Black Pharaoh and Blacker Cults (H.P. Lovecraft's Nyarlathotep)

TkNyarlathotep

known as raving madmen who drive others into their fold against all odds. Many other cults avoid them, for fear of their tremendous powers, and especially for fear of truth behind the rumors of how big the cult might really be...

Aspects: Vast Conspiracy; Completely Insane; Bringers of Madness

Skills: Mysteries (Great +4), Contacting (Good +3), Resources (Fair +2), Deceit (Average +1)

Stunts: Words of Madness: The Cult of Azathoth may use Mysteries to inflict Mental stress and consequences against other cults or characters.

 

Extra: The Cult of Shub-Niggurath

Permissions: None; assumed as part of the game’s premise.

Costs: A special pool of aspects, skill ranks, and stunts.

The Cult of Shub-Niggurath are what you’d call wild cards. Little is known of Shub-Niggurath, her powers, or her servants, but she receives great worship all the same. She is regarded as a fertility goddess, and it seems grand perversions and tremendous parties appease her. As such, her worshipers are debauched and carefree, with a reverence for nature and a disregard for their own and others’ safety.

Aspects: Perverted; Grand Resources; Secretive

Skills: Rapport (Great +4), Resources (Good +3), Gambling (Fair +2), Contacting (Average +1)

Stunts: Swift Corruption: For a fate point from an allied player, the Cult of Shub-Niggurath may make allies in a new area, given a chance to plant their cult’s roots.

 

Extra: The Cult of Yog-Sothoth

Permissions: None; assumed as part of the game’s premise.

Costs: A special pool of aspects, skill ranks, and stunts.

Sorcerers and geniuses all worship Yog-Sothoth, for he provides them with the greatest secrets of that which is. Those who worship Yog-Sothoth are steeled against some of the most horrific things the universe can offer, for they have already experienced them firsthand. They have limited control over the world at large, preferring to manipulate and scheme over the ones that do.

Aspects: Vastly Knowledgable; Insidious; Secret Rulers

Skills: Resolve (Great +4), Mysteries (Good +3), Deceit (Fair +2), Leadership (Average +1)

Stunts: Lies Run on Many Feet. When this cult uses a third party to deliver a lie to an enemy or other cult, they gain a +2 Deceit bonus. See Pg. 421 of Strange Tales of the Century for more details.

 

Extra: The Cult of Cthulhu

Permissions: None; assumed as part of the game’s premise.

Costs: A special pool of aspects, skill ranks, and stunts.

The Cult of Cthulhu is by far the most organized and tenable of the cults. With resources at their disposal not of this earth, bizarre creatures at their command, and even promises of immortality and wealth beckoning them ever on, nothing stops the never-ending march of the Cult of Cthulhu.

Aspects: Esoteric Orders; Resourceful; Disturbing

Skills: Intimidation (+4 Great), Resources (+3 Good), Survival (+2 Fair), Mysteries (Average +1)

Stunts: Terrifying Reputation: Members of the cult have a +3 bonus on the first Intimidation roll per scene against enemy cultists and civilians, as long as they are posing openly as a Cultist of Cthulhu.

 

Extra: The Cult of Hastur

Permissions: None; assumed as part of the game’s