Fuzion - Tekeli-Li
Fuzion - Tekeli-Li
Fuzion - Tekeli-Li
OVERVIEW
Tekeli-li! contains the following sections:
• “What is Tekeli-li!?” on page 2
• “Rules Additions to Fuzion” on page 3
• “Creating the World of Tekeli-li!” on page 11
• “Using Other RPG Resources” on page 14
• “Designer Notes” on page 15
Tekeli-li! – 1
What is Tekeli-li!?
A. What is Tekeli-li!?
This is a supplement for using Fuzion™ to run Lovecraftian horror, such as one gets
with Call of Cthulhu®, in either its Chaosium or D20 incarnation. Horror games, in
other words, but a particular kind of horror: something slow, insidious, and wrong. It is
not mad slashers chasing nubile teenagers; it is encounters with things that drive
humans mad, and risking insanity to banish those things.
In H.P. Lovecraft’s fiction, Earth is an exception. The laws here are not the same as the
laws Out There, and we, who have evolved in this benign environment, cannot stand
the harsh light of reality.
Oh—Tekeli-li! was the cry of the strange beings that lived “At The Mountains Of Mad-
ness.”
IMPORTANT NOTE
This is not, of course, a role-playing system for Lovecraft specifically; that’s under
trademark and I have not licensed it. Oh, you could convert published CoC material to
it (see “Using Other RPG Resources” on page 14) but I’m not saying you have to.
Tekeli-li! – 2
Rules Additions to Fuzion
MADNESS
Madness is a measure of your insanity. It is a difficulty to test against, and it starts at 13.
It can grow indefinitely. (If it helps, you might think of it as something separate from
the character, an inner self he or she wrestles with.) A player only tests Madness when
encountering something truly horrific, something that is utterly outside their normal
sphere of experience. The more times you fail to conquer your Madness, the more dif-
ficult it becomes to conquer.
Your base Madness is 13 plus your level of Mythos skill (Mythos skill is explained
below). Each time you fail a Madness check, your Madness increases; these increases
can be erased by therapy or by visibly defeating the creatures and agents of the Mythos.
Some Complications may add to the difficulty of Madness rolls under certain circum-
stances. This is up to the GM.
At the GM’s discretion, the Talent “Eidetic Memory” may add 5 to a character’s Mad-
ness; one of the themes of this sort of fiction is that failure to remember is a blessing,
not a curse.
HUMANITY
Humanity is almost exactly as described in the core Fuzion rules, except it’s calculated
slightly differently. Humanity is calculated as (PRE - Mythos) × 10. The higher your
Mythos skill, the lower your maximum possible Humanity. Most people have a
Humanity of 10-30; saints could go up to 70.
When making rolls to attempt Mythos tasks, your character can “burn” Humanity to
help ensure that the
As in the core rules, every 10 points of Humanity lost is -1 to all PRE-related when
dealing with things of this earth (people and animals).
Characters can regain Humanity in the same way as Madness can be reduced: by ther-
apy or by visibly defeating the creatures and agents of the Mythos.
At 0 Humanity, a character is precariously balanced. At -10 Humanity a character goes
permanently insane, and control is given to the GM.
Tekeli-li! – 3
Rules Additions to Fuzion
SOUL
Soul reflects how much magic a character can perform. It is calculated identically to
Resistance, 3 × WILL. (It is included as a separate derived characteristic for those GMs
who use both Resistance and Soul.)
When a character’s Soul drops to zero, the character falls unconscious. If some mecha-
nism (such as a spell) subtracts further Soul points, the character’s body may live, but
his or her spirit is gone. The character is effectively dead at -10 Soul.
MYTHOS SKILL
Mythos is your knowledge and ability to deal with the Mythos. It starts at 0 and func-
tions as a skill—INT+Mythos is your chance to know something about the Mythos
without doing further research. WILL+Mythos is your chance to cast Mythos spells.
(The GM may require binding spells to use PRE+Mythos.)
No character starts with Mythos skill (so it is always paid for using the Experience
rules). There are two in-game ways to increase your Mythos skill:
• Research through Mythos-related tomes—experience points already saved and cost
paid for in standard way (5 OP × the new level: 5, 10, 15, 20, and so on up until 35).
• Insanity—cost paid by the accumulation of appropriate Complications (see “Going
Mad,” below).
A character who goes temporarily insane does not necessarily gain Mythos skill. The
player can refuse to take additional Complications to pay for any insights.
The more Mythos you know, the harder it is to stay sane. Mythos also functions a little
bit like a Characteristic: it's involved in calculating your maximum Humanity (which
can be negative), and it's involved in calculating your Madness, a derived Characteristic.
As soon as a character improves Mythos, maximum possible Humanity drops. If the
character’s current Humanity is above the new maximum, it is lowered too, but the
character need not go insane.
Players should record the spells they learn and research; no amount of Mythos skill will
help a player cast a spell if he or she hasn’t yet learned it.
RATIONALIZATION SKILL
Rationalization is your ability to fit odd or unbelievable items into your current world-
view. It’s used when making a Madness check. Normally one rolls WILL+Rationaliza-
tion.
Most people simply don’t need to develop a rationalization skill since they ignore or
don’t encounter the odd and unbelievable. Normally it is developed through psycho-
therapy.
Tekeli-li! – 4
Rules Additions to Fuzion
A beginning character should have no more than 2 in Rationalization, and that should
indicate a very troubled mental past and subsequent therapy. At character creation, the
GM may request that the Madness level be increased by 1 for each point in Rationaliza-
tion.
Example: Gabriel Rowan is a petrochemical geologist
called back home after the mysterious death of his father.
He has INT 5, WILL 4, PRE 3. His Madness is 13, because
he’s a starting character. His starting Humanity is 30, and his
starting Soul is 11.
Because the player wants a character with a troubled past, he
asks the GM to allow 2 points of Rationalization (reflecting
past therapies; there’s a reason Gabe picked a career that
would take him far from home). The GM agrees, but she
says that Gabe’s player must up his Madness to 15 to reflect
these troubles and must take a Complication to reflect it.
GOING MAD
When your character encounters something beyond the pale, make a Madness check
The process of checking Madness is described below:
Checking Madness
Tekeli-li! – 6
Rules Additions to Fuzion
Tekeli-li! – 7
Rules Additions to Fuzion
SIGNIFICANT. Most people will be driven temporarily insane by this, if they succumb to
madness at all. 2d6, possibly 2d6-1. Some Humanity loss is to be expected even if the
character succeeds at the Madness check, usually 1, 1d2, or 1d3.
MAJOR. Madness is almost sure to follow: 3d6, and may follow even if the character
makes the Madness check (1d6 loss even for successful Madness check). In the normal
run of events, a character loses at most 3d6.
CATASTROPHIC. Some entities are worse and may instantly drive a human mad; seeing
them is worth 5d6 (average loss 17) or more.
On a critical failure, you lose maximum Humanity for that encounter.
When performing Mythos skill tasks, you can “burn” Humanity to improve your
chances, but you can never burn more Humanity than your Skill level. (And some
Mythos tasks will cost Humanity anyway.)
MAGIC
A character may cast any spell he or she knows, given the time, material components,
and Soul points. The difficulty of the spell is determined by the GM; the acting value is
WILL+Mythos. A player can increase the chances of success by “burning” Humanity
points, up to a maximum of one’s Mythos skill. (Yes, you can guarantee temporary
insanity this way.)
Note that Mythos spells can work without an understanding of the Mythos (that is, with
no Mythos skill).
Most spells have a difficulty between 10 and 21; additional tactics may be used to
improve the chances of a spell working. (GMs should be liberal with these, since it’s
often the fate of the world at stake.)
Tekeli-li! – 8
Rules Additions to Fuzion
A spell may cost Soul points. Soul points regenerate each day, after a night’s sleep.
(Dreaming is an important part of the character’s connection to magic.)
Example: A thing has possessed the corpse of Gabe’s
father, and Gabe has managed to trap the desiccated clatter-
ing horror in the bedroom. He has learned a dismissal spell
in his father’s old copy of Affari dei Mostros, and casts it.
Since Gabe now has a Mythos of 2, the player decides to
burn two additional Humanity points to make his acting
value WILL + Mythos + 2, or 4 + 2 + 2 = 8. The difficulty
is 18, so he further decides he will take an hour to prepare
for it and cast it instead of 20 minutes, for an additional +1
to his skill. He rolls a 9—and succeeds. Gabe’s player sub-
tracts 3 Soul points from his total, and 2 more points from
his Humanity.
EXPERIENCE
Experience is given out as described in the Fuzion rules. A successful end to the
adventure (in which the plans of the horrors are defeated or averted) should also be
accompanied by a reward of Humanity or a decrease in Madness or both.
Example: Since he defeated the horror, the GM gives out
experience points, and tells Gabe he can erase 1 point of
Madness and regain 6 points of Humanity.
CHARACTER CREATION
A typical Tekeli-li! campaign uses characters built on 40 Characteristic Points and 40
Option points, with up to 40 more Option points in Complications. That’s sufficient
for characters to have 4 in each primary characteristic: very competent but not yet
heroic. Guns and other humans are still a threat to the characters.
To recap items already mentioned:
• Characters have the additional characteristic of “Madness” which starts at 13.
• With the GM’s permission, players can buy the skill “Rationalization” for the nor-
mal cost, but each level of Rationalization will also raise the character’s Madness
level by one.
• Characters have the additional skill of “Mythos” which must start with a value of 0.
• There is no “Humanity Defense.”
Tekeli-li! – 9
Rules Additions to Fuzion
Tekeli-li! – 10
Creating the World of Tekeli-li!
THEMES
Lovecraft’s stories display a number of recurring themes and elements that you may or
may not want to play up. Tekeli-li! accepts the basics: the universe is fundamentally
unknowable and to know the truth will drive humans mad.
• In the nature vs. nurture argument, heredity—“bad blood”—will win out.
• It is possible for people to degenerate under stress, especially if they have bad
blood.
• Certain groups or cults are degenerate in nature; they are “less evolved.”
• Since the universe is unknowable, the monsters are largely indescribable.
• Possession, either by magicians or alien intelligences.
• Cannibalism.
Your group may find other things frightening; or you may want to bring these themes
into the 21st century. (The current discussion of genetic markers for some traits
sounds very much like Lovecraft’s belief.)
TOMES
To get you started, here are a couple of books that contain Mythos material in the
world of Tekeli-li!
• Liber Mortis, translation into the Latin supposedly by the Comte de Ste-Germaine.
Tekeli-li! – 11
Creating the World of Tekeli-li!
• Traffick with Air, collection of spells and incantations supposedly used by Edmund
Kelley, published 1601 by a Venetian press.
• Cyclopes of the Sea, a discussion of odd tribal customs and worship of gods through-
out the oceans of the world, written by Olaf Kringhaus, 1878.
• Affari dei Mostros, transl. from the Greek by unnamed Italian monk approx 1430.
• Circuits Never Rust, Internet document, anonymous author; apparently incoherent
but discusses superiority of certain kinds of “recorded intelligence.” Some versions
differ, apparently due to transmission errors.
MAGIC
Magic in Tekeli-li! is not like most RPG magic. Most magical acts are done through alien
servants, often described in old grimoires as “demons” or “angels.” The principal types
of spells are:
• Summon/dismiss spells, one for each kind of creature
• Binding spells, one for each kind of creature
• Curses
• Create enchanted object
• Possession or soul destroying spells
CREATURES
The most significant danger comes from people: people worship these creatures, these
things, and work for them even if the creatures are not free to work unless summoned.
Creatures come in three kinds: the Tainted, the Servant Races, and the Unutterable.
TAINTED. Tainted creaturs are not necessarily affiliated with the others, but serve as
markers of their presence. Some family bloodlines are intertwined with the Tainted
creatures and members of those families may in fact degenerate into Tainted beings.
For example, the ghuls are hyena-like cannibals who frequent places of the dead search-
ing for food. They seem to have been with us always. They do have religion but no
families—no one has ever observed an infant ghul. It may be that they start as humans
and through unspeakable actions revert to the ancestral line. Seeing a member of the
Tainted without preparation is usually a Minor Humanity loss; a group of characters
should be able to defeat a smaller number of Tainted.
SERVANT R ACES. These are races under the control of the Unutterable. They rarely
come to Earth of their own free will but spells to summon and control them may be
given as a gift to loyal cultists. Seeing a member of the Tainted without preparation is
usually a Significant or Major Humanity loss, 2d6 or 3d6; a group of characters may be
able to defeat a single member of a servant race, but usually cannot.
Tekeli-li! – 12
Creating the World of Tekeli-li!
THE UNUTTERABLE. The Unutterable may have factions of different power within them,
but they do not come to Earth—they cannot, except when conditions are right. They
are beings of unimaginable power, and it is often the goal of their worshippers to bring
them here. The ones who are concerned with Earth often communicate through
dreams. Other Unutterable forces may have no concern with Earth at all, but can be
summoned in some form or another, usually with disastrous results for the humans
concerned. The Unutterable cannot be defeated if they fully manifest; seeing one is a
Catastrophic Humanity loss, 5d6 or more.
Tekeli-li! – 13
Using Other RPG Resources
Tekeli-li! – 14
Designer Notes
E. Designer Notes
I was reading a lot of Lovecraft and then I ran across Norbert’s conversion rules of
BRP to Fuzion. It intrigued me, so I thought I would extend those notes to Fuzion.
There were a couple of other interesting aspects. First of all, CoC is a low-key, gritty,
often desperate, system. Characters are not in control of the world, and this extends
right down to character creation, which is largely random. Fuzion is broader and much
more optimistic: characters are in control of their world. The mechanics of the two are
opposed, and the scale of skills and attributes in Fuzion is much more compressed.
I think it’s noteworthy that the average human is in the middle of the BRP scale for
humans (10 or 11 in a range of 3-18) while the average human is skewed far to one side
in Fuzion (2 in a range of 1-7).
I’ve added several significant chunks to the Fuzion mechanics. For one thing, several of
the characteristics I’ve added are beyond the player’s control, and the line between skill
and characteristic is blurred.
For Sanity, I wanted a mechanism that gets steadily more difficult to beat, yet it must be
possible to fail even at the very beginning and it must be possible to succeed even at
the very end. Some kind of reasonably large scale should be used, so that the feel of
eroding sanity is maintained. Human max of 7 is assumed, and for now I'll assume 3d6
method of skill rolls. The mechanism should keep to the Fuzion standard of high roll
= good.
And I wanted a Fuzion mechanic, not one lifted directly from CoC.
Madness is not under the control of the player, which was important to me in keeping
the feel of the source material. An “average” human with a Will of 2 and a Rationaliza-
tion of 0 makes the first Madness roll at 2+3d6 vs. 13, and needs 11+ to succeed (50%
chance of failure). A player who maxes out on WILL (value of 7) makes the first Mad-
ness roll at an acting value of 7 vs. a Madness of 13, and needs 6+ to succeed (4.4%
chance of failure).
The Humanity characteristic was provided in Fuzion without hints as to how one loses
Humanity. I originally had all sorts of convolutions involving rolling against (100-
Humanity)/3, and that looked to me too difficult to calculate.
Therapy here is more effective than in CoC (where one only gains 1d3 for a successful
month of therapy), but the fact that you can burn Humanity and that I'm using gener-
ally larger average die rolls means that Humanity should bounce up and down more.
The more Mythos you learn, though, the lower your maximum Humanity is.
It’s also difficult controlling how quickly characters learn Mythos skill. They need to
learn some and in the source material it’s clear that not all spells are learned through
Tekeli-li! – 15
Designer Notes
insanity (though insanity can grant those insights). My compromise here puts it in the
control of the players: they must want to spend the points or they get no Mythos skill.
The madness Complications are simply a way of paying the points in the context of the
Fuzion advantage/disadvantage system.
You can be a really powerful Mythos sorceror—you just won't be sane. A character
with WILL, INT, PRE, Mythos, and Rationalization all at 7 can hover at 0 Humanity
for a long time, being mentally fragile, but since the Madness checks become AV 14
+3d6 vs. DV 21, about half the time he or she will lose Humanity, and it's not that far
from 0 to -10 and permanent insanity.
I think the easiest thing to do is borrow wholesale from the Chaosium material, but
want to include enough information so you don’t need to do that: material that could be
dropped into a CoC game or replace it.
TO DO
I’d like to include a character sheet, some creatures of the Mythos, a cult, sand some
sample adventures. Also, I think the system as a whole needs playtesting.
Tekeli-li! – 16
Index
F. Index
A Madness checks
armor 14 critical failure 6
example 5, 6
C making 5
Call of Cthulhu 2 magic
characteristic points 9 casting spells 8
characteristics Soul points 4
Humanity 3 spell difficulties 8
Madness 3 Mythos skill 3, 4
Soul 4 and Madness 4
Complications 9 increasing 4
Compulsive Behaviors 6
N
F Necronomicon 11
Fuzion 2
O
H Overview 1
Humanity 3
calculating losses 7 P
recovering 8 Personality Traits 6
regaining lost 3 Phobias 6
use in Mythos skill checks 8 Psychological Complications 6
Humanity Defense 9
R
I Rationalization skill 4
Interlock difficulties 10 example 5
Responsiblities 6
K
Kelley, Edmund 12 S
Kringhaus, Olaf 12 Soul 4
L T
Liber Mortis 11 Talents
Eidetic Memory 3
M Humanity Defense 7
Madness 3
base 3 W
Complications 3, 6 weapon damage 14
Tekeli-li! – 17
Index
Tekeli-li! – 18