-All Horrors have the innate ability to "whisper into the minds of mortals," intended so they can recruit cultists even if they're not a very mind-centric horror.
-Inquisitors: anti-cultists, they work to stop your plans and on some rolls their presence can make your results worse. When they become active they get a turn directly after the horror they are fighting and will take actions to try to prevent their summoning and influence. They have the same approximate recruitment regardless of your appeal.
-Purging: The most lethal thing that can happen outside of death. The ritual has to be done by inquisitors with the help of an already summoned horror, and it will cause an unsummoned horror to lose all influence on the world, they cannot recruit cultists themselves nor can they use their power unless they are summoned (does not prevent being summoned). Having this happen when you have no cultists is essentially game over, though if someone else begins the cascade you may still have a chance.
-Chosen: cultists upgraded by exposure to their horror's power to the point that they can now use some of it themselves (can only be created after summoning)
-Transformations are allowed, but you need to tell everyone before the game starts that your horror can/will transform at some point. The exact conditions of the transformation and what you turn into can be kept between me and you (via pm) but everyone needs to know that you will transform and what will trigger it (ritual, time, eating a certain number of cultists, whatever). This particular thing must be approved by me (or whoever the GM is if I decide to stop hosting it) before you can use it, and I reserve the right to adjust things if I find it unfair.
-Attacks and theft are done as actions, with a standard dice roll. Having a base and having cultists ordered to guard something protects you and your stuff from being attacked or stolen, with the base and guards taking the hit for you or keeping out potential thieves (disclaimer: a strong/critically successful attack or theft can bypass defenses that aren't also critically successful in being set up).
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Mercy save: Unless the attacker has overwhelming force you won't die instantly from being attacked, you'll merely have mortal wounds from which you can be finished off or bleed out if not healed-You can barter with death for one turn after dying, failing at this or choosing not to (depending on how big the game is) results in your cult being dissolved and you staying dead, while succeeding returns you to life... At least, to the
extent that you succeed at the roll...
-Apocalypse: you can opt into a "hard" final boss by summoning the end of the world in some way. Beating it results in victory for everyone who's still in the game, but failure results in an ending worse than a double-fatality. You can't opt in until at least half the horrors playing have died.
-Conditional actions are not going to be used. If you say "if" or have multiple possible actions for a single group depending on other rolls, the first possibility will always be chosen regardless of the outcome (ie if you have one person acquire a baseball and have a second person throw the baseball if it's acquired, then even if you fail the first roll the second person will still try to throw the nonexistent baseball)