Cephalophobia N O. 1
I SSUE 1
S PRING 2 0 1 4
CEPHALOPHOBIA
In This Issue... Two Years of Squamous Horror
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Academic Departments Classics Department
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Cryptozoology 13 Vocational Education 16 Economics 21 History 27 Modern Languages & Literature
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Study Abroad 31
The editors of Cephalophobia are particularly grateful to Ian MacLean for the use of his wonderful illustration “Beginnings” featured on the cover of this publication and as design elements throughout. We also wish to acknowledge MUP forum member Wordcraftian, whose suggestion “Cephalophobia” was adopted as the official title of this publication.
Cephalophobia is a free publication for the listenership of the Miskatonic University Podcast and other Lovecraft enthusiasts. Supervisory Editor: Keeper Murf Associate Editor and Layout: Professor O.E. Scriven Additional Copyediting: Professor Charles Gerard
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F OUN DER’S IN T ROD U CT ION
Two Years of
Squamous Horror Two years since we started. I’d love to say I
knew this crazy idea would last. but the truth is that I had no idea what would come of it. I’ve listened to podcasts since late 2005, but making one was a whole new world. In many ways, it started with Paul Maclean and Yog Radio. It was the first podcast I ever listened to, and Yog-Sothoth.com (YSDC) still stands out as a shining example of amazing community builiding. It’s also fair to say that Paul was responsible for creating the entire genre of recorded “live play” role playing games when he accidentally left an audio recorder running during a D&D session back in 2003. When he later shared that file with the YSDC community, he changed the hobby in a single stroke. YSDC set a benchmark for role playing game audio that has served as an inspiration for me and many other podcasters. The Miskatonic University Podcast has been enormously gratifying for me. Through this endeavor, I’ve met some amazing people. My co-hosts have become my closest friends, without whom this show would have exploded on the launch pad. When I made the post on the Yog-Sothoth forums asking if anyone was interested in co-hosting, I didn’t expect to be so fortunate to find people I would bond with like family.
I’ve also been deeply gratified by the amazing response from the Call of Cthulhu community. It’s hard to believe that our listenership numbered in the single digits when we began two years ago. And while other podcasts may boast larger numbers at their second anniversary, I think the MUP community stands out as one of the most active, informative and friendly online groups in Lovecraftian gaming. I’m humbled by the support and friendship from everyone. It is an honor and privilege to supply an entertaining and informative presentation that benefits this amazing community. We are in an exciting time for the role playing game hobby in general, and Call of Cthulhu in particular. I’m proud to be a part of keeping you informed and entertained in our little niche of a niche. We have some pretty cool plans for the podcast to come. Here’s to the next year, and whatever the future may bring. Go Pods!
Dan Kramer
Dan Kramer
Producer & Captain, Miskatonic University Podcast
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Classics Department
CEPHALOPHOBIA
Eternal Spring A short, non-mythos adventure set in ancient Greece, for the Cthulhu Invictus setting | by Matt Puccio Scenario Background This adventure is meant to expose the players to aspects of Greek mythology. It could be used as a diversion during a long campaign (e.g., The Legacy of Arrius Lurco) or as an introductory adventure for getting a new group of Cthulhu Invictus characters together. To that end, it’s fairly straightforward and intended to run in a single session, perhaps 3 hours.
Keeper’s Introduction Since time immemorial, the naiad (a water spirit) Corycia has been linked to a spring on the slopes of Mount Parnassus near Delphi. The local tribes honored her with offerings as she kept the waters flowing. One day, Apollo caught sight of her and fell in love, wooing her in the way that gods do. She named the son born from this union Lycoreus. Coming of age, the young man sought to challenge the gods for his rightful place in the heavens. He set off for the peak of Mount Parnassus to demand his birthright, and she never saw him again. Struck down by Zeus for his hubris, Lycoreus’ body has lain on the peak for centuries, his lemure haunting the desolate peak. Not knowing the fate of her son, Corycia has mourned for long centuries. The spring that she protected flows no longer, depriving the nearby trees of life-giving water. Eventually, the locals forgot about Corycia, and stopped bringing tribute to her. Over the years, a number of hapless shepherds and adventurers have stumbled upon her cave. One by one she entranced them, slowly feeding on their life-force in her grief for Lycoreus. Now, it is 54 CE, and Marcus Meridius Flavius, a young Roman patrician, has gone missing while exploring the foothills of Mount Parnassus. He stumbled across the naiad’s cave while looking for treasure, fell under her spell, and has lain in the cave for several weeks, slowly dying. His death is certain unless the investigators intervene and relieve Corycia’s grief.
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CL AS S IC S DE PARTM E N T Investigators’ Introduction
Involving the Investigators
Marcus Meridius Flavius and his sister Flavia - wealthy, young and decadent Roman patricians - had been taking their leisure in Delphi, visiting there in advance of the upcoming Pythian athletic games. Flavia spends her days flirting with young athletes who train for the games. Her younger brother set about finding his own sort of thrill.
The keeper should have a reason for the players to become involved in the search; perhaps they are looking for a patron, or in need of money; or they need something else from Flavia, for example, an invitation to consult with the Oracle, or perhaps an introduction to someone important. The players may have a contact in common with her, or one of her agents (a trusted household slave) may contact them, having heard that they are worthy investigators. The keeper should tailor their involvement based on the group’s needs.
Flavius, intrigued by a legend of buried treasure in the nearby hills told to him by locals over cups of wine in the local taverna, set off to find it. The story of a guardian spirit did not dissuade him; on the contrary, it inflamed his interests even more. Excited by the prospect of adventure, he set off for the foothills of Mount Parnassus with a single slave at his side. Two days later, the slave returned alone, explaining how Flavius commanded him to search an alternate path up the mountain. Finding nothing, the slave returned to the spot where they separated, but was unable to find Flavius and eventually returned to Delphi. When the slave could do no more than describe the general area where Flavius disappeared, Flavia had him tortured to extract the truth. Under this maltreatment, he eventually died without revealing any further useful information. While the local authorities mounted a cursory search for him nothing was found, and they have been too busy with the upcoming Pythian games to devote more resources to locating the young Roman.
Lycoreus my son, Offspring of Apollo, He sought the highest peak To challenge the gods. To question their wisdom. To ascend to his rightful place amongst them. Alone now forever I pine for his return. Corycia’s Lament
Since then Flavia has consulted with an haruspex, an augur who reads the entrails of animals; she has repeatedly prayed and sacrificed at the various temples in Delphi, and has finally paid a large donation for a consultation with the Pythia, the Delphic oracle. While the Pythia’s next available appointment is more than a week away, Flavia seeks investigators to go and find out what happened to her brother.
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CEPHALOPHOBIA Meeting with Flavia
Beginning the Search
Flavia takes her leisure in a luxurious tent on the grounds of the athletic fields of Delphi, where young men are training and practicing for the upcoming Pythian games. When the players arrive, she is busy flirting with one of the young athletes; at their appearance, she dismisses him, her demeanor rapidly changing to a more somber tone.
One of Flavia’s slaves can show the players where the search focused. If the players do any research in the town, with a successful Persuade roll in a local taverna they can find someone who knows the legend of a spring, a treasure and its guardian spirit. They can hire their own local guide if they don’t trust Flavia’s slave. One way or another they can find the approximate location of the cave, although its exact location will require a bit of searching.
Flavia is an attractive woman in her early 30s, who has no qualms about disregarding the social rules – by example, the only chaperone in her tent is a young slave girl. Meeting with strange men in a private tent would be scandalous to most unmarried Roman women, but Flavia doesn’t seem to care about rumors that this meeting might arouse. She will speak openly and frankly with the players, employing whatever face seems most appropriate to the group: flirtatious and forward if the group has attractive young bravos; savvy and political if the group is more intellectual; or demure and decorous if the players are more proper and staid or when speaking to any female investigators. Flavia asks the players to locate her brother, who disappeared several weeks ago. She will provide any of the details from the Investigators’ Introduction. She realizes that he’s probably dead, and asks them to recover his body to be returned to Rome, properly consecrated, and interred in the family crypts. She will agree to a sum of 500 sestertii to return his body, less if they can only provide proof of what happened to him.
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Insight: Flavia seems truly mournful about the loss of her brother, but she is easily distracted by the sight of an athletic, oil-slicked bicep. Empire: Flavia and Flavius are from a Patrician family in Rome. Their father has recently passed away, making Flavius the pater familias. Rumor has it that Flavia has a scandalous reputation, while Flavius is known as an unmotivated rake who’s squandering his family’s political fortune.
Although it’s been too long since Flavius disappeared for a Track roll to be useful, a successful Navigation roll will speed up the time it takes players to find a dried up creek bed that flows down the hillside from the slopes of Mt. Parnassus, the most likely direction that anyone searching for a cave would travel.
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Natural World or Idea: It’s been a particularly wet springtime, and this creekbed should be flowing with water – but strangely, is not.
The Naiad’s Cave If the players follow this creekbed upstream, they eventually come to a cave entrance. Outside the cave is a large copse of very tall Thuja trees, a type of coniferous cypress, which are all dead and dried up. Close inspection reveals that nothing grows along the banks of the dried-up creek bed.
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Natural World: Thuja trees are resistant to insects, are used to treat warts, ringworm and thrush, the concentrated oil of the tree can be toxic, and they are normally very aromatic.
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Occult or Other Kingdoms (Greece): Thuja trees are often associated with nature spirits.
CL AS S IC S DE PARTM E N T Following the creek into the cave, the creek’s channel leads to an ancient stonework wall in which is carved a recumbent man, who holds an amphora on his hip, turned on its side. Water appears to once have flowed from the mouth of the amphora. To one side of the carving, the stonework has been pried out, stones and mortar spilled onto the floor, and an opening big enough for a man to crawl through has been made in the wall.
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Art or Architecture or Engineering: The wall, cistern, and carvings appear to be centuries old.
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Occult or Other Kingdoms (Greece):The carving in the wall is of Kephisos, a river god, his great-great-grandson Delphus founded the town of Delphi. Half Occult/Other Kingdom: Kephisos’ daughter Corycia was a naiad, a type of female spirit who presides over springs, wells, and other bodies of fresh water. Critical Occult/Other Kingdom: Naiads are known to be nearly invulnerable. Fire does not burn them. No weapon of iron can wound them. Snakes bite them without effect.
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Art or Metallurgy or Engineering: these items are many hundreds of years old, if not older.
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Occult or Religion: these items were probably offerings placed here by worshippers long ago. What they were worshipping is unknown, although ancient peoples often worshipped water entities.
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Critical Occult or Augury: Knucklebones were used in astragalomancy, “prophecy by throwing knucklebones,” and were often left as offerings to spirits.
Players who search through these items in detail and who make a Spot Hidden can either find a small item of rough jewelry, a handful of ancient coins, or a small figurine with minor value, none of which are more than a handful of sestertii. All of these were at one time offerings to the water naiad by ancient peoples. In the center of the grotto room is a deep, dark cistern: the hole plummets further into the earth than any light can reveal. Anything that falls in is lost; anything dropped in may bounce off the walls but is never heard to reach the bottom. Although it’s easy to avoid the hole if the grotto is sufficiently lit, keepers can allow a player who for some reason does fall in to make a Luck Roll to grab onto the edge; those failing the roll fall into the earth, never to be seen again.
The Grotto Beyond the broken wall, a rough tunnel leads up into the mountain. Torches or lamps will be needed to see. After a short distance, the passage levels out and widens into a grotto. At the far side of the room an altar-like mound of rock rises out of the floor. There is evidence that water once drained out of a small hole in the altar, and down a channel worn in the rock floor, pooling in a deep cistern in the floor of the room; this then flowed out of the room into the passage. All are dry as a bone. The floor of the room is littered with debris – pottery shards, clay statuettes, bronze figurines, knucklebones, the occasional clay flute or iron or bronze ring, and other items.
Occult or Other Kingdoms (Greece): There is a legend of a young girl who was turned into a water nymph in order to help her escape from a river god who sought to rape her; the nymph is said to inhabit an underground river that connects Greece with Sicily. Interested keepers could use this as a scenario seed for fallen investigators.
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CEPHALOPHOBIA Several skeletons of various ages and states of decay are scattered about the room. On the floor near the altar is Flavius. Although he initially appears lifeless, upon closer inspection he is not dead – there are no significant wounds on his body. The pommel of his dagger bears the seal of House Meridius. Medicine: There are no wounds on Flavius, and while his flesh is pallid and cool, and his breath is shallow and infrequent and his pulse weak, he does not appear to be suffering from any disease or poison. He does appear to be slowly wasting away, however, his muscles beginning to atrophy and flesh sunken. He appears to be slowly starving to death.
Once the players have been in the room long enough to investigate, or as soon as they touch Flavius, Corycia will appear out of thin air, perhaps behind the players. She appears as a nude, lithe, beautiful young woman whose skin is exceptionally pale and bluish. At first she is confused and thinks that one of the male players is her son Lycoreus, exclaiming that he has finally returned to her after so long, she will move to him and plant kisses on his brow. Her touch is exceptionally cold and inhuman, calling for a SAN check on anyone touched (0/1d2 SAN). She’ll quickly realize her error, though, and move to Flavius, caressing him and lamenting that he has left her, only to suddenly realize that he is not her son either. She is confused and has very little comprehension of mortal time, to her Lycoreus might have left days ago, or it might have been centuries. If the players try to take Flavius away, her visage will become a mask of sorrow, pain and anger, her eyes suddenly burning with a cold flame and her skin turning black as night. Seeing this calls for a SAN check for all present (1/1d3 SAN) as she shouts out: “Touch not the mortal for he is mine! For if I cannot have my son, then this mortal shall suffice To sustain me in my long mourning. My son Lycoreus, long gone from my heart Left me here to await his return. Long suffering, beyond grief, beyond despair. My tears no longer shed for him I have withered in mourning.”
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If they persist in moving Flavius’ body, she will repeat her warning “Touch not the mortal for he is mine! He shall sustain me until my son returns!” and then use her POW attack on one of the players who is trying to remove Flavius. The attack instantly freezes the victim in place, and initiates a POW vs POW contest. While the victim of this attack could be carried out of the grotto, he will suffer at least two rounds of POW attacks from her before the other players can remove him from the cave. She won’t leave the cave or follow after them. If they make no effort to remove Flavius, she will not physically attack them, crying out in vain for her missing son as they leave. If she is banished (by fully draining her Magic Points (MP) or through physical violence – see below), Flavius can be removed from the cave, and will eventually recover and, now released from her presence, will come out of his coma, but he has lost considerable MP to her and is dehydrated and starving. With successful Medicine or First Aid and given food and water he will recover his health but not his MP. He’ll never be quite the same again. If they back off from Flavius, her demeanor will calm a bit, but her eyes and skin continue to flicker with color changes as her emotions ebb and flow beneath the surface. If the players engage her in conversation, perhaps asking what happened to Lycoreus, she will respond: “Lycoreus my son, Offspring of Apollo, He sought the highest peak To challenge the gods. To question their wisdom. To ascend to his rightful place amongst them. Alone now forever I pine for his return.” Corycia will not negotiate or bargain with the players; she is a wild spirit: dangerous, willful, and chaotic. She’ll make it clear that she will only release Flavius if her son Lycoreus is returned to her.
Finding Lycoreus Trekking to the top of the mountain requires a few hours but is fairly straightforward; eventually the players will be caught in a vicious afternoon thunderstorm. If they can make a Navigation roll, they will find shelter under an overhang of rock; otherwise, unable to take shelter from the storm on the bleak mountainside, a lightning bolt will arc
CL AS S IC S DE PARTM E N T from the clouds above. This triggers a party Luck roll. If this is failed, the player with the lowest Luck is struck by lightning, suffering 1d8 armor-independent damage. The other nearby players suffer 1d3 armor independent damage. All players are deaf for several minutes, and the targeted player is made deaf for 1d4 hours. All are knocked to the ground, stunned for several minutes.
The Mountaintop Eventually, the players follow a winding path to the mountaintop. A search of the peak will turn up Lycoreus’ longdead corpse on a precipice of rock. Bones, rusted armor, and brittle, rotted leather are all that remain, except for an unnaturally beautiful, gleaming dory, a long, ash-hafted bronze spear that appears to be untouched by the ages of exposure on the mountaintop. If any of the remains are disturbed, Lycoreus’ ghost will appear. Players must make a SAN check (1/d6 SAN) for seeing the lemure.
Initially the ghost is very hazy and insubstantial, appearing as a handsome young Greek, his face creased with anger. He’ll curse the players: “Begone, foolish ones, torment me no more! Begone, pawns of the gods. Mighty Zeus! Have you not punished me enough? Lo these years I have been bound to this haunted crag. Leave me be! Let me rest in peace!” If they bring word of his mother, he will initially think that this is some trick of the gods, taunting him with tales from the living. However, with a successful Persuade roll the spirit will calm down and listen more closely to them. Otherwise, it will continue to listen, but be reticent to accept that they are not mortals tricked by Zeus into coming here to torment him further; they will need to be clever in convincing him otherwise.
Corycia (Lamenting Spirit) STR 8 CON 18 APP 16 MAGIC POINTS 16 SIZE 9 INT 14 HP 10 Dodge 50% POW 16 DEX 12 MOVE 8 Armor: Special Corycia appears as a nude, lithe, beautiful young woman whose skin is exceptionally pale and bluish. Grief-maddened, wild and dangerous, Corycia is a dangerous adversary should players attempt to confront her by force. POW vs POW Attack: She will use this attack if a player tries to remove Flavius or if she is attacked. The target is immediately frozen (paralyzed rigidly) in place, and then is forced into a POW vs POW resistance contest with her each round; each round of failure drains d6 permanent Magic Points (MP) from the victim; if the target wins the round, Corycia loses d6 MP. If a player is reduced to 0 MP, he falls unconscious and will not awaken until she releases him from her spell, at which point he will have 1 MP. She may choose to restore a character’s permanently lost MP if they bring evidence of her son’s death to her. She can switch this attack at will to different characters; however, she can only attack once per round with it. If she is reduced to 0 MP she is banished and cannot reappear until the next full moon. If this happens after she has completely reduced a player’s MP, that player will be released from her spell, but will be unconscious until the following day, when he recovers to 1 MP. She is impervious to normal physical weapons (including fists), fire, and poisons. If attacked with an enchanted weapon (either Lycoreus’ spear or some other enchanted weapon) she can attempt to Dodge; more likely she will make her POW vs POW attack on the player attacking her; if she takes damage in excess of her HP, she is banished until the next full moon as if she had been reduced to 0 MP. .
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CEPHALOPHOBIA If they gain some trust with him, he will explain how he came to find out that his father was Apollo and had given him the enchanted spear; his hubris lead him to believe that as an offspring of a god, he had a rightful place amongst the gods, and he went to the top of Parnassus to demand his birthright as a hero, as a son of the gods. This of course was fruitless, and Zeus, the king of the gods, struck him down. His lemure has haunted this mountaintop for centuries awaiting someone to lay his spirit to rest. If they win his trust, he will ask them to do two things for him: 1. Locate the nearby entrance to Hades. He has been unable to cross the River Styx into the underworld because he did not possess the coin necessary to pay for passage. If they can find the entrance, enter it, and leave a coin on the boat which floats near the bank of the underground river, his spirit can go to the Elysian Fields and finally know rest. 2. Return his physical remains to his mother so that she will know what happened to him, and apologize to her for him for his hubris. If asked, they are free to keep his spear, as he has no more need for it. He will point out the direction of the entrance to Hades, near a cliff at the edge of the peak. If they agree to do the things he wants, his lemure will fade away, but will return to prod them along until they carry out his wishes if they tarry.
The Spear His spear, a greek dory, was enchanted by Apollo, and is preternaturally sharp. It is especially light and quick and allows him to attack earlier in a combat round (as if his DEX were 1 point higher). It will never rust or become dull. However, it attracts the attention of nearby magical/mythical entities, making the bearer more likely to be attacked first by malevolent magical beings. If the bearer is hiding from a mythos or mythical entity, he is also at -20% to his Hide and Sneak rolls against such creatures. Damage: 1d10+1 - HP: 30 - Other stats as per a hasta spear in the Cthulhu Invictus book.
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If the players take the spear (or any of Lycoreus’ remains) and do not do as he asks, he will continue to haunt them at inopportune moments, causing a SAN check (1/1d6 SAN) to anyone nearby every time he appears. The lemure will continue to harass them even if they travel far away from Delphi.
The Sunbather The path Lycoreus indicated approaches a high cliff, passing through a narrow cleft in the rock. Entering the cleft leads down a steep defile, ending in a rocky cave entrance. As the players approach this narrow gap, the sun comes out and the clouds part. Ask for a Spot Hidden roll. If this is made successfully, they can see a woman near the opening of this cleft, basking in the sun on a rock. If they fail the roll, they do not see her until they are much closer. If they call out to her from afar, she will stand and beckon them. Players can attempt to avoid her, although there is no direct way around her – a risky series of Climb rolls is required to bypass the gap in the cliff. If they do see her and approach with some stealth (requiring successful Sneak rolls to get close without alerting her), her eyes will be closed as they approach. She appears to be a youngish woman who is basking in the warmth of the sunlight after the storm. Her damp tresses are splayed over her shoulders; her simple wool chiton, wet from the thunderstorm, steams as the sun dries her. If they do not see her from afar, or if they fail to sneak up on her, she will stand up, startled. If they call out to her from far away, she will beckon them. When they approach closely enough, she will smile, revealing long, serpent-like fangs and reptilian eyes. They must make a SAN check (1/1d6 SAN) at seeing this Child of Lamia close up. With a growl, she will spring forth and attack them. She is a vicious opponent, and will try to grapple the nearest player and use her deadly Blood Drain on them.
CL AS S IC S DE PARTM E N T Child of Lamia STR 13 SIZE 10 POW 14 APP 12 HP 12
CON 14 INT 12 DEX 13 Move 10 Damage Bonus: +d4
Grapple: 45% (+Blood Drain); Bite: 50% (d3+DB); Dodge: 30% Blood Drain: When successfully grappling, she gets an automatic bite on the victim and begins draining d6 STR from him each round (in addition to the initial Bite damage). Once the target’s STR reaches 0, she begins draining CON at the same rate. When the target’s CON reaches 0, the victim dies. Each point of STR or CON drained by the Child refreshes her HP. A victim left alive by the Child of Lamia regains STR and CON at the rate of one point per day of the player’s choice. Armor: 4 points of tough skin •
Occult or Other Kingdoms (Greece): Lamia was a mortal with whom Zeus fell in love. Jealous, Hera cursed Lamia to become part serpent, part human. She devours children, slaying their parents. She gives birth to cold-blooded serpent-human hybrids who drink the blood of humans.
The Path to Hades The rocky path descends into a natural cave.
Track: Only recent tracks from the Child of Lamia are visible. The passage descends slowly into the earth. Within, a noxious smell arises - a mixture of the rot of death, the stench of sulfur, and the choking smoke of burned charcoal. Investigators must make a CONx5 check to continue into the
cave. A failed roll indicates that they cannot bear the stench, vomiting and gagging reflexively and scramble back out into the clean air. The deeper they go, the stronger this smell becomes. Allow them a bonus to the roll if they cover their faces with a wet cloth or other crude protection. After a few minutes of downward progress, the passage widens into a room. Visibility is low due to the smoke and fumes. From one side of the room to the other a bubbling, roiling river flows through openings in the stone walls. The river appears to be the source of the fumes, and in places the surface is on fire. Near the edge of the river cower and crouch ephemeral spirits of the dead victims of Corycia – those who have died in the centuries of her mourning for Lycoreus. Upon entering, investigators are mobbed by these spirits, who beg, plead with, threaten, and harass them in an agony of madness and frustration – they all desperately want to reach the underworld but cannot because of their deaths at the hands of the naiad. Like the lemure of Lycoreus, they are incorporeal and cannot physically harm the players, but experiencing this pitiful and hideous scene causes a SAN check (1/1d2 SAN). These tortured souls have gone mad over the centuries and there is nothing the players can do to help them reach the Elysian fields. At the edge of the river floats a small boat, unharmed by the flames. Approaching the river close enough to place something in the boat causes 1d6 damage to a player. If the player attempts to get into the boat, he will suffer an additional 1d6 damage per round he is in it. If the investigator becomes immersed in the water, he will suffer 4d6 damage per round. If the players place a coin in the boat, Lycoreus’ spirit appears in the room and gets into the boat, which begins to drift into the current and quickly floats out of sight. As he disappears he thanks them, reminding them to return his mortal remains to his mother and give her his apologies. When Lycoreus disappears, the hovering lemures scream out in agony as they realize that they are now forever prevented from travelling to a peaceful afterlife. These terrible wails provoke an additional SAN check (0/1 SAN) to those that hear them.
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CEPHALOPHOBIA Returning to Corycia If the players return to the grotto with the remains of Lycoreus, Corycia will tell them: “My heart of hearts knew the truth His hubris was his end. Not even his father could shield him From the wrath of the gods. I thank you for returning him to me. I can now truly mourn as only a mother can. Please, sacrifice a ram at his father’s temple that his name can be cleansed And he can finally know peace.”
with tiny white flowers. They are releasing a strong aromatic fragrance that fills the hillside. The creek now flows with water once again down toward the city of Delphi.
Returning to Flavia If the players return without Flavius (perhaps because they could not remove his body from the grotto), and tell Flavia that he is dead or unrecoverable, she will be mournful but thank them for finding the truth. She will give them 100 sestertii to pay them for their service. If the keeper has a need for the players to visit the Pythia, she will also give them her reservation, handing them a small clay token inscribed with the symbol of the serpent Python.
With that she begins to cry; as her tears fall onto the altar, the spring begins to flow and (magically) fill the deep cistern, eventually flowing out of the room and into the channel outside, then pouring into the creekbed. She fades from view as the water flows.
Pythian Token
With this, Flavius (along with any ensorcelled investigators) is released from the grip of her spell and his Magic Points are restored, although he will still be unconscious, weak and starving until Medicine or First Aid is used on him successfully. He will have to be carried down to Delphi for he is too weak to walk. When the players leave the cave, they will note that the grove of Thuja trees has sprung back to life, and are blossoming
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If they return with Flavius, whether conscious or not, she will embrace him with tears in her eyes and call for a doctor to treat him (if none of the players have been able to do so). She will thank the players graciously and give them 500 sestertii, as well as her reservation token with the Pythia.
Sanity Awards • • • •
For rescuing Flavius +1 SAN For slaying the Child of Lamie +1d2 SAN For laying Lycoreus’ ghost to rest +1d2 SAN For informing Corycia of Lycoreus’ fate and restoring the spring +1d2 SAN
Cave Beast by E. Walker Lindsey
-H.P. Lovecraft, “The Beast in the Cave”, 1918
Cave beasts are human beings or decendants of human beings who have adapted to subterranean conditions. Cave beasts can move either on two legs standing upright, or on all fours like an ape. The first impression upon seeing one is of a white ape larger than a chimpanzee and smaller than a gorilla, with thin white body hair, and lots of hair on the head and face. Upon close examination, their faces are human, but with deeply sunken eye sockets, and all black eyes without irises.
Cryptozoology
“It appeared to be an anthropoid ape of large proportions, escaped, perhaps, from some itinerant menagerie. Its hair was snow-white, a thing due no doubt to the bleaching action of a long existence within the inky confines of the cave, but it was also surprisingly thin, being indeed largely absent save on the head, where it was of such length and abundance that it fell over the shoulders in considerable profusion… The inclination of the limbs was very singular, explaining, however, the alternation in their use which I had before noted, whereby the beast used sometimes all four, and on other occasions but two for its progress. From the tips of the fingers or toes long nail-like claws extended. The hands or feet were not prehensile, a fact that I ascribed to that long residence in the cave which, as I before mentioned, seemed evident from the all-pervading and almost unearthly whiteness so characteristic of the whole anatomy. No tail seemed to be present.”
Cave beasts will avoid combat, but will attack if at all threatened or cornered. They prefer complete darkness and will retreat from bright lights. They are very strong, but due to weak nutrition have a poor constitution and low hit points. They can exist singly or in groups. Investigators will not be able to examine a cave beast without injuring, capturing or killing one, in which case, a successful spot hidden, biology or natural history roll will reveal it’s human origins. Sanity loss for realizing you have just killed a human being is 0/1D4. If captured, the beast may be able to communicate in rudimentary English, or another appropriate language.
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CEPHALOPHOBIA
Cave Beast Characteristic STR CON SIZ INT POW DEX
Rolls 3d6+6 2d6+2 2d6+6 1d6+1 3d6 3d6
MOVE: 5
HP: 7-8
Averages 16 or 17 9 13 4 or 5 10 or 11 10 or 11
Average Damage Bonus: +1d4 Weapons: Claws 45%, Damage 1d8 + Damage Bonus; Bite 30%, Damage 1d6 + Damage Bonus Skills: Hide 60%, Jump 45%, Sneak 30%, Grapple 35% Habitat: The beast is known to inhabit Mammoth Caves in Kentucky, but similar adaptations could exist in cave or tunnel systems throughout the world.
Homunculus by Jon Hook
A homunculus is a miniature representation of a human being; this magically created creature’s sole purpose is to be a slave to the caster. The alchemical process to create a homunculus is an intensely evil one; it creates a link between creator and homunculus that allows the caster to see and hear through the homunculus construct at will. The sight and sound link between the creator and homunculus is not continuous or involuntary; the creator must make a conscious effort to reestablish the link, but the creator is able to do so without spending any Magic Points. Also, the creator may access and view any memories the homunculus has collected while the creator was not mentally connected to the homunculus. Due to its low intelligence, the homunculus is unable to make complex decisions on its own. Similar to a chimpanzee or a dog, the homunculus can be taught simple commands and tasks, to include limited grammatical and spelling skills
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for written communication. A homunculus is incapable of vocal speech, regardless of how or what it is constructed with. The shared bond between creator and homunculus also allows the creator to use the homunculus as a conduit to cast spells through. The caster can see and hear through the homunculus slave, and then cast a spell as if the caster were standing in place of the homunculus. Because the homunculus is only a lens by which the caster is channeling a spell through, it is not required that the homunculus be capable of the complex speech or dexterous gestures that may be required to cast a spell. A homunculus slave, by its very nature, is small, quiet, and inconspicuous, making it an excellent spy for its creator. And while a homunculus’s intelligence may be limited, it can be quite proficient at tasks that it has learned through repetition. A homunculus is a creature of habit, and never tires of its duties.
CRY P TO ZOOLO G Y DE PARTM e N T
Homunculus (Diminutive Slave) Characteristic STR CON SIZ INT POW DEX
Rolls 1d3 3d6 1 1d6+1 1 3d6
MOVE: 3
Average HP: 5-6
Averages 2 11-12 1 3-4 1 11-12
Average Damage Bonus: -1d6 Weapons: None Armor: Usually none, but if the homunculus was constructed out of durable materials, then it might have 1 point of armor, or it could be resistant to fire or other harmful elements. Skills: Climb 60%, Conceal 75%, Creator’s Language 35%, Listen 40%, Sneak 60%
Sanity Loss: 1/1d4 sanity points to see a homunculus, but the Keeper should feel free to adjust the potential sanity loss based upon what the homunculus is constructed out of. If the creature has a cloth body with a gourd for a head, then 1/1D4 would be appropriate, but if it were the animated corpse of a deformed two-headed baby that had been preserved in a jar of formaldehyde, then maybe 2/1d8 sanity points would be more appropriate.
As we reached the top of the staircase, the dinimut ive shadow fled once again around the corner – but we had seen just enough to confirm our mutual impressions . “Good God, Evanston,” said my companion in a hoa rse, shaking voice. “It is a child . . . an infant!” But what kind of infant could move with such unn atural agility and silence, or have so terrible an aspect?
New Spell:
Create Homunculus A homunculus is a miniature representation of a human being. The homunculus can be constructed out of inanimate materials to look something like a miniature human, or it could be the animated body of a diminutive human corpse that has been well preserved. The caster must spend thirty nights constructing the homunculus, imbibing it with oils and incense each night; in addition, the caster must also spend five Magic Points each night. On the thirtieth night, the caster must then sacrifice
one point of POW, spend another five Magic Points, and lose 1d4 Sanity Points. A caster is limited to only having one homunculus slave at a time. Should the homunculus be destroyed, and the special bond between creator and homunculus is broken, then the caster suffers a backlash of magical energy and loses one point of POW. Thereafter, the caster is then free to create a new homunculus.
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Fixer The
Vocational Education
by Charles Gerard
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Need an NPC who can get you a car on short notice with no questions asked? Connect you to the black market? Broker delicate, backroom agreements? Obtain travel permits to get you out of war torn, third world nations? You need a Fixer. Sometimes, you need a local contact to help you get things done. When a foreign journalist travels to an unfamiliar place to cover a story, his or her first move is to hire what’s known as a “fixer.” These professionals serve as the expert eyes an outsider lacks. They arrange things – transportation, accommodation, meetings, interviews, permits, or even hiring and managing local workers. They are the keystones of foreign reporting and many other kinds of overseas operations. They work miracles. They keep you safe. And their heroism usually goes unsung. A good fixer knows the social landscape, the political nuances, and the cultural landmines. Sometimes a translator or a guide can also serve as a fixer, but they have very different skill profiles. There’s plenty of overlap, but if you only ask for a translator, you might end up with a university student who studies English, but has no idea how to blend in, to screen sources, or to call a bluff when needed. Still, there’s plenty of overlap in these professions.
Language skills are a prerequisite. A good fixer would know a local language or two on top of the lingua franca... Social skills and adaptation are also key qualities. Having relevant connections is a must – the more well connected, the higher the value.
Fixer skills will match the profession they’re serving. A journalist’s fixer is often a freelance hack or a working journalist on loan from a local paper. An archeologist’s fixer probably has some connection to the field. Word of mouth is the best way to find a fixer. Reputation is the fixer’s most important feature. Check references. You’ll be sorry if you don’t. Though a fixer might have to broker shady arrangements or navigate corrupt systems, integrity is their currency. They know that winning the trust of one client leads to more business, repeat business, and higher pay next time around. The best ones are legendary, and sometimes form lifelong partnerships with particular clients. An Egyptologist or a survey team might employ the same fixer for every visit to the country. The BBC might rotate new foreign correspondents in New Delhi for a few years per posting, but a good local fixer would remain constant, keeping a relationship with the same post for decades, passing from reporter to reporter.
VO C AT ION AL E D U C AT ION The fixer not only has to know their own culture and subcultures, but has to understand the inscrutable mindset of the foreigner. In some countries, there can be a vast mismatch in sense of time and urgency. In some languages, the word for “tomorrow” can mean anytime in the next few days – that can spell disaster for a journalist working on hour-by-hour deadlines. Training a green fixer is a species of torture. The fixer position can carry a certain amount of local status. Thus, in places where the demand for the position is high, local jealousies can come into play, even sparking conflicts between villages, tribes of families. If a Kurdish fixer seems to be hogging all of the work, for example, a Shi’a Fixer might become suspicious, undercutting the Kurd’s reputation – or worse. These sort of games are much more likely with inexperienced staff. Language skills are a prerequisite. A good fixer would know a local language or two on top of the lingua franca. In the Peruvian Andes, if your guide speaks Spanish but not Quechua, you’ll run up against big cultural barriers. Even if your fixer knows how to speak the local language, ethnic sensitivities are always a factor. It’s not unusual to hire multiple fixers – or fixers who hire other fixers – when operating in a diverse region. Social skills and adaptation are also key qualities. Having relevant connections is a must – the more well connected, the higher the value.
Specialist Fixers Fixers often specialize, so their skills match up to the kind of clients they work for. The following are a few examples of the many kinds of Fixers that Investigators may encounter.
Journalist Fixers A fixer for journalists would have contacts in the government, would know good local journalists, would know key players in health, agriculture, disaster relief, and would likely have worked as a local journalist themselves. Suggested Profession Skills: Bargain, Fast Talk, Psychology, Photography, Law, Credit Rating, History (own) + 2 to 5 Additional Languages.
Eddy al Wahid Crackerjack Jour no- & Developmen t Fixer Location: Yemen Era: Present Day STR 10 INT 15 CON 15 LUCK 55
DEX 14 EDU 13 POW 11 KNOW 65
SIZ 10 APP 11 SAN 55 HP 13
Arabic: 75%, Be dawi: 65%, Engli sh: 40%, German: 30%, Fr ench: 30%, Bargain 45%, Fast Talk: 50%, Psycho logy: 30%, Photog raphy: 20%, Law: 25%, Credit Rating: 55%, Histo ry: 35% Eddy walks a fin e line as a fixer for Western journalists in one of the most volat ile areas of the Middle East. He is known as a fair-minded, scrupulously ethi cal contact who ca n be trusted by multiple news agencies and loc al groups. Much of that cr edibility is genera ted by his widely recognize d sense of respon sibility in communicating th e human toll resu lting from the ongoing confl ict between milita nt groups (including AQAP ), governmental forces and Western powers. Eddy makes his pe rmanent home in the capital city of Sana’a, bu t also has extens ive familial ties among the tri bal Bedouin comm unities.
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CEPHALOPHOBIA Film Industry Fixer
Researcher/Academic Fixer
These individuals know how to deal with government permits for film, and would have some working knowledge of the technical requirements for a production, or how to wrangle up a large cast of local extras. Not a few are adept at striking deals with the right kind of people to ensure that directors, producers and stars are wined, dined and entertained in the manner to which they’re accustomed.
Fixers for archeologists or academics understand the permit process for setting up a dig site, as well as (possibly) how to calm tensions over the disturbance of ancestral burial sites or sacred ground. They might know a local shaman or priest who could ask permission or give symbolic sacrifices to restive spirits. They would know how to hire careful laborers, especially if there had been disasters in previous local digs.
Suggested Profession Skills: Credit Rating, Persuade, Bargain, Charm, Art/Craft (Cinematography), Law, Drive Auto, Procure, 2 Additional Personal Focus Skills
Suggested Profession Skills: Bargain, Fast Talk, Library Use, Law, Credit Rating, History, 2 Additional Languages, 1 Academic Specialty
Landon Murrow
xer Film Industry Fi geles An s Lo n: Locatio 930s-50s) of Hollywood (1 Era: Golden Age SIZ 13 DEX 13 STR 12 APP 14 EDU 12 INT 16 SAN 60 POW 12 CON 9 HP 11 KNOW 60 LUCK 60 %, %, Bargain: 50 , Persuade: 60 % 65 %, g: 25 tin : Ra y) Credit emetograph Art/Craft (Cin , % % 40 40 lk m Ta ar Ch %, Fast %, Drive Auto: 25 Accounting: 20 ent the entertainm w has been in ter ea th g in ur to Landon Murro days when e th of e nc nt si ve the ad business the rage. With re le we ab ns as w tio uc he prod d that ry, Murrow foun is w ro ur M . es the film indust the new tim to ly ce ni d an ite es qu t, venu to adapt finding equipmen at t ep ad ly ar ul partic e. moment’s notic even extras at a ’s do with Murrow that skill has to l of ro rt nt pa co l al ho w sm ” No usinessmen “b l ca lo ith A. w L. connections al commerce in et-level, unoffici much of the stre e, the newspaper tim From time to . ns role ro vi en its and an uncredited s on screen in crime l ca lo a boy who appear of son or nephew ain is actually the for making cert s a reputation ha s, le w rc ro ci ur n M ai . boss In cert ms “disappear.” ep ke to s ng ri st delicate proble lling notoriety for pu ing he gained some arlet from mak st ge ra de un an of y nc s. na on eg the pr row reas rt of the job, Mur headlines. All pa
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ConstantinE Kalitrates Research/Academic Fixer Location: Crete, Greece Era: Classic Era (1920s) STR 12 INT 15 CON 13 LUCK 60
DEX 9 EDU 17 POW 13 KNOW 60
SIZ 15 APP 14 SAN 60 HP 14
Bargain: 60%, Fast Talk: 45%, Library Use: 55%, Law: 70%, Credit Rat ing: 65%, History (Classical Greece) 70%, Tur kish: 50%, German: 40%, Archaeology: 45% Constantine Kalitrates is one of the most sought-after liaisons with cultural authorities in post-Great War Greece. Pri or to the outbreak of the Great War, he studie d ancient history at the University of Vienna. Aft er the war, it was largely through Kalitrates’ efforts that several major archaeological project s were successfully carried out during the pol itical, economic and military turmoil in Greece throughout the 1920s. He is perhaps best kno wn for facilitating excavations on the island of Algina by James Penrose Harland in 1926-7 . A respected and influential lay member of the Eastern Orthodox Chu rch in and around Athens, Kalitrates is not adverse to using his ecclesiastical contacts to broker business arrangements when the nee d arises.
VO C AT ION AL E D U C AT ION Diplomatic Fixer/Driver
Non-Governmental Organization Fixer
Diplomatic Fixer/Drivers might be defined as one part chauffeur, one part diplomat, and one part security personnel. These individuals tend to be experts in local street conditions, particularly when they are driving on their native turf. These fixers understand how to navigate the complex web of geography and culture that determines how efficiently a group of investigators can get around in an unfamiliar location.
A Fixer for Non-Governmental Organizations (in the U.S. we call them nonprofits) would also have an intimate knowledge of other organizations in addition to those contacts a journalist fixer would have. The two are often interchangeable.
Governmental Fixer/Drivers might be employees of an actual foreign service agency. These professionals are trained in liaising with local authorities, assessing the landscape, protective driving techniques, evasion, reaction to attack and coordinated, multi-car formations. Suggested Profession Skills: Drive Auto, Local Geography, Psychology, Fast Talk, 2 Languages, Bargain, Mechanical Repair, Handgun, Procure
Eduardo CaLveras Diplomatic Driver/Fixer Location: Caracas, Venezuela Era: Present Day STR 14 INT 15 CON 12 LUCK 55
DEX 15 EDU 14 POW 11 KNOW 70
SIZ 10 APP 9 SAN 55 HP 11
Bargain: 40%, Psychology : 35%, Mechanical Repair: 45%, Local Geogra phy: 65%, English: 65%, Portuguese: 40%, Dri ve: 70%, Handgun: 55% Eduardo Calveras is an Americ an of Venezuelan descent. At age 23, he was recruited out of a police special forces trainin g program in New Mexico to join the Foreign Service working in mobile diplomatic security. He was assigned to the American embassy in Caracas, and is responsible for conveying dignitaries and other state officials safely to and from various destinations throughout the city and beyond.
Suggested Profession Skills: Accounting, Bargain, Etiquette, Credit Rating, Language (Other), Psychology, Persuade +1 other skill
Leeches Then, there are the terrible fixers. They often turn up where demand is high. In a rural natural disaster, for example, few people on the ground will have the needed skills. But in desperate circumstances, scam artists pop up like worms in a rainstorm. As journalists and aid workers flock to the affected area, flush with foreign currency, anyone with a car suddenly becomes a fixer. Smart foreign journalists in these circumstances will travel with trusted staff, who in turn subcontracts good helpers. It can be a hot mess. One more warning: It’s not unheard of for foreign nations to recruit local fixers as intelligence assets. The practice would extend, of course, to other interested employers. Consider Hakim from the Cairo chapter of Masks of Nyarlathotep – aggressively helpful citizens should always draw extra scrutiny.
Caveat Emptor Fixers usually charge a daily rate that compares favorably to a local salary. In contemporary Southeast Asia, a local journalist could normally earn about $1000 per month, but earn $100-$200 per day as a fixer. Translators might only get half of that amount. The rate in conflict zones is much higher; $300-$600 per day where local salaries are similar. In the 1920s, a reputable fixer in an undeveloped part of the world might earn $5-10 per week.
Part of Calveras’ work involv es “keeping an ear to the ground” by gathering intelligence from non-official sources – stre et rumor, barroom talk, and so on. He tends to keep his profession as an employee of the Am erican government confidential. He is unmarr ied and unattached.
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CEPHALOPHOBIA “I know a guy who knows this other guy. . .” Notable Fixers in Fiction or Fact Sallah Mohammed Faisel el-Kahir (Raiders of the Lost Ark, Indiana Jones and the Last Crusade, et. al.): Sallah is much more than a certain globetrotting archaeologist’s sidekick. The portly Egyptian exemplifies how valuable local ties and connections are when it comes to booking passage on a freighter, bargaining for camels and horses, or securing the services of a translator of ancient languages. Sallah’s large family also plays an understated, but important part in Indy’s adventures, demonstrating why it’s useful to have a Fixer who has substantial roots in the community where he operates. Mr. Ugarte (Casablanca): “You know, Rick, I have many a friend in Casablanca, but somehow, just because you despise me, you are the only one I trust.” Some might think of Ugarte simply as a petty crook, but it’s clear that he knows how to weasel his way fairly well through the treacherous streets and backrooms of Casablanca, which can be useful to himself and others. Ugarte is the type of Fixer who can can be quite resourceful in obtaining difficult-to-find items – such as exit visas – providing you can meet his price, and aren’t inclined to ask too many questions. Ultimately, though, he’s unreliable and reckless, which makes him dangerous to himself and others. Dith Pran (The Killing Fields): Dith, a photojournalist, served as a partner, translator and an all-around “fixer” for New York Times correspondent Sydney Schanberg while he was covering the genocide perpetrated by the Khmer Rouge in Cambodia during the 1970s. Schanberg credited Dith with saving his life by successfully negotiating at gunpoint with Khmer Rouge militants. Schanberg was later able to engineer his own escape, and that of Dith’s family, from Cambodia. Dith, however, was obliged to remain behind and was taken into custody by the Khmer Rouge. He was interned in a work camp for four years before making his escape on foot to Thailand. Dith is an outstanding example of a Fixer who is driven by ideological and humanitarian motives rather than private gain – a reliable, resourceful and heroic ally.
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New Skills for the Fixer Profession Procure Miscellaneous Yes, there are plenty of skills that cover this, but I think it’s time to put this specific skill description in the toolbox. Face from A-Team had it, and the best fixers have it in spades. You need a jar of Jiffy Peanut Butter in the middle of Tanzania? Got it. Need the chemical components for thermite? Done.
Local Geography The derived “know” ability just doesn’t cover the degree to which a fixer can tell you exactly where something or someone is. This degree of local knowledge is represents conflates both geographical and cultural sense, the ability to understand not only where things are located, but why.
Etiquette A huge part of a fixer’s value is knowing how to avoid offending locals. Is this a country where I can’t touch my shoes in public? Should I point to my right elbow when I hand money to someone? This skill could also be used to diffuse volatile situations, smooth over tensions, or to loosen up distrustful NPCs.
“Look, whatever you do, don’t forget that you never, ever greet somebody using your left hand in this country, got it? You might as well suggest that they stick their fingers up your backside while you’re at it, because that’s essentially what you’re telling them to do. Wait. . . what? You already did . . . . ? Oh, boy, that’s going to make it about ten times more expensive to get that dig permit now . . .”
What’s it worth to ya? Ed Dillon, investigative reporter, has just tracked Emeline Kelly to the Chesterton Hotel, a somewhat seedy establishment in a low-rent Boston neighborhood. After searching her room in her absence, he’s come up with the evidence he’d hoped to find – the wealthy socialite is in fact the high priestess of a strange cult operating somewhere near the waterfront district. But his job is only half done. Now he needs her to lead him to the dockside warehouse where her sinister congregation holds its rituals. Struck by sudden inspiration, Dillon stops in the hotel lobby where a sullen desk clerk is on duty. DILLON: I go up to the clerk and say, “Hey, buddy, what’s your name?” KEEPER: (Suspiciously) “Harry. Why?” DILLON: “Want to make some easy money, Harry?” KEEPER: The clerk gives you a considering look and shrugs. (Still suspiciously) “Depends. What’ve you got in mind?” DILLON: “You know Mrs. Kelly, right? The lady in room 23?” KEEPER: “Yeah, what about her?” DILLON: “Tell you what, Harry. Next time you see her come in, give me a call at this number.” I’m going to produce my calling card, write the newsroom’s phone number on it, and fold three twenty dollar bills around it. Then I push it across the counter to him. KEEPER: The clerk’s eyes widen. “Holy smokes! Sixty bucks? Yeah, sure, Mister. I’ll let you know when she stops back in. DILLON: “And she doesn’t need to know about this – right, Harry?” KEEPER: “Oh, yeah, right. Mum’s the word!” He slips the card money into his pocket and gives you a broad grin.
OW MUCH is too much for a bribe? Is hard cash a reliable way to get crucial information or cooperation? What might happen when a bribe goes wrong and why?
ECONOMICS DEPARTMENT
Some thoughts on handling bribes and tips in classic-era Call of Cthulhu games | By the MUP Faculty and Logar
Tips and bribes are are familiar strategies to investigators who want to cut through red tape and get to a desired result with a minimum of fuss or scrutiny. Unsurprisingly, such transactions are among the most useful tools Call of Cthulhu players have for moving the story along rather than getting bogged down in minutiae, or trying to explain the unxplainable to an uninformed NPC (“So, you’re telling me you need the key to Room 23 because the lady staying there is the high priestess of what church?”) But even moderately experienced CoC players sometimes struggle with economic transactions in games set in other eras. This is particularly true of classic-era (1920s) investigations, where the currency is familiar enough to seem intuitively recognizable to players, and yet is significantly different in terms of actual
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CEP H ALOPHOBIA purchasing power. While pages 144-5 of the 6th edition rulebook provide some useful guidelines for ballparking bribe amounts and outcomes with respect to law enforcement officers, they leave a somewhat incomplete picture of what we might think of as the labor value and/or social cachet of the dollar, or other mediums of exchange, especially in the 1920s. This is further complicated by the fact that such transactions are not only financial in nature – they have important social and psychological dimensions as well. Tips and bribes often test the limits of what individuals may find personally, professionally or socially acceptable. How any given NPC might respond to an attempt to purchase their knowledge or cooperation should not only be contingent upon the amount being offered, but upon a range of variables including that character’s ethical standards, personal motives or pressures, social position, political or professional environment, or even physical context. The following are some considerations for Keepers and investigators for handling tips and bribes in their classic-era games. We’ll look at some useful methods for determining plausible amounts for bribes, and address possible fallout when Investigators bid too far above that threshold of plausibility. We’ll also consider problems arising from over-reliance on bribery as an information-gathering method. Not all such transactions need to be played out in excruciating detail at the game table, of course. But Keepers and investigators should be aware of how these kinds of exchanges can be leveraged as opportunities for building game authenticity and encouraging good roleplaying.
Bribery: Not an Exact Science The Call of Cthulhu 6th edition rulebook provides useful tips for calculating plausible bribes for police officers as they relate to misdemeanors, civil or criminal infractions in relation to daily, weekly or monthly pay scales, as well as the risk vs. gain ratio. It would be a mistake, however, to assume that the price of cooperation or information is arbitrary. Less quantifiable, but just as important, are the context, circumstances and (above all) motives and personalities of those involved in the transaction. 22
Bribery as an Economic Transaction You gave him how much???
All too often, Keepers see investigators hand out $10 and $20 bank notes (or even more) as if they’re just generous tips, but not necessarily eyebrow-raising payoffs. The problem here is relatively simple – an unclear sense of the power of the dollar in the pre-Depression economy. A reasonable first step addressing this is to consider what the hourly, weekly or monthly wage might be for the target of the tip or bribe. Both Keepers and investigators may well be unfamiliar with hourly rates and wage scales for skilled or unskilled labor in the 1920s, but a little creative digging can provide useful resources for establishing the economic context. According to advertisements posted in the classifieds section of a 1922 edition of the Boston Globe, for example, we find that a billing clerk might draw a wage of $20 per week. An educated guess might place Harry’s income in the same ballpark – perhaps $25 per week for simplicity. [Additional examples of wages by profession in the Boston area for 1922 can be found on page 25 of Cephalophobia, courtesy of MUP Forum member Logar.] As it is, Ed Dillon’s $60 “suggestion” that Harry monitor the movements of a paying guest roughly equates to something close to three times the desk clerk’s weekly pay. By way of perspective, we can use the Inflation Calculator provided by the U.S. Department of Labor Statistics to arrive at a modern equivalent of Dillon’s bribe – approximately $832 as of 2013. Given the context and circumstances, $60 is likely to be far more cash than Harry usually handles at any given moment – the Hotel Chesterton is not the Waldorf Astoria, after all.
Risk and Effort vs. Gain
As the 6th edition rulebook suggests, investigators as well as Keepers should ask themselves what the target of the bribe has to risk or invest in effort in order to fulfill the terms of the transaction. As risk and effort increases, so too does the threshold of the bribe. What Dillon is asking of the desk clerk involves relatively minimal risk to Harry himself, and while it’s not necessarily ethical for an employee of Hotel Chesterton to spy on the movements of a paying guest, it’s not so far over the line as to justify a $60 payoff. A more reasonable amount might be a full day’s pay at best. Assuming Harry works a 40 hour work week (an innovation gaining traction around this time), we are dealing with amounts in the $5 to $6 range. Had Dillon tried to recruit Harry to actually tail Mrs. Kelly or search her room, the amount should change accordingly.
ECONOMIC S DE PARTM E N T Potential Fallout from Overbidding
When investigators routinely exceed the limits of plausibility in handing out tips and bribes, it opens the door to potentially serious gaffes in an investigation. In cases where these kinds of gratuities are meant to purchase the silence or tacit cooperation of their targets, over-tipping/bribing may yield unexpected results, possibly even the opposite of what is intended. Here are a few possibilities building off of our example of Ed Dillon and Harry the Desk Clerk from the Chesterton Hotel:
the more likely that may be to manufacture their product to meet demand. This is especially true when inordinately large sums are on offer. In the case of Harry the Desk Clerk, it’s not unlikely that he will be motivated to keep feeding our investigator information so long as it seems to be of value – even if he has to invent arrivals and departures, mysterious visitors, or other potentially marketable “facts” concerning the elusive Emeline Kelly. In such cases, the target of the bribe will probably try to ascertain more about what kind of information the investigator is after, and invent accordingly.
There’s One Born Every Minute: When information or cooperation acquires a monetary value, it easily becomes “tainted.” Said another way, once the target of a bribe knows that their knowledge or help is of value to an investigator,
It’s a Free Market: Once an investigator demonstrates that a given piece of information has monetary value, the possessor of that information may choose to seek out competitive offers. An opportunistic (it is perhaps redundant to say
What Should I Roll for That? Roleplaying a bribe attempt can be a great opportunity for character building and a test of the ingenuity and inventiveness of the investigators. Rather than relying solely upon a “pass-fail” die roll to determine the success of a bribe attempt, Keepers and Investigators can leverage character skills, attributes or personality aspects to inform a good strategy for framing the bribe. Keepers should reward Investigators who ask perceptive questions or make sound deductions in making bribes, no matter what the dice say. Die rolls should accentuate good roleplaying, never replace it.
Psychology
Idea Roll
Know Roll
The Psychology skill is the favored goto method for reading personalities, motivations or intentions. Players will commonly invoke this skill when making bribe attempts to get a sense of the target’s character or state of mind. A Psychology check might even indicate whether or not an NPC can be bought off in the first place. But Keepers should also remember that NPCs may be just as invested in understanding (and exploiting) the Investigator’s intentions.
Keepers may consider using the Idea roll as the measure of an investigator’s ability to intuit or deduce information about the target of a bribe from any number of environmental or behavioral clues, then volunteer (or withhold) information accordingly.
How an investigator approaches a bribe attempt may also be informed by more general knowledge about the target or environment. In some locales, knowing who to bribe may be just as important as knowing how much to offer. Knowing which officers are on the take in the local police department is something that an investigative reporter like Ed Dillon might be privy to.
Example: Ed Dillon’s player makes a successful psychology check (31 out of 35) while chatting up Harry. The Keeper shares that Harry doesn’t seem particularly surprised that Dillon is asking after Emeline Kelly – in fact, the normally garrulous desk clerk seems rather guarded. Does he already know or suspect something about her? Could it even be that he’s one of her agents? Dillon makes a note of this and frames his approach accordingly, asking more probing questions before proffering his money.
Example: As Ed Dillon continues to chat up Harry, the Keeper calls for an Idea roll. Dillon’s player makes an outstanding success – 11 out of 75. The Keeper tells Dillon that Harry’s eyes seem unusually bloodshot, and the telltale gin blossoms are evident in his nose and cheeks. His glance keeps straying to an empty bottle of what was probably liquor sticking out of a half-open drawer. At that point it’s up to Dillon to take the hint and leverage it or not. Dillon slips a bank note out of his wallet and places it on the counter: “You know, Harry, even five bucks could buy a guy a lot of liquid comfort . . . if you take my meaning.”
Credit Rating While Credit Rating is often used simply as an index of character income, the 6th edition rulebook clearly indicates that it has less quantifiable dimensions as well. A character with high credit rating is capable of expressing not just economic status, but also social connectedness and confidence. When making bribe attempts, characters with high credit ratings might persuasively indicate that they have the resources and connections to make life much easier – or very difficult – for the NPC in question.
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CEPHALOPHOBIA “unethical”) individual may even rat out an investigator in hopes of doubling his or her paycheck. Depending on how enterprising he is, Harry the Desk Clerk could even approach Mrs. Kelly with an offer to disclose information about the people on her trail – for the right price, of course. Chum in the Water: Perhaps Harry the Desk Clerk is a very prudent fellow, but then again perhaps not. It’s entirely possible that news of his $60 windfall may get around. Flashing about large sums can effectively paint a target on an investigator not only for other leeches, but for out-and-out thugs as well. Investigators who are prone to buying their way through obstacles should carefully consider the effects of showing a well-filled wallet in even moderately respectable environments. Keepers should also treat with skepticism investigators who claim to carry hundreds in cash on their person at any given time. At the very least, investigators who are unwarrantedly liberal in their tips and bribes will find it extraordinarily difficult to keep a low profile, much less anonimity – a distinct hazard in a role playing game in which discretion and secrecy is often essential.
Offering an implausibly large sum as a bribe is a good way to “spook” the target, attract unwanted attention, or compromise the value of the cooperation or information received. I’m in Over My Head: Unusually large bribes may spook a target rather than entice them. Harry the Desk Clerk might be wholly justified in thinking that the stakes are too large for him if $60 is on offer just to make a phone call. Maybe she’s in trouble with the Feds, or she’s a mobster’s girlfriend on the run, or something else of that nature. Harry may not be above taking a bribe on ethical grounds, but there are some situations it’s simply better to stay out of. The Untouchables: On a related note to the above, Keepers and Investigators should remember that some people just can’t be bought, and will dig their heels in more deeply as the amounts on offer increase. Bribery, in essence, is an assault on a person’s ethical boundaries, and their sense of self-worth and integrity. The aphorism that every man has his price might sound true enough in theory, but the reality is often less simplistic.
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Other Considerations Bribery as a Social Institution
Often enough, bribery and public corruption become so endemic as to achieve a certain degree of legitimacy. This is particularly true in developing nations or countries under severe economic and social pressures, where the civil administration is incapable of meeting the needs of the public it ostensibly serves. In such places, bribery is often simply an accepted way of doing business, almost as if it were a legitimate surcharge or tax on regular civil transactions. In some parts of east Africa, such as Tanzania for example, the extra gratuities and payoffs are simply and openly called “paying the corruption.” Police or public officials in places where bribery is endemic are likely to shake down locals on a regular basis, and will probably be inclined to come down especially hard on outsiders. Knowing who to bribe and when can be a critical factor in navigating such environments (see “Know Roll” on the previous page). Employing a local fixer (see pages 1316) is often a necessary and worthwhile investment. Buying favor strategically rather than wholesale may make all the difference to the success or failure to an investigation.
Money Doesn’t Always Talk
In some cases, cash itself becomes more of a liability than an asset. This is particularly true among the disenfranchised – vagrants, beggars, children, etc. – who lack the social credibility to use currency, especially in large amounts. Such persons are easily victimized, not only by members of so-called respectible society who may choose to shortchange or cheat them, but by their own peers as well. Hard cash in significant denominations is often hard for disenfranchised persons to protect. Investigators may consider alternative methods of buying cooperation and information when dealing with persons on the margins of society. Offers of food, protection or (sadly) liquor (c.f. the Shadow Over Innsmouth) will often yield more reliable and efficient results than the cash equivalent.
Tips vs. Bribes: What’s the Difference?
On the face of it, the distinction between a tip and a bribe seems intuitive enough as to not warrant particularly close scrutiny. But that distinction can be quickly (and, sometimes, usefully) blurred. Simply put, a tip is a gratuity for a service received, generally as part of the legitimate social or professional relationship between the parties involved. When that exchange exceeds the legitimate roles of the participants, we have moved into the realm of bribery.
E C ONO M IC S DE PA RTM E N T For example, if Ed Dillon tips the hotel concierge to hail a taxi for him, that is a simple gratuity. However, if Dillon tips that same concierge to make sure he gets a taxi, but is unaccountably unable to flag one down for Emeline Kelly a few minutes later – that constitutes a bribe. As mentioned earlier, bribery involves testing the limits of what the target of the bribe may consider to be either ethical or merely pragmatic. Enterprising investigators will look for ways to rhetorically frame a bribe as a tip so as to undercut the psychological pressure on the target by providing a rationalization to accept. “Look, Harry,” Ed Dillon might say, “I don’t have time to explain, but the lady is in serious danger if she leaves this hotel. Do me a favor and make sure she stays put, at least for ten, fifteen minutes, okay?”
In Conclusion Over-reliance on bribery may a game culture in which players assume they can buy their way past obstacles or plot points simply by throwing enough money at them. Investigations that are resolved by determining who has the deepest pockets tend to be unsatisfying and contradictory to the ethos of the game. On the other hand, when played judiciously, bribery is a great engine for generating story and adding greater depth and color to the world around the investigators by contributing a certain degree of economic, social and psychological realism. It can elevate dull, two-dimensional NPCs to memorable figures with personalities, motives and priorites of their own. Keepers and investigators alike will find it well worth their effort to imaginatively leverage these kinds of opportunities as they present themselves.
Appendix: Sample Boston 1922 Wage Scales The following is a cross section of jobs and pay scales taken from employment advertisements appearing in a 1922 edition of the Boston Globe. Having real-world benchmarks like these can help orient players and Keepers in terms of the economics of the 1920s, and discourage the incautious or inaccurate use of currency during the game. Actual wages and prices from sources such as period newspapers give Keepers steadier, more purposeful numbers, building game authenticity and player immersion. This is, of course, not meant to be a comprehensive list, but it can provide enough context for Keepers and investigators to make reasonable ballpark guesses at the income of other types of professions. Broadly speaking, we might assume the following for pay scales: • Heavy, unskilled labor draws roughly $12/week. • A general job with some necessary skill or training (e.g. shipping clerk or stenographer) draws about $20/week. • Tradesmen such as plumbers, blacksmiths or engineers bring in about 65¢ per hour, or $26 per 40-hour week. • Managerial/foreman positions earn $40/week.
It’s worth pointing out that for some professions (cooks, hospital staff, domestic servants, etc.), room and board are commonly included as part of the compensation. Jobs in sales can vary widely in terms of pay depending on the amount of experience or the product(s) in question. Similarly, professions in academe (professors, headmasters, etc.) command different amounts based on the type of institution and the credentials of the individual. On average, a school teacher might bring in about $800 to $1,000 per year. Lastly, keep in mind that these pay scales relate to male and female workers in the Boston area. The same job might command a noticeably different wage in rural or economically depressed areas. For more comprehensive, less location specific references about professions and their earning power in the later 1920s, you can also consult the federal “Prices and Wages Guide” on the University of Missouri’s library website at http://libraryguides.missouri. edu/content.php?pid=298741&sid=2450560.
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CEP H ALOPHOBIA Male Position/Job Billing Clerk Blacksmith Boilermaker Bookkeeper Butcher/Sausage Maker Carpenter/Joiner Car Inspector/Repairman Chauffeur (experienced) Chef (pastry, Sous, general for hotels, schools) Dentist Druggist Druggist, Junior Fireman
Advertised Wage $20/wk 65-75¢/hr 65-75¢/hr $20-30/wk $25/wk 65-75¢/hr $65/month $25/wk $30-35/wk $30-35/wk $30-35/wk $25/wk $25/wk
Position/Job Hospital Orderly
Laborer (general) Ledger Clerk Machinist Manager, retail Packer Press Operator Plumber Shipping/Receiving Clerk Stenographer Stockboy
Advertised Wage $40/month w/ room & board; $75/ month w/meals only $45-50/month $25/wk 65-75¢/hr $40/wk $20/wk $30/wk $30-35/wk $20/wk $20/wk $10-12/wk
Female Position/Job Bookkeeper Candy Packer Cook (pastry or general) Dishwasher File Clerk Hospital Attendant (asylum) Laundry Sorter Light Factory Work Lunch Counter Girl
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Advertised Wage $16-20/wk $12/wk $25/wk $9-10/wk $12/wk $10/wk w/room & board $25-30/month $10-12/wk $10/wk
Position/Job Maid (cleaner) Office Worker (general) Pantry Girl Salesgirl/Counter Girl Stitcher Stenographer Switchboard Operator Typist Waitress
Advertised Wage $10-12/wk $12-15/wk $8/week w/room & board $12-20/wk $12/wk $20/wk $15/wk $15-18/wk $8-12/week
The Plawson Tapes
I
N 1983 a series of horrible sex crimes rocked the small town of Plawson, Michigan. Over a dozen people were raped, sexually tortured, and murdered. The victims ranged in race, sex, and age and there seemed to be no common thread connecting them. After ten months of nightmares, the terror just stopped and the killer was never arrested, but what turned this tale of murder and madness into an urban legend was a news report that discarded wrappers to blank Betamax video cassettes were found at three of the crime scenes. It was believed that the sexual sadist recorded his atrocities. Since then there has been whispers that men with deviant tastes might acquire these snuff films if they knew what dark shadow to look in. That legend is true.
The “Plawson Tapes” have since been transferred to DVD. The identity of whomever first made the copies is unknown, but it is believed to have been the original murderer. It is unknown how many copies exist, but DVDs have been recovered from triple homicide crime scene in 1998 and in the collections of three serial killers. The location of only one of these DVDs remains known, that being in a Boise, Idaho police evidence room. The rest of the DVDs have disappeared. Perhaps quite coincidently, several police officers either disappeared or committed suicide shortly after the DVDs vanished. In one famous instance a Cleveland homicide detective murdered his entire family before putting a bullet through his head. What was not reported was that a melted DVD was found in his fireplace. As for the original Betamax tapes, their location, like the identity of the one that made them, remains a mystery. The truth behind all this is a man named Paul Culkly. In the early 80s, Paul was a very jaded devotee of pornography. In a quest to push his limits and feed his deviant desires, he found a group of secretive hedonists and managed to not only join them, but read their most forbidden text; excerpts from The Revelations of Glaaki, Volume XII. In doing so he became a conduit of Y’golonac, the lord of deprave desires and destructive self-indulgence. However instead of being used and quickly consumed by the gluttonous Great Old One, as most are, the ancient evil allowed him to live. Perhaps Y’golonac found Paul to be a vessel worthy of repeat possessions, for the ancient evil would step into the man’s flesh, enjoy its pleasures, and then leave until the next time the Hand That Feeds’ hideous hungers needed sating.
HISTORY DEPARTMENT
The secret history of the mysterious video footage that captures the heart of depravity and madness | By Brian Sammons
It is unknown if it was Paul or Y’golonac that first thought to record their crimes, but the end result was a video diary of depravity. These videos provide a first person view of rape, torture, and murder. The video quality is jittery, blurry, and often static filled due to the poor quality from one of the first commercially available camcorders. The complete Plawson Tapes run over five hours and shows fourteen men, woman, and children being victimized in various ghastly ways. The face of the cameraman is never shown, but his hands are. Sometimes they are the bloodstained hands of Paul, using instruments of torture. Otherwise they are the bloated, empty, and green-tinged hands of Y’golonac wearing Paul’s flesh. In these instances they never hold weapons. They caress the cringing victims, leaving bleeding bite
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The Plawson Tapes
Video Mythos Tome - in English, recorded by unknown (Paul Culkly), 1983, 318 minutes. An unknown number of copies of these videos exist but they are very rare. The vast majority are on DVD, although Paul still owns the nine original Betamax tapes. Watching the video without the sound causes 1D4 SAN loss per hour by all but the most hardened, or sociopathic, individuals. Watching the video with the sound on causes 1D6 SAN loss per hour for the combination of atrocities and mythos knowledge gleaned from Paul quoting from The Revelations of Glaaki. This also grants +1% to Cthulhu Mythos per hour. Worst of all, just as reading a single page of Volume XII of The Revelations of Glaaki draws the attention of Y’golonac, so does watching the Plawson Tapes, but only with the sound on. If the viewer is of a morally debased nature then they may become a vessel of the Great Old One and find themselves possessed by the deity. Otherwise they will draw
the wrath of Y’golonac who may send some of his loyal degenerates to deal with the viewers, or take more direct means to smite them. Spells: in hour three of the video there is a scene of Paul’s hands using blood to write on a bare wall in a mix of English, gibberish, and strange symbols. During this, the psychopath can be heard chanting alien sounding words. When finished the hands disappear from view, then grunts and sickly gurgling sounds can be heard and a green glow commences. When next the hands appear they are the large, green-tinged hands of the “second cameramen” (Y’golonac). This is the spell Contact Y’golonac and performing it is very dangerous as it draws the Great Old One’s attention and ire just as if the caster had read the dreaded twelfth volume of The Revelations of Glaaki.
marks in their wake. Often the ghastly images on screen are bathed in a sickly green light. The sounds that accompany these nightmarish images largely consist of the screams and pleas of the victims. When Y’golonac is in charge the Great Old One only chuckles low and menacingly. When Paul is in control he taunts the victims, shouts profanities, giggles insanely, and worst of all, recites passages from The Revelations of Glaaki. As for what happened to Paul Culkly, he is still alive all these years later and still one with Y’glonac. He is now in his mid-sixties and while his whereabouts are unknown, he often haunts the darkest corners of the internet in the chat rooms where pedophiles, snuff film fans, those looking for real rape films, and anyone wanting the hardest of hardcore porn lurk. If he finds a truly depraved soul he just might offer to send them a copy of Plawson Tapes for both their, and Y’golonac’s, amusement.
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Short Fiction by Shane Ivey
©1998 by Shane Ivey. Reprinted by permission.
T
eddy often sat in the silence of a darkened bedroom, a room rank with the smells of teenage sweat and filthy clothes, lit only by the pale glow of a monitor and disturbed only by the soft sounds of gasps and grunts from the computer’s speakers. He typed quickly and his breath was quick, his breath was hot and shallow, and moist. His eyes would often be narrow with concentration, his whole being focused on the images that scrolled past, downloading, uploading, always waiting with his teeth halfbared and sticky in impatience. He sometimes would lean forward as the intensity of his gaze turned yet more tense, and he would exhale in a low hiss. This was his church, his worship, and the glistening images and the sounds of ecstasy and degradation were his deity, for a time. Teddy never saw the men who watched him, grim-faced men in dark suits who sweated and stank in the endless stillness of their own observation. He would never see them, but strange cameras clicked and whined away the hours as he sat before his console, his altar, his shrine to breathless heat and hatred. The men wore bland, bored expressions, staring, waiting. Only one of them was not blank, as he sipped a cup of lukewarm coffee and looked at the others and wondered if their memories haunted and chilled them. He spoke into a tiny microphone. “Zero three thirty four hours. Subject is viewing a digitized film of a woman trying to fuck a German shepherd, and the rest of us are bored as hell. You think that says something bad about him, or us?” A tinny voice replied in irritation. “You’ll break my heart, Kelley. Now shitcan the philosophizing.” Teddy’s destruction began when he was fourteen years old, lying with a broken nose on a detention hall floor. Air conditioning units rumbled overhead, and dust motes shone in a beam of harsh light which pierced the shade. The teacher stood over him, flushed and angry. They were alone. “That’s a lesson to you,” the man said huskily, and his voice held a different menace than his fist. “Now get up. You know what to do, you little faggot, you little cocksucker.” Teddy looked up and knew fear and loathing, hatred and helplessness. An old book lay open on the table, its pages yellow and limp over a cracked spine to reveal the words most sacrosanct. He knew what to do. Not long after he met a girl named Ashley Miller. She was young and pretty and conciliatory, and they both knew that she wasn’t the sort who talked to kids like Teddy, but she talked to him anyway. She would laugh and chat and sometimes he would make jokes and he would forget what he had to do, and one day he told her about secrets that he knew. “He wants me to be his priest,” Teddy said. “His what? Who?” “You could come, too. You could see his hands.”
MODERN LANGUAGES & LITERATURE
Y.GOLO.NET
He touched her, his wet palms licking her face as he forced himself to breathe. She cringed, then she screamed and shoved him away. The next day Teddy kneeled in an ill-lit room, the air choked with dust, the slough of a thousand or a million dying bodies. His eyes were slitted, his pupils dilated, his breath shallow, his skin dry and
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CEP H ALOPHOBIA hot, his brain afire, his mouth slick and oily. The teacher was gone, for a time. You know what to do, you little cocksucker. He looked up at a luminescence of bloated decaying flesh. “You are too slow,” the voice told him. “Finish your task, and I will judge it. These morsels are not enough. Let them know My name that I may find them, and feed.” The words of the old book seemed to rise fluid into the air and drift, poison truth, into the ether. He knew what to do. He sat alone again in his room, dazed, insensate, sending words out to the world. The screen flickered and died, and the sound with it, as power was cut off to the house. He did not stir. Softly the door opened and two black-clad figures appeared, and then a red pinpoint of light formed upon his forehead, gleaming through the window-pane. He did not stir. One intruder drifted in with quick steps and went to the console. He produced a wire cutter and in slightly over two seconds severed the computer’s links to the outside world.
The words of the book seemed to rise fluid into the air and drift, poison truth, into the ether. The figure looked up with a start as he heard a tinny voice report in his earpiece: “She’s down, subject is down. Marks look the same. Beta team, report.” The agent in the doorway kept a submachine gun trained on Teddy, whose eyes turned dully now to regard the men with a trace of comprehension. The man in the doorway hissed coldly. “On the floor, now, you little–” cocksucker “–bastard. You know what to do.” Teddy’s eyes and mouth widened in hatred, and then they dulled and were swallowed by something else. The voice seemed to come from the chair, though it was not Teddy’s. “You are too late. The doors of my temple have opened
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wide.” The chair creaked with the weight of bloating luminescent flesh. A massive hand grasped the agent’s face, silencing his scream as a hungry tongue and glistening teeth met his own. The window shattered inward as a bullet slammed into the back of the hulking thing that once was Teddy. The other agent’s eyes widened for an instant as the thing turned to him, and then his weapon flashed and the swollen flesh erupted in oily blood and fetid meat. “Beta team, report!” The agent’s gun clicked as it emptied the last round into the shivering dead mass. He stared with wide eyes. His partner writhed on the floor, somehow holding in his screams as he grasped the ruin of his face. Teddy’s bloody hand lay weedy and weak nearby, the dead glow already fading to darkness. “Kelley, what the fuck is going on over there?” *** The bizarre phenomenon continued today of copycat killings and mutilations, all bearing similar patterns of unusual tooth-marks, with savage attacks occurring in New York, Atlanta, Great Falls, Vancouver, Istanbul, Nottingham, Singapore…. At this time the FBI has offered no official statement. All representatives of the vaunted Behavioral Sciences unit declined to be interviewed officially, but Special Agent Jean Qualls acknowledged the common circumstances of such widespread attacks are most unusual. She would not divulge any details, however, saying only, “We are on the case.” Now here’s Nightly Report’s Jeff Chambers with the Lifestyle Report. Thank you, Trudy. You’ve probably heard about it before. It is a problem of growing concern among internet users: Junk Mail. It costs us time, and as every company manager can tell you, time is money! Over the past few days millions of computer users logged on to find the same unsolicited mail in their virtual in-baskets, a piece of bizarre apocalyptic correspondence called the–let’s see if I pronounce this right–the “Y’golonac mail,” from the weird name in the subject heading and in the body of the message. Religious experts are at a loss, and most say this is probably just a prank by some bored kid. ***
Terror
on the
Deep
Scenario Seed by E. Walker Lindsey
T
HIS scenario seed takes place on a transatlantic steamship on its return voyage from New York to Liverpool. It can be played on its own, or as part of a larger campaign. It would be ideal for connecting a US based campaign with the soon to be re-released Horror on the Orient Express campaign.
In the weeks leading up to the departure, industrialist Samuel Armstrong has been preparing a human sacrifice to wake a being known as the “Dreaming King”. In order to wake the King, which he believes to be an ancient god, the sacrifice must be carried out at a particular point in the Atlantic Ocean. In preparation for this, Armstrong has assembled a temple, complete with alter and other elements in the cargo hold of the ship. To protect his project, He has booked a large portion of the cargo area from the steamship line with the instructions that no crew member enter it. He also has a small contingent of “employees” guarding the cargo. Mr. Armstrong is the owner of Armstrong Forge, a manufacturing firm that rose to prominence in the Great War, and many on board believe that he is transporting a new weapon prototype to London, a belief that Armstrong has encouraged. In order to complete his ritual, Armstrong will need to complete the following objectives: • Divert the ship to a particular set of coordinates far off of the usual course. • Secure a large number of sacrificial victims.
STUDY ABROAD
Keeper information:
• When the ship reaches the desired coordinates, he must make the sacrifices in the presence of a horrific idol, which he keeps in his stateroom. In pursuit of these goals, Armstrong will also attempt to cut off communication from the ship by sabotaging the radios.
The Investigation: When the investigators arrive on the boat, they hear gossip about the infamous Mr. Armstrong and his secret cargo. Different NPC’s might speculate on what sort of secret weapon is being prepared by Armstrong Forge for the next war against the Germans. Investigators will become aware of a problem on the ship when the radio is disabled, or when people start going missing onboard. The first missing persons could be explained as a tragic accident, but this becomes less and less likely as more people disappear. At this point, Mr. Armstrong may seem to be an ally, as he expresses concern about both the sabotage and the disappearances.
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CEP H ALOPHOBIA When someone tries to break into Armstrong’s private cargo area, suspicion may fall on Felix Schmit, a mysterious german who some NPCs think was a spy during the Great War. Armstrong will encourage these suspicions. As the investigators are isolated on the boat, much of the research will be limited to interviewing passengers, examining physical evidence, and perhaps perusing recent newspapers brought on board before departing New York. The path of the investigation should lead the the investigators from being suspicious that Schmit is a spy/saboteur to realizing that he is aware of Armstrong’s plan and is trying to thwart it. Once investigators trust him, Armstrong will quickly kill Schmit or otherwise eliminate him as a threat. Depending on how much information they gain from Schmit, the investigators will become Armstrong’s next target.
In order to prevent the ritual from taking place, the inves-
tigators must either divert the ship away from the desired coordinates, destroy the temple, destroy the idol, or preferably all three.
Customizing the Scenario Seed: This scenario seed is meant as a jumping off point, and could be added to or customized to fit the needs of the Keeper. Anything is possible, but here are some suggestions: • Much of the story could be moved to New York, where there are more investigation options. In this case, the investigators are probably aware of Armstrong’s plans before they board the ship. • In lieu of or in addition to a temple, Armstrong could be transporting a Shoggoth or other creature that needs to consume a certain number of passengers before reaching the intended destination. In this case the the Idol could be used to control this creature. • The presence of Armstrong’s Idol might drive some of the more sensitive passengers insane, leading to a spate of violent incidents.
Mythos Threats: Armstrong can summon some mythos creatures such as Byakhees and Fire Vampires, or others as deemed appropriate by the Keeper.
” g n i K g n i “The Dream s, The identity of the “Dreaming King” is up to the Keeper. He may truly be one of the mythos deitie or a member of a lesser race masquerading as one. If the investigators prevent Armstrong from awakening him, they may never learn. If they fail, and Armstrong completes his sacrifice, the Dreamer is just as likely to turn on Armstrong as help him.
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STUDY ABROAD Key Non-Player Characters Samuel Armstrong, Industrialist/Warlock Age: 45
HP: 12
MP: 13
STR: 10
DEX: 8
SIZ: 12
INT: 16
EDU: 12
APP: 12
CON: 11
POW: 11
SAN: 55
LUCK: 55
KNOW: 60
Spells: Contact “Drowned Dreamer”, Summon/Bind Byakhee, Summon/Bind Fire Vampire, Summon/Bind [Keeper’s Choice]
Armstrong is a wealthy British industrialist based in New York but with holdings in both countries. His company, Armstrong Forge was instrumental in producing machine guns, tanks, and war gasses during the Great War. He is also a Warlock, and a follower of being he knows as the “Dreaming King”. The King speaks to him through an obscene idol which he acquired during the Great War, and it has promised to help him take political control of Great Britain, and remake the British Empire. Other motivations could be used at the Keeper’s discretion.
Skills: Dagger 35%, Pistol 30%, Fast Talk 65%, Cthulhu Mythos 80%, others as needed
Felix Schmit, Former Spy Age: 35
HP: 11
MP: 10
STR: 11
DEX: 10
SIZ: 11
INT: 17
EDU: 11
APP: 9
CON: 10
POW: 10
SAN: 50
LUCK: 50
KNOW: 55
Schmit is a former German intelligence officer who came in contact with the Mythos and Armstrong during the Great War. No longer affiliated with the German government, he has become unhealthily obsessed with Armstrong and thwarting his plans.
Skills: : Pistol 45%, Sword Cane 35%, Cthulhu Mythos 35%, Sneak 65%, others as needed
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Image Credits Cover art: Beginnings by Ian MacLean, Interior design elements adapted by MUP Staff from original illustration. Used by kind permission. All rights reserved. Page 7 – Sources: Adapted from iStock Photo and www.texturelib.com Page 9 – Source: Adapted from an original photograph by Alaskdan Dude on Flickr.com. Used in accordance with the designated Creative Commons attribution license. Page 12 – Sources: Adapted from original photographs by Dynamosquito and Anders Sanberg on Flicker.com. Used in accordance with the designated Creative Commons Attribution, Share Alike license. Page 13 – Source: Adapted from an original photograph by Mike Baird on Flicker.com. Used in accordance with the designated Creative Commons Attribution license. Page 14 – Source: Adapted from an original photo by Dan Brandenberg / iStock Photo Page 16 – Source: Adapted from decisiveimages / iStock Photo Page 17 – Source: Adapted from U.S. Library of Congress / Bain Collection Page 21 – Soruce: Adapted from an original photo by Wystan on Flicker.com. Used in accordance with the designated Creative Commons Attribution License Page 26 – Sources: Adapted from an original photo by Wystan on Flicker.com. Used in accordance with the designated Creative Commons Attribution License; Coins image adapted from an original photograph by Jason Lugo / iStock Photo Page 27 – Source: sumnersgraphicsinc / iStock Photo Page 28 – Sources: Compact disc image by Jonas_ / iStock Photo. Spatter image by Zeds-Stock / deviantART Page 29 – Sources: Adapted from Microsoft Clipart. Elder Sign from 4Vector http://4vector.com/free-vector/elder-sign-clip-art-110926 Page 31 – Source: Adapted from U.S. Library of Congress / Bain Collection Pages 32-33 – Source: Original photo by kirbyzz / iStock Photo
Notices All written works of H.P. Lovecraft are in the United States public domain. The Call of Cthulhu Roleplaying Game is the property of Chaosium, Inc. Original content of Cephalophobia is the exclusive property of their respective authors. Cephalophobia is made available freely under the Creative Commons Attribution / Non-Commercial / Share-Alike License.
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