into Chrysalis-owned property, allowing them entry for inspection at all times. The QBatteries meanwhile constantly reports its location to monitoring stations, and if one goes of the grid for a bit a rapid response cleanup team is immediately deployed to investigate. Normally it can only generate Ruach for about 20 hours, but QBatteries for coropration use have an extra function that allows sacrifice of the fetus for some extra juice.

>rape generators

The X'an-tuum Violator is a device dating back to somewhere around 1837, where a Swiss inventor was executed for creating and using such a device. The Nazis built one below Dachau, which was subsequently destroyed by some very rational Allied forces. In the current day the Disciples of Death's Shadow are said to have built at least two: one north of Los Angeles, the other outside of Tokyo.

The Violator is designed to accomondate up to nine people at once. They are strapped on tables facing a central hub with all kinds of probes sticking out of the top. Upon activation the probes begin to inject the subjects with all kinds of drugs and begin to stimulate them to force them into every possible emotional state at once, as well as sexually violating them over the course of two hours. This maddening experience forced a body to generate twice as much Ruach as normal, but the experience will drive them more and more insane. Starting with undergoing the experience a third time the subject's death will become more and more likely. Its other setting allows for the generation of four times the Ruach over the course of six hours, but this comes at the cost of the victim being violated to death. While this will kill the victim, it means that you can drain up to 360 Ruach from nine average victims, which is a staggering amount for a bunch of mundane people.

Fortunately the X'an-tuum Violator is a thing of metal and technology, filled with computers and a D-engine, making it nothing but a machine, albeit a perverse one, and can be destroyed with mundane means.


 No.226459

>>226451

How can you NOT love this stuff? It pushes all the right buttons.


 No.226461

>>226335

What exactly is a Tager? The PDF describes them as a symbiote of some sort but they don't seem to look that way from the image. A symbiote would, presumably, be limited by the host and not able to twist it into these sorts of abominable shapes so what's the deal exactly?


 No.226464

I've got a hardcopy of this book on my shelf and I've been meaning to learn it for ages, but I don't have enough free time to start another campaign with my group and I don't think anyone would be too happy to kill our current campaign for something else.

Also, I've heard the Dice Poker system is pretty fucking awful. Someone mind explaining that whole mechanic or if there's a way to replace it with something?


 No.226465

>>226459

Because the system isn't particularly good, and I'm just not a fan of the setting. Future Cthulhu is fine, but mecha-fighting Cthulhu where mankind is jumping round in mecha whilst teamed up with not-Drow punching Deep One mecha and shit just doesn't appeal.


 No.226466

>>226464

https://1d4chan.org/wiki/Cthulhu_Void_Tech

I don't know if it ever got finished because I'm not digging through threads but the last update on this page was in 2013 so odds aren't good.


 No.226469

>>226461

It's more of a metaphysical symbiosis. The Tager himself becomes more attuned to the world and capable of performing supernatural feats, while the symbiont affects the Tager depending on their type. Vampires become more bloodthirsty, Spectres become morbid, Nightmares are angry and pretty much all of them gain a sense of bloodthirst. When in their human form they're impossible to determine to be Tagers. There's no physical evidence, no makers in their genetic structure, no mystical residu: they're for all intents and purposes human/nazzadi. Not even other Tagers can recognize them as being Tagers. Another downside is that a symbiont feeds on the Orgone of a Tager, halving its maximum value.

Dhohanoids don't have this: the Rite of Transfiguration leaves genetic, magical and often physical evidence. So if they were to pass government checkpoints or have to undergo blood tests they'd be found out in no time flat. Not that it's much of a problem: the Chrysalis Corporation can get its people into and out of arcologies whenever it wants to. On top of that, if a Tager studies someone for a minute they can tell whether or not someone is a Dhohanoid, making them easy prey for a Tager, who generally are more powerful than their Dhohanoid counterparts. On the downside though, on average in an arcology 0.08% of the people are Tagers, or about 800 per million. This is because fitting hosts for a Tager are incredibly hard to come by, the rituals are difficult and cannot be performed frequently.

>>226464

>Also, I've heard the Dice Poker system is pretty fucking awful. Someone mind explaining that whole mechanic or if there's a way to replace it with something?

You roll Xd10 based on your skill, adding more if you have a skill focus and/or specialization covering this particular use. You then look at you rolled instead of the total. You either pick your highest single number, three or more consecutive numbers or three or more of the same kind. Hence the name poker dice. After this you add your attribute, which can be pretty high in this game (1 to 10 with six attributes for an average of 6). This means the system is floaty as fuck and it can be pretty difficult to roll successfully.


 No.226914

File: 1458338115709.jpg (119.42 KB, 1103x731, 1103:731, Horned Ones.jpg)

Reminder that the spawn of Shub-Niggurath is monstergirls and monsterboys that want to fuck you to death to breed more of them. They subdue you with pheromones and engage in the best sex ever with you and are guaranteed to get someone pregnant. Men have several Horned Ones fuck them before they are eaten alive, while women get knocked up, have the spawn grow rapidly in a short pregnancy before the child bursts out, killing the mother. But you'll be too high on pheromones to give a fuck.


 No.226919

>>226914

I guess there are worse ways to go in the setting


 No.226925

>>226914

We don't talk about those, because most people hold them to be terrible. But if you ask me, they're actually a genius move on the part of Ctech: how else do you blend animu-style monstergirls with mindbending horror? Hell it even adds up to Lovecraft's fear of sexuality and mixing.


 No.226941

>>226278

I vaguely remember that. The author claimed he hated the setting, yet wrote hundreds of thousands of words on a fanfic. I mean, there's being a autist and then there's this.


 No.228614

>>226469

There are three other things you should know about the Eldritch Society that they don't want to be public knowledge.

First off, Society membership is for life. You can't leave, splinter off or go rogue. In case that you're a regular agent you're dealt with by whatever means fits the bill, but if Tagers go rogue because they feel like the Society is ineffective, not aggressive enough or whatever reason. Society policy is that you cannot leave and you have to toe the line, as flexible as it is. A rogue Tager is a whole other deal, and the only way to hunt one is to send Tagers after it. Few Tagers know this can happen and even fewer have done it because they consider hunting their own kind to be wrong. As such, the few Tagers that do their kind are some of the coldest ones amongst the Society. These hunts tend to be brutal and will change everyone surviving the hunt. That this happens is kept a secret to keep unrest amongst the Society to a minimum.

Next up, potential Tagers are told that if they survive the Rite of Sacred Union the risk's gone: they're a Tager henceforth and the chance of messy death is determined by how they perform in the field. This is not true. In the vast majority of cases they end up alright, but sometimes Tagers begin to exhibit increasingly painful and spread out skin rashes. Their skin dries up and begins to flake off, turning them raw and scabby. Then the symbiont kicks in, starts to fall apart and 15 minutes later is nothing but a pile of reeking flesh. This is an incredibly ugly affair, and all recorded cases have been fatal. Packs who have a member who suffers this grisly fate get a visit from the Society and they are hushed up to stop the spread of panic. A cover story involving a heroic death is made up and the case is never spoken of again. Luckily, the disease (they're not even sure if it *is* a disease) is not contagious.

Finally, metamorphosis. The process tends to do a number on the psyche of a Tager, but aside from the risk of insanity it is thought to be perfectly safe. Again wrong. In a small amount of cases the Tager seems to somehow die while in their cocoon, with the thing opening up when it should only to reveal a puddle of organic goo and a nasty scent. This however can be prevented. A Tager in a cocoon should be regularly monitored for anomalies. If a hot cocoon suddenly cools down, an invisible one isn't anymore or a displaced one is right where it seems to be, or if there's just no movement inside when you touch it, there's something wrong. Packs tend to contact the Society when something like this happens, after which a specially trained team is deployed to the pack's location and free the Tager from its cocoon, after which it requires intense medical care to save its life. If they survive the hours after being freed (anywhere between a few to half a day) their regeneration kicks in and they'll live, but with metal scarring. Again, Packs that have one of their own go through this are requested to keep mum about this to not harm the morale of those who would otherwise try to undergo metamorphosis.




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