By Jeff Dailey (true_sprout@hotmail.com)
"Where...where am I?" she managed to mumble out as she regained consciousness. Her stomach hurt like nothing she had ever felt before, and her body resonated with an energy she couldn't exactly place her finger on. Adrenaline? No. But it was something.
Shadowy figures danced around her, and she could feel a cool (breeze?) across her cheek. But it all seemed so alien. So foreign.
"Am I dead?", She asked herself. And was startled to be greeted by an answer this time.
"No, my child," the Voice called back to her in a sweet voice that Kiley couldn't recognize, but seemed like it had been with her for all of her life.
"You are not dead. Nor do you have anything to fear of Death ever again." The Voice soothed Kiley. And she relaxed.
"Who are you?", Kiley asked, no longer afraid. She could feel the soft caress of the (water, it's definitely water) against her body now, and it gave her strength.
"I am you," the Voice comforted back. "I am many things. You may call me Tiamat."
And at this, Kiley gasped. Not a gasp of fear. But a gasp all the same. And she realized. She heard voices. Voices of her own, and voices of so many others. Voices of her legacy. And in that moment, she knew. She new like all of us will come to know. She knows the legacy. She knows Our Way. In depths of Cutha, outside the grand gates of R'yleh, she knew. And KUTULU hisses his pleasure.
They call us the Children of dead gods. Our Lords are not dead, but sleeping. They call us dark beings intent upon the corruption of all.We are all that and more. Living in the darkest depths of the oceans and seas, we have our own ways. Our ways have their prices, but they come with awesome powers. Living in the icy depths of Cutha, our secrets are hidden well from man. In the sacred Labyrinths of R'lyeh we hold our Rites, sacrifices to The Dark Queen Tiamat, the Unholy General, Kingu or to Lord KUTULU himself. But they are our ways. Our secrets. Learn them at your own peril....
Attunement: A Cthulhi's spiritual ties to its ruling Deity.
Channels: The sacred powers of the Cthulhi.
Cthla: The Squid/Man form available to the Cthulhi, used mainly for war in Cutha (see forms).
Cthulhus: A follower of KUTULU with shape-shifting abilities. Plural: Cthulhi. Also the Man-Squid demon form available to ones of this race (see Forms).
Cutha: Literally, the Abyss. Used to refer to anything beneath the ocean surface.
Cuthos: The squid, or octopus form available to the Cthulhi (see forms).
Fathyr: The leader of one of the mortal cults that the Cthulhi take their members from.
Meretrix: Literally, "whore." One of those who have turned from KUTULU's grace to embrace the light. Plural: meretrices.
R'Lyeh: The stronghold of the Cthulhi. A huge ocean floor city, believed to have been sunk during the Great Battle. Many believe that KUTULUS rests beneath the city.
Waxechtli: The Horrid form, used mostly for travel in Cutha (see forms).
Tiamat, Dark Queen of Death
One of the Elder Ones, Tiamat fought Marduk for the fate of the world along with Kingu, and lost. She fell, and the earth was built on top of her dreaming body. Although it isn't believed that she is awakened yet, those who follow her path feel their powers growing, and say it surely is a sign of the return of Tiamat. When she materializes, it is in the form of a large green dragon. Tiamat is usually followed by the female members of the Cthulhi, but can also be followed by males who have a strong feminine pulling.
Kingu, Master of the Demonic Hordes
Absu, the male counterpart of Tiamat, fought along side her in the Great Battle, but was among the first to fall. Mankind was made from his blood, and they still feel his pull today. While some say that Kingu is close to awakening, some say the violent nature of man proves that he has never truly been asleep, and has just been biding his time. He appears as a giant snake or serpent to those who call him, and is usually followed by the male Cthulhi, it is not uncommon for the occasional female to be among his get.
Marduk, Strongest Among the Gods
Absu, Son of Enkil, the first of the Elder Gods. Champion for what the masses believe to be good, the Warriors of Humanly Virtue turn from KUTULU and his childer in favor of the light and power that Marduk offers. When he takes form for his Get, Marduk appears in the visage of a great and noble red dragon.
Inanna, Queen of Passion, Love and War
Inanna, the goddess of Venus, and Queen of War, had gone down to the depths of the Abyss for her love, and was staked by Tiamat. After her resurrection, she has upheld to stand along side Marduk, and now, the lovers of humanity come to her beck and call, to stand against KUTULU's get, in the never ending war. When she manifests, (and she does far more often than any of the other Elder Ones), she always appears as a beautiful woman, who's vision feels a heart with love, to the exclusion of all other loves.
Garou: They have big teeth, and long strong arms. But their minds are weak. Look to the ones referred to as Black Spiral Dancers, and grin. You see the future of the whole race of Were Bitches before you.
Corax The Ravens understand, and even appreciate death. They hold great secrets, but none as wondrous as ours. If any find out even one of our secrets, put the beast down. Then, quothe the Raven, "Never more."
Bastet Pretty kitties. Watch them, admire them. Then kill them quickly. They would gladly do the same to you.
Rokea They are imbeciles who should have died out with the dinosaurs.
Ananasi They are like us, whether they will admit it our not.
And Others Yes, we know their are others out there...they are all the same. Little lap dogs, bowing to the will of Marduk and his ilk. We will destroy them all.
Homid: Your average looking human 9Basic human stats).
Cthla: head becomes large, and bulbous. Eyes grow together, looking like one large segmented eye. Oily black skin, with a large slit on their chests, that can emit a black bilish ink. Two legs, two arms, with suckers on the palms (rimmed with teeth), six tentacles (three on back, three on chest) circle by where the shoulders are. Fingers grow thin and tentacly themselves. (Str: +4, Dex (in water): +3, Sta: +2, Per (in water): +2, Per (out of water): -1, Delerium +2 diff)
Cthulhus: A muscular humanoid, with a head resembling a squid, and having tentacles running down its chest. Gains a good amount of strength, and height. Gains scales, and long slithery fingers. Its eyes match the color of its face, and appear to be large and bulbous. Arms grow long and ape-like, legs grow wider, but do not increase in length. Feet become webbed, resembling a frogs. (Str: +5, Dex: -2, Sta: +3, Per: +2, Delerium +3 diff.)
Waxechtli: From waist down becomes like an Octopus, oily skin, and eight tentacles, rimmed with suckers. Upper body remains vaguely humanoidish. Skin becomes oily and thicker. Arms become long and rubbery, not having any joints. Hands become large, and small round mouths form on the palms, and webbing between large clawed fingers. Mouth on face grows large, and fang-rimmed. Eyes disappear, and all searching is done by sonar. Mouths on hands can squirt bilish black ink. Lower tentacles can be brought together to resemble merman tail. Although it is possible to move about on land in this form, it is not the easiest to work with. ( Str: +3, Dex (in water): +4, Dex (out of water): 1, Sta: +4, Per: 3)
Cuthos: Basic squid, or octopus, whichever it wants (all stats at 2).
The channels are broken into subdivisions of powers, with one only one level of a division being available per Circle attained. Only certain Channels are available to certain Cthulhi, as some are taught by Tiamat, Absu, Inanna, or Marduk, although the ones taught by KUTULU are available to anyone. The others can be learned, but only if you can find a willing teacher. Even the "rogue" Cthuli, the get of Inanna and Marduk, will know some KUTULU channels, but are at a +1 x current level cost to gain them, as KUTULU is not as willing to help them. All channels are divided into Body, Voice, and Spirit.
Each level gives one more effect that can be added to any of the forms. Each one costs the usual Willpower, plus an Attunement point per the highest Circle evoked. For example, if they were to use Claws of the Damned, it would take one point of Attunement. But if they were to use Faces of Agony and Wings, it would only cost five points.
Circle | Name | Description |
1 | Claws of the Damned | The hands grow even larger than usual, and large barbed claws extend from the fingers, making the effective reach of the Cthulhi greater (+1 on related rolls), and doing +2 aggravated damage in combat. |
2 | Wings | Large bat wings grow, enabling the Cthulhus flight when above water, at Stamina x10 miles per hour. |
3 | Bone Formations | Large chunks of bone stick out of the flesh, giving additional armor. Treat this as one extra Stamina level for soaking, plus one for every Attunement point spent beyond the base cost. |
4 | Spikes | Large spikes protrude from the shoulders, elbows, back, and any other damn place the cthulhi wants them to be. The spikes do 3 dice of aggravated damage when grappling. |
5 | Faces of Agony | Many screaming faces protrude from the Cthulhus' body, from under the flesh, each capable of using any Voice Channel that the Cthulhus knows, or doing biting damage in close combat. |
Voice
Circle | Name | Description |
1 | Voice of the Tempter | The Cthulhus' voice becomes sweet, and hypnotic, giving one auto-success for all manipulation rolls. |
2 | Cry of Rage | To invoke this power, the Cthulhus must scream at the top of his or her lungs. Then roll Stamina + Intimidation against a difficulty equal to the Victim's Willpower. Each success equals a turn that the victim spends writhing in fear, unable to take any actions. |
3 | Hypnotic Chant | The Cthulhus talks in a low, chant, repeating what he or she wants done. After the command is made, rolls Manipulation + Leadership, (difficulty is the Target's Willpower). The more successes scored make it a much more thoroughly obeyed command. |
4 | Call of Duty | The Cthulhus can whip a crowd into a frenzied mob, and direct it at one victim for awhile. Roll Charisma + Leadership (diff 8). Each Success equals two people that can be directed for the scene. |
5 | Call of Cthulhu | The Cthulhus can emit an ear splitting scream, breaking all windows in the vicinity, and doing severe damage to living creatures. Roll Stamina + music or performance. Each success equals the damage dice pool. Three or more successes will shatter all the glass in the vicinity. 4 or more will do structural damage to buildings. |
Spirit
Circle | Name | Description |
1 | Armor of Darkness | This will allow the Cthulhus to channel the protective energies through its body, creating an aura shield. Roll Stamina while this Channel is in effect (diff 7). Each success equals an extra level of Stamina used for soaking damage. |
2 | Markings | This allows the Cthulhi to place their hands on a subject's head, and push a mark into the subject's soul. Roll Intelligence + Occult. Diff, 6. Each success takes away from the victim's Appearance Dice pool for the day. Although the points won't be actually lost, others will react to him as if they had been. |
3 | HellFire | The Cthulhus can engulf its body in a dark purple flame that remains lit under water. It also has the ability to control how much of its body is engulfed, and throw flames. To invoke this power, spend an Attunement point for each Die of damage you want it to be worth. The fire can be thrown with a Dex + Firearms roll. In Cutha, the fire will turn to steam, but will stay condensed around the body. |
4 | Imprison | The Cthulhus can imprison someone in an impenetrable bubble that rests In R'lyeh. Spend an Attunement point, and do a resisted temporary Willpower roll. Success sends the Victim to the bottom of Cutha's floor, in the Labyrinths of R'lyeh. Failure means the victim is immune to the power. A botch sends the Cthulhus to R'lyeh, with a loss of a permanent point of Willpower. |
5 | Stormfire | The Cthulhus can blanket an area in HellFire that falls from the sky. To do so, spend two Attunement points, and roll Temporary Willpower (difficulty of the local area's Gauntlet). The number of Successes equals the damage done to the surrounding area, as determined by the ST. |
Circle | Name | Description |
1 | Rigor Mortis | The Cthulhi can pull their skin as tight against the bones as possible, making it easier to slip through narrow openings, and giving intimidation bonuses. Just spend an Attunement point for this power to take effect. Each Attunement point spent gives a +1 bonus to all intimidation rolls. |
2 | Zombie Master | The Cthulhus must activate Rigor Mortis for this to work. The user shuts down all of its nerves, and no longer suffers from wound penalties. It will now suffer +2 difficulties on all Awareness/Perception rolls, though. This Channel is activated by spending a Willpower point. |
3 | Leprosy | The Childe of Tiamat can melt flesh away, leaving only bones, or dislocate (remove) body parts, controlling them from a distance. Spend a Willpower point for each body part to be removed, or for each section of flesh to be melted away. The body part is controlled like it is still apart of the body, but now has one dot in each physical Attribute, and three health levels. The act of removing flesh is usually only used in rituals. |
4 | Gravedigger | The Cthulhus can sink in the ground, traveling through the dirt like a worm. Spend two Attunement points to sink into the ground. To travel, a perception roll must be made (diff 6) to get where you wish to go. |
5 | Resurrect | If the Cthulhus is taken below Incapacitated, she can sink into the ground, and rest until healed. Heals at half speed. This costs all of your remaining Willpower, which can't be regained until awakening. |
Voice
Circle | Name | Description |
1 | Spirit Speech | The Cthulhus can talk to recently deceased beings. Spend a Willpower point to use. The spirit must not have left the body more than a day before this Channel is used. |
2 | Command | The Cthulhus can now demand a task from a spirit. Spirit Speech must be invoked, and then a Manipulation + Intimidation roll must be made, diff 7. |
3 | Summon | The Cthulhus can now summon spirits of those how have been dead for longer than a day, or those who have never even lived. Spend a Willpower point, and roll Charisma + Intimidation (diff is the local Gauntlet rating). The number of success determine how quickly a Spirit will show up. Although you do not need to know what kind of spirit you are summoning, it is less hazardous if you do. |
4 | Bind | The Cthulhi can now force a spirit to remain in an object, creating a fetish, or just a spiritual prison. The soul can now also be pulled out of living beings this way. To bind a spirit, roll Strength + Occult, Difficulty 7. To pull out someone's soul, roll Strength + Occult, Difficulty the victim's Stamina + 3. Each success subtracts one from the victim's permanent Willpower rating. |
5 | Legions | Tiamat's childe can now raise bodies from the dead. Roll Charisma + Leadership (difficulty the local Gauntlet rating +3). The number of successes equal the number of Zombies that will come to aid the Cthulhus for the scene. |
Spirit
Circle | Name | Description |
1 | Rust | Objects in the Cthulhus' presence will start to stop working, break down, and decay. Spend an Attunement point to make this power work, and roll Willpower (diff 7). |
2 | Corrupt | The victim of this power will start to act less human, gaining homicidal tendencies, and acting on them. Roll a resisted Willpower roll, each success taking one away from the victim's Charisma. |
3 | Blight | This Channel will kill all lower organic matter (trees and such) within a given area. A Cthulhus can corrupt a Caern this way. Roll Manipulation + Occult, and spend an Attunement point (diff the local gauntlet plus caern rating, if applicable). Each success will cover a 5x5 ft area with blight. |
4 | Wither life | This channel will speed up a subject's aging process greatly. Roll Manipulation + Medicine (diff the victim's Stamina + 4). Each Success adds ten years to a subject's life, and takes one point from each of the Physical Attributes. |
5 | Pestilence | The Cthulhus can send a minor plague, killing a portion or all of a crowd. Roll Wits + Medicine (diff 8) and spend an Attunement point. Each success is worth two damage to all subjects in the given area, and this can not be soaked. |
Circle | Name | Description |
1 | Giant Viper | The Chulhus can take the form of a Giant Viper, gaining all the benefits there of. This costs one Attunement point. |
2 | Giant Spider | The Cthulhus can take the form of a Giant spider, gaining all the benefits there of. This costs one Attunement point. |
3 | Swarm | The Cthulhus can now take the form of a swarm of beings of the above shapes, (but not giant). This costs one Attunement point, and each creature only has two Health levels. |
4 | Demonic Hoard | The Chulhus can take the form of a swarm of half-man sized imps, each with four health levels, and suffering no wound penalties. Any KUTULU channel can be used by the Imps. This costs two Attunement points. |
5 | Gluttonous Mass | Can form together with other Cthulhi. No more than one without this power can be included for every three with it. This costs three Attunement points. |
Voice
Circle | Name | Description |
1 | Feral Voice | The Cthulhus can communicate with animals by spending an Attunement point, and looking in the animals eyes. |
2 | Distemper | He can now induce a rabid frenzy in an animal, by rolling Willpower, at difficulty 7. Each success makes the animal go crazy for two turns. The animal will attack the closest thing to him, not including the Cthulhi who used this Channel. |
3 | Swarm Control | The Cthulhus can now direct swarms of Vermin or pests. He must roll manipulation + Animal Ken; each success directs the swarm for two turns. |
4 | Plague | The Cthulhus can induce a frenzy in a swarm, making them attack people they run across. To do so, you must use Swarm Control, and spend two Attunement points. |
5 | Riot | The Cthulhus can induce a crowd into a frenzied mob, creating a riot. Roll Charisma + Empathy, diff 7. Each success adds ten people to the riot, for one scene. |
Spirit
Circle | Name | Description |
1 | Will o' wisps | By spending an Attunement point, the Cthulhus can conjure up multiple balls of light that dance around, and can attack if directed. The wisps cost one point per one summoned, and will hit a target if told to, doing one die of aggravated damage. |
2 | Shade Master | The Cthulhus can summon three or fewer shadow beings that can attack if directed. The shadow beings have two health levels each, and physical stats are all at 3, Brawl 2, Dodge 3. They can't be destroyed by turning on the light, but can be killed with fire, or ordinary weapons. Their touch is icy cold, and will do aggravated damage in combat. To summon, it costs one Attunement point per shadow slave. |
3 | Lord of the Masses | The Cthulhus can now summon up to ten Minor Demons who will attack on command. They have the same stats as the shadow slaves, and are summoned in the same way, on a one for one basis. |
4 | Tentacles of Cutha | The Cthulhus can summon long Tentacles made of hard dark water, that will stay solid, and will attack his foes. Arms summoned under water are invisible, but just as solid. The arms cost one Attunement point, and a successful roll most be made, (Manipulation + Occult, diff 7). Each success summons a ten foot long arm, with strength 4, Dexterity 3, Stamina 4, Brawl 5, Dodge 1, and 5 health levels (no wound penalties). The tentacles have small suckers that can latch onto a subject when he's held, and will do one aggravated damage per turn. Besides that, tentacle attacks are not aggravated . |
5 | Summon Kracken | The Cthulhus may call forth a giant squid, large enough to devour a whale, and direct it to do one task. This costs 3 Attunement points, and 2 Willpower points. After that, a Manipulation + Animal Ken roll must be made, (diff 7), to see if the Kracken will obey the command. (Kracken's stats Str 5, Dex 3, Stam 5, Brawl 5, Dodge 1, health levels (ok, ok, ok, bruised, bruised, hurt -1, injured -2, crippled -2, mauled -5, Incapacitated) |
Circle | Name | Description |
1 | Scales | The Meretrix can cover his or her body with large scales, adding one Stamina for each Attunement point spent. |
2 | Horns | The Meretrix can now spend two Attunement points, and grows large horns on his or her forehead, doing +4 damage to head butts, and related attacks. |
3 | Wings | As the KUTULU Body Channel of the same name. If both are learned, two pairs of wings can be formed, doubling dexterity while in the air. |
4 | Aura of Purity | The Meretrix can emit a strong light from its body, which will do 3 d10 damages to Undead creatures (aggravated ), and can light up any dark space for up to 20 meters. This power costs 1 Attunement point per turn used. |
5 | Dragon Body | By spending a WIllpower Point, and three Attunement points, the Meretrix can become a huge red dragon, and gains all benefits there of. Breathing fire does 5 d10 damage, and takes Dex + Firearms to aim. |
Voice
Circle | Name | Description |
All | War Cry | Marduk was known for his warrior nature. As such, his childer have learned to emulate his war cry. Each Circle attained in this power allows the Cthulhi to take one die from the pools of their enemies. This is automatic, and nothing needs to be spent. |
Spirit
Circle | Name | Description |
1 | Sense Weakness | The one using this power automatically knows the weakest point in a foe, giving him an autosuccess in all attack and damage rolls. This power costs an Attunement point per turn used. |
2 | The Secret Number | By spending 2 Attunement points, the Meretrix can call out a Number, as yet unknown to man. Upon hearing this Number, an intelligence roll must be made (difficulty 5). Each non-success reduces the targets Perception for a day, as the mind is forced to realize how little of reality it comprehends. |
3 | The Disc of Power | The Meretrix can form a large flaming disc, and hurl it at opponents. The disc is worth one damage for each Attunement point spent, and is aggravated. It is thrown like any other weapon. |
4 | The Secret Name | By spending 2 Attunement points, the Meretrix can call out the secret name of the True God. All within hearing distance of this must make a Perception roll (diff 7). Each success takes away one permanent Willpower point. |
5 | The Secret Shape | The Meretrix can inscribe a shape on any surface, and makes a Willpower roll (diff 7). Those who witness it must make a Perception + Occult roll, diff 8. Each success takes gives the viewer a Derangement, that lasts for however many weeks as the caster had successes. |
The one who uses the Body of Inanna, is one who commands presence. For each Circle attained, you may add that many points to your Appearance rating, by spending an Attunement point. This effect lasts for an hour.
Voice
Circle | Name | Description |
1 | Seducer's Beckon | By rolling Appearance + Empathy (diff the victim's Willpower), the Meretrix can ask a simple one word command from someone, that must be obeyed immediately. |
2 | Empower | The caster can now make a Charisma + Leadership roll (diff 8). Each success gives an autosuccess to a follower's next action. This creates a pool, which is allotted how ever the caster sees fit. |
3 | Mesmerize | The caster can now use Seducer's Beckon to make a target carry out much more elaborate commands. |
4 | Love Me | The Meretrix can utter a small plea (and make an Appearance + Empathy roll (diff the targets Willpower)) whenever in danger. Success means that the attacker will not harm the caster for that many turns. |
5 | Voice of Venus | As long as the Meretrix remains speaking, no one will act against her. To do anything less than servile, they must make a Willpower roll (diff 9). Each success makes it possible to act rude or hostile for one turn. |
Spirit
There are no spirit Channels known as of yet, although some rumors have surfaced of beings claiming to have them.
Attunement: How powerful your tie is to your ruling Deity. Your base Attunement rating is equal to your Favor score, (see the Backgrounds section), but can be increased later through the use of Freebie points, to a max of 10.
Channels: The powers offered to you from your Lord, for dedicated service. You will begin the game with one KUTULU Channel.
Circle: Your Rank and standing in Cthulhi Society. It goes from 0, (where you start), to 5, (the masters of Cutha and R'lyeh). It is divided into Temporary Circle and Permanent Circle ratings. Both are divided into three sections, Body, Voice, and Spirit (See the Circles section for more information on the separate Circle meanings). The Temporary Circle ratings will all be numbers from one to ten, and will start differently according to your ruling Deity. They start as follows:
Tiamat: | 1 Body, 1 Voice, 1 Spirit |
Absu: | 2 Body, 1 Spirit |
Marduk: | 2 Spirit, 1 Body |
Inanna: | 3 Body |
Backgrounds: Allies, money, or respect from your peers that you have earned along your way. You begin the game with 5 background points.
Willpower: Your Mental Strength. How well you can control yourself. You start with 5 points, but can raise them with Freebies later.
Abilities: | 2 |
Attributes: | 5 |
Attunement: | 7 |
Backgrounds: | 1 |
Willpower: | 4 |
Second Channel: | 10 |
Note: The second Channel can only be one from the ruling Deity, and you must have at least 1 pt of Favor to get it.
* | At least someone down there realizes that you exist. |
** | Your Deity will appear to you in dreams to tell you to stop if you are screwing up royally. |
*** | You have managed to gain a favor or two from your Deity...for a price. |
**** | When in need of help, your Deity will at least hear your problem. |
***** | Your Deity keeps close eyes on you at all times, and will talk to you if needed. |
* | (Apostle) You had been a brainwashed goob for years before the change. |
** | (Accepted Member) You were on good terms with the "Fathyr," and maybe he even molested you from time to time to show his pleasure with you. |
*** | (Involved Member) When the temple was in trouble from any source, you were always they first to help defend it. |
**** | (Fathyr's Helper) You were constantly on the platform, or on the alter, and may have even known some of the Cult's dark secrets back then. |
***** | (KUTULU's childe) You were widely accepted in the Temple's ways, and always new what was really going on behind the satin curtains. You are said to have part of HIS soul in your being. |
As for purchasing new abilities, that is what this here is for. The costs for everything is as listed below.
Trait | Cost |
New Ability | 3 |
Willpower | Current Rating |
Abilities | Current Rating x 2 |
Attribute | Current Rating x 4 |
Ruling Deity's Channel | Circle x 7 |
Other Channel | Circle x 9 |
Attunement | Current Rating x 10 |
Note: KUTULU Channels are considered a ruling deity's channel for all Cthulhi (including meretrix characters). Learning a Channel that is not of your ruling deity, though, is difficult, as these are secrets that are guarded carefully. If a Storyteller does allow you to learn one that is not of your Deity, it should be a long and difficult process.
THe circles start out at 0, (outer circle), and progress to 5, (inner circle).
The character's circle traits are broken down into two separate parts, permanent and temporary. The Temporary rating, is broken into three separate categories, as well: Body, Voice, and Spirit.
The Body category is a measurement of the physical strength that the Cthulhus shows. It shows the acts that the Cthulhus has accomplished in battle, scars received, and enemies destroyed.
Voice is the measurement of a Cthulhus' cunning, and wits. Gaining renown in this circle takes corrupting enemies, outsmarting foes, (or friends), or any other actions that show how witty and manipulative you can be.
Spirit is the measurement of your connection and reverence of your Deity, as well as your understanding and wisdom. Settling disputes between allies without killing one or the other, as well as holding rites to honor your Deities will earn you Spirit ratings.
As you do things that your Deities would deem worthy of temporary Circle points, your Storyteller will mark them down. Remember that each Deity will have different demands for gaining points in each Circle. How that works will be up to the ST's whim. Once your character has reached ten points in each of the three Temporary Circle categories, you may mark off a permanent Circle dot. How many permanent Circle dots you have will equal your Circle rating. After you mark down your permanent rating, erase all from your temporary circle rating, and start again.