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* CombatTentacles: Lashing fleshy appendages ring a vitreal horror, attempting to seize victims and pull them into the jelly, which melts their flesh and nourishes the creature.


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* LaResistance: When Germany invades France and occupies Paris, those surrealists who do not flee for America fight for the Resistance as Communist partisans, using their access to the Dreamlands to smuggle goods and people under the noses of the Nazis.


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* NatureSpirit: The Green Man, Herne the Hunter, John Barleycorn, Lud, Nodens, the Wild Hunt, Cernunnos, Sylvanus are all various representations of nature in English folklore--the danger of being hunted, the allegory of the life cycle of barley, the wild strangeness of uninhabited places and more. They robustly punish the unwary for a transgression against nature and can only be placated with a steep sacrifice or death. Country folk know to avoid the places where they appear, or appease them with gifts should they think them displeased. In Mythos terms, such an entity could be seen as a representation of deities such as Nodens or Shub-Niggurath.
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* MonsterMash: In ''Shadows Over Filmland'', the player characters have the opportunity to battle CaptainErsatz versions of Franchise/{{Frankenstein}} ('Doctor Gravenhurst'), Literature/TheInvisibleMan ('the Non-Euclidean Man'), and {{Dracula}} (a vampiric dream-spirit of the historical UsefulNotes/VladTheImpaler) in individual adventures. In the the adventure "The Preserve", all three are lured to an island where they can face off against their old foes, the player characters, in exchange for the Necronomicon.

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* MonsterMash: In ''Shadows Over Filmland'', the player characters have the opportunity to battle CaptainErsatz versions of Franchise/{{Frankenstein}} ('Doctor Gravenhurst'), Literature/TheInvisibleMan ('the Non-Euclidean Man'), and {{Dracula}} (a vampiric dream-spirit of the historical UsefulNotes/VladTheImpaler) in individual adventures. In the the adventure "The Preserve", all three are lured to an island where they can face off against their old foes, the player characters, in exchange for the Necronomicon.
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* MonsterMash: In ''Shadows Over Filmland'', the player characters have the opportunity to battle CaptainErsatz versions of Franchise/{{Frankenstein}} ('Doctor Gravenhurst'), the InvisibleMan ('the Non-Euclidean Man'), and {{Dracula}} (a vampiric dream-spirit of the historical UsefulNotes/VladTheImpaler) in individual adventures. In the the adventure "The Preserve", all three are lured to an island where they can face off against their old foes, the player characters, in exchange for the Necronomicon.

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* MonsterMash: In ''Shadows Over Filmland'', the player characters have the opportunity to battle CaptainErsatz versions of Franchise/{{Frankenstein}} ('Doctor Gravenhurst'), the InvisibleMan Literature/TheInvisibleMan ('the Non-Euclidean Man'), and {{Dracula}} (a vampiric dream-spirit of the historical UsefulNotes/VladTheImpaler) in individual adventures. In the the adventure "The Preserve", all three are lured to an island where they can face off against their old foes, the player characters, in exchange for the Necronomicon.

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One feature of the game is that the rulebook explicitly notes that it can be played in either of two distinct modes: "Purist", hardcore {{Cosmic Horror|Story}} in which everyone is doomed to madness or death and victories (if any) are strictly temporary, or "Pulp", which is likely to feature more ActionAdventure plots and actual successes for the human heroes, maybe veering towards LovecraftLite, in the broader tradition of the {{Pulp Magazine}}s in which Lovecraft originally published. After all, the Franchise/CthulhuMythos features stories in both modes. Some rules and options are specifically marked as applying in only one of the two modes.

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One feature of the game is that the rulebook explicitly notes that it can be played in either of two distinct modes: "Purist", hardcore {{Cosmic Horror|Story}} in which everyone is doomed to madness or death and victories (if any) are strictly temporary, or "Pulp", which is likely to feature more ActionAdventure plots and actual successes for the human heroes, maybe veering towards LovecraftLite, in the broader tradition of the {{Pulp Magazine}}s in which Lovecraft originally published. After all, the Franchise/CthulhuMythos features stories in both modes. Some rules and options are specifically marked as applying in only one of the two modes.
modes. There is a one-player, one-GM version of the game, ''Cthulhu Confidential'', using the GUMSHOE One-2-One variant rules.


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* ChandlerAmericanTime: The game's 1930s USA setting, downbeat atmosphere, and character career options including Private Investigator, Criminal, and Police Detective place it somewhere adjacent to Chandler Time, although the central presence of Lovecraftian supernatural horror takes it away from the pure form of the trope. This tone is especially clear in ''Cthulhu Confidential'', where [=PCs=] tend to be Chandleresque lone investigators.

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* LovecraftCountry: Cthulhu City draws inspiration from all of Lovecraft's cities, human and inhuman. It's a mix of Arkham's quaint New England charm, the cyclopean architecture of the Elder Things, Dunwich's backwoods sorcery, the catacombs of the Nameless City, Kingsport's haunted streets, the creeping surrealism of Carcosa, Innsmouth's sullen, watchful corruption, and the unreal beauty of the Marvellous Sunset City that Carter remembered from his boyhood.



* WasOnceAMan: The Chemical Works is not just where the city makes the spray used by the Transport Police--it's where they make the police. Step into the vats of noxious chemicals, and have your humanity dissolved in some unholy baptism of the Old Ones.



* CityOnTheWater: The surrealists cause the Sunken City to become the Risen City, a gnarled knob of dead coral four miles in radius, on which writhe ancient temples of impossible geometry, where a colony of Deep Ones dwells.



* InvisibleStomachVisibleFood: Post-surrealist gnoph-kehs become partially translucent, allowing appalled observers the chance to watch their twisted, spiraling, three-stomached digestive tract at burbling work.



* DreamLand: RII, the 29th Aethyr, is the source of dreams and the destination of dreamers. Perhaps it is the same as the Lovecraftian Dreamlands, or perhaps it is something less stable even.



* ElementalPlane: Our material world is surrounded by thirty Aires or Aethyrs in concentric spheres like an onion. Each plane represents a different aspect of the way the magician can use their abilities to influence the material world.



* WasOnceAMan: When a character's magical ability increases it affects them physically, and they begin to transform into a Mythos creature.

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* TheUnderworld: Spiritualists talk to dead people. Perhaps they are unhappy souls trapped in the Astral Plane or Limbo, but the place where souls reside after death might well come into the game. It is probably best not to define it too tightly.
* VoodooDoll: A poppet is a small doll that is the representation of the caster or someone known to them. Poppets must contain something which links them to the person. Once created, a poppet can be used for a single instance of sympathetic magic to help or injure the person being targeted.
* WasOnceAMan: When a character's magical ability increases it affects them physically, and they begin to transform into a Mythos creature. In a Purist game, the change is irreversible. In a Pulp game, the character may revert back to human by spending their Magic rating down to 2 again.
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* AgeWithoutYouth: Having carried a Flora to term makes the wives who married into the Bradbury family immortal, but not unaging. Eventually they shrivel up, cease moving and talking and are buried in the cellar of Bradbury House by the family. If the right thing is done over her grave, on the right day, a wife disinters herself and converses with whoever gave her light.


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* CreepyChild: Flora Bradbury, an avatar of Shub-Niggurath, is still a child and can be made afraid with stern words.


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* PlantPerson: Flora Bradbury is clad in leaves which grow out from her body and her legs are made of twisted roots that trail into the earth and from which she draws power.


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* SoulJar: When K'Haath Ynn was killed with a faerie-forged spear by a hero, his body was destroyed, but he managed to move his consciousness at the last moment into an egg he had prepared.
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* LeyLine: England is crisscrossed by magical lines of power called leys which connect places of power. Points along these lines, or where they meet, are called nodes, which are places of magical power. Those attuned to a node may call on the magical power of the node when performing magic. The Serpent Folk set up the ley network 275 million years ago to transmit power over vast differences and to enable the performance of massively complicated rituals to move objects in space at vast distances and times. In time it has been broken up by continental drift and fallen into disrepair and disuse.

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* LeyLine: England is crisscrossed by magical lines of power called leys which connect places of power. Points along these lines, or where they meet, are called nodes, which and are places of magical power. Those attuned to a node may call on the magical power of the node when performing magic. The Serpent Folk set up the ley network 275 million years ago to transmit power over vast differences distances and to enable the performance of massively complicated rituals to move objects in space at vast distances in space and times. In time it time. It has since been broken up by continental drift and fallen into disrepair and disuse.

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* RapeLeadsToInsanity: Victims raped by a pianotaur, as seen in André Masson's 1937 painting ''Le Pianotaure'', develops a crippling phobia of furniture and other large inanimate objects - the victim expects them to come alive at any moment and commence a similar assault.

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* RapeLeadsToInsanity: Victims raped by a pianotaur, as seen in André Masson's 1937 painting ''Le Pianotaure'', develops develop a crippling phobia of furniture and other large inanimate objects - the objects. The victim expects them to come alive at any moment and commence a similar assault.


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* AlchemyIsMagic: Alchemy is a form of mystical chemistry and is about transformation between states of matter, transformation of the self and creation of life. The practical study of the world leads to a deeper understanding of the way the world works and the ability to effect change more directly.


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* YourMagicsNoGoodHere: No initiate magic--nothing tied to the Serpent Folk grid or Albion--works in Greater London. This prevents any magic incantations or rituals, any use of magic vision or the creation of magic items, or anything that requires spending any ability pool or rating to produce a magical effect. Attempting to cast magic into London from the outside can work but for only short periods. Mythos magic, Idiosyncratic Magic or Megapolisomancy, which are not powered by the Serpent Folk grid, still work.

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* BeethovenWasAnAlienSpy: John Johnson, real name Jan Janszoon van Haarlem and also known as Murat Reis the Younger, an ex-Barbary pirate who disappeared from historical records in 1641, subsequently learnt the secrets of Al-chemia and regained his lost youth. He has lived in Bristol for more than 200 years, maintaining his life by extracting life force from the dead.



* EatsBabies: Black Annis is a a hag with iron claws who haunts dark lanes in search of lambs and children whom she skins and eats.



* ImmortalityInducer: The cow that came to drink from the well in Saint Kenelm's Church has never aged, and gives two full udders of milk a day. Should you visit it today, the cow is still in the crypt.



* LeyLine: England is crisscrossed by magical lines of power called leys which connect places of power. Points along these lines, or where they meet, are called nodes, which are places of magical power. Those attuned to a node may call on the magical power of the node when performing magic.

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* LeyLine: England is crisscrossed by magical lines of power called leys which connect places of power. Points along these lines, or where they meet, are called nodes, which are places of magical power. Those attuned to a node may call on the magical power of the node when performing magic. The Serpent Folk set up the ley network 275 million years ago to transmit power over vast differences and to enable the performance of massively complicated rituals to move objects in space at vast distances and times. In time it has been broken up by continental drift and fallen into disrepair and disuse.
* MyGrandsonMyself: John Johnson's main trick for not attracting attention to his immortality is to have his only son go abroad in search of fortune, then fake his death and have his son return to take his place. Of course the son is himself, his actual son being paid off handsomely to be part of the ruse.


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* TheSpook: A bowler hat, a suit, and a mackintosh is all most people can remember about the elusive Mr Brothers. Tom Haddon sends his letters to Mr Brothers to Brown's and receives his with a St James's post mark, indicating that Mr Brothers' replies are sent from the same or nearby location, but there is no member of the club called Mr Brothers. There are a few competing theories as to the exact nature of Mr Brothers, several of which could be true at once.


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* {{Tulpa}}: According to one theory, Mr Brothers is a tulpa, created by the thoughts of the lloigor which sits under the city of London. It was trapped here by Serpent Folk magicians and held in a nexus of lines, but its power was abated to the point it could only manifest Mr Brothers as its agent.
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* {{Animorphism}}: Witches can change their form into that of an animal. This includes their clothing and a few small items. It does not include backpacks, books or larger weapons.


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* WeatherManipulation: A witch can tie or knit particular knots to capture weather. Ideally, the witch casts this spell during the type of weather they seek to capture. The trapped weather unleashes when the knot is untied or cut.

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* BlobMonster: A byle, also called an ebullition or blob, is a malign being animated from some sort of slime or muck. Enemy alchemists might use them as guardians, or byles built by ancient sorcerers may lurk in a forgotten ley node until awakened by hasty Investigators.
* CrossOver: ''Fearful Symmetries'' is based on Creator/WilliamBlake's personal mythology, a mixture of Christian and older myths, with inspiration from Creator/JohnMilton, Emmanuel Swedenborg and Jakob Böhme.


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* HumanDisguise: Faeries are not even remotely human, but they almost always appear so. They can choose how attractive they would like to be and most appear as beautiful, but not always. In the 30s, they might appear as landed gentry in a posh motor car, or in ratchatchers or hunting reds.
* LandOfFaerie: The land of Faërie is separate from our realm and is accessible by entrances, usually in magical places such as woods or caves. Such places have old legends of singing under the hill, stolen children, wild hunts and beautiful riders tempting travellers on old pathways.


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* OurDwarvesAreAllTheSame: Spirits of the wild rocky places, dwarfs live underground. They like to boast of their forging and brewing abilities and happily contest all comers. They're also known for avarice, and will do anything for gold. Dwarfs make hard bargains and keep them. They are very proud of their beards and it would be shameful to lose it.


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* TownWithADarkSecret: Upper Quinton, Warwickshire hides more than one secret. To the sensitive the feeling of the village is dominated by Faery. If that door should ever be closed, or if the investigator is very careful, they sense worse things. Almost everyone in the village belongs to the ancient cult of the Queen of the Trees.

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* TheFairFolk: Fairies, or Faeries, or the Fae or fay folk, are an amoral people with no interest in the pain and suffering of others unless it amuses them.


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* HellHound: Black dogs, barghests, Black Shuck and shugmonkeys are all dark hairy dogs, or dog-monkeys in the latter case, who stalk the living at night across moor and field with bright red eyes and doom-laden howls. To hear one is to be marked for death, in the same way as to see a Hound of Tindalos is to be doomed.
* HouseFey: Hobs, Lobs, Lubberfiends and brownies, cofgod or puck--such are named the household spirits of England. They may be tempted with a glass of milk or a special place by the fire to protect the house from worse things outside, or to perform small services.


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* OurDragonsAreDifferent: The Dragon is the most fearsome folklore creature harnessing the power of fire, earth and air. English dragons do not often have breath weapons, and if they do, it is more likely poison than fire. In the Mythos, these might be the lloigor. In ''Fearful Symmetries'', they might also be the astral projections of Serpent People.
* OurGiantsAreBigger: Britain, as everyone knows, is a land of giants. In Mythos terms, a giant could be a terrible colossus of stone, but as an earth spirit might well be one of the walking trees, a dark young of Shub-Niggurath, or even that perennial workhorse, the shoggoth.


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* RevenantZombie: A revenant is an undead creature that haunts the lands near its grave. It has come back from death because it has died unshriven or because of evil deeds during the corpse's lifetime. Generally the corpse looks alive although perhaps more pallid than in life and often starts to bloat.

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[[folder:Fearful Symmetries]]
* FunctionalMagic: ''Fearful Symmetries'' amplifies the influence and effect of human magic more than even most Pulp campaigns do. There is a choice between four styles of magic: alchemy, spiritualism, magick and witchcraft.
* LanguageOfMagic: Whilst English is the language of charms and hedge magic, perhaps even that of Faërie, arcane magics are brought forth with more primeval and erudite tongues. Latin, the language of the Bible for many, is seen as possessing power. Many tomes of power were written in Latin. However, these often claim to be translations of older works, suggesting that the original language holds more power. For the real magic, one must harken back to deeper mysteries. Hebrew, the language of the Torah, and hence of God, is seen as potent. To get from magic to magick, the signposts are in Enochian, the language of angels, the tongue with which the world was created, although forgotten by Adam during the fall. Finally in the world of Lovecraft, there is no more magical language than that of Cthulhu, also known as Aklo.
* LeyLine: England is crisscrossed by magical lines of power called leys which connect places of power. Points along these lines, or where they meet, are called nodes, which are places of magical power. Those attuned to a node may call on the magical power of the node when performing magic.
* PhilosophersStone: The alchemist achieves perfection through the creation of the philosopher's stone, an alchemical working that transforms the alchemist into their perfect state of being.
* RitualMagic: Rituals are used for major effects such as summoning and binding entities, creating major magical effects, talking to powerful entities, scrying or moving across vast distances in space or time, permanent effects or effects over an area. A ritual also requires a contest, usually against a summoned creature or the fabric of space-time.
* SpeaksFluentAnimal: Witches, with their affinity for animals, can influence their behaviour. This might be used to create panic among a pack of wolves or cause a herd of cows to protect the witch like it would a calf, but does not allow the caster to give the animals explicit instructions.
* TrueSight: Mystic vision reveals the underlying nature of things. Looking at any Mythos item with mystic vision becomes much more dangerous, exposing the foolhardy investigator to the mind-wrenching truth.
* WasOnceAMan: When a character's magical ability increases it affects them physically, and they begin to transform into a Mythos creature.
[[/folder]]

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* NotWhereTheyThought: In the 1890s, during a series of séances, the Geneva medium Catherine-Elise Müller (among other experiences) travelled astrally to Mars. In truth, Müller had visited the Dreamlands, falling under the sway of a sorcerer named Astané. The dream-self of a dead Hindu fakir named Kanga who died dreaming, surviving his physical death, he could reshape the Dreamlands, in this case into the flat towers and red earth that Müller believed to be Mars.


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* PoliticallyCorrectHistory: {{Discussed|Trope}}. The surrealists go down in history as a notorious boy's club, where women were symbols of eroticism first and collaborators second. Even though some women artists attached themselves to the movement and produced compelling work, Breton remained a chauvinist of the first water. That being said, the secret history of the surrealist Dreamlands needn't reflect the biases of the time or Breton's disregard. Depending on the tastes of your group, you might want to faithfully underline the scene's inherent sexism, or act as if it never existed in the first place.

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'''NOTE:''' Tropes exclusive to a certain campaign frame like ''Dreamhounds of Paris'' or ''Cthulhu City'' should be put in their own folders, and noted as such when crosswicked onto trope pages.



* BookBurning: One variation of the Historical Society casts it as a secret arm of the city council, where items that contradict Great Arkham's official history are sorted and destroyed. Hundreds of giant rats scuttle through the basement files, collating the true history; any Investigators who discover physical evidence that Great Arkham’s history is not wholly true and fixed are approached by the Historical Society.



* DependingOnTheWriter: [=NPCs=], both generic supporting characters and individual named individuals, are presented in a multifaceted manner. Each individual Keeper decides whether a person is an innocuous Victim of the city, a Sinister agent of the Mythos, or a Stalwart potential ally of the investigators.



* NonHumanHead: Bulbheads have lightbulbs for heads, perched on wooden artist's mannequin bodies. They represent both the horror and allure of dehumanisation.

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* NonHumanHead: Bulbheads Bulbheads, as depicted in René Magritte's ''The Pleasure Principle (Portrait of Edward James)'', have lightbulbs for heads, perched on wooden artist's mannequin bodies. They represent both the horror and allure of dehumanisation.

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* AlternateHistory: {{Discussed|Trope}}. In gameplay, it is completely possible for a PC to gets fatally shot by a cultist or get eviscerated by a ghoul while awake, while history says that they died long after the game's timeframe. Two different ways to reconcile premature deaths with the historical record are provided: the character does not die but instead suffers from a horrifying near-death experience and never meddles with the Dreamlands or Mythos again; or the character dies, but their comrades' collective yearning creates a dream-form which escapes to the waking world and lives out their historical life but does not want to be reminded of its origin and wants nothing to do with the occult. In any case, the player selects a new character. Of course, there's nothing that stops your group from taking your campaign into the counter-historical if you want.



* HistoricalDomainCharacter: In ''Dreamhounds of Paris'', players portray major figures of the historical surrealist movement, including Creator/SalvadorDali, Creator/ReneMagritte, Creator/PabloPicasso, among others. Much of the appeal of a ''Dreamhounds'' game lies in the chance to play major historical figures.

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* HellishHorse: As the Dreamlands are transformed by the surrealists, Baharnan hostlers replace their zebras with red-eyed origami horses, which only occasionally stop to rip a mouthful of flesh from the backs or shoulders of unwary passersby.
* HistoricalDomainCharacter: In ''Dreamhounds of Paris'', players portray major figures of the historical surrealist movement, including Creator/SalvadorDali, Creator/ReneMagritte, Creator/PabloPicasso, among others. Much of the appeal of a ''Dreamhounds'' game lies in the chance to play major historical figures. Two other surrealists are depicted as [=NPCs=]: André Breton, who cannot enter the Dreamlands, and Louis Aragon, a fine antagonist figure who thwarts surrealist plans in the sleeping realm, after his break from the movement in 1932.


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* MortalityEnsues: No ones ages within the walls of Celephaïs, until the surrealists start to change the Dreamlands. Immortals do not turn to dust overnight, but wrinkles begin to creep across faces, and faint liver spots materialise on the back of alabaster hands. Personalities frozen for millennia suddenly admit the possibility of change. Now responsible for their own evolution (or degeneration), the populace splits into two violently opposed factions: those who embrace transformation, even unto death, and those who would reverse it.
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* {{Necromantic}}: After UsefulNotes/MataHari was executed, her admirer Victor Berthelot was able to secure her body, substituting another to be autopsied. A dancer and Mata Hari imitator, Helene Dabney, went missing at about the same time, and her friends have never been able to find out her fate. Berthelot turned to ''Cultes des Goules'' again to resurrect the dead. Mordiggian does not make bargains of this kind, but Berthelot was able to create something from his beloved's corpse, a thing that he now calls Mata Malam, the Eye of Night.
* OminousMessageFromTheFuture: The Armitage Files, in the campaign of the same name, detail a series of investigations Armitage undertakes. These begin a year and a half in the future, and culminate in a Cthulhoid catastrophe about another year and a half later. As the players choose which leads to follow and which to leave on the backburner, the Keeper improvises a series of scenarios allowing them to avert the future cataclysms the files foretell.

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* ATrueStoryInMyUniverse: The ''Book of Smoke'' and ''Book of Ants'' companion volumes of ''Bookhounds of London'' and ''Dreamhounds of Paris'', as well as the eponymous ''Armitage Files'', are presented as genuine in-world documents published as-is.

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* ATrueStoryInMyUniverse: The ''Book of Smoke'' and Smoke'', ''Book of Ants'' and ''Book of the New Jerusalem'' companion volumes of ''Bookhounds of London'' and London'', ''Dreamhounds of Paris'', Paris'' and ''Fearful Symmetries'', as well as the eponymous ''Armitage Files'', are presented as genuine in-world documents published as-is.


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* MentorArchetype: The heroic interpretation of Henry Armitage is a mentor for the player characters; he provides them with some vital revelation before dying. He's too frail or doomed to save the day as he did in ''Literature/TheDunwichHorror''; that role now falls to the player characters.


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* GlacialApocalypse: Between 1940 and 1944, when Paris is occupied by the Nazis, the Dreamlands freeze over, as seen in the portrait Leonora Carrington makes of Max Ernst. Ice encases its fantastical structures and many creatures. It is still possible to move through its snowy wastes, but the old wonders are locked beneath them. Dreamscapers find it impossible to do more than briefly thaw a small area, or for instants awaken a frozen Dreamlands entity. Nonetheless, the surrealists who remain in Paris can still marshal fragments of its power, and their knowledge of the Mythos, against the Gestapo and Ahnenerbe alike.


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* RageAgainstTheHeavens: After casting down the eidolon Lathi and taking over Thalarion, the murderous, shapeshifting antihero Maldoror assembles an army to ambush and kill the gods at Hatheg-Kla.


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* SlaveLiberation: Under the surrealists' influence, birds and bird-men descend to liberate the hunched, previously unseen workers who toiled to support the beauteous elite of Zais. Now they serve the birds, but do so in dignity.


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* HistoricalDomainCharacter: The four pre-generated characters in ''The Big Hoodoo'' are author [[Creator/RobertAHeinlein Bob Heinlein]], his wife Ginny, his friend Tony Boucher, and his protégé [[Creator/PhilipKDick Phil Dick]].

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* AmbiguouslyHuman: Most Custodes are vaguely humanoid in outline, but each one is grotesquely unlike the next, a carnival parade of cannibal abominations. It's unclear if they're members of some unknown species of monsters who dwell in the lightness caverns deep below the surface of the earth, or were once human, reduced to their essential salts, adulterated with other powders, and mixed with the salts of serpent and salamander, a pinch of mole-thing and a dusting of shoggoth.



* BreakingOutTheBoss: Keziah Mason, leader of the Witch Coven, is lost in space and time. The cult seeks a way to retrieve her--by currying favour with Nyarlathotep, by obtaining aid from some supernatural entity, or by finding a way to embody Keziah, possibly by a mind-transference spell that would rehouse her consciousness in some living victim.
* ClosedCircle: Some people appear able to leave Great Arkham without any problems; player characters are never in this group. There are four obvious routes out: by rail, by road, by boat, or by walking cross-country. All four offer plenty of ways for a cruel Keeper to make leaving the city dangerous or ominous. Keepers are instructed to first prevent them from leaving using what might be co-incidence or bad luck, and only later escalate to supernatural barriers once the escape attempts become more desperate and violent. Even if they leave, the Investigators will get drawn back to the city.
* CorruptChurch: The Church of the Conciliator, which has taken over most churches in Great Arkham, has various degrees of initiation. Low-ranking members believe that the Church is just another variation of Christianity, but even the exoteric rituals tend towards the gorier parts of the Old Testament; animals are sacrificed on important festivals, and priests talk less about love and forgiveness than judgement and the wrath of God. As members rise in the church's hierarchy, more and more of the Christian trappings are stripped away until they are fully initiated into the worship of Yog-Sothoth.



* TheMafia: The Marsh family runs all criminal activity in Innsmouth; increasingly, it could be said that they run Innsmouth.

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* TheMafia: InterfaithSmoothie: The Church of the Conciliator's ghastly theology mixes the Mythos with Christian belief, making it more palatable to the city's general populace, although it appears that most church-goers are more than willing to accept the horrors as long as they are cloaked in familiar pomp and ritual.
* TheMafia:
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The Marsh family runs all criminal activity in Innsmouth; increasingly, it could be said that they run Innsmouth.Innsmouth.
** The Malatestas are a Mafioso family, who moved into Arkham in the 1920s, and therefore are comparative newcomers to the city, with only a limited understanding of the Mythos or the city's true nature. They are arguably more professional and organised than their Innsmouth-based rivals, the Marshes, but lack supernatural allies.
* OminousFog: If the Investigators try to leave Great Arkham by car, they might find the car surrounded by thick, all-consuming fog. If the Investigators are lucky, they'll just take the wrong turning in the fog, or crash. If they're unlucky, something huge paws at them from above, buckling the car's roof and sending them careening off the road. Afterwards, they discover the metal roof is puckered and scarred in a pattern resembling the suckers on an octopus' arm.
* OurZombiesAreDifferent: Those killed by the Transport Police's poisonous 'disinfectant spray' reawaken the next day as placid zombies, good citizens of Great Arkham. Their skin becomes oddly waxy, and a close medical examination confirms they are technically deceased, but the reanimated victims are capable of acting and conversing normally, although they are unable to tell that there is anything amiss with either the city or themselves.
* RetGone: Those who perish while covered in the reality dissolution spray cease to exist and are mostly erased from history, leaving behind only a few contradictory traces and fragments of memory.



* WeirdnessCensor: Most people in Great Arkham deny the reality all around them, and delude themselves that they're living in a city governed by human norms. Others – the afflicted and eccentrics, or the Investigators who fight against the Mythos – have glimpsed the truth, but are unable to accept that reality, because they cling to their ideals of human morality.

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* WeirdnessCensor: Most people in Great Arkham is obviously, obscenely wrong, even to people without knowledge of the Mythos, but most people deny the reality all around them, and delude themselves that they're living in a city governed by human norms. Others – the afflicted and eccentrics, or the Investigators who fight against the Mythos – have glimpsed the truth, but are unable to accept that reality, because they cling to their ideals of human morality.



** By the 1960s, Giorgio de Chirico has long abandoned his so-called metaphysical style, no longer wanting anything to do with the Dreamlands. Should agents show up brandishing one of his old paintings, he declares it a forgery. He still occasionally slips back to the Dreamlands, where he tries his best to revert it to its pre-surrealist state. Nowadays that means removing the Oldenburg stuffed hamburgers and the field of Warhol electric chairs.[[invoked]]

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** By the 1960s, Giorgio de Chirico has long abandoned his so-called metaphysical style, no longer wanting anything to do with the Dreamlands. Should agents show up brandishing one of his old paintings, he declares it a forgery. He still occasionally slips back to the Dreamlands, where he tries his best to revert it to its pre-surrealist state. Nowadays that means removing the Oldenburg [[Creator/ClaesOldenburg Oldenburg]] stuffed hamburgers and the field of Warhol [[Creator/AndyWarhol Warhol]] electric chairs.[[invoked]]

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* BeastWithAHumanFace: When the surrealists change the Dreamlands, grotesque, distended faces appear atop the moon-beasts' mouth. In hideous fashion they represent specific noxious and oppressive persons of Earth. The main guardian of the moon-beast slave camp in Leng, for example, resembles Paris police chief Jean Chiappe.



* BrutishBulls: Minotaurs embody the male principle; depending on the individual this manifests in a manner either dangerous or pathetic. They may be dominating bullies, bristling with the propensity for rape, or withered, sacrificial victims, still bearing the bloody marks of recent castration.



* DemonicPossession: During a trance in February 1923, a Dreamlands entity possesses Robert Desnos and impels him to chase Paul Éluard with a knife. In a second incident, either that entity or another takes control of Desnos and has him lock the other participants in a room, where they remain for hours.



* OurMinotaursAreDifferent: Bull-men in the mode of Myth/ClassicalMythology roam the Dreamlands, in scarce numbers. After the surrealist upheaval, they are suddenly everywhere, and sometimes retain their classical physiques, but just as often have bizarre physical shapes. One might have a chest of drawers gaping from its torso, while another precariously balances a bison-like head more than half his body weight atop an overmatched frame.

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* OurMinotaursAreDifferent: Bull-men in the mode of Myth/ClassicalMythology roam the Dreamlands, in scarce numbers. They are peaceful when left to themselves, though prone to rampage in search of women. After the surrealist upheaval, they are suddenly everywhere, and sometimes retain their classical physiques, but just as often have bizarre physical shapes. One might have a chest of drawers gaping from its torso, while another precariously balances a bison-like head more than half his body weight atop an overmatched frame.


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* PlayingWithSyringes: Bulbheads sometimes capture Dreamlands entities and subject them to vivisection or other gruelling and involuntary experiments. They then try to build improved versions of their victims from wood and spare parts.

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* ALoadOfBull: Bull-men in the mode of Myth/ClassicalMythology roam the Dreamlands, though in scarce numbers. After the surrealist upheaval, they are suddenly everywhere, and sometimes retain their classical physiques, but just as often have bizarre physical shapes. One might have a chest of drawers gaping from its torso, while another precariously balances a bison-like head more than half his body weight atop an overmatched frame.



* NonHumanHead: Bulbheads have lightbulbs for heads, perched on wooden artist's mannequin bodies. They represent both the horror and allure of dehumanisation.



* OldShame: As the surrealists change the Dreamlands, everywhere an artist looks in Sona-Nyl, he sees unfinished remnants of the works that got away — the paintings, poems and films he envisioned but could never quite complete, or that he released into the world though they were not what they could be. The sight of these failures drives even the most self-confident creator rushing from Sona-Nyl, the beautiful hell.[[invoked]]

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* OldShame: OldShame:[[invoked]]
**
As the surrealists change the Dreamlands, everywhere an artist looks in Sona-Nyl, he sees unfinished remnants of the works that got away — the paintings, poems and films he envisioned but could never quite complete, or that he released into the world though they were not what they could be. The sight of these failures drives even the most self-confident creator rushing from Sona-Nyl, the beautiful hell.[[invoked]]
** By the 1960s, Giorgio de Chirico has long abandoned his so-called metaphysical style, no longer wanting anything to do with the Dreamlands. Should agents show up brandishing one of his old paintings, he declares it a forgery. He still occasionally slips back to the Dreamlands, where he tries his best to revert it to its pre-surrealist state. Nowadays that means removing the Oldenburg stuffed hamburgers and the field of Warhol electric chairs.
[[invoked]]



* OurMinotaursAreDifferent: Bull-men in the mode of Myth/ClassicalMythology roam the Dreamlands, in scarce numbers. After the surrealist upheaval, they are suddenly everywhere, and sometimes retain their classical physiques, but just as often have bizarre physical shapes. One might have a chest of drawers gaping from its torso, while another precariously balances a bison-like head more than half his body weight atop an overmatched frame.



[[/folder]]

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[[/folder]][[/folder]]
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Surreal Symbolic Heads is being dewicked for large overlap with its Missing Supertrope, Non Human Head. Potential examples are being collected in Sandbox.Surreal Symbolic Heads; low or no context examples are being moved to Non Human Head or removed (if they don't specify the body is humanoid)


* SurrealSymbolicHeads: Bulbheads have lightbulbs for heads, perched on wooden artist's mannequin bodies. They represent both the horror and allure of dehumanisation.
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* DeviousDolphins: Deeper Ones are to dolphins what Deep Ones are to humans: the result of a hybrid breeding program that produces a blend of the two phenotypes. Since dolphins are already aquatic, the changes mostly come inside it: gills emerge, pressure-resistant scales form beneath its blubber, the eyes distend, the flippers lengthen. The most visible difference is a thick bristly crest along the Deeper One's spine, but it can lay that down voluntarily. Deeper Ones are more brutal and ruthless than regular dolphins, with a much stronger and more violent sexual appetite — one not limited to the delphinoid species.

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* DeviousDolphins: Deeper Ones are to dolphins what Deep Ones are to humans: the result of a hybrid breeding program that produces a blend of the two phenotypes. Since dolphins are already aquatic, the changes transformation is mostly come inside it: internal: gills emerge, pressure-resistant scales form beneath its the blubber, the eyes distend, the flippers lengthen. The most visible difference is a thick bristly crest along the Deeper One's spine, but it can lay that down voluntarily. Deeper Ones are more brutal and ruthless than regular dolphins, with a much stronger and more violent sexual appetite — one not limited to the delphinoid species.
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None


* CaptainErsatz: Project Covenant is one of TabletopGame/DeltaGreen: a investigation group ran by the US government formed by investigator from various law enforcement agencies and military branches formed after the [[Literature/TheShadowOverInnsmouth Innsmouth incident]].

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* CaptainErsatz: Project Covenant is one of for TabletopGame/DeltaGreen: a investigation group ran by within the US government government, formed by investigator investigators from various law enforcement agencies and military branches formed after the [[Literature/TheShadowOverInnsmouth Innsmouth incident]].
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* CaptainErsatz: Project Covenant is one of TabletopGame/DeltaGreen: a investigation group ran by the US government formed by investigator from various law enforcement agencies and military branches formed after the [[Literature/TheShadowOverInnsmouth Innsmouth incident]].
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* RapeLeadsToInsanity: Victims raped by a pianotaur, as seen in André Masson's 1937 painting ''Le Pianotaure'', develops a crippling phobia of furniture and other large inanimate objects. The victim expects them to come alive at any moment and commence a similar assault.

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* RapeLeadsToInsanity: Victims raped by a pianotaur, as seen in André Masson's 1937 painting ''Le Pianotaure'', develops a crippling phobia of furniture and other large inanimate objects. The objects - the victim expects them to come alive at any moment and commence a similar assault.
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Correcting wick, as per this thread.


** The cylinders of Kadatheron display a sanity-blasting collection of moving images forecasting a horrible future of the human race: [[UsefulNotes/TheHolocaust death camps in Europe]], [[UsefulNotes/AtomicBombingsOfHiroshimaAndNagasaki a mushroom cloud that obliterates cities]], [[ClimateChange a polluted and poisoned planet]], [[TheInternet an international communications network devoted to the transmission of human idiocy]].

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** The cylinders of Kadatheron display a sanity-blasting collection of moving images forecasting a horrible future of the human race: [[UsefulNotes/TheHolocaust death camps in Europe]], [[UsefulNotes/AtomicBombingsOfHiroshimaAndNagasaki a mushroom cloud that obliterates cities]], [[ClimateChange [[GlobalWarming a polluted and poisoned planet]], [[TheInternet an international communications network devoted to the transmission of human idiocy]].
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One feature of the game is that the rulebook explicitly notes that it can be played in either of two distinct modes; "Purist", hardcore {{Cosmic Horror|Story}} in which everyone is doomed to madness or death and victories (if any) are strictly temporary, or "Pulp", which is likely to feature more ActionAdventure plots and actual successes for the human heroes, maybe veering towards LovecraftLite, in the broader tradition of the {{Pulp Magazine}}s in which Lovecraft originally published. After all, the Franchise/CthulhuMythos features stories in both modes. Some rules and options are specifically marked as applying in only one of the two modes.

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One feature of the game is that the rulebook explicitly notes that it can be played in either of two distinct modes; modes: "Purist", hardcore {{Cosmic Horror|Story}} in which everyone is doomed to madness or death and victories (if any) are strictly temporary, or "Pulp", which is likely to feature more ActionAdventure plots and actual successes for the human heroes, maybe veering towards LovecraftLite, in the broader tradition of the {{Pulp Magazine}}s in which Lovecraft originally published. After all, the Franchise/CthulhuMythos features stories in both modes. Some rules and options are specifically marked as applying in only one of the two modes.

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* AncientEgypt: Thraa starts off as a city of obelisks and pyramids resembling a fantastic Egypt, as romanticised by the symbolists during the Egyptology craze of the 19th century. A high priest rules the city in the name of Osiris and Anubis.


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* ISeeDeadPeople: Valentine Hugo can speak to and gain information from the spirits of the dead. Mostly she contacts an otherworldly discarnate entity, which does not identify itself. It claims to be able to contact the spirits of the dead, though they do not always fulfil its requests for information or respond in a timely manner.


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* OldShame: As the surrealists change the Dreamlands, everywhere an artist looks in Sona-Nyl, he sees unfinished remnants of the works that got away — the paintings, poems and films he envisioned but could never quite complete, or that he released into the world though they were not what they could be. The sight of these failures drives even the most self-confident creator rushing from Sona-Nyl, the beautiful hell.[[invoked]]


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* PsychoExGirlfriend: Dreamers visiting Serannian may find bitter old loves, or at least their dream-forms, lurking around every corner. No matter how meekly they accepted their mistreatment in the waking world, here they burn for vengeance, which they might pursue through trickery or forthright, homicidal fury.


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* SmartPeoplePlayChess: From 1929 to 1934, Marcel Duchamp scours Europe and the Dreamlands for chess partners, competing in top tournaments. His objective is not to win, per se, but to take it apart and re-understand it, as he has taken apart and re-understood art. In the 60s, the old Duchamp might be lured back to the Dreamlands by the opportunity to play a Grandmaster there.
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Renamed per TRS


** The cylinders of Kadatheron display a sanity-blasting collection of moving images forecasting a horrible future of the human race: [[UsefulNotes/TheHolocaust death camps in Europe]], [[UsefulNotes/AtomicBombingsOfHiroshimaAndNagasaki a mushroom cloud that obliterates cities]], [[GlobalWarming a polluted and poisoned planet]], [[TheInternet an international communications network devoted to the transmission of human idiocy]].

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** The cylinders of Kadatheron display a sanity-blasting collection of moving images forecasting a horrible future of the human race: [[UsefulNotes/TheHolocaust death camps in Europe]], [[UsefulNotes/AtomicBombingsOfHiroshimaAndNagasaki a mushroom cloud that obliterates cities]], [[GlobalWarming [[ClimateChange a polluted and poisoned planet]], [[TheInternet an international communications network devoted to the transmission of human idiocy]].

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