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Hernan Aochar (Order #39804658)

A Place to Call Home

This promotional demonstration of ‘The Legacy of Cthulhu’


Role-Playing Game was originally created for its crowdfunding campaign
on Gamefound starting on March 16th, 2023.

This Quick Play is intended to showcase the game’s basic mechanics,


feel, and other features. Still, it doesn’t represent ‘The Legacy of Cthulhu’
in its final form – translation, layout, illustrations, and other
elements will be continuously improved by our team and with community
feedback until it goes to print in Spring 2023.

To submit your feedback, questions, and other inquiries, please contact us via the
form at our minds-vision.com website or email contact@minds-vision.com

Thanks for playing!

Hernan Aochar (Order #39804658)


CREDITS
Game design and writing: J.M. Pimentel & Bruno Sathler
Translation: Carlos Serpa, Otavio Lessa, and Isabela Sales dos Santos
Editing: Renata Lessa
Cover art: Bruno Sathler
Layout: Tatiane Hapanchuk
Additional Graphic Design: Vitor Magnoni

Visit www.minds-vision.com

“The Legacy of Cthulhu” created by J.M. Pimentel & Bruno Sathler


Special thanks to Diogo Nogueira, Scott Kirby, Carla Schmitd, Felipe Della Corte

Cthulhu and other elements from the works of H.P. Lovecraft are in the public domain. All original additions, including illustrations and chapter summaries, are
copyright © 2023 by Minds Vision LLC and may not be reproduced in any form without written permission from the publisher or author, except as permitted
by U.S. copyright law.

No part of this publication may be reproduced, distributed, or transmitted in any form or by any means, including photocopying, recording,
or other electronic or mechanical methods, without the publisher’s prior written permission, except as permitted by U.S. copyright law.
For permission requests, contact contact@minds-vision.com

The story, all names, characters, and incidents portrayed in this production are fictitious. No identification with actual persons (living or deceased), places,
buildings, and products is intended or should be inferred.

Copyright © 2023 Minds Vision LLC. Used under license from 101 Games Ltda. All rights reserved.

Hernan Aochar (Order #39804658)


Table of Contents
Introduction................................................................... 5 Campaign Example: ‘A Place to Call Home’..... 18
What do I need to Play?..........................................................5 Intro: Middle Of Nowhere ........................................... 18
Scenario......................................................................................5 Part I: The Watcher ...................................................... 18
Statistics......................................................................................5 Part II: Outskirts ......................................................... 18
Skills............................................................................................6 Part III: Sacrifice........................................................... 19
Simplified Rules........................................................... 7 Part IV: Home Is Where the Heart Is .......................... 19
Advantage and Disadvantage...........................................7 Part V: Conclusion ....................................................... 19
Combat, Reaction, and Escape........................................7 The Great Old Ones Await You!......................... 20
Weapons, Armor, and Hazards........................................8
Premade Characters.................................................. 22
Hunger and Insanity.......................................................8
John Stevens..................................................................... 22
Interacting with the Scenario..........................................9
Helen Stevens................................................................... 23
Playing ‘A Place to Call Home’............................ 10 Character Sheet................................................................ 24
Action Examples .......................................................... 10
Events .......................................................................... 10
Equipment and Resources ............................................ 13
Shelter........................................................................... 14
Enemies ....................................................................... 15

Hernan Aochar (Order #39804658)


INTRODUCTION
INTRODUCTION
This is an introductory adventure for The Legacy of characters — a template can be found at the end of this
Cthulhu, a Role-Playing Game that lets players act as book. These dice can be easily bought online, at bookshops
one of the few Survivors of the apocalypse brought to that sell TTRPGs, or at your local game store.
Earth by the Great Old Ones and their minions.
The game’s main goal is survival, hiding in Shelters and
waiting for the best windows of opportunity to go on sup-
SCENARIO
ply runs. Food, medicine, weapons, and gear are the es- Described in much more detail in The Legacy of Cthulhu,
sential tools to resist the dooming future ahead, filled with the game’s setting is the result of a devastating attack from
regular folk possessed by pure desperation and madness, the Great Old Ones and their minions against humanity.
scheming cultists, shadowy priests, and the most danger- Set in a modern, contemporary time, most urban areas
ous Enemies of all: the perverse spawns of Cthulhu and were reduced to rubble and debris, inhabited by people
other Great Old Ones, powerful enough to shatter some- who turned mad (informally known as Psychos), abhor-
one’s mind just with their presence. rent monsters, and obsessed cultists.
A Place to Call Home is a small demonstration of what With a lot of effort and not always in peaceful ways, the
the game offers and puts the player in the role of a Sur- few Survivors try to organize themselves as they can. To
vivor who just barely dodged death by escaping an attack protect themselves, they look for areas that can be used
from the hordes of Cthulhu. With their Shelter destroyed, as inconspicuous Shelters since hordes of monsters can
the Survivor leads a group of refugees to a small town in quickly overtake any structure with relative ease. Once
the middle of nowhere. Surviving in this post-apocalyp- settled in a safe place, most Survivors only dare to leave
tic scenario is almost impossible. Still, the group must to scavenge the area for supplies.
do whatever it takes to find a new refuge to tender their
wounds and, with a little bit of luck and a lot more of A Place to Call Home is a demo of the full game, orig-
faith, find a way to thrive in such a doomed world. inally released in Brazil in 2020. This quickplay is a pro-
motional sample for the crowdfunding campaign of its
English version set for March 2023 on Gamefound.com
WHAT DO I NEED
TO PLAY? STATISTICS
To play A Place to Call Home you will need this book, The Statistics (or Stats) are the main defining traits of your
pencil, eraser, sheets of paper, two ten-sided dice (also character and represent how strong, swift, resilient, intel-
called d10s), and a character sheet for each one of your ligent, charismatic, and perceptive they are. Assign the
values 4, 3, and 2 to each of the following Stats: Body,
Presence, and Mind. The bigger the value, the better your
character is with that Statistic.

BODY: This stat represents your character’s strength, agil-


ity, and resilience. A Body check is necessary whenever
your character tries a physical feat.

PRESENCE: It relates to your character’s appearance,


charisma, and ability to manipulate others. A Presence
check may be called when your character performs some
social interactions.
MIND: This stat represents your character’s intelli-
gence, reasoning, and resolve. A Mind check is required
whenever your character tries to solve a problem.

Hernan Aochar (Order #39804658)


After assigning these values to each of the Stats, it is time Example: John has the Ranged Combat Skill, being able to use it
to calculate your Hit Points, Stance, and Willpower: in multiple ways. He can associate it with the Body Stat to shoot
at an Enemy; with the Presence Stat to fire near the Enemy’s lo-
HIT POINTS (OR HP): This represents the amount cation, lowering their Stance score; or with the Mind Stat to find
of damage and injuries your character can endure before the best hiding spot for an ambush.
becoming unconscious. When your HP falls to 0, your
character is rendered unconscious and dies if no one Below are some of the available Skills from The Legacy
is around to help them. To calculate your HP, use this of Cthulhu. Choose three of them when creating a new
formula: character.
Athletics: Your character is skilled in many physical
HIT POINTS = 5 + BODY
feats and activities, able to climb, run, jump, swim,
Every time your character suffers an injury or takes dam- bike, and practice sports. As such, they can use their
age, subtract that value from your Hit Points. knowledge and technique in the most varied situa-
tions, such as avoiding obstacles during a chase.
STANCE: It represents how firm and steadfast your Manipulation: Your character can influence peo-
character is in social situations and if they are feared or ple’s emotions, directing them to a specific behavior.
respected when engaging in human interaction. If your Whether through seduction, deception, or intimi-
Stance falls to 0, you find yourself demoralized. The fol- dation, you can get information or influence people
lowing formula calculates your Stance score: to act according to your goals, even if it goes against
their will to some degree.
STANCE = 5 + PRESENCE
Melee Combat: Your character knows how to use
If your character’s Stance is higher than the score of the per- melee weapons and melee combat techniques. As
son you are interacting with, you are dominant in that social such, they can use their ability to subjugate Enemies,
interaction. dodge melee attacks, or even study the Enemy’s
technique, finding their strengths and weaknesses.
WILLPOWER: While the HP represents the amount of
damage your character can take, Willpower is the abil- Ranged Combat: Your character is versed in using
ity to survive, overcome hardships, and resist madness. many ranged weapons. Thanks to that, they can
When your Willpower falls to 0, you find yourself apa- effectively wield and use these weapons and strate-
thetic and just one step away from insanity. Your Will- gically position themselves to make Enemy ranged
power score is determined by the following formula: attacks less effective.
Subterfuge: Your character is an expert in situations
WILLPOWER = 5 + MIND that require stealth and discretion. Thanks to that,
you can hide and disguise yourself, move silently,
After making a check, you can spend 1 point of Will-
pick locks and pockets, and crack safes without be-
power to reroll the d10. If you do so, you must use the
ing noticed.
new roll, even if it is lower than the first.

SKILLS Starting Items


1. Choose one Weapon and one piece of Armor from
Skills represent that your character is qualified in deter-
Table 10.
mined areas of knowledge. If you do not have the Skill
associated with a check, you only add the value of the 2. Choose one piece of Equipment from Table 11.
Stat used to the number rolled on the d10. If you have
the skill related to the check, add +2 to the number 3. Roll two Random Items from Table 09 (if you roll
rolled. Skills can be added to all Stats according to the 1-2, roll again).
nature of the check. 4. You begin with 5+1d10 units of Food, 1d10 Medi-
cine, and 1d10 Ammo.

Hernan Aochar (Order #39804658)


Simplified Rules
Simplified Rules
This segment features the basic rules for demonstration makes a check using her 4 points on Mind (she doesn’t have any skill
purposes. that could help her here), rolls a d10, and obtains a 10. With that,
she has a total of 14 points, 4 above the 10 required for a success.
The check system in The Legacy of Cthulhu is mainly These 4 points above the 10 needed for a success become a +4 bonus
decided by the roll of a ten-sided dice (1d10) to which for future checks related to the use of the artifact.
an appropriate Stat value is added. If a check calls for the
use of a Skill and you have the Skill being checked, you
also add a +2 bonus to this value. The higher the result,
the better the check. If the sum of the number rolled on
Advantage and Disadvantage
the d10 plus the Stat value plus the Skill bonus (if any) is A character can make a check with Advantage or
equal to or higher than 10, the check is successful: Disadvantage for many reasons. For example, a vantage
point and a telescopic sight can grant Advantage to a
character that shoots at something, while a dark alley
can grant Disadvantage to a character looking for clues.
1d10 + STAT + SKILL ≥ 10
Advantages and Disadvantages are resolved by rolling
two d10s instead of one, as follows:
If the result is higher than 10, a bonus effect called
If you have Advantage in a check, roll 2d10 and
Power Bonus is also applied to the check. Here are some
take the highest result.
examples of how it works:
If you have Disadvantage in a check, roll 2d10 and
Results greater than 10 in attack checks represent tre-
take the lowest result.
mendous blows and shots. Thus, add the Power Bonus
originating from it to the damage dealt.
If there is a source granting Advantage and one granting
Example: John hits a Psycho with a punch. Based on his attri- Disadvantage, they cancel each other, and no extra dice
butes, he has 4 points in the Body stat and 2 in the Melee Combat is rolled.
skill. He rolls one d10 dice and gets a 8, totaling 14 points which
are 4 above the required 10 for a success. This way, he can deal 8 EXAMPLE: John is at a vantage point and wants to shoot at
points of damage to the Enemy (4 points from his Body 4 stat, plus an Enemy in a dark alley. Since the Advantage granted by the
the 4 points he got above the necessary 10 on the dice). vantage point is canceled by the Disadvantage given by the target’s
visibility, he makes a regular check without adding a second d10.
Results higher than 10 in social checks represent an in-
crease or decrease in the target’s Stance. So, add the extra
value or Power Bonus to the Presence Stat. Combat, Reaction, and Escape
Example: Hellen wants to convince another Survivor to help The combat system is quite similar to the check system
her. Since the Survivor’s Stance is higher than hers, she must presented at the beginning of this chapter, with a small
first reduce it. She makes a Presence check (+2) and adds her difference: the Enemy’s reaction.
Manipulation skill (+2) to it. She rolls one d10 and gets an 8,
In addition to the Enemies’ Hit Points, Stance, and
so the sum of all points is 12 (8 from the d10 + 2 from Presence
Willpower scores, all creatures have passive skills and
+ 2 from Manipulation), which is 2 points above the required for
reactions that are carried out every turn until they are
a success. This way, she decreases the Survivor’s Stance by 4 points
somehow stopped or defeated. These reactions are quite
(2 from Presence plus 2 points that went above the required 10).
diverse and add flavor to the combat, being either ran-
For its part, results higher than 10 in mental checks grant domly selected — according to the dice roll — or trig-
a bonus equal to the Power Bonus on future checks on the gered under certain circumstances, such as a Survivor
same subject. interacting with an Enemy in a specific way.

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.

Hernan Aochar (Order #39804658)


Example: John deals 7 damage to the Psycho’s HP; however, this
servant of the Great Old Ones had 8 HP, surviving the attack by
Weapons, Armor, and Hazards
1. Since the Psycho was not defeated, he automatically uses his There are many weapons and items that your character
Strike reaction, dealing 4 damage to John’s HP in case the Survi- can use to deal damage to Enemies. Below you can find
vor fails a Body (Melee Combat) check. a list of weapons and the damage dealt by them:
If your character interacts with two or more Enemies,
Table 01 - Weapons
the reaction of all of them will be activated right after the
player’s action. So, things will probably get complicated Weapons Damage
if you find yourself surrounded by too many Enemies. Unarmed Body Stat
You should always try to escape a fight if the odds are Knife, Dagger, Brass Knuckles, Body Stat +1
stacked against your character. To do so, make a Body or similar
(Athletics) check. In case of success, you manage to es- Machete, Hammer, or similar Body Stat +2
cape the combat in the best possible way. If you fail this
check, it triggers the reaction of every Enemy, and you Axe, or similar Body Stat +3
remain in combat until you either resolve it or manage Pistol, Revolver, or similar Body Stat +1
to run away from it.
Rifle, Shotgun, or similar Body Stat +2
Survival tip: Do not be ashamed of running away from Machine Gun, Assault Rifle, Body Stat +3
a fight. In the age of the Great Old Ones, it is better to or similar
survive for at least one more day than die playing the hero!
Grenades 6
Explosives 8 (Low) to
Horde Attack 15 (High)

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 and Insanity


Enemies are not the only hardships that Survivors will
have to deal with in this game. Society as we used to know
it has fallen, drastically affecting food supplies and means
of production. Additionally, the insanity that originated
from the Great Old Ones at the beginning of their reign

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caused chaotic uprisings that led to the destruction of
many food sources, such as crops and livestock.
Interacting with the Scenario
It is possible to interact freely with the scenario through ques-
Each Survivor must consume one unit of Food per day,
tions made to oneself, followed by a d10 roll. It is simple:
representing the meals and the necessary amount of wa-
make a yes or no question or one with opposite answers. Af-
ter for a single person. If a Survivor does not consume a
ter making the question, roll 1d10 and check the table below:
unit of Food in 24 hours, they receive a Hunger Marker
that may lead to severe penalties, as follows:
Table 03 - Interacting with the Scenario
In case the number of Hunger Markers reaches the
Critical threshold — which will always be equal to the 1-5 6-0
Survivor’s Body Stat — every check the Survivor makes No/Negative Yes/Positive
receives Disadvantage.
To the Left/Down To the Right/Up
If the number of Hunger Markers reaches the Maxi- (Below) (Above)
mum threshold — which will always be equal to the Closed/Broken Opened/Working
Survivor’s HP — the Survivor dies.
Consuming Food stops the gain of Hunger Markers. If You may create dozens of new scenarios with these bi-
a Survivor consumes extra units of Food, they also lose nary answers. Using these results, you may freely add
one Hunger Marker for each additional unit consumed. anything you find interesting for the narrative.

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!

Hernan Aochar (Order #39804658)


Playinga ‘A
Playing Place
place
to
to call home
Call Home’
It is time to play A Place to Call Home! The mechan- Look for a new Shelter (5 hours): Make a Mind (Investi-
ics are simple: you start on the marked tile (Page 18) at gation) check. In case of success, you establish a new Shel-
6 a.m. on Day 01, being able to make your way through ter in the scenario (built like the first), with no obligation
the scenario with total freedom. to discard the previous ones.
Moving to an adjacent Tile takes one hour on foot and Acquire a Specific Item (time varies): In case you wish to
half an hour using a vehicle (car, motorcycle, bus, etc.). As find a weapon, equipment, resource, or specific vehicle, it is
soon as you enter a new Tile, perform the following steps: necessary to obtain a success in a Mind (Investigation) check
and spend the required time according to Tables 10 to 13.
1. Choose an action to perform.
Acquire a Random Item (1 hour): If you are randomly
2. Roll for an event on the table of the specified Tile. looking for a weapon, equipment, resource, or vehicle,
3. After the event, if you wish to remain in the Tile, roll make a roll on Table 09. Be careful; you may encounter
a d10: a resulting 1 or 2 means a Violent Encounter a dangerous Enemy in your way!
(Table 07), while 3 to 0 means that you are safe. Interact with a character (30 minutes): you can talk
4. Repeat steps 1, 2, and 3 as many times as you want. with any character in the scenario known to you. Use
the rules from the Interacting with the Scenario section
to solve this conversation.
Important: Once a night, roll a d10. A resulting 1
or 2 means a Horde Attack (Table 08), while 3 to
0 means nothing happens. If you spend the night
EVENTS
outside a Shelter, be it a permanent or a temporary After finishing your first action, it is time to roll for a
one, in case of a Horde Attack, you will have to random event in your Tile. You can only perform new
face it without any protection or run away as soon actions as soon as the resulting event is solved in some
as possible! way, be it by a success, after a failure, or simply by being
abandoned.
There are many types of events, from beneficial encoun-
ters and occurrences to problems to be solved. Keeping
ACTION EXAMPLES notes of the happenings of every event is advised to
monitor your survivor’s story.
When you enter a Tile, you may do whatever you wish.
As examples, we will give you some basic actions and the Determining an event is simple: roll 1d10 and see the
time it takes to perform each one: event that will happen to your character on the equiva-
lent line of the Tile’s table.
Hunt for Food (time according to Tile): Make a Mind
(Survival) check. In case of success, you find 1d10 units Example: John stealthily arrives at a Wreckage Tile. After being
of Food. successful in the action “Hunt for Food” and catching a rabbit, it
is time to roll for the Tile event. John rolls 1d10, getting a “7” and
Hunt for Food then consults Table 05 - Wreckage Events. There, he finds the fol-
Wreckage 2 hours lowing Event: “An Enemy spots you and confronts you. Roll for a
Violent Encounter on Table 07 or escape with a success in a Body
Wasteland 1 hour
(Athletics) check”. John then goes to Table 07 - Violent Encounters
Look for a temporary Shelter (30 minutes): Make a and once again rolls 1d10, getting a “4”, which represents “You
Mind (Investigation) check. In case of success, you find find a group of 1d10 undead mangling a victim”. He rolls again
a safe spot (consider it a Shelter with Defense 30 and a to see how many enemies he just found: he gets a “6”. He decides
Secret Passage). that he will not run away, and he will finish off the cursed crea-
tures. He takes his pistol from his backpack and begins the fight!

10

Hernan Aochar (Order #39804658)


Table 04 - Wasteland Events
1 You find a Shelter with 1d10 Survivors.
2 You come across someone. Roll for a Neutral Encounter on Table 06.
3 You find the bodies of dozens of dead animals. The blood trails indicate the route of the perpetrator. If you
wish to go after them, roll for a Violent Encounter on Table 07.
4 An Enemy spots you and confronts you. Roll for a Violent Encounter on Table 07 or escape with a successful
Body check.
5 You find a good resource-gathering spot. Roll what you found on Table 12.
6 You see from afar a group of Cultists performing a ritual. Make a Mind check, and in case of success, you
find out how to stop it.
7 You come across an Enemy attacking another Survivor. Roll for a Violent Encounter on Table 07 (you are not
the target) and choose what to do.
8 An Enemy spots you and confronts you. Roll for a Violent Encounter on Table 07 or escape with a successful
Body check.
9 You find a giant tree covered in carvings and human bones. Make a Mind check and, if successful, you find out it
is part of a ritual to contaminate the entirety of the fauna and flora in the area.
0 You come across someone. Roll for a Neutral Encounter on Table 06.

Table 05 - Wreckage Events


1 You come across someone. Roll for a Neutral Encounter on Table 06.
2 You come across an Enemy attacking another Survivor. Roll for a Violent Encounter on Table 07 (you are not
the target) and choose what to do.
3 You find a good resource-gathering spot. Roll what you found on Table 12.
4 A group of 2d10 Psychos is getting ready to burn a Survivor in a giant improvised bonfire.
5 Make a Mind check and, in the case of success, you find signs of a group of 1d10 Cultists.
6 You come across someone. Roll for a Neutral Encounter on Table 06.
7 An Enemy spots you and confronts you. Roll for a Violent Encounter on Table 07 or escape with a success in a
Body check.
8 A group of 1d10 Cultists walks in a sinister procession through what used to be one of the city’s main
avenues.
9 You find a giant ditch where bodies and human remains are thrown; many still have their belongings. If you
wish to wallow among them, you’ll find a Weapon/Armor (Table 10) and a piece of Equipment (Table 11).
0 You find a good resource-gathering spot. Roll what you found on Table 12.

Table 06 - Neutral Encounters


1-2 A mysterious person observes you from afar.
3-4 A group of 1d10 animals wanders calmly around the area.
5-6 Vultures fly over your area, looking for something to eat.
7-8 Some rats gnaw at a human corpse.
9-0 A completely insane man wanders around with a sign that says, “The World Has Ended!”

11

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Table 07 - Violent Encounters Table 11 - Equipment Found
1-2 A Survivor surprises you with a gunshot from Equipment* Time**
afar. They want to kill you. 1 Clothes (1-6) or Winter Clothes (7-0) 1 Hour
3-4 You find 1d10 Undead mangling a victim. 2 Backpack (1-7) or Gun Holster (8-0) 1 Hour
5-6 A group of 5+1d10 Psychos wanders around, 3 Rope (1-5), Lighter (6-8), or 2 Hours
looking for victims. Handcuffs (9-0)
7-8 A Mighty Psycho attacks you. 4 Flashlight (1-7) or Flare (8-0) 2 Hours
9-0 A Cultist seems to know where you are thanks 5 Walkie-Talkie (1-8) or Radio 4 Hours
to some spell. Communicator (9-0)
6 Binoculars (1-7) or 6 Hours
Table 08 - Horde Attacks Telescopic Sight (8-0)
1-5 50+5d10 Undead billow toward your Shelter. 7 Megaphone (1-7) or Infrared Glasses 6 Hours
(8-0)
6-0 30+2d10 armed Psychos find the localization
of your Shelter and begin an attack. 8 First Aid Kit (1-7) or Study Kit (8-0) 6 Hours
9 Survival Kit (1-5) or Burglary Kit 6 Hours
(6-0)
Table 09 - Random items Found
0 Electronics Kit (1-5) or 6 Hours
1-2 It’s a trap! Violent Encounter (Table 07) Mechanical Tools (6-0)
3-4 Equipment (Table 11)
5-6 Resource (Table 12) Table 12 - Resource Found
7-8 Vehicle (Table 13) Resource* Time**
9-0 Weapon/Armor (Table 10) 1-2 1d10 Fuel 5 Hours
3-4 1d10 Ammo 3 Hours
Table 10 - Weapons/Armors Found 5-6 1d10 Food (1-5) or Medicine (6-0) 3 Hours
Weapon/Armor* Time** 7-8 5+1d10 Ammo 5 Hours
1 Knife (1-4), Dagger (5-8), or 1 Hour 9-0 5+1d10 Food (1-5) or 5 Hours
Brass Knuckles (9-0) 5+1d10 Medicine (6-0)
2 Tactical Armor 5 Hours
3 Machete (1-4), Axe (5-7), or 2 Hours
Hammer (8-0) Table 13 - Vehicles Found
4 Light Vest 3 Hours Vehicle Time**

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.

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Hernan Aochar (Order #39804658)


Advantage on Mind (Steering) checks for vehicle
maintenance.

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

Hernan Aochar (Order #39804658)


Shelter Considering the traits of your Shelter, you must choose
the physical and technological upgrades it will have.
One of the most vital things for Survivors is a Shelter Each one of them has a cost in Space, Technology, or
where they can rest, protect themselves, and, in worst- both, which must be deduced from the value still avail-
case scenarios, use to their advantage in combats against able in the Shelter every time you implement them:
the servants of the Great Old Ones.
Barricade (-1 Space): These reinforced barriers make your
The first step to create your Shelter is to define its traits Shelter more resistant to attacks. Every time you select this
according to the Tile where it will be located. Choose upgrade, the Defense of your Shelter increases by 10.
one option from the list below:
Dormitory (-2 Space): A Shelter that does not have a
Dormitory can only accommodate a single Survivor in
Standard Shelters a minimally comfortable way. With this upgrade, your
Shelter Tile Traits Shelter can now house up to 5 Survivors.
Defense 50, Electric fence (-1 Tech; Prerequisite: Electricity): This
Residence Wreckage Space 5, defensive structure was installed around your Shel-
Technology 5 ter, protecting it against invaders. Every creature that
charges against your Shelter to attack it takes 2 damage
Defense 30,
per turn. If the Shelter is destroyed, the attacking crea-
Farm Wasteland Space 9, tures no longer take damage from this device.
Technology 3
Electricity (-2 Tech): Either through solar panel systems
or wind turbines, your Shelter generates enough electric-
ity to power a wide array of equipment.
Defense: It represents the number of Hit Points that
your Shelter has. If you are attacked while inside it, the Garage (-1 Space): Your Shelter can house 2 small or 1
Shelter takes damage instead of you until it loses all its large vehicle, completely concealing them from enemies
Hit Points, becoming destroyed in the process. If this and protecting them from the weather.
happens, the Enemies will invade your Shelter, being
able to fight you directly. Infirmary (-1 Space): This room is equipped with sim-
ple medical devices and supplies. A Survivor who rests
Space: It determines the number of physical upgrades in it heals faster, recovering 2 HP per day instead of 1.
you may have in your Shelter. It is possible to increase
this number, which is always inversely proportional to Library (-1 Space): This chamber stores rows of books.
the Shelter’s Defense; the larger the Shelter, the easier it All Mind checks are made with Advantage in this room.
is for Enemies to find breaches and break into it. Observation Post (-1 Tech; Prerequisite: Electricity): A
Technology (Tech): It represents the number of techno- motion detection system equipped with a set of video sur-
logical upgrades you may implement into your Shelter. veillance cameras that watch the region, preventing Survi-
This kind of improvement has some prerequisites that vors inside the Shelter from being surprised by Enemies.
might be available only in urban and industrial areas. So, Perimeter Defenses (-1 Tech): A series of landmines and
the closer the Shelter is to the Wreckage Tile, the bigger traps are set outside your Shelter, protecting it. Every
its capability for being technologically upgraded. creature that charges against your Shelter to attack it
takes 6 damage once.
Radio Communicator (-1 Tech): A shortwave radio
system that enables communication with anyone with a
similar one if you are in the same scenario.
Water Collector (-1 Space): A set of barrels and con-
tainers that collect, store, and purify rainwater and
groundwater, providing 2 units of Food per day.

14

Hernan Aochar (Order #39804658)


Enemies
Undead
During your journey through the Tiles in search of re-
sources and other Survivors, you will run into various Hit Points: Stance: Willpower:
dangers that lurk in every corner, threatening both your 8 7 7
life and sanity. These hostile scenario characters, known
as Enemies, will always pose a risk to you and your allies Immortal (Skill): Undead are immortal, do not get
and must be dealt with caution. sick, and do not experience any kind of deprivation
that affects a mortal.
You can defeat an Enemy in several ways, from the sim-
ple imposition of force to convincing through manipu- Bite (Reaction): In case the target fails a Body
lation or a ruse. You may choose whatever method you (Melee Combat) check, the Undead deals 4 damage
like, but remember that every turn that the Enemy is to their HP.
not subdued causes them to react against your Survivor,
often leading to fatal consequences!

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
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Hernan Aochar (Order #39804658)


Psychos
Hit Points: Stance: Willpower:
8 6 6
Insanity: Psychos are common people completely
afflicted by madness.
Strike (Reaction): If the target fails a Body (Melee
Combat) check, the Psycho deals 4 damage to
their HP.

Mighty Psychos
Hit Points: Stance: Willpower:
12 8 8

Insanity: Mighty Psychos are completely possessed


by madness.
Leadership (Skill): A Mighty Psycho will always be
accompanied by 1d10 Psychos.
Strike (Reaction): If the target fails a Body (Melee
Combat) check, the Mighty Psycho deals 6 damage
to their HP.

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

Hernan Aochar (Order #39804658)


Campaign
Camp Example:
aign Example
A Place
A Placetoto Call Home
Call Home
A Place to Call Home is a short introduction that puts the player in the role of a Survivor who
has just barely dodged death by escaping an attack from the hordes of Cthulhu. With their Shelter
destroyed, the Survivor leads a group of refugees to a small town in the middle of nowhere.
The group’s members are exhausted and injured, and you are the only one who escaped unscathed.
It becomes your duty to find a new Shelter in a reasonably safe area and with the necessary
resources to help your friends’ recovery.
Choose one of the premade Survivors at the end of this booklet (the aggressive John or
the versatile Hellen) and head on your journey. People are counting on you!

Hernan Aochar (Order #39804658)


- INTRO - - PART I -
Middle Of Nowhere The Watcher
The story begins when the Survivors’ van stops by the The woods separate the hill where your group is resting
outskirts of a small town in the middle of nowhere (feel from the town. You march quickly towards the tree line
free to choose the name of the place). They drove a long to get to the first building as soon as possible, but still
way trying to lose a horde of Psychos that invaded their carefully enough to avoid noises or to draw attention.
Shelter and followed them for miles. Behind, they also
left the remains of their beloved hometown, now de- Things look fine, but in the middle of the way, you must
stroyed by the forces of Cthulhu. do a Mind check: if successful, you will be able to spot a
small platform camouflaged on top of a tree. A Psycho
All Survivors are injured except you; a few will not resist is holding a rifle, in a perfect position to surprise anyone
for long. It is crucial to find a place to hide and rest, who tries to enter the town by its main road.
hopefully, one that can be improved to become a per-
manent Shelter. The group shares a humble meal before You can decide if you want to try to pass him unnoticed
reconvening to determine the next steps. or to sneak behind him for an ambush. Make a Body
(Subterfuge) check, and if you are successful, he won’t
The town nearby looks small and deserted. There aren’t be able to detect you. The watcher is agitated and, with
many signs of destruction, but that does not mean the his bloodshot eyes, tries to aim with his rifle to find you.
place is safe. So, after the gathering, you convince the
others that the best course of action is to go alone on If you defeat the watcher, you will eliminate the risk of
a scouting mission while keeping communications over your group being ambushed while entering the town. If
the walkie-talkie. the watcher has allies nearby, you also eliminate the risk
of him alerting them. You can also get his rifle, which
You can start by doing a Mind check to find where to can be useful later.
go. If successful, you realize that the best way is to go
through the woods that circle the area since the main
roads could be excellent spots for ambushes.
- PART II -
Outskirts
After leaving the woods, you reach the first buildings.
They are not very close to each other, but the area still
offers enough objects, cars, and other things for you to
hide, making your early exploration relatively safe.
If you decide to climb one of the buildings, make a
Body (Athletics) check. If you are successful, your char-
acter manages to climb the side of one of the buildings
and, from the top, is able to see the whole town. The
view includes the main square (see PART III - Sacrifice)
and the town’s hospital at the back, by the end of the
START main street, which can be a perfect shelter for the group
(PART IV - Home Is Where the Heart Is).
HERE
If you fail and can’t spot the square or the hospital, then your
mission will become more difficult. You will need to walk
around the outer streets, at risk of being spotted by local Psy-
chos. Roll a d10 to see if you can spot the square; if your re-
sult is equal to or lower than 5, you will be found by a group
of 1d10 of Psychos patrolling the area. Fight them or try to
escape by doing a Body (Subterfuge) check. Redo this pro-
cess until you are successful in your goal of spotting the main
square; after that, repeat the process to find the hospital.
18

Hernan Aochar (Order #39804658)


- PART III - - PART IV -
Sacrifice Home Is Where
The town’s main square looks like it was a nice place for
people to meet and have a good time before things went
The Heart Is
bad. It had a vast grassy area surrounded by fruit trees and Followed by the old doctor, you can reach the Hospital
delimited by white wooden fences and benches. At the very without being spotted by patrols. The man explains that
center, there was a tall statue of what could be the town’s the prisoners are being held in a specific room inside,
founder or someone important. guarded by 1d10 Psychos.
Unfortunately, the rustic beauty of the area was taken Dr. Stuart also proposes a risky strategy: he will try to dis-
by fire. Now only charred remains and barren land exist. tract the Psychos and bring them outside. That way, you
can position yourself to attack them by surprise, which
At the center, a bizarre scene is unfolding. An older man will give you Advantage in Body (Ranged Combat)
wearing a ragged white lab coat is tied to the legs of the checks against the Psychos.
statue, the only part of it still recognizable. The man is
being beaten and mocked by what looks like the town’s
priest, now clearly a Crazed Cultist. It doesn’t look like
that prisoner will last long.
Piled up around the two men are dozens of cadavers infest-
- PART V -
ed with larvae and flies, probably victims of the priest, who
spared neither children nor pets. The scene is so gruesome
Conclusion
that it requires you to roll a Mind check; if you fail, you get If you are able to save the prisoners and/or get rid of all
one Insanity Marker. Psychos, you can bring your group safely to the hospital.
The building features the following stats and can be used
If you are able to save the old man, you discover that
in your next play sessions of The Legacy of Cthulhu:
his name is Benjamin Stuart and that he is the town’s
resident doctor. He explains that most of the townsfolk
went mad days ago and started to kill each other un-
til the priest started to drag bodies and sacrifice weaker
residents as part of a grotesque worshiping ceremony in
honor of the Great Old Ones. Old Hospital Shelter
The old doctor also tells you that other five residents are (Residence - Wreckage):
still alive and sane. They are being kept as prisoners at Defense 50, Space 5, Technology 5
the hospital, and if you can save them, they will be able
to assist your group with medicine and healthcare since UPGRADES
the building still is pretty well stocked with supplies. He
Infirmary Barricade x2
also hopes that both groups might be able to work to-
gether to fortify the construction to transform it into a Dormitory x2 Electricity
permanent Shelter. Library Water Collector
Garage Radio Communicator

This a guided adventure with a few prerequisites to


successfully complete the story.
Remember: this is just a suggestion, so feel free to
make the story your own and change things as you
like. You can still roam free in the setting and do
as many actions as you want.

19

Hernan Aochar (Order #39804658)


The great
the Great Old
oldOnes
one
Await
await you!
you
Thank you for playing A Place to Call Home! We hope • Full set of instructions on how to build, manage
you enjoyed your stay in a world ravaged by the Great and upgrade your Shelter.
Old Ones and want to play some more! What you saw
was a tiny fraction of The Legacy of Cthulhu, with • 22 Items, 36 Spells, 22 Artifacts of Power, and
limited features, rules, examples, and tables. The com- other elements to customize your adventure and
plete version of the game features so much more con- characters like item upgrades.
tent, including but not limited to*: • 5 different Tiles, each one with its own table of
Events that extends to 20 different plot branches.
• Detailed backstory explaining more of the world’s
setting. • Auxiliary tables to expand the Events, including
Weapons, Vehicles, Upgrades, Violent Encounters,
• Suggestions and examples on how to run your Horde Attacks, plot twists like environmental
adventures in Solo or Group Mode, with or challenges, Enemy ambushes, and character
without a GM. introductions and reveals.
• Complete Set of Rules for Character Creation, • 4 pre-built cities based on classic Lovecraftian
Skills and Stats, Advantage And Disadvantage, settings: Arkham (featuring the Miskatonic Six),
Hunger and Insanity, Leveling, and much more. Dunwich, Innsmouth, and Kingsport.
• 14 types of Common Enemies and 12 Major
Enemies (Great Old Ones and their minions),
which include Cthulhu, Yig, and Hastur - plus the
Outer God Nyarlathotep.

*All original stretch goals for the crowdfunding cam-


paign have been unlocked by the time A Place to
Call Home was released, so the complete version of
The Legacy of Cthulhu will also feature:

• 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!

Hernan Aochar (Order #39804658)


CHARACTER NAME:

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

The campaign also unlocked Before the End, giving all


backers a free expansion module (it will be sold separately
when the game hits retail). It is a prequel to the game and
happens before the fall of civilization. The module offers:

• 5 new Tiles, each one with its own table of Events


that extends to 20 different plot branches.
• Special Events feature that introduces more
story-specific tables.
• 6 new Common Enemy types.
• New features like money, modifiers to skills,
weapons, and much more.

Depending on the campaign’s performance, more


features might be added to the game, so please visit
www.gamefound.com/projects/minds-vision/the-lega-
cy-of-cthulhu to support the project and check the final
specs!

Hernan Aochar (Order #39804658)


CHARACTER NAME: John Stevens PLAYER NAME:

4 3 2 9 8 7
BODY PRESENCE MIND HP STANCE WILLPOWER INSANITY HUNGER

Knife (Damage 5)

BELONGINS
SPELLS
SKILLS

Arcana X Melee Combat


Pistol (Damage 5)
Art X Ranged Combat Backpack
X Athletics Steering Flashlight
General Knowledge Subterfuge
Walkie Talkie
Investigation Survival
Language Technology
Manipulation

add +2 to the number rolled

TYPE:
SHELTER LOCATION:
TRAITS

UPGRADES

DEFENSE

SPACE

TECHNOLOGY

Hernan Aochar (Order #39804658)


CHARACTER NAME: Hellen Stevens PLAYER NAME:

3 2 4 8 7 9
BODY PRESENCE MIND HP STANCE WILLPOWER INSANITY HUNGER

Knife (Damage 4)

BELONGINS
SPELLS
SKILLS

Arcana Melee Combat Shotgun (Damage 5)


Art X Ranged Combat Light vest (Reduces damage 1)
Athletics Steering Backpack
Flashlight
General Knowledge X Subterfuge
Walkie Talkie
Investigation Survival
Language Technology

X Manipulation

add +2 to the number rolled

TYPE:
SHELTER LOCATION:
TRAITS

UPGRADES

DEFENSE

SPACE

TECHNOLOGY

Hernan Aochar (Order #39804658)


CHARACTER NAME: PLAYER NAME:

BODY PRESENCE MIND HP STANCE WILLPOWER INSANITY HUNGER

BELONGINS
SPELLS
SKILLS

Arcana Melee Combat


Art Ranged Combat
Athletics Steering
General Knowledge Subterfuge
Investigation Survival
Language Technology
Manipulation

TYPE:
SHELTER LOCATION:
TRAITS

UPGRADES

DEFENSE

SPACE

TECHNOLOGY

Hernan Aochar (Order #39804658)


Hernan Aochar (Order #39804658)

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