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> Cthulhu Mythos/Elder Gods based Magical Tradition?, Anyone have any ideas?
faultline
post Sep 9 2012, 12:13 AM
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Magic is probably my weakest subject when it comes to shadowrun but I've got a character concept
im interested in playing, so im reading up on the rules and was looking to see if anyone had already
made a Cthulhu Mythos / Elder Gods based magical tradition or if there was one in the books that
could be easily changed.
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CanRay
post Sep 9 2012, 12:23 AM
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Toxic. Very toxic.

Or the start of The Horrors, which aren't due out yet for another millennium or two. (Hopefully.).
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BishopMcQ
post Sep 9 2012, 12:24 AM
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Did you have a specific Elder One in mind? Dagonites would be very different than worshippers of Nyarlothotep...

CanRay--I'm thinking more Twisted than Toxic.
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faultline
post Sep 9 2012, 12:45 AM
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I think it depends which author's outlook & work you follow more,

Ive been reading up on the Cthulhu Mythos in the last few minutes and it seems that Lovecraft's original ideas for the Cthulhu Mythos leaned more toward "cosmic indifferentism", whereas August Derleth's ideas run toward the whole "good vs evil".

QUOTE (BishopMcQ @ Sep 8 2012, 04:24 PM) *
Did you have a specific Elder One in mind?


Cthulhu himself for the concept i've got floating around in my head
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Sid Nitzerglobin
post Sep 9 2012, 12:55 AM
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I could potentially see chaos being worked to fit some niches of the mythos, but I'm no expert.

Very interested to see what people come up w/ for this.
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BishopMcQ
post Sep 9 2012, 01:10 AM
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Well, the Esoteric Order of Dagon could go with mentor spirits for Dragon (renamed Deep One), Adversary (Cthulhu Dreaming), Sea (Mother Hydra), or Shark.

As a tradition, it really depends on where you want to go with it. I could see either Chaos, Black Magic, or Hermetic working. Though, in keeping with some of the writing, I really like the use of Calling instead of Summoning.

(Side note: The CthulhuTech setting plays really well with this, and if you do an Arcane Underground or NEG level game--no tagers or mechs--it fits the grit of SR well)
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faultline
post Sep 9 2012, 02:03 AM
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Reading through the Traditions in SR4A & Street magic I was thinking something of a cross between
Black Magic / Christian Theurgy for the concept

Great Old Ones
Concept: You believe in one of the Great Old Ones, ancient, powerful deities from space who once
ruled the Earth and who have since fallen into a death-like sleep. You are dedicated to seeing your
god awaken and take their rightful place upon the earth once again. As a dedicated and loyal follower
of your god you have been given gifts of power for your use to change the world as you see fit to gain
power for yourself and your master and to prepare the world for its awakening.

Combat: Guardian
Detection: Beasts
Health: Plant
Illusion: Water
Manipulation: Task
Drain: Willpower + Charisma

First attempt at creating a Tradition so input/suggestions would be appreciated.
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Dyspeptic
post Sep 9 2012, 02:40 AM
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That's pretty close to what I developed when I played a Priest of the Old Gods. I went with Guidance instead of Plant (Plant seemed more Mi-Go, less Old One to me), and put Water in Healing and Guidance in Illusion.

I recommend Intuition as a Drain stat, and I played it as an *Inhabitation* Tradition (IMG:style_emoticons/default/smile.gif)
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shinyjam
post Sep 9 2012, 02:57 AM
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QUOTE
Ive been reading up on the Cthulhu Mythos in the last few minutes and it seems that Lovecraft's original ideas for the Cthulhu Mythos leaned more toward "cosmic indifferentism", whereas August Derleth's ideas run toward the whole "good vs evil".

From what I know, Lovecraft never abandoned the cosmic indifferent in his novel. August Derleth also introduced elemental system to each god, with Cthulhu being water element.

Now if you want to go with August's system then toxic (poisoner tradition) would be good as it fits pretty well to the evil-water based theme and this is assuming you are corrupted. Otherwise, stick to what you have.

Acid, Sludge, Smog, nuclear Water, and Abomination fits pretty well to the theme. Throw in some blood magic and use toxic spirit as your summon.

Now if you want to go with Lovecraft version, you can mix and match since there's no good or evil tradition, but keep Abomination. Shadow spirit summon probably fit this one better, so are blood magic.

Nuclear fit extremely well with Nyarlothotep cult...

Insect tradition would works well for a certain buggy dark god that should not be named...

For staying true to the insanity of the lore, I suggest willpower is the only drain stat so you are force to use all soft of occult fetish and especially blood magic (Sacrifice) to tank the drain. It should works wonderfully painful too when you summon a spirit because you suppose to goes insane from seeing whatever you summoned, and the rule for summoning Blood spirit would become your best friend.

Edit: To balance and staying true to the "horror" part of the mytho, maybe double the force of the spirit AFTER you took the pre-double drain. That would make it crazy and scary... especially if you fail to control it.
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faultline
post Sep 9 2012, 03:22 AM
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Only reason I'm thinking Charisma is because of the whole "sanity" issue and charisma seems to deal with "self-image & ego" along with other cahracteristics.
I may make some changes to the assigned spirits though.
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shinyjam
post Sep 9 2012, 03:34 AM
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QUOTE (faultline @ Sep 9 2012, 04:22 AM) *
Only reason I'm thinking Charisma is because of the whole "sanity" issue

I think Willpower itself represent sanity well enough.
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faultline
post Sep 9 2012, 03:51 AM
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I would normally agree but RAW says
"All magicians use Willpower plus another mental attribute appropriate to their traditionto resist Drain" SR4A pg 178,
and I wouldn't as interpert this to allow the use of Will + Will
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Glyph
post Sep 9 2012, 04:05 AM
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It depends on what kind of approach the character takes to the Cthulhu mythos. In Lovecraft's writings, it seemed that some people were the worshipers and cultists, which I would use Charisma for, and others took a more rational, hermetic approach - the difference being that they were so careful, because they knew they were messing with things that could blast their sanity. For them, I would use Logic.

I don't know if there was a sanity stat in the Cthulhu mythos. It seemed that the main horror was the realization of mankind's cosmic insignificance, and the less intelligent (or at least, introspective) people were the ones who were more likely to escape with their sanity intact.
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shinyjam
post Sep 9 2012, 04:16 AM
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QUOTE (faultline @ Sep 9 2012, 04:51 AM) *
and I wouldn't as interpert this to allow the use of Will + Will

Although that's possible by house rule, what I meant is Will + (nothing). Just will.

It is a possibility.
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_Pax._
post Sep 9 2012, 04:25 AM
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It strikes me that this would be appropriate as an Intuition tradition - it's all about knowing Secrets Man Was Not Meant To Know, and so forth. Ho well you can see past the veil of sanity, to the Terrible Truth beyond. That sort of thing.
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Sid Nitzerglobin
post Sep 9 2012, 05:35 AM
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I agree w/ Glyph. I could see compelling arguments for all three and ultimately any of them could work. I think it would wind up coming down to the disposition/approach of the individual cult/order/tradition.

Willpower definitely seems the most natural, but like you said, I dunno if you can double down on it.
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DuckEggBlue Omeg...
post Sep 9 2012, 08:20 AM
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A thing to consider is despite Derleth (whose vision of the mythos I am not a fan of) making Cthulhu a water elemental, Cthulhu's powers are hindered by water and is trapped at the bottom of the ocean.
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Irian
post Sep 9 2012, 11:48 AM
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Honestly, I agree with CanRay: Toxic. Extremly Toxic. Not because they're bad, just because they are different. Completely different. If you let one of them into your head, you stop being a rational human. But ok, honestly, I never liked Derleths version of the mythos, the original Lovecraft one was way cooler.
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kzt
post Sep 9 2012, 08:48 PM
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QUOTE (Irian @ Sep 9 2012, 05:48 AM) *
Honestly, I agree with CanRay: Toxic. Extremly Toxic. Not because they're bad, just because they are different.

Or, to steal the plotline of Stross' "The Apocalypse Codex", deluded. Severely deluded.
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CanRay
post Sep 9 2012, 09:06 PM
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QUOTE (kzt @ Sep 9 2012, 03:48 PM) *
Or, to steal the plotline of Stross' "The Apocalypse Codex", deluded. Severely deluded.
I was thinking more batfrag insane, myself.
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Stahlseele
post Sep 9 2012, 11:49 PM
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Just to frag with fans of the cthulhu mythos, i'll leave this bit of strange information here:
http://en.wikipedia.org/wiki/Haiyore!_Nyaruko-san
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Deraj87
post Sep 10 2012, 04:34 PM
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QUOTE (Stahlseele @ Sep 10 2012, 12:49 AM) *
Just to frag with fans of the cthulhu mythos, i'll leave this bit of strange information here:
http://en.wikipedia.org/wiki/Haiyore!_Nyaruko-san

WHAT?!? Why had i not heard of this??

Anyway, I have been considering the same idea, but more of worshiping Nyarlathotep. Something based around the searching of truths in the world.

I believe it needs to be a high-risk, high-reward tradition. Yes, by looking into the horrible truths you are depleting your own sanity, but when you know these secrets, you are much more powerful because of it. Maybe something that emulates initiation to a degree.

I would agree that what you use for drain really depends(not only on the"deity" but on your character's outlook as well). For Cthulhu i would personally use Charisma.
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X-Kalibur
post Sep 10 2012, 04:58 PM
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But remember to keep your perception at 0 so that you don't have to make as many SAN checks...
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Sid Nitzerglobin
post Sep 10 2012, 05:00 PM
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QUOTE (Deraj87 @ Sep 10 2012, 12:34 PM) *
WHAT?!? Why had i not heard of this??

Anyway, I have been considering the same idea, but more of worshiping Nyarlathotep. Something based around the searching of truths in the world.

I believe it needs to be a high-risk, high-reward tradition. Yes, by looking into the horrible truths you are depleting your own sanity, but when you know these secrets, you are much more powerful because of it. Maybe something that emulates initiation to a degree.

I would agree that what you use for drain really depends(not only on the"deity" but on your character's outlook as well). For Cthulhu i would personally use Charisma.

Nyarlathotep was always my favorite.

One of the biggest things that turned me on to the Cthulhu mythos is exactly the semi sci-fi roots. I had a pretty decent GURPS Space campaign setting going in the mid 90's that tied in pretty closely to the Elder Gods as progenitors (and manipulators) of sentient species in the galaxy that I thought worked pretty well and never really crossed the line into pure horror. Gave me a bit of a chub following some of the core elements of the Mass Effect storyline ~15 years later.

I agree w/ the risk/reward assessment. I'm not sure that one should be able to know things that man was not meant to know w/o becoming alien and/or totally insane from the perspective of those who don't have that knowledge.
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Halinn
post Sep 10 2012, 05:02 PM
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QUOTE (X-Kalibur @ Sep 10 2012, 06:58 PM) *
But remember to keep your perception at 0 so that you don't have to make as many SAN checks...

And intuition 1, so you can't even reasonably default on it (IMG:style_emoticons/default/nyahnyah.gif)
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