Played some Cthulhu over the weekend, and this idea came up.
Some practioners of the art don’t rely on books or scrolls, but etch their foul words on their very skin. Any caster may tattoo the a spell into their skin performing any checks as part of the spell then. The spell deals an additional 1d4 sanity damage and 1d2 hit points of damage in addition to its normal costs. The spell is maintained for a number of days equal to the bearers power divided by 10, rounded down. A caster may active a spell without it being an action on their turn but may only activate one per turn. When a spell is activated, it’s magic is used up, but the spell may be reinked to reactivate the magic. A spell may be learned from a magic tattoo even if the bearer isn’t alive.
How about some quick ways to gain power. Nothing bad ever happened from that! Here’s another spell for Call of Cthulhu, 7th ed.
Cost: 10 magic points; 2D10 Sanity points
Casting time: 1 hour
This spell opens the gate in your mind wide to the cosmos. You begin to see all in front of you. That which you ask for, and that which man was not to know. For every 2 whole points of sanity lost in this spell, you increase your Cthulhu Mythos skill by 1. May the gods have mercy on your soul.
Alternative names: The Dark Tutor, Peering Through the Keyhole, The Madman’s Path
Finally got to play some more Cthulhu, so let’s build on what went down!
Ululation to The High Priest
Cost: 10 magic points; 1D6 Sanity points.
Casting time: 30 minutes
As you finish screaming the words of this spell, you open a small gate to the high priest of the dark gods himself where he offers you the gift of his own knowledge. Spending 10 magic points give you a bonus die on one Cthulhu mythos roll.
Alternative names: Dark Blessing of Cthulhu, The Expensive Tutor, The Harsh Mastery
I had a fun event last week at my Call of Cthulhu campaign after I killed two players via sanity loss from an elder god. How about we add that in as an option.
Bask in New Knowledge
When a character sees an elder god and would passes a sanity check, that character may elect to fail the roll. If they do so they take normal sanity loss as if they had failed the roll, but gain half the lost sanity as a bonus to their Cthulhu Mythos skill. Luck may by spent on a point by point basis to reduce sanity loss to avoid going insane.
Did you know back in the 1910-1930 there was an attempt to educate via radio waves? http://iml.jou.ufl.edu/projects/spring01/declair/history.html
Let’s work that into Call of Cthulhu!
Distance Radio Education
Over the course of 1 month, a character may attempt to learn a skill via the standard education rules. However, the character gets a bonus die when they attempt to roll over their current skill, thus it is harder for them to do so. When a character succeeds on this check, they gain 1d4 points in that skill. No character may gain more than 20 total points in a skill via this method.
How about a modification for starting characters? Who wants to trade san for forbidden lore?
After character generation, a character can trade 1 point of sanity for 1 point of sanity for 1% of Cthulhu Mythos at a rate of 1 for 1 up to 25%.
I’m playing a lot of Call of Cthulhu 7th ed lately, so let’s add something I think it needs. I’m a PhD who teaches at a community college, so there is really only one option…
Sometimes people need things. Sometimes they need chemicals. Drug Pushers sell drugs of all kinds from the simple kid who sells the funny smelling plant to the doctors who skim a bit off the top and make sure the talent has enough pep to keep going. You’re not a bad guy, you make people happy right?
Occupation Skill Points: EDU × 2 + APP × 2
Credit Rating: 20–60
Suggested Contacts: Organized crime, local community, local physicians, local patients
Skills: Firearms, Listen, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Sleight of Hand, Spot Hidden, Science (Pharmacy), (Chemistry).