The Lycanthrope, The Witch & The Legacy of Cthulhu Advanced

The Lycanthrope, The Witch & The Legacy of Cthulhu Advanced

From the creators of The Legacy of Cthulhu and The Vampire: Alone in the Darkness comes the highly anticipated next chapters of their Solo RPG series, offering a fresh take on horror icons through a fierce battle for survival and dominance.
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The Dark Legacy Is Growing!

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Early Bird – Become an NPC in Dark Legacy!

Every backer who pledges within the first 48 hours will have their name written into the Dark Legacy universe!

We’re creating official premade characters for future games and modules, and those characters will carry the names of our earliest supporters. You won’t choose your role, and you won’t know it in advance.
You could be a survivor, a monster, or the NPC everything revolves around.

This opportunity is available for 48 hours! The sooner you pledge, the earlier your NPC will appear.

Check our FAQ for all the legal details. Exclusions apply.
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Extra Rewards for Every Backer!

Every supporter of this campaign receives two exclusive digital books designed to expand not just this project, but your entire solo RPG experience.



How to Play (and Enjoy) Solo RPGs
A practical, system-agnostic guide to mastering solo play.
Learn how to build worlds without a GM, manage your narrative flow, and turn oracles and random tables into powerful creative tools. Whether you're new to solo RPGs or refining your craft, this is a book you'll keep coming back to.

The Dark Legacy System
The complete core engine behind our entire solo RPG line, released for the first time.
Use it to create your own settings, design compatible campaigns, expand the Dark Legacy universe, or build something entirely new. The foundation is now in your hands.

Back the campaign. Get the tools. Build your own legacy.
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A unified solo horror universe.



For years, players have stepped into a collapsing world in The Legacy of Cthulhu and walked the edge of damnation in The Vampire: Alone in the Darkness. Those books established a shared horror universe built on consequence, tension, and meaningful choice. Now, this universe reaches its final form.

With The Lycanthrope: Blood Curse and The Witch: Pact of Shadows, the Dark Legacy Collection grows larger. Each title is fully playable on its own, yet all are designed to integrate seamlessly, allowing characters, rules, and consequences to cross between books. It becomes a unified solo horror experience built on a single system and philosophy. And it gets even more robust paired with The Legacy of Cthulhu Advanced Rules and Tables, allowing you to cherry-pick extra rules and tables to make your campaigns even more sophisticated. 

If you have been waiting to enter this universe, this is the moment. 
If you have been building your collection, this is where it becomes whole.
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The Lycanthrope: Blood Curse



In The Lycanthrope: Blood Curse, you are not a hero chosen by destiny. You are a creature caught between two natures. Six distinct bloodlines define how the curse manifests, each offering unique abilities and internal conflict. The world fears what you are, hunts what you become, and forces you to decide whether control is possible or illusion.

Every transformation changes more than your body. It changes the direction of your story.

Tamed or Wild — And It Changes Everything

It's a decision about who your character is.

Tamed Lycanthropes suppress the hunger. Raw meat instead of human flesh. Chains on full moon nights. A constant, exhausting fight to stay on the right side of something that doesn't want to be controlled. They seem weaker for it (the suppression costs something), but they can burn Willpower to hold the Monstrous Shape back for a few critical rounds. They get to keep people in their lives and feel human sometimes.

Wild Lycanthropes accept no compromises. The beast gets everything: full power, no ceiling, no normalcy. They're stronger, faster, and terrifying in a way that tamed Lycanthropes simply aren't. The cost is that full-moon nights are completely gone. Not difficult. Not dangerous. Gone. They will hunt. They will kill. They won't remember your name when it happens.

There’s no right or easier path; both come with great consequences. And whatever city you're running through, its districts, its NPCs, its rival Packs and lurking Skinners, will test your pick until something inevitably breaks and ends in tragedy.



Six Bloodlines Born From Six Regions

The six Lineages of the Children of Lycaon reflect centuries of adaptation, migration, and ruthless evolution across the world. The Arbac-Apuhc, born in the Iberian Peninsula, are methodical apex hunters, guided by sharp instincts and patient cunning. The Norse Hamtammr embody war and fury, towering, bloodthirsty warriors who thrive in direct combat. France gave rise to the swift Loup-Garou, masters of speed, pack tactics, and relentless pursuit. In the jungles of South America, the deadly Luison perfected stealth and venom, becoming silent executioners who strike from the shadows. From the frozen Russian plains emerged the colossal Óboroten, bear-like juggernauts of overwhelming strength and endurance. Finally, the Eastern European Volkodlak earned a reputation as near-immortals, their resilience and regeneration making them terrifyingly difficult to kill. Each Lineage offers a distinct expression of the curse—shaping not only how a Lycanthrope fights, but how they survive, rule, and hunt in a world that fears them.


Mimetisms Unleash the Beast

Every Lycanthrope can copy special abilities called Mimetisms that work in human form, Monstrous Shape, or both. You start with three. You grow from there.

The basics are universal: scent-tracking sharp enough to follow someone across a city, full animal-form transformation, claws and fangs that cut like blades, skin thick enough to shave two points off every hit you take. Your Lineage's Path adds the signature moves: the Luison's perfect natural camouflage, the Loup-Garou's impossible speed, and the Hamtammr's predator focus that makes them immune to mental interference mid-fight.

As the campaign progresses, you spend experience to expand your selection. You can even pull Mimetisms from outside your Lineage's Path at a higher cost. And you could become the ultimate killing machine in a few campaigns, at an absurd cost to humanity. There are 22 Mimetisms to choose from, giving an insane amount of character customization.



The Full Moon Is the Heart of the Game

Nights are deadly in the Dark Legacy Universe. You know what happens in The Legacy of Cthulhu if you are not inside a Shelter when the sun starts to go down. In The Lycanthrope: Blood Curse, every full moon, from 6 pm to 6 am, the choice is made for you.

The Monstrous Shape takes over, and it hunts without recognizing allies, without memory, without mercy. You play it out. You watch what it does. You deal with what's left in the morning.

How you prepare for that night is the spine of your entire campaign. Who knows what you are and loves you anyway? Where do you chain yourself? What happens if the chains don't hold? In this RPG, the horror is personal and lives inside of you.



Overall Features:
  • Six Distinct Lycanthrope Lineages, each with deep historical lore, unique Stat bonuses, exclusive Paths, and specific Monstrous Shape behaviors tied to their origin and evolution.
  • Dozens of Mimetisms and Lineage Paths, including Basic Mimetisms and six exclusive evolutionary Paths (Lynx, Wolf, Cheetah, Panther, Bear, and Boar), allowing powerful customization and progression.
  • Robust Solo, Co-Op, and Mediated Play Systems, supported by a complete Oracle engine, Important Events generator, scenario interaction tables, and structured campaign tools.
  • 20+ Scenario and Event Tables, including Neutral and Violent Encounters, Important Events, Important Characters, Tile-based Events, Enemies, Combat Reactions, and more — built to create emergent storytelling with high replayability.
  • Modular Modern City System, structured around five Tile-based districts (New City, Old Town, Industrial District, Harbor, and Outskirts), allowing scalable urban exploration and dynamic scenario creation.
  • Extensive Enemy Compendium, featuring Skinners, Witches, Vampires, Undead, Ghosts, Elementals, Packs, and Alpha Lycanthropes.
  • Complete Campaign Framework, including long-term progression, experience system, Goals, and a fully structured example campaign (“The Predator”).
  • New Scenario: São Paulo, presented as a modular Tile-based city system, fully compatible with other titles in the Dark Legacy Collection.
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The Witch: Pact of Shadows



The Witch: Pact of Shadows places you inside a world of secret traditions and dangerous bargains. Six schools of magic offer different paths to power, each demanding sacrifice. Spells reshape reality, but they also reshape you. Knowledge brings strength, yet it also brings attention from forces that do not forgive carelessness.

The Power is Real, as well as its Cost.

The Law of Return Doesn't Forget

Any powerful spell you fail to cast doesn't just fizzle; it triggers a Returning Event. Something catastrophic, pulled from a random table, happening immediately. The universe gives, but the universe also collects. The higher the spell cost, the worse the debt, with chaos becoming the ultimate villain.

The way around it is also the game's main mechanic: cast together. When two or more Witches link up to split the Willpower cost, the Law of Return risk disappears almost entirely. That’s a powerful incentive to build a Coven, protect its members, and never let it fall apart. The magic system is secretly a game about trust.



Six Covenants, Six Worldviews

Six powerful Covenants shape the hidden structure of modern arcane society, each preserving its own philosophy, traditions, and forbidden knowledge. The scholarly Golden Dawn systematizes magic through disciplined study and ancient tomes, the primordial. The Brujería wields raw, hereditary blood power capable of catastrophic force. The ecstatic and modern Feri embraces sensual mysticism and inner transformation; the disciplined Onmyodo blends occult science and Eastern philosophy in its relentless war against dark spirits. The secretive and influential Rose Cross pursues the ultimate truth while quietly accumulating worldly power. The feared Zangbeto, sacred vodun guardians of the night, command shadows and ancestral spirits to defend their people. Together, these six orders represent distinct visions of magic: uneasy alliances, ancient rivalries, and a global web of hidden power that players can navigate, challenge, or seek to control.

 
Artifacts Change the Game

Spells alone aren't enough. Knowing what to carry is part of playing a Witch well.

A Magic Staff cuts the Willpower cost of every spell you cast. A Ritual Dagger lets you offer your own blood for Advantage on your next casting check — hurting yourself to hit harder. A Grimoire holds spells written by another Witch, and anyone with the Arcana skill can cast from it, even spells outside their Covenant's Paths entirely. A Web of Dreams catches anything trying to enter your Shelter through astral projection and holds it there, suspended, until you decide what happens to it.

The right artifact in the right moment is the difference between a clean resolution and a Returning Event. Managing your loadout is a skill in itself, and players who treat it as such last longer.



Overall Features:

  • Six Distinct Covenants, each with deep historical foundations, exclusive spells, specialized Spell Paths, and unique philosophies that define radically different magical identities and playstyles.
  • Eight Complete Spell Paths plus Covenant-Exclusive Arcana, including Abjuration, Divination, Conjuration, Enchantment, Evocation, Illusion, Necromancy, and Transmutation; all governed by a streamlined d10 system and the high-risk Law of Return mechanic.
  • Artifacts and Magical Item System, with Grimoires, Arcane Runes, Ritual Daggers, Magic Staffs, Energy Crystals, protective relics, enchanted ammunition, and powerful arcane items that expand both tactical depth and narrative impact.
  • Robust Solo, Co-Op, and Mediated Play System, fully supported by a complete Oracle engine, structured narrative generators, and tools designed specifically for GM-less or traditional campaigns.
  • 20+ Scenario and Event Tables, featuring Tile-based Events, Neutral and Violent Encounters, Returning Events, Important Events, Important Characters, and Combat Reactions built to create emergent storytelling with exceptional replayability.
  • Extensive Enemy Compendium, including Inquisitors and Lead Inquisitors, Vampires, Lycanthropes and Alphas, Ghosts and Ancestral Spirits, Shinigami, Elementals, Undead, rival Witches, and other supernatural threats.
  • Modular Modern City System, structured around five Tile-based districts (New City, Old Town, Industrial District, Harbor, and Outskirts), allowing scalable urban exploration and dynamic scenario creation.
  • Complete Campaign Framework, featuring long-term progression, daily experience gain, Stat advancement, Skill acquisition, spell expansion (including cross-Path and exclusive magic), personal Goals, and a fully structured example campaign (“The Four Elements”).
  • Featured Scenario: Valencia, a fully playable modern occult city presented as a modular Tile-based system, fully compatible with other titles in the Dark Legacy Collection.

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The Legacy of Cthulhu - Advanced Rules & Tables


You Survived. Now What?

The Legacy of Cthulhu was always designed to be brutal and lean, but rules-lite on purpose. When the Great Old Ones cracked the world open, and the dead started walking, your only job was to not die tonight. Survival was the whole game. Complexity was a luxury nobody had time for.

But players lasted longer than expected. They built shelters, rebuilt communities, and started asking different questions. Not "how do I survive this?" but "how do I actually fight back?" Not "where do I sleep?" but "what happened to this city before I got here, and who's still running it?"

Advanced Rules & Tables is the answer. The apocalypse hasn't gotten kinder. The Great Old Ones haven't retreated. But now you have more tools, more knowledge, and — if you're smart about it — a fighting chance to last long enough to matter.

Overall Features:
  • More depth to NPC survivors with detailed follower and Shelter resident rules that let you recruit people, assign them roles (like scavenger, guard, or medic), track group morale, and decide who travels with you and who defends home. Also, a collection of premade NPCs you can interact with immediately.
  • Advanced Horde Attacks are fully playable scenes rather than die rolls, with Active Shelter Defense rules for traps, barricades, firing positions, and how your upgrades actually perform under pressure.
  • Cinematic vehicle action on top of the existing Vehicles table, including chases, ramming, evasive maneuvers, and mounted weapons, all using the same simple Body and Steering checks.
  • Long-term tension with gentle but meaningful systems for resource depletion, fatigue, and rising “heat,” so staying too long in one area or pushing yourself too hard always has consequences.
  • Dozens of new Event & Detail Tables covering time of day event modifiers, mental strain, abandoned shelters, cult activity, Hordes, Great Old Ones nearby, and personal connections.
  • Essential Core Book Reference section and usage tips for solo, co‑op, and Mediator-led campaigns, making it easy to add depth to The Legacy of Cthulhu by mitigating some of the complexity for new players.
  • More features TBD.

[The Legacy of Cthulhu: Advanced Rules & Tables requires the The Legacy of Cthulhu core book for complete reference. Under heavy development, features are subject to change.]

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The Dark Legacy System — Built Differently

Pick It Up and Play Tonight

All Dark Legacy games are fully playable solo, with a group, and no Game Master, or with a traditional GM if that's what you want.

Most RPGs require a dedicated Storyteller who's read the whole book, built a scenario, populated it with characters, and has enough experience to improvise when players go sideways. That's a real barrier, and for many people, it's why a book sits on the shelf after one session.

The Dark Legacy system was built around that problem. The oracle system generates events, characters, and complications through structured tables. The tile-based city system produces its own quests, encounters, and consequences without anyone sitting behind a screen making it up as they go. You can be playing a complete, satisfying campaign tonight, by yourself, with zero preparation.

That's not a simplified experience, just a different design philosophy.


Any City. Different every time.

All games let you build your city from scratch using Tiles, with distinct district types, each with 20 possible events on its own dedicated table. You decide the layout and the scale, then the system runs from there.

Every time your character enters a Tile, you roll for what happens there. Each has its own rhythms, its own threats, its own opportunities. Important Events don't just generate an encounter, but a procedural quest you can do by yourself: a plot, a location, a chain of complications that unfolds across multiple sessions. The oracle answers questions you didn't know how to ask.

Your second campaign through the same city generates entirely different stories from your first. The city keeps moving whether your character does or not. And you can mix and match cities and events from any game with minimal adaptations or create your own.



Your Story. No Metaplot. No Expiration Date.

There is no official story advancing in the background. No sourcebook releases that canonically kill characters you care about. No scheduled apocalypse that invalidates your campaign, unless you add The Legacy of Cthulhu in the mix, of course.

You set Goals for your character. The city generates complications. The sessions pile up. Campaigns emerge from the intersection of your choices and everything the oracle throws at you; the full moon you weren't ready for, the Returning Event that changed the plan, the NPC who remembered what you did two sessions ago. When your character's story ends, you start another one. The city is still there.

All games are designed to run indefinitely. The only thing that stops them is you.


One World. Multiple Monsters.

The Lycanthrope: Blood Curse and The Witch: Pact of Shadows exist in the same universe and know it, along with The Vampire - Alone in the Darkness. Both books include full stat blocks for the other game's creatures. Vampires, Lycanthropes, and Witches cross each other's paths as allies, enemies, or something complicated in between.

Own all games, and something more interesting opens up: bring their full rulesets into the same city. A Witch and a Lycanthrope running a cooperative campaign, each playing under their own mechanics, their own powers, their own faction pressures — and sometimes facing the same enemy from completely different angles. The Dark Legacy system was designed for this. Each game is complete on its own. Together, they build a shared world in which the monsters must decide whether to trust each other. And they all exist in a world that is about to go down on its knees by the rising of the Great Old Ones. There's always a bigger threat than yourself around the corner.



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Download the Quickplay!

A Lycanthrope. A Witch. A city on the edge.

Set in modern-day New Orleans, When the River Runs Red follows a tormented Lycanthrope and a pact-bound Witch as they investigate a series of disappearances near the French Quarter. Beneath the waters of the Mississippi, an ancient Vampire stirs, and his hunger may drown the city in blood.

This standalone Quickplay was created as an introduction to The Lycanthrope: Blood Curse and The Witch: Pact of Shadows, while showcasing how the Dark Legacy universe connects across titles.

It starts fast, builds tension quickly, and delivers meaningful choices in a compact, ready-to-play scenario.


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Digital Deliveries and Physical Shipping

Digital Deliveries
The Lycanthrope: Blood Curse and The Witch: Pact of Shadows are finalized and ready for digital distribution. So we expect to start delivering digital copies of these two titles, along with the previously released titles from the Dark Legacy Collection and ALL digital add-ons, soon after the campaign closes.

The Legacy of Cthulhu: Advanced Rules & Tables should be finalized in the summer, so expect the digital delivery in August 2026.

Physical copies will be manufactured and distributed only after the last book is ready, so a conservative estimate for final delivery is February 2027.

Physical Shipping Information

Shipping is not charged during the campaign. It will be collected later through the Pledge Manager once we have finalized production and logistics details.

Estimated Shipping (Physical Tiers)
  • USA: $13
  • Canada: $24
  • Australia / New Zealand: $41
  • UK: $15
  • Europe: $25
  • Rest of the World: $62
  • Each add-on: $3

If you select multiple physical rewards, an additional fee equal to 50% of the base shipping rate will apply to each extra package. Add-ons by themselves do not trigger additional base shipping charges. Due to fluctuations in international shipping, ever-changing tariff rates, and other unexpected circumstances, final shipping changes may differ. 

Regional Limitations
Due to distribution agreements and shipping constraints, we are currently unable to ship to Russia, Afghanistan, Belarus, Iran, Iraq, Syria, Turkey, Ukraine, and countries in Central and South America.

In certain regions with consistently high package loss rates, replacement shipments may not be possible. If you are located in Pakistan or Nigeria, please consider using a secure forwarding address.

Shipments to Israel may incur additional courier handling fees, depending on the local carrier's policies.

We are committed to transparency throughout fulfillment and will keep backers informed at every major stage. Shipping costs are estimates and may be subject to slight adjustments based on final production and carrier rates.

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Refunds and Cancellations

You may cancel your pledge at any time during the campaign.

After the campaign ends, funds are collected, and production starts, refunds may no longer be possible.

After you receive your physical goods, you have 30 days to report any problems so we can arrange for replacements or repairs. After this period, the project will be considered finished. 

Don't hesitate to contact us— we're here to help and make things right!
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Who We Are



This campaign is managed by Mind's Vision, an indie publisher of tabletop games from Orlando, Florida. Some of our titles include tabletop games such as Potato Man, Fibonachos, and Sea of Lies, as well as role-playing games such as The Legacy of Cthulhu, Infaernum, and Nomads Unbound. This is our sixth crowdfunding campaign.

Game Credits (Partial)
The Lycanthrope: Blood Curse
Text and Game Design by Jefferson Pimentel
Artwork by Bruno Sathler, Tati Hapanchuk, Felipe Faria
Cover by Richard Hilliard
Translation by Carlos Serpa

The Witch: Pact of Shadows
Text and Game Design by Jefferson Pimentel
Artwork by Bruno Sathler, Tati Hapanchuk, Felipe Faria
Cover by Richard Hilliard
Translation by Carlos Serpa

The Legacy of Cthulhu: Advanced Rules & Tables
Text and Game Design by Jefferson Pimentel and Otavio Lessa
Artwork by Bruno Sathler, Tati Hapanchuk, Heitor Aquino
Cover by Arabson Assis
Translation by Otavio Lessa and Renata Lessa
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* About the Early Bird (48h) legal print

Back the campaign with any product reward in the first 48 hours (the $1 support tier doesn’t count), and you’ll be eligible to have your real name used as an NPC in current or future games and supplements from this line.

How it works:

  • After the campaign, we’ll ask eligible backers in the pledge manager/backer survey if they want to opt in.

  • If you say yes, you can give us the exact name you want us to use (must be a real personal name you have the right to share).

  • We’ll assign names to NPCs at our discretion – they might be heroes, villains, civilians, monsters, or anything in between.

  • We may decline or skip names that look offensive or otherwise inappropriate, and we can’t guarantee every consenting backer will appear in a final product.

  • Saying yes gives us permission to use your name for NPCs in this game line, with no extra payment or editorial approval, as described in the full terms.


For all the legal details, please see the “Name‑in‑Game Terms” section in the FAQ.

If you believe that this project is not in compliance with BackerKit’s Community Guidelines or Terms of Service, you can file a report by sending a message via this link: Report this project

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