Cthulhu Eternal
History (Victorian Era) Horror (Cthulhu Mythos)
Attribute/Stat Based (STR, CON, PER, etc) Dice (Percentile) Skill Based (buy or gain skills)
So what is this all about? Does the world really need a new Lovecraft RPG System?
Some folks that have lurked here for a while will already have some context about why we spent the best part of a year making a new iteration of the D100-based rules engine first published in our APOCTHULHU RPG.
It’s definitely true that several fantastic tabletop RPGs exist with various influences from the writings of H.P. Lovecraft. Some of them have huge libraries of published supplements stretching back decades. If you’re a player of one of those games and you are 100% happy with the rules engine they offer, then we heartily support you sticking with the game you love — we absolutely would, too.
If, on the other hand, you are a would-be game writer or publisher (or even a “homebrewer”) who has ambitions that are not easily achieved within the licensing regimes for existing games, our 100% open (as in Wizards of the Coast OGL flavor of “open”), Cthulhu Eternal might be your new best system.
We have long wished for a great set of English-language RPG rules that would empower creators to self-publish their original ideas and stretch the boundaries of the cozy “island” that most Lovecraftian RPGs have traditionally settled upon. Such a system exists in German (the absolutely awesome FHTAGN RPG) and that example inspired us to make something similar. Cthulhu Eternal is the result.