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QP LegacyofCthulhu en v1.03
QP LegacyofCthulhu en v1.03
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Example: Hellen is searching for information in a library to un- Reactions are activated after an action is taken by a Sur-
derstand how to use a powerful artifact she recently found. She vivor, and in case they call for a check, detailed instruc-
tions will be in the reaction’s description.
Sometimes the Shelter’s defenses are not enough to stop a As explained previously, do not forget that every Power
Horde Attack. At these times, Survivors will have to take Bonus obtained in the attack roll is added to the dam-
up arms and fight to secure their home. Every Survivor age, potentially increasing the damage dealt by a signif-
healthy enough to fight will use their weapons to suppress icant amount.
the Horde Attack before the Horde can destroy and pen-
etrate the Shelter (remember, the players always act first). In addition to weapons, your character can also use defen-
sive items such as modern Kevlar vests and even medieval
• Survivors with melee weapons or low fire rate armor to survive. Each one of these items reduces the dam-
guns will attack one-on-one, just like the stan- age received from Enemy attacks by a specific value, accord-
dard combat rules. ing to the table below:
• Survivors with high fire rate weapons, like ma- Table 02 - Armor
chine guns and rifles, can hit Body+3 enemies
with a single check – they will spend ammo Armor Defense
equivalent to the number of targets, and those Heavy Clothes or Light Vest Reduces 1 damage
targets will be eliminated instantly.
Heavy Vests and Leather Armor* Reduces 2 damage
• Grenades destroy 1d10 targets. Tactical or Medieval Armor* Reduces 3 damage
• Explosives destroy 5+1d10 targets.
*While you wear these armors, every Body check related to dexter-
ity or agility is made with Disadvantage.
Hunger is not the only thing that can lead to a Sur- EXAMPLE: John spots a well-positioned sniper guarding the
vivor’s death: extreme despair, day-to-day brutal scenes, entrance of an abandoned store. He wonders if there’s a way to
or the mere glimpse of something related to the Great circumvent the shooter. After asking the question, the player rolls
Old Ones can also tear anyone’s mind apart. Whenev- a d10 and gets a 9, indicating that there’s a way to enter the store
er a Survivor experiences a disturbing occurrence (rep- without being spotted by the marksman.
resented by the symbol), they must make a Sanity
Check that consists of a Mind (Survival) check. In case This method is optional and can make the game much
of failure, they receive a number of Insanity Markers more exciting and unpredictable by creating unexpected
according to the creature or scene that was witnessed in situations and shocking plot twists!
that event or encounter, potentially suffering severe pen-
alties, as follows: In the Solo RPG community, this game element is usu-
ally called “Oracle.”
Suppose the number of Insanity Markers reaches the
Critical threshold, which always will be equal to the
Survivor’s Mind Stat. In that case, every check the Sur-
vivor makes receives Disadvantage until the excessive
Markers are removed.
If the number of Insanity Markers reaches the Max-
imum threshold — which will always be equal to the Wreckage
Survivor’s Willpower — the Survivor falls into madness,
dying right after.
Some types of medicine, art, and mental health treatments
can remove Insanity Markers. Once a day per target, a
Survivor can make a Presence (Art or General Knowl-
edge) check on another friendly Survivor, removing one
Insanity Marker from the target in case of success. Checks
whose results are higher than 10 remove one additional
Insanity Marker per Power Bonus, making this kind of Wasteland
treatment very helpful for those on the edge of madness!
10
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5 Pistol (1-5) or Revolver (6-0) 3 Hours 1-2 Motorcycle (Defense 10/ 1 Hour
2 Passengers)
6 Heavy Vest 4 Hours
3-4 Small Car (Defense 15/ 2 Hours
7 Rifle (1-5) or Shotgun (6-0) 4 Hours 4 Passengers)
8 Heavy Clothes 3 Hours 5-6 Large Car (Defense 20/ 3 Hours
9 Machine Gun (1-5) or 5 Hours 6 Passengers)
Assault Rifle (6-0) 7-8 Bus (Defense 25/15 Passengers) 3 Hours
0 Grenade (1-7) or Explosive (8-10) 8 Hours 9-0 Helicopter (Defense 20/ 10
4 Passengers) Hours
* After making a roll for the line, roll a new d10 to verify which
item you found.
** If you are looking for a specific item, spend the necessary time
and pick the item you want.
12
Equipment and Resources • Medicine: Every Medicine unit allows you to heal
2 Hit Points or remove one Insanity Marker. You
Below you can find the description of Equipment and cannot use more than 3 per day.
Resources that Survivors may obtain:
• Megaphone: This equipment amplifies the user’s
• Ammunition (Ammo): Ammo is a generic resource voice, allowing any person in the Tile to hear them.
for any fire weapon. Every unit allows the player to
make 10 attacks with the weapon before the ammo’s • Professional Kits: The Professional Kits (First Aid
depletion. Kit, Study Kit, Survival Kit, Burglary Kit, and
Electronics Kit) are a set of manuals, parts, and
• Backpack: Allows the Survivor to carry up to 10 tools that assist the Survivors with their checks.
other items (every resource unit, such as Food, Each one grants Advantage to all checks in their
counts as an item), keeping their hands free. specific area.
• Binoculars: These Binoculars allow you to see per- • Radio Communicator: This radio allows a Survivor
fectly any element inside the area of the Tile you to communicate with another one that also possess-
currently find yourself. es the same equipment, reaching all Tiles and near-
by scenarios.
• Clothes: A simple change of clothes a Survivor can
use. • Rope: It has a wide range of uses, from tying some-
one up (similar to Handcuffs) to helping climb,
• Food: Every Food unit can feed a Survivor for one
granting Advantage on Body (Athletics) checks.
day or remove one Hunger Marker.
• Telescopic Sight: When combined with a ranged
• Flare: These consumable items allow a Survivor to
weapon (such as a rifle), this component grants Ad-
see in dark environments for one hour and set fuel
vantage to Ranged Combat checks if the shooter
on fire. Without it, any check involving visibility in
spends at least one round aiming for their target.
dark environments will be made with Disadvantage.
• Walkie-Talkie: This radio allows a Survivor to com-
• Flashlight: This small flashlight powered by solar
municate with another that also possesses the same
batteries illuminates dark environments. Without
equipment from a distance of up to 5 Tiles.
it or any other light source, any checks involving
visibility in dark environments will be made with • Winter Clothes: A change of clothes for cold weather
Disadvantage. a Survivor can use.
• Fuel: Every Fuel unit allows your Vehicle to move
for 10 Tiles.
• Gun Holster: These Holsters allow you to put away
your guns and keep your hands free.
• Handcuffs: A humanoid can be seized with this
item. Only a successful Body (Subterfuge) check
allows the character to escape the Handcuffs.
• Infrared Glasses: These glasses allow the Survivor to
see in dark environments. Without it, any check in-
volving visibility in dark environments will be done
with Disadvantage.
• Lighter: This item allows a Survivor to see in dark
areas and set fuel on fire. Without it or any other
light source, any checks involving visibility in dark
environments will be made with Disadvantage.
• Mechanical Tools: This Mechanical Tools Kit grants
13
14
Animals Cultists
(Small/Medium/Large)
Hit Points: Stance: Willpower:
Hit Points: Stance: Willpower: 8 9 9
4/6/10 4/6/10 6
Attacks (Reaction): Roll 1d10 and apply the
Mobility (Skill): Animals can move according to resulting effect:
their nature.
1-4: If the target fails a Body (Melee Combat)
Attack (Reaction): The Animal performs attacks check, the Cultist deals 4 damage to their HP
according to its nature. In case the target fails a with their Ritual Dagger.
Body (Melee Combat) check, the Animal deals
1/3/5 damage to their HP. 5-8: The Cultist summons a shield that ignores up
to 6 damage on the next Enemy attack.
8-0: In case the target fails a Body (Survival)
check, the Cultist deals 6 damage to their HP
with a spell.
Crazed Cultist
Hit Points: Stance: Willpower:
12 13 14
Attacks (Reaction): Roll 1d10 and apply the
resulting effect:
1-4: If the target fails a Body (Melee Combat)
check, the Crazed Cultist deals 6 damage to
their HP with his Ritual Dagger.
5-8: The Crazed Cultist summons a shield
that ignores up to 10 damage on the next
Enemy attack.
8-0: The Crazed Cultist bestows a curse upon all
targets, dealing 8 damage to their HP in case
they fail a Body (Survival) check.
Cultist
15
Mighty Psychos
Hit Points: Stance: Willpower:
12 8 8
Survivors
Hit Points: Stance: Willpower:
8 (12) 8 8
Survivor Type: Roll 1d10 to know the behavior of each Survivor encountered:
1-2: The Survivor seeks to flee at the slightest sign of danger. If they cannot do so, the Survivor tries to attack,
dealing 4 damage in case the target fails a Body (Melee Combat) check.
3-4: The Survivor uses melee weapons, dealing 4 damage in case the target fails a Body (Melee Combat) check.
5-6: The Survivor uses firearms, dealing 6 damage in case the target fails a Body (Ranged Combat) check.
7-8: The Survivor has more Hit Points (12) and fights with melee weapons, dealing 7 damage in case the target
fails a Body (Melee Combat) check.
9-0: The Survivor has more Hit Points (12) and fights with firearms, dealing 8 damage in case the target fails a
Body (Ranged Combat) check.
Special: For each Survivor defeated, roll on Table 09 to see what random item they were carrying.
16
19
• 10 additional Spells.
• 10 additional Artifacts of Power.
• 5 new Common Enemies.
• 5 new pre-built cities, including Las Vegas and
New York.
• 5 new Tiles, each with its own table of Events
extending to 20 different plot branches.
• 5 new Great Old Ones, including Gloon, Bokrug,
and Ghatanothoa!
PLAYER NAME:
BODY PRESENCE
MIND
HP STANCE WILLPOWER
INSANITY
HUNGER
SKILLS
Arcana
SPELLS
Melee Combat
BELONGINS
Art
Ranged Combat
Athletics
Steering
General Knowledge
Subterfuge
Investigation
Survival
Language
Technology
Manipulation
SHELTER TYPE:
LOCATION:
TRAITS
UPGRADES
DEFENSE
SPACE
TECHNOLOGY
4 3 2 9 8 7
BODY PRESENCE MIND HP STANCE WILLPOWER INSANITY HUNGER
Knife (Damage 5)
BELONGINS
SPELLS
SKILLS
TYPE:
SHELTER LOCATION:
TRAITS
UPGRADES
DEFENSE
SPACE
TECHNOLOGY
3 2 4 8 7 9
BODY PRESENCE MIND HP STANCE WILLPOWER INSANITY HUNGER
Knife (Damage 4)
BELONGINS
SPELLS
SKILLS
X Manipulation
TYPE:
SHELTER LOCATION:
TRAITS
UPGRADES
DEFENSE
SPACE
TECHNOLOGY
BELONGINS
SPELLS
SKILLS
TYPE:
SHELTER LOCATION:
TRAITS
UPGRADES
DEFENSE
SPACE
TECHNOLOGY