FATE of Cthulhu added two elements to Lovecraftian investigative roleplaying—time travel and foreknowledge. Published by Evil Hat Games, the 2020 horror roleplaying game was built around campaign frameworks that cast the Player Characters as survivors in a post-apocalyptic future thirty years into the future, the apocalypse itself involving various aspects and entities of the Mythos. Not only as survivors though, because having entered into a pact with the Old One, Yog-Sothoth, they have unlocked the secret of time travel and come back to the present. They have come back aware of the steps along the way which brought about the apocalypse and they come back ready to fight it. This though is not a fight against the Cthulhu Mythos in general, but rather a single Old One and its cultists, and each thwarting of an Old One is a self-contained campaign in its own right, in which no other element of the Mythos appears.
The five campaigns, or timelines, presented in FATE of Cthulhu in turn have the Investigators facing Cthulhu, Dagon, Shub-Nigggurath, Nyarlathotep, and the King in Yellow. Each consists of five events, the last of which is always the rise of the Old One itself. The events represent the roadmap to that last apocalyptic confrontation, and can each be further broken down into four event catalysts which can be people, places, foes, and things. The significance of these events are represented by a die face, that is either a bank, a ‘–’, or a ‘+’. These start out with two blanks and two ‘–’, the aim of the players and their investigators being to try to prevent their being too many, if any ‘–’ symbols in play and ideally to flip them from ‘–’ to blank and from blank to ‘+’. Ultimately the more ‘+’ there are, the more positive the ripple will be back down the timeline and the more of a chance the investigators have to defeat or prevent the rise of the Old One. Conversely, too many ‘–’ and the known timeline will play out as follows and the less likely the chance the investigators have in stopping the Old One.
Each of the five timelines comes with details of what a time traveller from 2050 would know about it, more detail for the Game Master with a breakdown of the events and their Aspects, Stunts, Mythos creatures, and NPCs. Most of these can serve as useful inspiration for the Game Master as well as the advice given on running FATE of Cthulhu and her creating her own timelines. After all, there are numerous Mythos entities presenting the prospective Game Master ready to create her own timeline with a variety of different aspects, purviews, and even degrees of power, but nevertheless capable of bringing about an apocalypse. However, Evil Hat Games has already begun to do that with its own series of timelines, each again dealing with a different Mythos entity and a different downfall for mankind. The first of these is The Rise of Yig, followed by The Rise of the Basilisk, which although it retained a sense of Cosmic Horror, it definitely moved away from the Cthulhu Mythos. A trend which is continued with the third of the ‘Darkest Timeline’ supplements.
Darkest Timeline: The Rise of the Quiet is even more different than The Rise of the Basilisk. Where The Rise of the Basilisk had some links to the Cthulhu Mythos, The Rise of The Quiet has none, but both share strong Science Fiction elements and the theme of infection via technology. In The Rise of the Basilisk this was memetic in nature, but in The Rise of The Quiet it involves nanotechnology. The time frame for The Rise of The Quiet is shorter, starting in 2032 and leaping back to 2020 for what is a very contemporary-set mini-campaign rather than other the more fulsome campaigns in the ‘Darkest Timeline’ line.
The future of The Rise of The Quiet is one of technological advances and continuing climate change, radical distrust of the news, clashes over limited resources, and expanded space exploration—and then The Quiet. People began reporting incidences of lost time, others seeing the sufferers standing or sitting completely still, as if deep in thought. Then they began to walk whilst in these states, safely moving first to the middle of crowds and then coming together in groups. First in their Quiet state, then socialising out of the Quiet state, no matter their origins or social status. At first mistrusted, the Quiet are then filmed running into burning buildings, strangers into their homes, and soldiers in conflict zones refusing to kill the enemy. In each case willingly offering compassion rather than conflict. The Quiet come to be seen as better examples of humanity, and perhaps a source of hope for its future. Then in late 2030 everyone begins dying from a disease which kills within twenty-four hours and whose cause cannot be determined… That is except for The Quiet. Just what is The Quiet and why is protecting the sufferers from this new disease?
What happened has its origins in 2020 when the Chinese military stole samples of newly developed nanotechnology, and then developed and weaponised them. That newly developed nanotechnology was what became known as The Quiet, which altered its sufferers’ cortexes and infected them with a sense of altruism. Not everyone could survive the infection though… China was not responsible for The Quiet, but it did have a counter—The Loud. This nanotechnology not only helped those infected withstand the effects of The Quiet, but instead of altering their cortex, caused them to undergo physical transformation, including unbreakable nanobot-infused bones, enhanced senses, transforming their skin into a non-Newtonian fluid surface capable of withstanding bullets, and enhancing their ability to micro-mirror nearby humans, evoking feelings of deep friendship and trust in bystanders. However, it is theorised that extended use of the abilities granted by ‘The Loud’ may turn the infected into an unstoppable killing machine.
In addition, time travel has been invented, but only back to one moment in early 2020. The Player Characters will be infected with The Loud, go back in time and if not stop the spread of The Quiet, then at least slow its spread whilst also ensuring that the knowledge necessary to combat it is retained for the future they come from. In other of the Darkest Timelines for FATE of Cthulhu, the Player Characters are being sent back in time to investigate certain events, typically four of them, which lead to the emergence of an Old One. The Rise of The Quiet forgoes that instead, being built around four ‘Swing Points’, nexus points that the Player Characters have the opportunity to alter and send ripples of causality forward into their future. The emphasis is on the alteration of these four ‘Swing Points’ rather than the stopping of them, and what this means is that the outcomes are likely to be conditional rather than absolute—there is no one happy outcome. The Player Characters are almost working towards a median outcome rather than a wholly positive one. They are at best stemming off the effects of The Quiet rather than locating a definitive cure.
As with events in other Darkest Timelines, the four Swing Points in The Rise of The Quiet are described in some detail and come complete with a number of NPCs which are given full write-ups. In turn the Swing Events focus on the origins of The Quiet nano-infection, which involves TED Talk giving techno-guru; the initial exposure of The Quiet, which takes place at an international airport in a spy free-for-all smackdown; a self-help group (or cult, it depends on who you are talking to) which tapped into the possibilities of The Quiet; and finding those believed to be immune to The Quiet, which sees the Player Characters going on the road in the wake of a terrible rock tour. There is a lot going on in each of these, much of which of course, will only become apparent as the Player Characters investigate.
Physically, Darkest Timeline: The Rise of The Quiet is cleanly presented. It is easy to read and the layout is tidy, though it needs an edit in places. The artwork is good also. The Rise of The Quiet does feel as if it is a story treatment, but that is no surprise given who its author is, John Rogers, the creator of the Leverage and The Librarians televisions series.
One issue that the publisher does address is that the fact that Darkest Timeline: The Rise of The Quiet involves both a pandemic and China, but notes that the timeline was written before the Corona virus outbreak and that it is not intended as a commentary upon the current situation in which society finds itself. Whilst China has a role to play in Darkest Timeline: The Rise of The Quiet it is not as the one to blame in the timeline and although the Player Characters are likely to encounter, if not confront, Chinese agents, as part of their efforts to save the future, China’s role in the situation is more nuanced than as simply the bad guy.
Darkest Timeline: The Rise of The Quiet substitutes the usual Old One in FATE of Cthulhu with a nanobot swarm which has infected mankind with a techno-virus. This has several consequences. The timeline involves multiple, all-too human enemies rather than a single alien entity beyond human comprehension and its attendant cultists, each with its own agenda. There is no eldritch and thus no spells involved, or indeed, the corruptive influence of the Mythos. Instead, the Player Characters are corrupted by the influence of The Loud and the alterations it will make to their bodies. All of this difference and there is one thing which Darkest Timeline: The Rise of The Quiet does not address what exactly the roles the Player Characters should take instead those traditional to more standard roleplaying games of Lovecraftian investigative horror.
Darkest Timeline: The Rise of The Quiet is a horror scenario, not a Mythos one, but still a horror scenario nonetheless. It presents as equally an existential threat, but leans heavily into the Science Fiction of the FATE of Cthulhu set-up with the addition of relatively low-level superpowers. In essence it combines elements of Twelve Monkeys with The Terminator, but with the Player Characters as the Terminators. This is played out against a framework which is shorter, more focused, and has a contemporary setting. Again, Darkest Timeline: The Rise of The Quiet showcases how FATE of Cthulhu is capable of doing existential horror without the Mythos and how far its can push its Science Fiction.
Saturday, 31 July 2021
The FATE of Quiet
Sunday, 18 July 2021
The FATE of Basilisk
The five campaigns, or timelines, presented in FATE of Cthulhu in turn have the Investigators facing Cthulhu, Dagon, Shub-Nigggurath, Nyarlathotep, and the King in Yellow. Each consists of five events, the last of which is always the rise of the Old One itself. The events represent the roadmap to that last apocalyptic confrontation, and can each be further broken down into four event catalysts which can be people, places, foes, and things. The significance of these events are represented by a die face, that is either a bank, a ‘–’, or a ‘+’. These start out with two blanks and two ‘–’, the aim of the players and their investigators being to try to prevent their being too many, if any ‘–’ symbols in play and ideally to flip them from ‘–’ to blank and from blank to ‘+’. Ultimately the more ‘+’ there are, the more positive the ripple will be back down the timeline and the more of a chance the investigators have to defeat or prevent the rise of the Old One. Conversely, too many ‘–’ and the known timeline will play out as follows and the less likely the chance the investigators have in stopping the Old One.
Each of the five timelines comes with details of what a time traveller from 2050 would know about it, more detail for the Game Master with a breakdown of the events and their Aspects, Stunts, Mythos creatures, and NPCs. Most of these can serve as useful inspiration for the Game Master as well as the advice given on running FATE of Cthulhu and her creating her own timelines. After all, there are numerous Mythos entities presenting the prospective Game Master ready to create her own timeline with a variety of different aspects, purviews, and even degrees of power, but nevertheless capable of bringing about an apocalypse. However, Evil Hat Games has already begun to do that with its own series of timelines, each again dealing with a different Mythos entity and a different downfall for mankind. The first of these is The Rise of Yig.
Darkest Timeline: The Rise of Basilisk is different. Really different. To begin with, this second of the new timelines would appear to be barely connected to the Mythos at all—but it is, if that is, the Player Characters go digging deep enough into the world-side infosphere that Basilisk has planned for the whole of humanity. If not the universe. In Mythos terms, its closest parallels is with Hastur and the Yellow Sign, a memetic infection of occult nature which encourages artistic endeavour, but in Darkest Timeline: The Rise of Basilisk, that memetic infection is technological in nature, once shared often encouraging the monomaniacal exploration of fields of study and the need to understand them to their utmost. This often leads to the withdrawal of the infected from societal norms, ultimately leading to their deaths through lack of self-care and dehydration. Its origins lie in the Google Books project to digitise and make available all human knowledge. Thirty years later and Google’s Thinking Hat technologies enabled humanity to connect to digital neural networks and solve its most complex of problems—including climate change, whilst Google Physical Assistant enabled humanity to upgrade its body with cybertechnology. The combination provided a platform upon which Basilisk could survive and prosper and spread, the weakness of flesh bolstered by technology, pushing those connected to it to greater depths of understanding, for ultimately, its aim was a technological and scientific ‘Godthink’—not the idea that ‘All religions lead to the same thing’, but that the study of the universe leads to an understanding of both its and everything in it. If it had to turn the planet into the United Mind Of Humanity, a hungry, all-devouring hivemind of man and machine intertwined, it would and it did.
Where most timelines deal with known Mythos threats, or variations upon them, Darkest Timeline: The Rise of Basilisk does not. It is a fight against an idea, not a thing or an entity, but all quickly an idea given form and physicality. This timeline combines elements of The Terminator—more so than other timelines—with The Matrix, mapping them back onto current developments in information theory, digitalisation, robotics, artificial intelligence and machine learning, the Internet of Things, and other cutting-edge technologies before pushing forward into a dystopia that is definitely Science Fiction rather Occult in nature. The technological nature of the setting means that the way time travel works in this timeline is also different. There is no corruptive pact with Yog-Sothoth to facilitate the way between and thus the means to travel back from 2050 to 2020 (or earlier), rather it is technological in nature, developed by Basilisk. The Resistance has gained access to it in 2050 to travel back in time, and there is the possibility that they may able to use the time travel apparatus to jump to other pivotal points within the timeline. This gives Darkest Timeline: The Rise of Basilisk a little more fluidity in terms of campaign structure. Instead of leaping into the past to a point from which they can moving forward and acting to undermine the threat at the heart of the timeline, the Player Characters may be able to jump up and down it, with agents of the Basilisk in hot pursuit, or even aware of approximately when the Player Characters will appear. After all, the extent of Basilisk’s understanding and knowledge means that it has a very good idea of just what the Player Characters are trying to do…
As with other timelines for FATE of Cthulhu, the Player Characters are jumping back in time to locate the four events which led up to if not the apocalypse of Basilisk, then the dystopia it ushers in. As with other timelines, there is no direct confrontation with the existential threat it represents, but primarily its agents and progenitors. And unlike those other timelines, the cosmic threat to humanity is not an unknowable Elder God, but a still inhuman mind that unfortunately humanity can understand—and that is the existential threat that the Player Characters face, avoiding understanding Basilisk. Further, Basilisk has agency (and agents).
As with the timelines in the core rules, Darkest Timeline: The Rise of Basilisk details the history of its apocalypse and the four events which led up to it for the benefit of the Investigators who will be aware when they jump back from the future. It is accompanied by a more detailed timeline for Game Master along with their four event catalysts (which can be people, places, foes, or things) and their die face settings which the players and their Investigators will need to change by making enquiries and working to defeat the cult of information. There are details of threats and situations, including Thinking Hats Experts, biomechanically-altered humans, capable of temporarily enhancing particular skills to the pinnacle of understanding, Boston Dynamics-derived cyborgs, Hunter-Killer Experts, and more.
The Basilisk’s agenda is discussed in detail, along with its mechanisms and advice for the Game Master on how to run Basilisk. This is absolutely necessary because of the complexity involved in running this timeline because of its complexity of ideas, the flexibility offered by time travel, and the greater agency possessed by Basilisk. If the previous Darkest Timeline: The Rise of Yig was more complex, not as straightforward, and involved multiple factions across the timeline, then Darkest Timeline: The Rise of Basilisk is more so—time travel, existential memetics, and deep conspiracy, all set against a contemporary world.
Physically, Darkest Timeline: The Rise of Basilisk is cleanly presented. It is easy to read and the lay out is tidy, though it needs an edit in places. The artwork is good also.
Although Darkest Timeline: The Rise of Basilisk is specially written for use with FATE of Cthulhu and very much built around the Investigators coming back from the future forearmed with knowledge of the past, there is nothing to stop a Game Master from using the timeline to run a campaign from the opposite direction and from a point of ignorance. That is, as a standard campaign a la other roleplaying games of Lovecraftian investigative horror, whether that is actually for FATE of Cthulhu or another roleplaying game. It would be different to other campaigns, presenting more of a modern conspiracy campaign, possibly hackers or activists against the rise of the machines rather than classic Lovecraftian Investigators confronting entities of cosmic horror. This way, the Investigators can encounter the threats featured in Darkest Timeline: The Rise of Basilisk without the benefit of foreknowledge.
Darkest Timeline: The Rise of Basilisk is a very different campaign framework for Lovecraftian investigative horror, a radical technological departure that in effect is a non-Mythos campaign, but ultimately one involving existential horror. However, the technological aspects of the framework mean that it is complex and will take some effort to really run right. Ultimately, by drawing upon contemporary events and technologies, Darkest Timeline: The Rise of Basilisk presents a scarily prescient timeline which showcases how FATE of Cthulhu can do more than just the traditional Mythos.
Saturday, 3 July 2021
The FATE of Yig
The five campaigns, or timelines, presented in FATE of Cthulhu in turn have the Investigators facing Cthulhu, Dagon, Shub-Nigggurath, Nyarlathotep, and the King in Yellow. Each consists of five events, the last of which is always the rise of the Old One itself. The events represent the roadmap to that last apocalyptic confrontation, and can each be further broken down into four event catalysts which can be people, places, foes, and things. The significance of these events are represented by a die face, that is either a bank, a ‘–’, or a ‘+’. These start out with two blanks and two ‘–’, the aim of the players and their investigators being to try to prevent their being too many, if any ‘–’ symbols in play and ideally to flip them from ‘–’ to blank and from blank to ‘+’. Ultimately the more ‘+’ there are, the more positive the ripple will be back down the timeline and the more of a chance the investigators have to defeat or prevent the rise of the Old One. Conversely, too many ‘–’ and the known timeline will play out as follows and the less likely the chance the investigators have in stopping the Old One.
Each of the five timelines comes with details of what a time traveller from 2050 would know about it, more detail for the Game Master with a breakdown of the events and their Aspects, Stunts, Mythos creatures, and NPCs. Most of these can serve as useful inspiration for the Game Master as well as the advice given on running FATE of Cthulhu and her creating her own timelines. After all, there are numerous Mythos entities presenting the prospective Game Master ready to create her own timeline with a variety of different aspects, purviews, and even degrees of power, but nevertheless capable of bringing about an apocalypse. However, Evil Hat Games has already begun to do that with its own series of timelines, each again dealing with a different Mythos entity and a different downfall for mankind. The first of these is The Rise of Yig.
Darkest Timeline: The Rise of Yig is different. It is triggered by a surprise eclipse in 2020, visible only in northern Mexico and in the southern United States, casting the whole of the region into shadow and it was into this darkness that Yig—the Father of Serpents—awoke. Wherever he walked, civilisation was destroyed in his wake; his full psychic emanations led to terrifying dreams of snakes and other reptiles; new species of snakes appeared with a painfully venomous bite that defied science, only those that pledged themselves to the Father of Serpents and became his foot soldiers, the Children of Yig, proved to be immune; Serpentmen appeared and struck at important leaders; and the weather heated up the planet leading to the spread of a hothouse jungle which would swallow up city after city in less than a year. Only in the polar regions has mankind been able to find a refuge…
In that year, organisations also appeared to combat the threat faced by humanity. Organisations such as the Center for Defense against Elder Threats from the UN, the Chimalli Union, and the Dark Light Net which had all long prepared in secret in case such an event as this occurred. However, the one of the Old Ones that they had not been prepared for is Yig. That is the first difference in Darkest Timeline: The Rise of Yig in comparison with the five timelines given in FATE of Cthulhu. Yig is almost comprehensible in his actions, and has a reputation for benevolence when it comes to mankind, being mostly concerned with the well-being of his children—reptiles, snakes, and of course, Serpentmen. So the question is, was Yig planning the downfall of mankind in 2020, or was there something else going on with this most benign of Old Ones?
As with the timelines in the core rules, Darkest Timeline: The Rise of Yig details the history of its apocalypse and the four events which led up to it for the benefit of the Investigators who will be aware when they jump back from the future. It is accompanied by a more detailed timeline for Game Master along with their four event catalysts (which can be people, places, foes, or things) and their die face settings which the players and their Investigators will need to change by making enquiries and working to defeat the cult. There are details of threats and situations, including cultists like the Agents of the Snake and Snakepersons, the relics and magic associated with the cult, and in particular, the agents of Center for Defense against Elder Threats from the UN, the Chimalli Union, and the Dark Light Net.
If there is an issue with Darkest Timeline: The Rise of Yig it is that it is very busy and there is a lot going on, but the Game Master is given a clearer explanation at the end of the supplement. That is the other difference between Darkest Timeline: The Rise of Yig and the five timelines given in FATE of Cthulhu. It is more complex, not as straightforward, and there are multiple factions involved across the timeline. This makes for a much more challenging campaign, both to run and play, for the players and their Investigators to determine what is going on and what the motives are of the various factions involved in the apocalypse—on both sides. Then for the Game Master to depict the various members of these factions. Again, the clearer explanation at the end of the supplement is a big help with that.
Physically, Darkest Timeline: The Rise of Yig is cleanly presented. It is easy to read and the lay out is tidy, though it needs an edit in places. The artwork is good also.
Although Darkest Timeline: The Rise of Yig is specially written for use with FATE of Cthulhu and very much built around the Investigators coming back from the future forearmed with knowledge of the past, there is nothing to stop a Game Master from using to run from the opposite direction and from a point of ignorance. That is, as a standard campaign a la other roleplaying games of Lovecraftian investigative horror, whether that is actually for FATE of Cthulhu or another roleplaying game. Plus, given the nature of the threat faced in Darkest Timeline: The Rise of Yig, it is easy to comb the support for roleplaying games of Lovecraftian investigative horror to find, if not more Yig-related scenarios, then at least more Serpentmen scenarios. Which gives it a flexibility beyond FATE of Cthulhu.
Darkest Timeline: The Rise of Yig gets the ‘Darkest Timeline’ series off to a strong start. It serves up a horridly ophidiophobic and fairly complex framework that will take some effort to really run right, but delivers a surprising take on Yig and his associated Mythos.
Sunday, 9 February 2020
The Fate of Cthulhu
It is the year 2050. Twenty-two years ago, an island rose off the coast of Massachusetts and as the resulting tsunami floods the coast up and down the east coast of the USA there came reports of ships and towns being attacked by fish people. Then in the isolated town of Innsmouth, a search and rescue team saw survivors transforming into the fish people—quickly identified as Deep Ones. They were only the first, for what became known as the Innsmouth Plague spread around the world. Billions transform, millions die. What they have in common is that they were taking Palliagil, a cure to an MRSA plague from eight years before. Could it be linked?
It is the year 2050. On Hexenacht, April 30th, 2030, the top of Brocken, Germany’s highest mountain exploded to reveal a thousand foot tall, eight-legged and hoof-footed, tentacled monstrosity. Its appearance instigated a wave of cannibalism amongst the nearby Hexenacht celebrants that would leave thousands dead. But then from the corpses exploded miniature versions of the giant thing that had appeared earlier that night. They killed anyone who investigated, then more spawned from the new corpses. Within days, these tentacled horrors dominated the planet bar three, slowly contracting exclusion zones in New England, Nigeria, and Australia.
It is the year 2050. Twenty-two years ago, the unknown Nour Al Hasan walked out of the desert and won the Egyptian presidential election. He declared himself Nyarlathotep, the Dark Pharaoh, and that he would return Egypt to its former glory, whilst in Antarctica, over a hundred volcanoes exploded and revealed great cities and waves of star-headed, barrel-shaped and winged creatures which fly north to meet up with the armies of Faceless Ones that the Dark Pharaoh freed from below the pyramids. Within weeks, humanity is dead.
It is the year 2050. Twenty years ago a strange figure appeared in Covent Garden in London, all in yellow and masked, a strange mist spreading in its wake. Those touched by the mist exhibit symptoms of diseases in seconds that normally take days, either dying almost immediately or undergoing grisly transformations. Within hours this King in Yellow appears in cities around the world, spreading disease, and in weeks, there is nowhere in the world that remains untouched, most of humanity dead by then.
It is the year 2050. You are one of the few survivors of an unholy apocalypse that struck the world two decades ago. Scientists and researchers have developed the means to effect limited time travel and it has been decided that they will send one or more men or women—forewarned of knowledge of the future—back in time to meddle with one of these timelines and thwart the efforts of an Old Ones and its cultists. This is not without a cost though, for every time traveller must connect with another alien being known as Yog-Sothoth in order to come back to 2020, literally connect with the corruptive power of the Mythos, and that leaves a mark. It likely gives the time traveller a strange power, one beyond science, a power that itself will be of use in combating the Mythos and its influence, but even that will corrupt the user even further, however beneficial it may well be…
It seems that despite Call of Cthulhu having been in print for almost four decades and both initiating and dominating the Cosmic Horror subgenre, the long reach of Lovecraftian investigative roleplaying seems to touch upon roleplaying game upon roleplaying game. From Savage Worlds and Realms of Cthulhu and GURPS and Cthulhupunk, numerous roleplaying games have provided different takes upon the role of H.P. Lovecraft’s Mythos and approaches to it, so it is no surprise that it has finally reached FATE Core. The highly anticipated FATE of Cthulhu is radically different to the roleplaying games of Lovecraftian investigative horror that have come before it.
Published by Evil Hat Games, FATE of Cthulhu is a roleplaying game—a standalone roleplaying game which does not require FATE Core to play or run— of confronting the Mythos a la the James Cameron film, The Terminator. One or more of the investigators will have come back from 2050 to 2020 to stop the apocalyptic plans of an Old One and its cultists. They come back aware of the steps along the way which brought about the apocalypse and they come back ready to fight it. This though is not the Cthulhu Mythos in general, but rather a single Old One and its cultists, and each thwarting of an Old One is a self-contained campaign in its own right, in which no other element of the Mythos appears. So no cultist dedicated to another Old One or Nyarlathotep himself stepping in, even if only mockingly, to help the investigators thwart a common enemy. Unless the Game Master wants them to, that is… So what FATE of Cthulhu is not, is a roleplaying game of Lovecraftian investigative horror, but is instead, a roleplaying game of Lovecraftian action horror. Now this does not mean that the Game Master could not take the elements of the Lovecraft Mythos in FATE of Cthulhu and use them to run a scenario or campaign of Lovecraftian investigative horror as per other similar roleplaying games. That would take a little more effort upon the part of the Game Master, as FATE of Cthulhu is not written or organised to support that, in part because the Mythos is compartmentalised timeline by timeline.
Investigators in FATE of Cthulhu are defined by their Aspects, Skills, and Stunts. Aspects describe elements of a character and to work effectively, they need to be double-edged, that is, each should be both an advantage or a disadvantage. For example, the Aspect ‘An eye for the ladies’ could be used as an Advantage to spot a particular woman in a crowd or a bonus to seduction attempts, but as a Disadvantage, it would mean that the character would be easily distracted in female company. Each investigator has an Aspect each for his High Concept and his Trouble, plus two free Aspects. In play, an Aspect is Invoked by the player to gain an advantageous bonus or a reroll, but Compelled to trigger its disadvantageous elements. It costs a player a Fate point to Invoke an Aspect, but he will gain a Fate point if the Aspect is Compelled. (A Compel can be resisted by a player, but this costs him a Fate point). Stunts provide advantages or bonuses under certain circumstances, usually to skills, and they can be Corrupted by exposure to the Mythos. Skills simply provide a bonus to skill rolls, there being a limited number of broad skills in the game, one of which is Lore, expanded here to cover knowledge and its application of the Mythos.
Francine Hernandez
Personal Timeline: 2050
High Concept (Aspect): Desperate Housewife who knows too much
Trouble (Aspect): My husband was a cultist
Relationship: I trust John, but he doesn’t trust me
Aspects: Ex-Society Matron, Gets lost in the Future (Corrupted)
Stunts: The Voice of Reason, Hound of Tinadalos’ Eye (Corrupted)
Skills: Deceive (Great +4); Contacts, Resources (Good +3); Fight, Rapport, Shoot (Fair +2); Drive, Lore, Notice, Will (Average +1)
Physical Stress (Physique): 1 2 3
Mental Stress (Will): 1 2 3
Corruption Clock: O O O O
Refresh Rate: 3 Fate Points: 3
Mechanically, whenever a player wants to undertake an action, he selects a skill and rolls four Fudge dice—FATE having originally been derived from the Fudge RPG mechanics—special six-sided dice, each of which has two faces marked with a ‘+’ symbol, two faces marked with a ‘–’ symbol, and two faces left blank. The ‘+’ and ‘–’ symbols cancel each out and the blank faces add nothing, so the results range simply between +4 and –4. The result is added to the player’s skill, aim being to beat a target set by the Game Master, an Average target being +1, a Fair target being +2, and so on, the targets matching the skill values in terms of progression. Should a player’s result match the target, then he succeeds at a cost; if the result is one or two points or shifts above the target, he simply succeeds; and if the result is three or more shifts, he succeeds with style. In combat, shifts usually represent damage inflicted upon a target, but should a character succeed with style, then he can place a temporary Aspect in play, that can either be used once and then it is lost, or used once for free with subsequent uses requiring a Fate point to be expended.
Aspects like this can be set up on locations, objects, on NPCs, and on player characters, and then during play both the players and the Game Master can interact with them, Invoking and Compelling as necessary. Similarly, the Game Master can design and create places, people, and things all with the simple use of Aspects that get to the core of anything that he designs and creates, and again these can be Invoked or Compelled as part of FATE Core collaborative play between the players and between the Game Master and the players. Unlike FATE Core there is less of this collaborative effort involved during character creation, primarily because FATE of Cthulhu does not involve the worldbuilding that is part of the core rules.
One of the big differences between FATE of Cthulhu and other roleplaying games of Lovecraftian investigative horror is that where in those roleplaying games the corrosive effect of witnessing or employing the Mythos, whether that is seeing a Mythos entity or reading a Mythos tome, or casting a Mythos spell, is mental. In other words, investigators lose Sanity. Now in FATE of Cthulhu, the corrupting effect of the Mythos can work that way, but in the main, its effects are physical. Every time an investigator is exposed to the Mythos or uses it in the case of casting a spell or ritual, or using a Corrupted Aspect or Stunt, the investigator will face backlash as the universe tries to protect itself against the changes forced upon by the unnatural nature of the Mythos. If the investigator cannot withstand this backlash—the backlash being equal to the success of the use or power of the Mythos—he adds points to his Corruption Clock. Fill that in, the Corruption Clock is emptied, but the investigator is drawn further into the influence of the Old Ones and one of his Aspects is corrupted. Should an investigator have all of his Aspects corrupted, he is lost to the Mythos.
For example, Francine Hernandez is attempting to find where her husband, Hector, is going to be as she knows that he will be participating in a great ritual to learn the location of a lost tomb. He has already managed to deceive her as to where he is going, but Francine and her compatriots need to know. Francine’s player decides to use her Gets lost in the Future Corrupted Aspect. Francine’s player pays the Fate point to Invoke the Aspect. This will give a bonus of +2 to Francine’s Notice of +1. The Game Master takes Hector’s Deceive of +4 and rolls blank, blank, ‘–’, and ‘–’, to give Hector a total of +2. Francine’s player rolls blank, ‘–’, ‘+’, and ‘+’, for a total of +5. This beats Hector’s attempt at Deception, and means that Francine learns where he has gone. Unfortunately Francine suffers backlash equal to the roll her player made or +5. Her player has to make a roll using her Will of +1 and rolls blank, ‘–’, ‘+’, and ‘+’, for a total of +2, which is not good enough as it leaves three mental shifts to absorb. Francine can absorb one of the shifts on her mental stress boxes, the other two having been filled earlier in the investigation. For the remaining two mental shifts, Francine can either take a point of Corruption and have part of her Corruption Clock filled in, or suffer a Consequence. Francine’s player decides on the latter and Francine gains ‘Visions of an alternate failed timeline’.Despite the physicality of the Corruption Clock versus the Sanity mechanics of other Lovecraftian investigative horror roleplaying games, there is still a downward spiral of being exposed to, and in this case, using the Mythos to fight the Mythos, over and over. Essentially, it may well be necessary to fight fire with fire, but the cost…? Once gained, Corruption is fairly difficult to lose, though it is possible if no Corruption has been gained during an investigation or through a supreme act of sacrifice upon the part of another investigator.
Instead of giving a greater sense of the Mythos, FATE of Cthulhu focuses on five distinct threats—five distinct threats powerful enough to bring about an apocalypse. Each threat is essentially a separate campaign or timeline in which someone from the future of 2050 has some knowledge of. Each of the five timelines—which in turn deal with Cthulhu, Dagon, Shub-Nigggurath, Nyarlathotep, and the King in Yellow—consists of five events, the last of which is always the rise of the Old One itself. The events represent the roadmap to that last apocalyptic confrontation, and can each be further broken down into four event catalysts which can be people, places, foes, and things. The significance of these events are represented by a die face, that is either a bank, a ‘–’, or a ‘+’. These starts out with two blanks and two ‘–’, the aim of the players and their investigators being to try prevent their being too many, if any ‘–’ symbols in play and ideally to flip them from ‘–’ to blank and from blank to ‘+’. Ultimately the more ‘+’ there are, the more positive the ripple will be back down the timeline and the more of chance the investigators have to defeat or prevent the rise of the Old One. Conversely, too many ‘–’ and the known timeline will play out as follows and the less likely the chance the investigators have in stopping the Old One.
Each of the five timelines comes with details of what a time traveller from 2050 would know about it, more detail for the Game Master with a breakdown of the events and their Aspects, Stunts, Mythos creatures, and NPCs. Most of these can serve as useful inspiration for the Game Master as well as the advice given on running FATE of Cthulhu and her creating her own timelines. In addition, FATE of Cthulhu highlights two issues with Lovecraftian investigative roleplaying. First it makes clear that in spite of his deplorable social views, H.P. Lovecraft’s writings and creations are worth examining as sources of inspiration, as are the writings of more modern writers who do not share Lovecraft’s views, race, or gender. Second, it makes clear that in FATE of Cthulhu, Corruption is not Sanity—or the loss of it—and that in Corruption, it not only has a far wider array of effects to apply to investigators, it wants to avoid any stereotypes or insensitivity that the portrayal of insanity or other mental illness might lead to. It goes on to give good advice about the portrayal of those affected by Corruption and how to avoid clichés. Both are fair, balanced, and mature approaches to their subject matters, being aware of the sensitivity and difficulty that some gamers may have with either subject.
Physically, FATE of Cthulhu is well produced, nicely illustrated, and well written, including numerous detailed examples. It is however more limited in scope than other roleplaying games of Lovecraftian investigative horror, being focused on a certain type of campaign, and if a Game Master wanted to do more with it than run those campaigns—although any of the five offers opportunities for roleplaying and action—she would have to make more of an effort. In terms of the five timelines and the concept behind FATE of Cthulhu, what is really missing is the point of departure for any time traveller (or time travellers if the Game Master was running a full on ‘Chrono-Commandos versus Cthulhu-style campaign), so no details of what the future is like. There is advice on how time travel works, how it is possible to meet your past self and even have them die in your past, but no background about what life is like in 2050. Also as written, it is very much focussed upon the timelines, so writing a solo adventure would also be challenging.
As befitting a FATE Core roleplaying game, FATE of Cthulhu is more action-orientated, more direct, and more upfront about its confrontation with the forces of the Mythos. It definitely veers to being Pulp in nature rather than Purist and can probably be best described as High Derlethian. Further, its ‘time commando comes back from the future to stop…’ may not be original, but FATE of Cthulhu does provide a fresh approach to confronting the Mythos with Lovercraftian action horror.