At the start of the game, the players are divided, secretly, between the different sides of the conflict.
The investigators seek to prevent the impending catastrophe that looms just outside the boundaries of our world. They score points by sealing doors, claiming agents and progressing along the investigative trail. Their lives and sanity are always at risk. If they go mad, the game ends immediately.
Cultists seek to bring about an era of darkness and chaos in which their otherworldly masters reward them for their servitude. Cultists score points by protecting Gates, assassinating Agents, claiming Mythos cards and advancing on the Ritual track. Cultists driven mad do not trigger the end of the game and, as a reward for their loyalty, are immortal.
Dissenters are a new alignment introduced in Dark Providence. Once Cultists and Investigators, Dissenters have since become disillusioned by their loyalty and are no longer part of either camp. Dissenters score points by assassinating Agents, sealing and protecting Gates, and progressing in their former loyalties. As enemies of both sides, concealment of their identity is paramount, and they suffer penalties if their alignment is revealed.
Contents of Cthulhu: Dark Providence :
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