,

39 ~ d i t i o n
'.
To lj.P. hovecroft. Hoberl E. Ijowurd.
Hoben W. Chumbero. Clurh &hJOIJ §mifh.
Dad all the other bards of lhe lIJ'ytha.5
who.se 'l]J:jion;5 huve in.sptroo fhLs wOl'it
By Robert "Mac" McLaugillill
and tile SkirmisJur Game Development Group
30 Edition
By Robert iill1ac" McLmlghlill
mid Ole Skirmislur Game Development Group
Publl:5bcr/ ldttol'-ID-ehlcf:
Midlael J. Varhola
Layout ODd J)ulgn:
Michael 1. Varhola, Robert "Mac" McLaughlin, Geoff Weber
Il\lrmlo:sbcr Publl:ihlag lWe
P.O. Box 150006
Alexandria, VA 22315-0006
Wcbdc: wWll(skirmisher.com
Interactive Forum: www.skirmisher.comlforum
:t:maU: cthulhulive@Skirmisher.com
Copyright 2008 by Skirmisher Publishing LLC. All rights reserved.
Published under license from Otaosium Inc.
Images throughout this book courtesy of Chaosium Inc., Kettle of Fish
Producti ons. MindGame Productions. PST Productions, Mantra Design
Studio, Celephais Foundation, Dover Publications Inc., Chrif1.ian Matzke,
David Meiklejohn, Robert McLaughlin, Geoff Weber, Ridlard Alan Poppe,
and various other sources lost to the ages. Cover image by Geoff Weber
and based on "The Kitah-al Azif: The Original Necrooomi con," a tome
and functional piece ofart by and available from artist Richard Alan Poppe
(w-ww. t hestygiandepths. com) .
First Skinnisher Publishing LLC E1ectrooic Editioo: May 2008 SKP E 0814
II
'TZlble 01 Content:»
llckDQwledge.mcnta
Introduction
Chapter 1:
Chara.cter Creation
Chapter 2:
Playing the Game
Chapte.r 3:
l\unnlng the Game
Chapter 4:
magIc
Chapter II:
Cl'utura 01 Ihe IBythoa
Chapter 6:
Outald.el'a Ii Payehle 1I:blllllca
Chapter t:
3tZlgecralt
Keeper Cheat Zheot
Player ehZlI"Zlcier :ihe.e.t
v
vi
page 1
page 4t
page 69
page 83
page 113
page 14t
page ltS
page il06
page il08
III
i.
liclmowledgement:i
li
s with any work of this size and scope, a great many people have
contributed to making it what it is and the publishers in general
and the author in particularwQuld like to recognize their contribu-
tions and efforts.
Sincerest thanks are due to Julia McLaughlin for her love and support
for the author.
Special thanks to the H.P. LovecraftHistorical Society and the CeJephais
Foundation for their truly ground-breaking efforts in live-action
Lovecraftian game experiences, and to the latter for the many images they
provided for use in this book.
Thanks to the Cthulhu Live 3rd Edition development team, consisting
of Greg Agostini, George Burruss, John FairHoiton, Adam "The Cthulhu
Kid" Gastonguay, Paul Michael Janousek, Todd"Bully" Phillips, Matt Start,
Will Thrasher, Mike Varhola, Laurent Vidal, and TonyWilson.
Thanks to all the individuals who have helped contribute to the Cthulhu
live tradition these past years, including Richard Bermett, Giles Blackmore,
Donna Brandt, Jeff Campbell, Russ Charles, Matt Cowger, Adam
Crossingham, Dan DePalma, Peter Devlin, Steven Dustin, Mark Evans,
Ian Fagan, C.J. Forster, Steve Gallaci, Michael Garrett, Andy Gates, Earl
Geier, Tod Gelle, Adam Scott Glancy, Mike Goodman, Phil Harbin, Darrell
Hardy, Emily Harris, James Holloway, Eamon Honan, Gavin Hutchinson,
Shane Ivey, C. Jerome, Eric Kesler, Christian Matzke, Scott Nicholson,
Asa Nodelman, Gordon Olmstead-Dean, Christian Petersen, Tristan Petts,
Brian Phillips, Matt Rambo, David Salmon, Cindy Schneider, Mark
Shireman, Jason Sullivan, Mike Tice, Michael 1. Teegarden, Nigel Tonk,
and too many others to name but whose valued efforts and contributions
have added a great deal to the Cthulhu Live tradition.
Thanks to Sub Rosa and members Jason Susalla, Andrew McNeill,
Sara Pope, Cynthia Hamori, John Lawless, Neil Knight, Misha, andParke.
Thanks to artist Geoff Weber for his gargantuan efforts during the
final phases of production for this book.
Thanks to Mythos Artist Richard Alan Poppe for providing us with the
tome used to create the cover and for several of the images that appear
throughout the rest of the book.
Thanks to Jasen Ward and Tori Ward and Mantra Design Studio for
their contributions to this book and for partnering with us to develop an
interactive companion CD for Cthulhu Live 3ni Edition.
And thanks to Fantasy Flight Games for their assistance during the
production of this book and to Charlie Krank, Eric Rowe, Greg Stafford,
Lynn Willis, and Justin Wright of Otaosium Inc. ~
Introduction v
:Introduction
~
h U l h U live is the official live-action version of the immensely popular
Call ofCthulhu tabletop role-playing game published by Otaosium
nco This new 3rd edition set of rules, brings dynamic 11e\V changes
to player sieills, sanity tests, combat rules, and many other aspects of the
game. The book incorporates best practices and ideas culled from live-
action groups around the world.
Inspired from the stories of Howard Phillips Lovecraft and the group
of writers known as the Lovecraft Circle, Cthulhu Live allows players to
use sieills, wits, and teamwork to combat dark and alien forces from the
stars and from outside our known concepts of reality. These ancient hor-
rors wait just beyond the perception of our science and our senses; wait-
ing to reclaim what was once theirs.
Live-action role-playing is unlike many games you may have played
before. The game comes to life around you, rather than on a table or in
your mind, with numerous players, props, costumes, and locations. Play-
ers have the opportunity to handle ancient relics, page through tomes of
blasphemous secrets, and face otheIWoridly horrors in real-time interac-
tions.
Each session involves at least one game master - known as the Keeper
of Arcane Lore - a variable number of players, and a few members of a
support staff who assist the Keeper and perform the roles of Non-Player
Characters (NPCs). The number of players, Keepers, and support staff
vary from one adventure to the next, depending on the complexity of the
adventure and the number of players available. For convenience, the mas-
culine gender is used throughout most of this rulebook, but of course
there are no such restriction on the gamer's gender.
Adventures in Cthulhu Live are a form of interactive, improvisational
theater. Adventure scripts are typically written to cover the most likely
courses of action, but no one can foresee every eventuality. The
unpredictability of the game is part of the fun. Players can often take the
game in new directions and create interesting new twists to the estab-
lished plot.
Cthulhu Live is based on the role-playing game Call ofCthulhu. Expe-
rienced role-players will notice that the rules of Cthulhu Live are stream-
lined and simpler than traditional role-playing games. The intent is to ac-
commodate the requirements of live role-playing. Neither dice nor pages
of complex tables are used in this game. The design of the entire rules
system is to facilitate smooth, unintenupted role-play. Even new actions
not covered in the rules maybe easily settled and adjudicated by the Keeper.
Gamers may create new skills and tests they feel are necessary.
vi Clhulhu hive Srd EdilioB
The horror of CtillliJm Live does not limit itself solel y to the Lovecraft
Mythos. The game system includes rules for psychic powers, insane
killers, vampires, werewolves, living dead, demons, ghosts, and other
terrors. Cthuihu Lh'e is designed to fully ~ p p o r t traditional horror and
supernatural advenlures. Many groups may even prefer to run a ser ies of
action-based, monster bashing adventures such as hooting vampires or
fighting an army of the li vi ng dead.
Welcome to the world of Clhulhu Live!
lick. ow ledge .. e.. ts .11
vIII
1
eharacter ereation
T:
e character is your alter ego in the Cthulhu Live universe. During
most games the Keeper provides you with a pregenerated char-
acter designed specificallyforthe adventure at hand. In other games
you may have the chance to create your own character.
A character is defined by Statistics (or Stats), Advantages, Disadvan-
tages, and Skills. Stats are a series of numbers that indicate physical and
mental capabilities. Advantages and Disadvantages are optional rules often
used when players create their own characters. They represent unusual
quirks, talents, or afflictions that add personality, special abilities, and
personal handicaps that might arise during the game. Skills represent fields
of knowledge and physical training your character has learned through
life. Skills are purchased from a pool of available points derived from your
character's stats.
Primary Itati:litiCli
Your character's mental and physical capabilities are defined by the fol-
lowing four Stats: Education, Dexterity, Constitution, and Power. A score
of 20 is typically the maximum for a human. Average human ability scores
are between 8 and 12. These four primary stats determine secondary
statistics such as Wound Points, Magic Points, and Luck. Stats also help
determine the number and quality of your sieills. Be sure to chose your
stats carefully and build them up according to your vision ofthe character
you wish to create.
Most characters have Stat scores forming a bell curve around human
averages. Exceptionally high or low scores are not as common but are not
unknown. This is especially the case with extreme characters who typify
strong but dumb, brilliant but sickly, fast but frail, or possessed of great
psychic potential but physically disabled. Some players are terrified of
having Stat scores less than 10 but having both strengths and flaws in
characters make them more interesting. Play your character to his or her
strengths and avoid situations that will trap you within your weaknesses.
A few Statistics seen in many role-playing systems have been omitted
from Cthulhu Live. No Strength score is used; Constitution reflects the
overall fitness and health of your character. No Intelligence score is used.
You must use your own wits to solve the puzzles with which you're
confronted. No Otarisma score is used. You'll have to rely on your natu-
ral charm, or lack thereof, when interacting with other characters.
ehupter 1: ehurZlcter ereution 1
The Keeper defines how many points you have to distribute among the
four stats. Most investigators are considered a cut above average when
they begin. Depending on the type of game your Keeper has in mind,
players may be ask.ed to play very average characters or may be allowed
to create seasoned adventurers.
Adventurer Experience Level
Average Person - 40 Points
A Cut Above - 45 Points
Experienced - 50 Points
Best of the Best - 55 Points
EDUCATION (EDU): Knowledge and learning capacity. EDU contrib-
utes to the pool of skill points available for academic and trade skills. EDU
is a factor when determining the success of a great many actions in Cthulhu
Live; translating foreign languages, recalling historical facts, diagnosing
diseases, and all other Skill Tests when a character uses his acquired
knowledge and "book-learning". An EDU of 1 JXobably means the indi-
vidual was raised by wolves. A 20 EDU is a certified genius.
DEXTERITY (DEX): Agility and manual dexterity, it is a factor in the
pool of skill points available for combat skills. The Keeper considers your
DEX when settling the outcome of all actions requiring agility, sleight of
hand, or the performance of delicate operations. DEX-related actions in-
clude picking a lock andrepairing miniature mechanical or electronic equip-
ment. Someone with a DEX of 1 can't walk and chew gum at the same
time. A character with aDEX of20 could be a phenomenal stage magician
or an Olympic gymnast.
CONSTITUTION (CON): This is physical health, strength, and tough-
ness. CON establishes Wound Points and is a factor in the pool of points
available for combat sk.ills. It is important when the Keeper determines the
effects of poisons, electrical shock, radiation exposure, and other instances
when you depend on physical toughness. A character with a CON of 1
passes out after one beer. Someone with a CON of 20 probably eats
arsenic for breakfast.
POWER (pOW): Your willpower, psychic strength, and spiritual aware-
ness. POW comes into play when performing magical or psychic feats. It
contributes to the pool of skill points available for academic and trade
skills. The Keeper considers Power when judging tests of spell casting,
mind reading, psychic combat, resisting possession, and other times when
your character relies on his innate psychic and magical talent. Characters
2 Clhulhu hive 3rd EdilioB
with high POW have strong willpower and great self-control. They fare
better when confronted with horror and the supernatural. A person with a
1 POW is frightened by his (lINn shadow. Someone with a POW of 20
could be a celebrated psychic or march straight into the depths of Hell
without flinching.
lecondary ItatilitiCli
There are several secondary stats that are used cUring the game.
MAGIC POINTS (MP): POW is arat-
ing of your willpower and magical
awareness; Magic Points represent per-
sonal reserves of magical and psychic
energy. At the start of the game, :MPs
are equal to your POW. During the
course of an adventure, you may at-
tempt psychic or magical actions, ex-
pending MPs in the process. Magic
points are regained through rest and
meditation. Some magic items or
ghastly rituals may boost a character's
Magic Points to unnatural levels in ex-
cess of his POW score.
WOUND POINTS (WP): Critical in combat, this is a rating of how many
wounds you can sustain before falling unconsciousness or dying. Your
Wound Points are equal to your CON score. If you are reduced to zero or
fewer WPs, you fall unconscious to the floor. You are now in dire need of
medical attention and will die ifnot treated soon.
LUCK POINTS (LP): Luck Points are determined by your POW/4, drop-
ping any fractions. You may choose to expend Luck during any skill test,
allowing you to test at one level higher than your actual rating per Luck
Point expended. This allows you to conwct a skill test at an effective
level six or higher, or to give you a reasonable chance of success in what
would otheIWise be an unskilled test. For this reason, Luck Points are
very precious and should be used wisely. They are regained behveen
games if your character survives.
SANITY: Your mental stability and a guideline for how you react when
confronted with arcane horror. There are six levels of Sanity, providing a
guide for role-playing your character's state of mind. These should be
ehupter 1: ehurZlcter ereution
listed on your character sheet, allowing you to check off new levels as
you move up or down in Sanity levels. Most start the game out as
but some disturbed characters may begin the game further
chart. Events and horrific revela-
tions may rattle your Sanity and
lower your level. The lower you
go, the more erratic, frightened,
and irrational you play your
character.
Sanity Levels
Solid
Shaken
Spooked
Scared
Screaming
Stark, Raving Mad!
A higher POW allows you to better cope with fear. Consult the chart
below and note the indicated "Shade of Terror" on your character sheet.
During the game, you may read unsettling truths or see horrific sights.
Watch for one or more colored ribbons, colored pieces of paper inside or
near the object or colored cards held up by the Keeper. If the room is dark
or the action chaotic, the Keeper may also loudly call out several colors.
If confronted by your "Shade of Terror," you are temporarily over-
come with fear. You flee from the scene, freeze in terror, withdraw into a
fetal position, wildly attack the object of your fear; whatever seems ap-
propriate for your character and the situation in which the loss of control
occurs. After several minutes, you typically regain some measure of self-
control; however you drop one level of Sanity.
Your character also drops one level of Sanity for every three times he
encounters something frightening but successfully retains his self-con-
trol. In other words, even if you don't encounter your own Shade of
Terror, seeing lesser ofterror three times will still crop you a level
of Sanity. Even the boldest adventurers suffer the gnawing effect of fear
and stress on their nerves.
4
POW
18-20
15-17
12-14
9-11
1-8
Shade of Terror
Red
Orange
Yellow
Blue
Green
CllIulllu IJlvc 3rcl Zd1110.
,
Remember that each shade of terror builds on the ones below it. A
Yellow result panics Yellow, Blue, and Green players. An Orange result
panics all players except those with the Red Shade of Terror. In most
cases the Keeper will arrange for several colors to be displayed or called
out, but remember that your character panics at his own Shade of Terror
and all others higher on the chart.
lldvzmtZlgeli Zlnd l)iliZldvZlntZlgeli
After assigning basic stats, but before purchasing skills, consider if you
wish to take any Advantages or Disadvantages for your character. These
are entirely optional rules. Typically these are used when players create
their own characters, imposing certain costs for character benefits but
granting bonuses else\Vhere for character deficits. When Keepers design
pre-generated characters, these elements are usually taken into account
within the script itself and Advantages and Disadvantages rules are not
required. If the Keeper allows players to create their own characters, he
may suggest that Advantages and Disadvantages be used to temper ex-
cessively ambitious character design.
Advantages and disadvantages directly affect your stat points. Each
has a point value associated with it. Advantages are benefits to your char-
acter and you give up stat points to buy them. Disadvantages are handi-
caps for the player or problems that will likely affect them during the
game. As a result, taking disadvantages for your character gives you a
fe\V extra stat points to allocate however you would like.
• There are a few guidelines players and Keepers need to keep in mind:
Advantages and Disadvantages are optional, but the Keeper has the final
word. If a Keeper w i ~ e s to have none of these in his game, or to not
allow a specific advantage or disadvantage, that is his decision to make.
• No player should chose more than 5 points worth of advantages and
5 points worth of disadvantages.
• Keepers must make sure that players role-play any disadvantages
they take. Players carmot conveniently forget their character's disadvan-
tages during the game. This is the greatest potential for misuse of this
rules option and Keepers should make sure that players are willing and
able to abide by any disadvantages selected and role-play them faithfully.
Advantages
Following are a list of standard Advantages, along with the number of
points a player must pay to gain each of them.
Artistic: 1 point
You are creative and imaginative. You have a natural affinity for art, mu-
ebaptel' 1: ebal'uctel' ereatlon
sic, or writing and can procUce original and compelling works. It allows
an individual to test at one level higher than their Fine Arts Skill would
normally permit. It also allows the individual to make an unsk.illed Fine
Arts test in a field they normally do not possess at sk.illievel one.
Blessed: 3 points
At some point in the past, you or an ancestor did something that met with
approval from some benevolent, supernatural intelligence. Perhaps you
restored lost sacred stones to a shrine of Shiva, protected a Buddhist
monastery from destruction at the hands of marauders or offered kind-
ness to a stray cat that was a particular favorite of Bast. At some point in
the near future, this entity may provide help when times are tough. You
may detail the background history of this advantage, but your Keeper
determines any specific effects during the game. Typically this will take
the form of a miraculous twist of fate that saves the character's bacon on
one single occasion.
Clearance: 1 point
You have been granted a
high security clearance as
a result of your job and a
favorable background in-
vestigation. Typically a
clearance will be granted
to certain military and
government employees,
some politicians, and
some various technology
and engineering contrac-
tors working for a gov-
ernment agency. Your character has clearance for Top Secret information
and perhaps even certain special access programs. Having a clearance
does not always mean you have a need-to-know specific information.
Clearances do not grant unrestricted access to all classified material. Spe-
cial permissions and a need-to-know are also required for approved ac-
cess. Clearances can be fragile things. Overt signs of mental instability,
erratic behavior, or the revelation of dark personal secrets that can be
used for blackmail orto discredit the government will result in a clearance
being frozen or potentially revoked.
Connected: 2 points
You may be the child of a u.S. senator, the nephe\V of a Mafia boss, or
once saved the life of a federal agent. You have a powerful connection
6 Clhulhu hive Srd EdilioB
with the law, government, or the criminal u r l d e l W ~ d and may be able to
drw.v on this connection to aid you in can be very
helpful in gaining access to restricted files, of jail, having
judicial charges dismissed, getting your .
ing a safe haven, or assistance_ your transgres-
sions. This have a connection through
birth or a chance unlike the Networking and Streetwise
skills that reflect years relationships and culling personal
favors . I· these . Remember that this advantage is not a
Daredevil: 2 points
be able to communicate with your cormection in
. Even then it maybe denied ornot immediately
With a flair for the dramatic and a risle-taking, devil-may-care attitude,
you are not hampered by the doubt or hesitation experienced by most
people. You perform test resolutions at one sleill level higher than your
actual level, provided they are recklessly dangerous acts or take place
during dramatic scenes when you have an audience. Landing a damaged
plane on ajungle strip during a tremendous rainstorm, disarming a bomb
when only seconds remain, repairing a get-w.vay car under hostile fire,
bypassing an electronic keypad to escape a shoggoth flowing dQlNn the
hallway, your character always seems to perform better when in dire
physical peril. Your actual life-span may be limited, but your friends will
always say you lived life to its fullest.
Fame: 1 or 2 points
You are well known in your chosen profession (1 point) or possibly to the
general public at large (2 points). Your name and face are recognized and
many average people feel honored to make your acquaintance. You may
be able to organize special favors or perhaps gain access to restricted
areas or information if you encOlmter a fan and play your cards right. Of
course being so widely recognized can sometimes work in your disfavor,
attracting unwanted attention to your movements or being easily identi-
fied during times when anonymity is a blessing. During the player orienta-
tion and rules briefing, the Keeper makes a big deal about singling out the
player and letting all the others know who the character is and what is
publicly known about them.
Gifted: 2 points
You have a natural affinity for the invisible world and have 5 extra Magic
Points than your POW would normally provide. This can be of great
benefit for psychics or those dabbling in magic.
ehupter 1: ehuructer ereution 1
Gift with Languages: 2 points
Your character has a natural affinity for languages. When buying and
increasing ~ i l l i e v e i s in language ~ i l l s , you will pay only one skill point
per level, regardless of the level purchased. For example most characters
will spend three points to increase a language skill from level two to level
three. Your character spends only one skill point to do so. You must still
spend one extra skill point to buy a linguistic specialization.
High Tolerance: 2 points
Possessed of a very hardy
constitution, your character
has a high tolerance for alco-
hol, chugs, and toxins. All tests
against poisons, drugs, and
similar substances are con-
ducted with a +5 to the base
CON score.
Keen Senses: 2 points
Your character makes skill
tests benefiting from highly
acute senses at one skill level
higher. Keepers will rule on
what tests can or cannot use
this Advantage. Nearly all ~ i l l
tests require some sort of sen-
sory input. Only certain ones should gain additional benefit from acute
senses. This Advantage is very helpful for musicians, hunters, soldiers,
fine craftsmen, lock.smiths, and other professions in which sharper than
average senses are a clear benefit.
Lucky: 3 points
Most characters receive Luck. points equal to their POW/4 for use through
the game. Your character is naturally lucky and is entitled to an additional
five luck points in addition to their basic allocation. The careful use of
luck points gives characters a better than usual chance of success or the
opportunity to perform unskilled tests as if they were sk.illed.
Nerves of Steel: 3 points
Your character is arock., a model of discipline and self-control. Unflinch-
ing in the face of danger, he'll steadfastly charge into a hail of gunfire or
square off against the blackest denizens of Hell. Your code of honor,
natural bravado, or innate death wish is such that you are allowed to make
B Clhulhu hive Srd EdilioB
Sanity tests at one Shade of Terror higher than what would normally be
permitted by your POW. If your POW already places your character in
the highest level for Sanity tests, you are allowed to ignore the first failed
Sanity test of the game. If the character's POW exceeds their CON score,
they may use their POW to calculate points for combat. The
character stubbornly resists pain and loss by virtue of
their iron will. They may collapse in condition when
the danger has passed if the natural CON.
Owed a Favor: 1 point
Someone owes you a favor, typically a non-player character of the Keeper's
choosing although it might be another player character. At some point
during the game, you may a ~ for help within their means.
P ~ c h i c Talent: 3 points
Your character possesses a rare natural potential. Mysterious powers,
lying dormant within most humans, have been awakened in your own
mind. This ability is the basic potential of using Psychic powers. A great
deal oftraining is required to develop specific psychic skills and use them
in the game. Psychic skills will be addressed later in the rules.
Robust: 2 points
You have always enjoyed a robust health and resistance to injury. Your
character gains +5 to his or her Wound Point total. Wound points regen-
erate normally, but you have a higher maximum score that your CON
would typically provide.
Stinking Rich: 3 points
You have the benefit of a fat bank account and a nearly endless supply of
wealth. Perhaps you were born into money or are a self-made millionaire.
Although envied or resented by some, you are able to bankroll many ele-
ments of a Mythos investigation and have a certain amount of influence
by throwing your name and
money around. Flashing your
wealth in certain settings may
attract a dangerous criminal el-
ement, hungry for what you
possess. This advantage means
that you have full control of your
financial assets. A dilettante
character without this advan-
tage, for example, may live off
a trust fund that takes care of
ehupter 1: ehuructer ereution 9
his or her needs but may be unable to divert Daddy's millions to fund
some cockamamie expedition into the Sahara. Details of your wealth and
its capabilities should be negotiated with the Keeper.
Strong: 2 points
Your character is stronger than expected for his size and ackls +5 to his
CON score on any test measuring physical strength against an inanimate
object or comparing strength on strength test with another character.
Well Traveled: 1 or 2 points
You have been around the world
and back again. As a result, you
may call upon regional knowledge
gathered in your travels. At 1 point
your traveling experience is limited
to a single continent (specified at
the beginning of the game). With 2
points you have traveled the entire
world. During the game you may
ask the Keeper some basic ques-
tions about objects, names, and lo-
cations encountered. It will be up to the Keeper to decide if you know
anything related to your question and generally it will just be cursory
information. The Keeper will give you any basic facts that you know, but
you should embellish the details considerably in a rambling discourse when
relating the information to other players. "I'm no expert in the matter, but
this looks like a Mesoamerican carving from the Olmec culture. You know,
I was in Mexico a few years ago, hiking in the Tuxtlas Mountains and
experimenting with peyote when I ran into this old Indian shaman. "
Disadvantages
Following are a list of standard Disadvantages, along with the number of
extra points a player gains for acquiring each of them.
Abused: 2 points
You suffer from the effects of past physical, mental, or sexual abuse. You
may determine the details of the abuse, but you have difficulty interacting
with others in various social settings. Certain actions, words, or sights
may trigger outbursts of violent rage or tearful collapse. Sights and situa-
tions that may not affect other players will begin to lower your condition
on the Sanity chart. Players are encouraged to role-play elements of a
hidden or repressed emotional disturbance; otheIWise your Keeper will
direct loss of sanity levels to reflect your troubled emotional state.
10 Clhulhu hive Srd EdilioB
Amnesia: 2 points
Your long-term memory is gone and only functional memories like abili-
ties, sieills, and basic social competencies remain. The Keeper picks one
additional disadvantage, for no acklitional points, and keeps it secret until
this unknown disadvantage suddenly manifests itself during play. Those
seeing this as an easy way to pick up stat points should be forewarned;
the secret disadvantage picked by the Keeper will usually be a major one
and manifest itself at the worst time possible.
Optionally, the Keeper may keep some skills secret from the player
until such time that they are required and at that time reveal the "forgot-
ten" sieills and their levels.
Bad Eyesight: 1 point
You need corrective lenses to have functional eyesight, and even then it is
still not the clearest. You will perform vision related sk.ill tests such as
translations or knowledge and recognition tests at one skill level lower
unless you are able to be just a few feet away from the object. You are
practically helpless if you loose your glasses or contact lenses.
Blind: 3 points
You are totally blind or retain very little sight. Any test resolution requiring
sight is automatically"unsieilled." TheKeeperwill expect you to role-play
this disadvantage appropriately during the game. This can be a fascinating
challenge for an experienced role-player. Safety concerns permitting, the
best way to play this during agame is to provide a set of blackout glasses
for the player and let him or her truly play the game without sight.
Code of Honor: 1 or 2 points
You live by the tenets of a strict code of conduct, morality, and personal
honor. You will never willingly act contrary to this code, even if it means
injury, imprisonment, or death. If accidentally tricked into betraying this
code, you suffer an immediate loss of one Sanity level and perform all
skill tests at one level lower until the transgression is righted. Your Keeper
determines the exact point cost of this limitation, depending on how strin-
gent your code of honor may be.
Examples such as "never kill the innocent or an unarmed opponent,"
"never tell a lie," or "always protect the helpless" are excellent codes for
a character to select. Codes such as "never harm a bunny" or "always
look both ways before crossing the street" are not likely to be approved.
Dark Past: 2 points
Sometime in the past, you committed an awful transgression: a dark crime,
a terrible betrayal, or perhaps even an affront to humanity itself. Details of
ehupter 1: ehuructer ereution 11
Habitual Liar: 1 point
your past may be worked out
with the Keeper, but you are
concealing a dark secret from
the other players. You must
always be alert, for one day
your past is likely to catch up
with you; most likely during
this game! Be careful choos-
ing this limitation, it allO\Vsyou
several extra points in your
ability pool, but your Keeper
may have some fiendish ideas
in store for your future.
You are apathologicalliar, habitually telling alie instead of the truth when-
ever it seems practical, makes you feel good, helps you look important, or
provides an immediate and easy way to get out ofa negative situation. Of
course you often end up having to spin more yarns in order to prevent
your other lies from being discovered. Unless you are really good or really
lucky, people will eventually figure you out and regard you with some
mistrust. This can be quite a disadvantage when trying to tell other char-
acters about something you've actually seen or when trying to get assis-
tance from players or authorities that've already dismissed you as a con-
Slllllmate liar.
Illiterate: 3 Points
Regardless of how many languages your character knows, you cannot
read or write in any of them. Typically you may not advance past level
two in any academic & trade skill with exceptions determined by the
Keeper. Despite the number of stat points this can provide, it can become
a major handicap in learning many sieills and should be taken only after
careful consideration.
Intolerant: 1 point
Your character thinks everyone else is Mong. Their opinions, behavior,
and backgrounds are all Mong. You vocally disapprove of people of the
wrong sex, age, religion, race, economic status, or profession. Your Keeper
will ask you to select a primary focus of your intolerance and it will need
to be something that will become a point of contention during the game.
While a hero amongst your bigoted friends, your statements and actions
may make your character very unpopular with other player characters
and NPCs.
12 Clhulhu hive Srd EdilioB
Mythos Heritage: 3 points
A sympathetic connection to the Mythos exists at some point in your
family's past. Perhaps your grandmother was a Marsh from Innsmouth,
an ill-rumored sibling was always kept lock.ed WNay in a shuttered room,
an eccentric uncle was notorious for his strange old boocs and depravi-
ties, or your great-great grandmother was burned at the stake during the
Arkham witch-trials. Sooner or later, this disadvantage will bring the
Mythos to your doorstep and its implications may strike deeper than you
might think. You mayor may not want to reveal this heritage to your
fellow players, especially when they have barricaded themselves in against
the night and have grown just a little too trigger-happy.
Obsession: 1 point
Some goal, person, or object is a compelling fixation that drives many of
your actions. This could be sex, money, an unnatural fetish, the love of a
specific person, power over others, possession of occult artifacts, or
numerous other obsessions as approved by your Keeper. You are con-
stantly compelled to pursue your desire, and you must make at least one
serious attempt to acquire this during the game. Failure to pursue your
obsession during a key moment may result in the loss of a Sanity level.
Odious Habit: 1 point
Your character has a particularly annoying habit that is likely to rub others
the wrong way or prove to be a disadvantage during the game. Examples
may include chain-smoking cigarettes or foul cigars, laughing hysterically
or whistling off-key during any stressful situation, a predilection for pick-
ing fights regardless of the odds, alcoholism, or perhaps an illegal drug
habit. You will be expected to role-play this odious habit throughout the
game.
Owe a Favor: 1 point
You owe someone a favor, typically anon-player character of the Keeper's
choosing or it might be another player. At some point during the game, he
or she will ask you to help them in some way within your means. When
they approach, you will decide how to repay the debt or if you choose to
renege on the favor and earn their animosity.
Persecuted: 1,
Your character
be a result of :YOLl j;J"
or other sources
vantage varies aClCO\dJrlgj
minority that is mistrusted and
The source of this persecution may
r,:lllgi,msbeliefs, sexual orientation,
. The point value of this disad-
and setting of the game, how
Chople. 1, Ch'''D,:leJ Ifrc,Otion 13
obvious your membership is to this minority, and to what degree this
persecution may actually affect you during the game. For example, an
openly Jewish character in Nazi Germany should be given a three-point
disadvantage. You may only be given a one-point disadvantage if you have
cleverly concealed your identity and remain in hiding.
Phobia: 1, 2, or 3 points
You have an unreasonable fear of something and can pretty well count on
experiencing it during the game. As a one-point disadvantage, you make
all skill tests at one level lower when in the presence of what you fear. As
a two-point disadvantage, you immediately drop one Sanity level and suf-
fer the same skill test penalty as described above. For a three-point disad-
vantage, you drop two levels of Sanity and must flee the area or risk going
catatonic with fear as long as you are in the presence of what scares you.
The exact phobia and point value will be negotiated with the Keeper.
Physically Handicapped: 1,2, or 3 points
Your character is physically handicapped to a degree that affects your
movement and motor coordination. You may be an amputee, a victim of
Polio, or confined to a wheelchair for the game. The Keeper determines
the exact point value for this disadvantage, based on the obstacles the
player may face with such ahandicap. Requiring a cane and being unable
to move at faster than a walk may be a one-point disadvantage. Being
confined to a wheelchair may be worth a three-point disadvantage cUring
game play. As with all disadvantages, you are expected to faithfully role-
play any limitations and difficulties your character would experience.
Psychosis: 2 Points
14
Suffering from a condition of
mental illness, your character
begins the game with acute
paranoia, manic-depression,
multiple-personality disorder,
or another psychosis. You also
lose one maximum level of
Sanity and may never rise to
the "Solid" level on the Sanity
chart. Whatever is chosen
should be role-played
throughout the game and be
an ever-present part of who
you are and how you interact
with others.
Clhulhu hive Srd EdilioB
Sickly: 2 Points
Physicall y weak and sickly, you begin play with 5 Wound Points less than
your CON score would nOlTll all y provide.
Unlucky: 2 Points
Born under a bad sign, you have no luck points at all to use during the
game.
Wanted: 2 points
You are a known fel on or somehow
wanted by the authorities. You may be
a cr iminal on the run, an escaped con,
or perhaps wanted by a powerful and
dangerous government conspi racy.
Whether you actually perpetrated the
crime, are wrongfully accused, an in-
nocent patsy, or a mere victim of cir-
cumstance, your identity is known to
the authorities and they are looking for
you. Details should be worked out with
the Keeper. Other players mayor may
not know your fugitive status, bUl po-
I ice, bounty hunters, and government
agents will be dogging your trai l,
WANTED

JOHN I IERB£RT
DIlJ.JNGER
'. _
$ 10.000 .00
---$S..oOQ,OO
Skills are specialized fields of knowledge learned by your character. Many
are connected with your chosen profession, while others reflect hobbies,
special interests and odd bits of knowledge acquired through life. Some
skills may be applied with more than just me of the primary statistics
during the game; however skills are broadly divided into Combat !icills
and Academic & Trade skills for the purposes of character creation.
After assigning Stats and choosing any Advantages or Disadvantages
for your character, it is time to purchase skills. You have two separate
pools of purchase points, one for Combat Skills and aile for Academic &
Trade Skills.
Academic & Trade Skill Points = (EDU+POW) x 2
Combat Skill Points = CON+ DEX
Skills are divided into fi ve levels of knowledge. Each additional level
you rai se a skill increases your chance of &Iccess, speeds the time a ta!ic
15
can be accomplished and may even provide specialized areas of expertise
within the skill category.
Skill Levels
1 - Novice: A basic knowledge, equivalent to what one might learn
about a subject in a mediocre grade school, a hobby-level interest, or
with some rudimentary training in the field.
2 - Apprentice: What one might call a "solid grounding" in an area of
knowledge, perhaps after a little more education or on-the-job training.
3 - Journeyman: This sk.ill is something the character could probably
do professionally. Their level of knowledge could obtain a full-time job
in a related industry.
4 - Expert: A recognized expert in their field. They absolutely know
what they're doing and are sought after for their experience.
S - Master: The character is among the top indiviwals in that area of
knowledge.
Skill levels are purchased at a cost ecp.ml to the new level of the skill. A
level one sk.ill costs one skill point. Level hvo sk.ills cost an additional hvo
points. Three points are spent to rise to a level three sk.ill, and so on.
Remember that this escalating skill cost is paid for every level purchased.
Thus, a character starting the game with a History sk.ill at level 4 must pay
a total of 10 sk.ill points (1+2+3+4=10)
These skill levels are ratings approximating your character's training
and experience. The list of skill levels describes general rules of thumb to
consider when equating your level to actual capabilities. The Keeper al-
ways has the final decision as to whether or not a task. is within your
abilities to perform or how difficult the action will be to This
is discussed in greater depth in the Test Resolution rules.
How are skills used in the game? Skill levels are used as multipliers for
your base four stats when attempting a skill test. EDU and DEX are the
most common stats used during tests but CON and POW may be used on
certain occasions. The Keeper may ask for the total of your DEX multi-
plied by your level in the Locksmith skill when picking a lock. You might
apply your EDU times your History sk.ill when trying to find out more
information about the Knights Templar. Occasionally the same skill may
be called upon to modify different stats for different tests. A player may
use his Medicine sk.ill with EDU to diagnose a rare disease, but may apply
his Medicine sk.ill level with DEX when performing a delicate surgical
renm"nt capabilities based on common knowledge in the
" "',,oH'character. A character with a Medicine-3 from the
generally more knowledgeable and capable than a
Clhulhu hive 3rd EdilioB
character with Medicine-5 from the 17
th
century. More information, bet-
ter training and superior resources allow advanced cultures to learn more
facts and achieve greater success. But just as a modern doctor spends
years of training to become a master in his field, a 17
th
century doctor
would also require the same years of study to become a master during his
own era. The costs to increase skill levels remain the same; the capabili-
ties and difficulty ratings to accomplish specific actions may be different.
Some skills may be purchased at will. Other have pre-requisites
before they be learned. On rare occasions this is a minimum Stat
lfi irem"nlts are basic entry skills that must be learned
skill can be purchased. The Accounting skill, for
€ of2 in Mathematics. Very challenging
.. one pre-requisite. Pre-requisite skills have been
advanced and skills more expensive to
ones. They also ensure that character has
leamedon
advanced education.
Skill Specializations
Nearly all skills will have a suggested list of specializations. Skill special-
izations represent individual areas of interest and personal focus, a pro-
fessional area of expertise. Players may purchase one specialization at
level 3 (which is considered to be a basic professional-level of knowl-
edge) and may purchase one additional specialization at each level thereaf-
ter. It costs one extra skill point to purchase a specialization.
If you choose to purchase a specialization within a skill, any skill tests
that fall within this personal field of expertise will be taken at one sk.illievel
higher. Aplayerwith a History sk.ill of3 and a specialization in Mediterra-
nean history conducts a skill test at 4 x EDU when trying to identify an
Etruscan artifact. This allows a character with a skill level of 5 to actually
test with a sk.ill modifier of 6 if the test falls within an area of sk.ill special-
ization. You are not required to purchase specializations, but they allow
greater personalization of your character and can prove valuable invest-
ments when chosen wisely.
Virtually any sk.ill may have areas of specialization. Several specialty
examples are listed with most sk.ills. Any to develop a ne\V
specialization must have Keeper approval. While Combat skills also allow
specializations, they are employed differently in the game and discussed
in greater detail in the Combat rules.
The following pages list a broad array of skills with an explanation of
how they can be used. Any pre-requisite stats or skills will be detailed in
the description. The last part of this chapter presents a collection of pro-
fessional skill packages and their purchase cost. Using professional pack-
ehupter 1: ehuructer ereution 11
ages is a quick and easy way to build your character. Additional ~ i l l
points are frequently left over so that you may increase some skills or
learn others to personalize your character.
Academic & Trade Skills
Following are the most commonly used skills for Cthulhu Live. Keepers
may allow additional ones ifneeded or desired.
Accounting
This covers general accounting and bookkeeping procedures, analyzing
business deals, and checking financial ledgers for inconsistencies and
embezzlement. Conversely it can also be used to try and cover up finan-
cial misdeeds and appropriations of funds. The investigator understands
complex monetary transactions and may search contracts and account-
ing books for clues to how a person or business made its money and how
the money was spent.
Requirements: Mathematics-2.
Example Specialties: Tax Shelters, Embezzlement, Spot Fraud.
Anthropology
This skill pertains to the study of human culture around the world. It is
used to glean information on the practices and beliefs of various societies,
to recognize prominent cultural and religious icons, as well as to identify
the cultural or ethnic origins ofa particular individual. The anthropologist
may make simple predictions of an individual's behavior based on what
the character knows about the person's background and beliefs.
Example Specialties: African Culture, Chinese Culture, Polynesian
Culture.
Archaeology
A character uses this skill to identify the
time period and source of ancient and
pre-historic artifacts and human re-
mains. Elements overlap with the His-
tory ~ i l l but Archaeology extends more
into physical remnants than just the his-
torical overlay of who did what and
when it happened. An archaeologist has
a better chance of identifying ancient
relics or guessing at the purpose of un-
known artifacts. The skill includes the
organization and operation of archaeo-
logical digs and the recovery, care, and
18 Clhulhu hive Srd EdilioB
limited restoration of delicate remains. If the character has the opportu-
nity to study an archaeological site thoroughly, he may make deductions
about the culture of the former inhabitants.
Requirements: History-2, Anthropology-2.
Example Specialties: Imperial Rome, Ancient Mesoamerica, Burial
Sites.
Astronomy
With this sk.ill you can calculate which stars and planets are overhead at a
particular date or hour of day or night, when eclipses and meteor showers
occur, and the orbits of planets in our solar system. You know the names
of important stars, stellar life cycles, the formation of galaxies, and cur-
rent perceptions about life on other worlds. At lower levels, this skill
represents a basic back yard Astronomer. Advanced levels move into the
prediction of cosmic and planetary cycles, and the identification of un-
seen stellar bodies by the behavior of surrounding stars and planets.
Requirements: Mathematics-2.
Example Specialties: Mars, Black Holes, Comets.
Biology
A broader study of life sciences than Botany or Zoology, Biology is a
wider spectnun discipline of all living things and how they interact with
one another in their native ecosphere. Information gleaned from biology
skill tests is much less specific than tests through Botany or Zoology and
the specializations chosen should be broader. Nevertheless, Biology is a
prerequisite for advanced life-science sk.ills.
Example Specialties: Microbiology, Mammals, Reptiles.
Botanist
You have devoted great effort to the study of plants, flowers, molds, and
fungi. You know information on the natural habitat and growth cycles of
most plants, and you recognize which are toxic, safe to eat, or may have
special medicinal or commercial properties. You can recognize most flow-
ers, leaves, and plants known to mankind and make educated guesses
about those that are unknown.
Requirements: Biology-2
Example Specialties: Orchids, Fungi, Succulents.
Brewing
You are skilled in the ancient craft of brewing and distilling. With the right
raw materials and equipment, you may produce beer, lager, spirits, or any
other alcoholic drink in quantity. For game purposes, winemaking will
also be considered part of this sk.ill. A master brewer is required to over-
ehupter 1: ehuructer ereution 19
see a proper, factory scale brewery. Low levels of the brewing skill allow
one to produce bootleg alcohol and moonshine. Alcohol distilled by an
amateur can be potentially dangerous. Distilled spirits are assigned a tox-
icity of 30 minus (EDU x Skill Level) of the brewer, tested against the
drinker's CON to avoid severe intoxication, temporaryblinciness, or worse
from even a small sample.
Example Specialties: Beer, Wine, Whiskey.
Chemistry
Given time and the proper equipment, you can analyze and identify ahost
of unknown chemical compounds. You can make predictions regarding
the chemical reactions of various compounds before they occur. With the
proper chemicals and equipment, you can concoct explosives, poisons,
gases, or acids. The skill can also be used to manufacture drugs.
Example Specialties: petrochemicals, Acids, Designer Drugs.
Civil Engineering
You are familiar with materials, load bearing capabilities and design ele-
ments of large, man-made objects. You can examine blueprints and con-
Communications
struction documents for design
flaws or unusual techniques and
materials used in the construction.
You can identify structural weak-
ness and damage that may not be
obvious to the general public and
can suggest means to repair or sup-
port these weak-points. The civil
engineer plans construction projects
above and below the earth, ensur-
ing proper materials and supports
are used to prevent collapse and that
adequate facilities andflO\V exist for
light, water, air, and power.
Requirements: Mathematics-2
and Physics-2.
Example Specialties: Subterra-
nean Architecture, Bridges, Urban
Planning.
This skill represents knowledge of modem radio, telecommunications,
and satellite tedlllology. You are able to set up and repair communication
arrays, establish satellite up-links, and maximize the range of radio trans-
20 Clhulhu hive Srd EdilioB
missions. Given the appropriate equipment, you can track and establish
line of bearings to signal emitters, intercept andjam radio transmissions,
and set up telephone wiretaps. At higher levels, you can construct your
own bugs and listening devices. With enough time and the right technol-
ogy, you can digitally alter videotapes and voice recordings or may tell if
others have tampered with or altered such recordings.
Requirements: Electrical Engineering-2.
Example Specialties: Satellite, Signal Tracking, Electronic Encryp-
tion.
Computers
Low levels of the skill represent a
basic comfort level with computer
use, simple programming, and
Website construction. Advanced
skill levels take the character into
advanced programming and hack-
ing techniques. The character can
access guarded files, bypass com-
puter security programs, and plant
elaborate computer viruses.
Requirements: Mathematics-2.
Example Specialties: Hacking, Nework Security, Artificial Intelligence.
Conspiracy Theory
You are an authority on modern conspiracy theories. It is left up to the
player if your character actually believes these dark, hidden truths behind
the governmental machine or merely enjoys these paranoiac fantasies as
intellectual games and curiosities of urban folklore. Skill tests generally
take the form of knowledge checks. What role did the Mafia play in
Kennedy's death? What is the significance of the Holy Grail to the
Merovingian dynasty? What does the Skull & Bones Society have to do
with the New World Order? The Keeper never tells you if you fail a test,
but will instead provide erroneous information that may mislead or con-
fuse the investigation.
Requirements: History-2.
Example Specialties: Secret Societies, Assassinations, Secret Histo-
nes.
Cryptography
You are trained in the complex craft of secret codes and ciphers. Study-
ing an unknown cipher, you can make educated guesses to the nature or
technique of encryption. Your character is familiar with the best tech-
ehupter 1: ehurZlcter ereution 21
niques for deciphering a coded text. Given enough time, you have a rea-
sonable chance to decode most secret messages coded by normal ciphers
in any language known to your character. Many occult texts are written in
ancient ciphers, and may require knowledge of older dialects to be prop-
erly translated. It should be noted, however, that some codes simply can-
not be cracked through conventional cryptographic analysis.
Requirements: Mathematics-2.
Example Specialties: Medieval Ciphers, Enigma, Navajo Code.
Cryptozoology
This skill defines speculative theory of un-
knO\Vl1 animal life. The study of the Sasquatch,
the Loch Ness Monster, the Jersey Devil, the
Kraken, and other mysterious creatures fall into
this skill, as do theories of sentient aquatic and
subterranean races. Cryptozoology is gener-
ally dismissed as a crackpot field of science
and not respected in most academic circles. If
provided with solid facts regarding a strange
or hostile ecosystem, such as the depths of
the ocean or even an alien planet, you may
develop theories about life forms that could
survive in these environments. What they might eat, their life cycle, capa-
bilities, and weaknesses. This skill may provide valuable insight into the
biology and life cycles of some lesser Mythos races.
Requirements: Biology-2.
Example Specialties: Yeti, Lake Monsters, Extinct Species.
Cthulhu Mythos
This is a special skill that may only be purchased with the
mission. New characters are rarely allowed to buy this
acter creation. Only between adventures, af- ,
ter surviving an encounter with the eldritch
nightmares of the Ohulhu Mythos, maya char-
acter typically leam this arcane ocanch of study.
The Keeperwill also require the player to have
a source of knowledge: ancient writings, a
deranged sage, membership in a cult or secret
society. The character loses one maximum
Sanity level atMythos skill levels 2 and4. Thus
a character with Cthulhu Mythos-2 can never
rise higher than and a character with
Cthulhu Mythos-4 will never rise above
22 Clhulhu hive Srd EdilioB
,
"spooked" 011 the Sanity chart. This sk.ill is often used to recall details
about specific entities, cults, and non-human races.
Example Specialties: Ghoul Lore, Xothic Cycle, Elder Things.
Demolitions
This skill represents knowledge of the manufacture and use of explo-
sives. Like the chemist, a character with the Demolitions skill may at-
tempt to prepare simple explosives with the proper material and equip-
ment. The knowledge goes further, to include the construction of bombs,
booby-traps, and shaped charges. As a demolitions specialist, you under-
stand how to shape and place explosive charges to achieve their maxi-
mlllll destructive effect, while minimizing unwanted damage. You may
identify advanced explosive compounds and may attempt to disarm bombs
and explosive traps.
Example Specialties: Improvised Explosives, Disarm, Structural
Demolition.
Electrical Engineering
Possessing experience with the
construction and repair of electri-
cal equipment, your character can
build, repair, or modify electric
gadgets. You have a reasonable
chance of identifying the purpose
of an unknown piece of technol-
ogy, or at least how to tum it on!
In modem adventures, this sk.ill
also encompasses basic Electron-
ics. This skill is used to bypass alarm systems, repair damaged radios and
transmitters, hot-wire cars, and similar actions. Special tools may be re-
quired for some attempts, but a sk.illed electrician can improvise basic
tools.
Example Specialties: Radios, Alarm Systems, Household Electrics.
Espionage
Your character has been trained in the art of espionage by a national intel-
ligence service or secret society. You are familiar with the capabilities and
use of cutting edge surveillance technology. You are not necessarily able
to repair or construct these devices on your own. You know the best
techniques and locations for planting these devices and may use this same
knowledge to sweep a room for bugs and hidden cameras. You can set up
and operate a traditional cell-structure secret organization. You are famil-
iar with the use of cutouts, dead-drops, and warning signals to minimize
ehupter 1: ehuructer ereution 23
compromise of the organization and to keep members anonymous to those
outside their own cell. You may use your skill to test for basic knowledge
pertaining to military and political science: certain weapon capabilities or
details about a particular group of political radicals, for example.
Example Specialties: Surveillance Devices, Counter-Terrorism, Mili-
tary Intelligence.
Flne Arts
Not a single sk.ill, but a number
of different ones related to the
history and techniques of the
arts. Painting, Sculpture, Archi-
tecture, Literature & Drama,
Music, and Cooking are all ex-
amples of Fine Arts sk.ills and
must be purchased separately.
The character can identify
works of art and recall basic
facts on the person or culture
that produced it. He knows the nuances of technique and performance.
Example Specialties: Painting - Impressionism, Realism, Modern-
ism; Sculpture - Marble, Bronze, Clay; Architecture - Art Deco, Barocp..1e,
Bauhaus; Literature &Drama- Shakespeare, Beat Poets, Improvisational
Theater; Music - Violin, Piano, Guitar; Cooking - French, Middle-East-
ern, Japanese.
FlrstAid
This skill is a basic understanding of how to treat shock, bind wounds,
set broken bones, and other simple medical tasks. A successful use of
First Aid restores 1 + Skill Level Wound Points. One additional point may
be healed if the type of injury falls within amedic's areas ofspecialization.
A character may benefit from this treatment only once per combat en-
counter or accidental injury and may not be healed for more points than
were inflicted by that most recent injury. First Aid can be used to revive
unconscious characters.
Example Specialties: Burns, Gunshot Wounds, Lacerations.
Forensics
You can perform autopsies to identify the manner and ·
death of a corpse. The longer the body has been
difficult the task will be. With the proper equipment,
making ballistic tests of murder weapons, chemical
residue, and trajectory analysis. Prints lifted from a
24 Clhulhu hive Srd EdilioB
traced through hard files and online data banks. Fibers, tissue samples,
and other trace residue may be chemically analyzed to help identify the
circumstances of the crime or nature and identity of the perpetrator.
Requirements: Police Procedures-2
Example Specialties: Trace Evidence, Fingerprints, Ballistics.
Forgery
Your character is capable of forging most documents, faking signatures,
and is a competent draftsman. You are also adept at spotting forged or
otheIWise unusual documents. A successful forger is a remarkably skilled
indiviwal who simply chooses to apply his talents to less than legitimate
pursuits. An incredible amOlmt of detail and knowledge is required on the
part of the forger to fool officials and experts examining his work.
Requirements: Fine Arts (Usually Engraving or Painting)-3
Example Specialties: Art Forgery, Currency, Identity Papers.
Gambling
The professional gambler studies the ma-
jor games of chance with an eye to mak-
ing a living. You are able to play in such a
way as to substantially increase your
chance of winning, and know how to
cheat if you feel your luck needs a little
extra help. Your character is given one
gambling "benefit" for every skill level, plus
one extra benefit if the game is one in
which you have taken a specialization. You
may expend one benefit in order to do one
of the following: draw one extra card in
poker, move a roulette ball up to hvo slots
from its final position, get another throw
in craps, add or subtract up to hvo points
in blackjack, or check to see if another
gambler is using his skills to cheat. Expended benefits are regained at a
rate of one benefit per half-hour of game-play. You may elect to cheat by
calling "phantom" benefits if you have used your allotted number, or if
you want to increase the odds and keep your real benefits held in reserve.
When you want to cheat, you may call a benefit as normal, but must
cross the fingers of one hand and keep that hand in your pocket through-
out that particular game/hand. Another professional who suspects a gam-
bier of cheating may ask to see the concealed hand at the cost of one of
his own benefits.
Example Specialties: Roulette, Black Jack, Poker.
ehupter 1: ehuructer ereution 25
Geology
This slcill permits your character to tell the approximate age of rock stra-
tum, recognize fossils, and identify rocks and minerals. You recognize
potential landslide areas, earthquake zones, and places that are likely to
contain caves, underground springs, and oil deposits. You can identify
unusual mineral deposits or physical phenomenon and drw.v conclusions
that may indicate ancient water flow, seismic activity, meteor strikes, and
other events that created singular effects and interruptions of long term
geologic progress.
Example Specialties: Dating Stratum, Aquifers, Fossils.
Gunsmith
You can identify the make and capabilities of just about any firearm. Given
a proper workshop and machine tools, you are capable of rep airing, alter-
ing, or building firearms. You may produce specialty weapons and ammu-
nition such as incendiary, armor-piercing, and hollow-point rounds. Your
character may produce accessories such as silencers, brass catchers,
and oversized magazines. You may perform illegal gunsmith operations
such as converting semi-automatic weapons to fully automatic, removing
serial numbers, and reactivating deactivated weapons.
Requirements: Mechanical Engineering-2
Example Specialties: Ammunition, Automatic fire conversions, Gun
Repair.
History
You are knowledgeable about important events through ""onted
history. Your character can recall background information ",'onali-
ties, cultures, artifacts, or events. Knowledge of a cutlur,:!
quires that it be recorded somewhere. Your knowledge
remote and primitive cultures or civilizations with few
records. Anthropology and Archaeology ~ ~ j ' ; : ~ ; . ~ ~ ~ : ' : ! ~
fill in missing gaps and you will generally find
working on a major find.
Example Specialties: U.S. Civil War, Medieval, Third Reich.
Hypnosis
Hypnosis is alimited but potentially effective skill for psychiatrists, thera-
pists, and stage magicians. A character must either willingly submit to
hypnosis or have his will weakened by drugs. They may remember expe-
riences pushed into their subconscious, perform funny tricks, and be
given limited post-hypnotic suggestions to help overcome their fears or
hang-ups. Hypnosis can be very helpful when treating the insane and for
recalling forgotten memories and details about past events. It could be
26 Clhulhu hive Srd EdilioB
potentially dangerous ifthere are good rea-
sons that the person pushed certain memo-
ries into the dark recesses of his mind!
Coupled with experimental drugs, brain-
washing techniques, and mental and physi-
cal torture, Hypnosismay serve darker ends
for interrogation and post-hypnotic sugges-
tion to procUce "sleeper" agents and assas-
sins. Past-life regression is an ooproven and
controversial Hypnosis therapy that could
easily be tied into a game.
Requirements: Psychology-2.
Example Specialties: Repressed
Memories, Suggestion, Trauma Therapy.
Jury-Rig
Your character has a knack for figuring out quick, makeshift repairs when
time or proper parts are in short supply. He is not able to build new pieces
of equipment, but can figure out quick fixes and temporary solutions
from scraps, cannibalized parts, and other odds-and-ends. The jury-rigged
piece of equipment will not be functioning to its optimal levels and is in
danger of breaking down again at any time, but this skill can be very
helpful in a tight spot.
Requirements: Mechanical Engineering-I, Electrical Engineering-I.
Example Specialties: Duct Tape, Rewiring, Motors.
Law
Your character has an extensive understanding of the legal system. You
may ascertain the legality of various actions, cut through legal papeIWork
and red tape and research former case decisions. You can use your knowl-
edge of Law to gain access to certain restricted areas and filibuster with
the best of them.
Requirements: Library Use-2.
Examples Specialties: Business, Personal Injury, Criminal.
Library Use
Use of this skill enables you to find a given book, newspaper, or reference
in a library, assuming that the reference exists. You may need to employ
charm or bribery to get into certain restricted cases or rare-book collec-
tions. Higher levels of the skill increase the amount of information gener-
ated in a search and may provide additional connections and clues beyond
the basic cp..1ery. In modern games, it may be used to search for informa-
tion on the Internet as long as the player has Computers-lor higher. This
ehupter 1: ehuructer ereution 21
skill also may be used to test for knowledge about rare books, bookbind-
ing, and limited information about authors and publishers.
Example Specialties: Rare Books, Periodicals, Specific Libraries.
Linguistics
This skill allows your character to
speak andread aforeign language,
selected when the Linguistics skill
is acquired. A level one language
is extremely basic. By the time
your character reaches level three
he is reasonably fluent but retains
a slight accent. Characters are as-
sumed to speak their native lan-
guage at level three with no sk.ill
point expenditure required. Modem speakers ofa language typically have
difficulty with translations more than 500 years old. The Keeper may
require a medieval or ancient dialect to be learned as a specialty. Some
geographic regions have dialects that can be difficult for even a native
speaker to follO\V without additional study.
Example Specialties: Medieval German, Old E n g l i ~ , Cajun French.
Locksmith
Your character has studied the assembly and design of mechanical locks.
With the proper tools (or reasonable improvised ones) you may attempt to
pick any mechanical lock or crack the tumbler sequence of combination
locks. Higher levels of the skill decrease the time needed to pick the lock,
depending on the difficulty category of the task set by the Keeper. Electri-
cal Engineering and/or Computers would be needed to defeat electronic
lock systems. If the lock resists your attempts to pick it, at least you will
also be familiar with more drastic approaches such as drilling and shatter-
ing the bolts and tumblers.
Example Specialties: Safes, Padlocks, High Security Locks.
Mathematics
Basic levels cover fundamentals of math, geometry, algebra, and calcu-
lus. Higher levels move into the realm of abstract equations, non-Euclid-
ean geometry, and advanced theoretical mathematics. Many other skills
require some basic mathematics training.
Example Specialties: Statistics, Geometry, Calculus.
Mechanical Engineering
You have a special understanding of mechanics. You can identify and
28 Clhulhu hive Srd EdilioB
repair a variety of machines and mechanical devices. Expertise may be
applied to large items such as motors, hydraulics, and large machines,
down to fine mechanical items such as clocks and watches. In addition to
constructing or repairing mechanical items, your character will have a
pretty good idea of ways to sabotage machines so that the source is
diffic.ult to locate or may take a period oftime to occ.ur. Special tools may
be required for some tasks.
Example Specialties: Hyctaulics, Internal Combustion Engines, Clock-
works.
Medicine
While the First Aid skill is applied to physical wounds and trallllla, Medi-
cine deals with disease, internal illness, and more specialized forms of
health care. Your character may diagnose diseases, treat poisoning, de-
liver babies, and has knowledge of drugs and their effects on the hlllllan
body. Regular use of this skill assumes access to basic equipment and
ctugs that might be recp..1ired. Using the sk.ill in a very well equippedmedi-
cal facility might increase the success rate of the sk.ill, while attempting
sk.ill tests without proper equipment or in sub-standard and unsanitary
conditions will increase the difficulty.
Requirements: Biology-2, Chemistry-2, First Aid-2.
Example Specialties: Surgery, Radiology, Orthopedics.
:Military Science
This field of study represents familiarity with military history, tactics, and
equipment. Your character has been trained in the tactical application of
combined arms strategies, may create competent battle plans and analyze
friendly or hostile plans for obvious weaknesses. Historical queries may
be made in the scope of battles, military forces, equipment, and personali-
ties. Booby-traps and crude, improvised munitions may be constructed
by the character. It is a multi-disciplined field, with a very narrow focus.
Your character recognizes and
identifies the capabilities of all man-
ner of military hardware; weap-
ons, vehicles, special equipment;
and the fundamentals of their use.
Additional sk.ills may be required
for competent use of the equip-
ment, but you understand how it
works and its basic capabilities.
Example Specialties: Artillery,
Unconventional Warfare, Bio-
OtemicalOperations.
ehupter 1: ehuructer ereution 29
Mysticism
Your character has pursued advanced esoteric studies that allow his mind
to exert greater control over his body and perhaps even the world around
him. This skill allows the character to enter a meditative state that regains
one Magic Point per ~ i l l i e v e l every 10 minutes. The character may also
reduce his heart rate and body functions to slow the effect of poisons or
resist the effects of drugs. Advanced levels of the ~ i l l allow the mystic to
enter a comatose state that may be mistaken for death and to survive an
extend period of time without food, water, and on limited oxygen. It is
said that mysticism opens doorways to manipulate the world around the
mystic through magical traditions.
Requirements: Occult-3.
Example Specialties: Body Control, Divining, Animal Empathy.
Navigation
Your character is familiar with map reading, polar coordinates, and com-
pass navigation. Successful use ofthis skill allows pilots to correctly plot
their course and scholars to identify and decipher . It is
indispensable for military operations. If you become
may become reoriented through the use of this skill.
Example Specialties: Cartography, Naval Novigati\"
tion.
Networking
Your character has developed nehvorking to a fine art. You
of seeing and being seen, making connections with influential p"'ple,
making sure you are remembered and always try to help connect people
with others in order to build favors and appreciation of your talents. Skill
tests will be made to see if you know someone who can do something for
you or your friends. Even if there is no favor owed and some manner of
payment is required, you may know someone really good at the t a ~ that
can get on it as quickly as possible. Nehvorking is similar to the Streetwise
skill, but Nehvorking drw.vs upon professional contacts while Streehvise
tests against the underworld and criminals. The job requested may be
illegitimate in nature, but the contacts the character knows are notionally
legitimate.
Requirements: Psychology-2.
Specializations: Politics, Media, Business.
Occult
Beyond the primary world religions exists the world of the occult. Your
character recognizes occult paraphernalia, rituals, magic grimoires, and
codes. You may link them with specific cultures, cults, and secret societ-
30 Clhulhu hive 3rd EdilioB
ies. You may know the
origins of an occult arti-
fact, for what it was in-
tended andwhat its pres-
ence signifies. This skill
does not include knowl-
edge of the Cthulhu
Mythos, but it can be
very useful since the
Mythos often is inter-
twined with traditional
occult beliefs or may be
at their deepest roots.
Example Specialties: Voodoo, Alchemy, Hermeticism.
Operate Heavy Machinery
This skill represents familiarity with the operation and maintenance of
heavy machinery and vehicles to include tractors and fann equipment,
bulldozers, and other construction vehicles. It also includes the operation
oftanks and large militarytruck.s. While the actual application of this skill
is very uncommon in game-play, it may reflect part of the professional
education of many characters.
Specialties: Earth Movers, Military Vehicles, Agricultural
studies prehistoric life forms. You are familiar with the
life common millions of years ago, their life cycles, and
place in the pre-historic ecosphere. The skill includes the organization and
operation of paleontology digs and the recovery, care, and limitedrestora-
tion of delicate fossils and remains. You can study the remains of un-
known pre-historic creatures and make educated guesses about their life
cycle, capabilities, and weaknesses.
Requirements: Biology-2, Geology-2.
Example Specialties: Cretaceous Era, Jurassic Era, Pre-Cambrian Era.
Paraphysics
During the 20s and 30s, parapsychology was still a fledgling field. The
psychical researchers of the late 19th and early 20th centuries were most
often occultists or dilettantes with no formally established norms for ex-
periments or research procedures. As a paraphysicist, you are the true
scientist of parapsychology, specializing in non-Euclidean geometry, hyper-
dimensional physics, extra-sensory perception, psychokinesis, and life
ehupter 1: ehuructer ereution 31
energy fields. This doesn't necessarily mean you are a believer. You may
be a and spend your time studying spoon benders and other psy-
chic claimants before dismissing them through careful experimentation.
Paraphysics provides the ability to perform modem experimental para-
psychology in the lab and in the field.
Requirements: Mathematics-2, Physics-2.
Example Specialties: Psychic Powers, Spirit Manifestations, Genetic
Memories.
Photography
Nearly anyone can take snap-shots and tum them into a lab for develop-
ment. Your character has an extensive understanding of the science and
application of photography. You may develop your own film and enlarge
or enhance photographic prints. You may be able to develop special pho-
tographic lenses or film emulsions that catch invisible light waves and
radiation, photographing things not always visible to the naked eye. Your
character may also try and determine if a photographic image has been
altered or faked.
Example Specialties: Infrared, Trick Photography, Low-Light.
Physics
You have an excellent
and shape our universe.
locity, and inertia.
tions of the theory
chaos theory, and a
sCience.
of the scientific principles that move

mass, ve-
physics, applica-
theories, quantum mechanics,
on the cutting edge of modern
Requirements: M:ltH<m'"tics··2.
Example Specialties: Quantum Physics, Unified Field Theory, Astro-
physics.
Pilot Aircraft
This actually represents three separate piloting skills that must be pur-
chased separately: Pilot Airplane, Pilot Helicopter, and Pilot LTA Craft
(Lighter than Air). Actual skill tests against EDU and DEX are typically
required for all basic maneuvers until you reach atwhich time
basic maneuvers and functions may be considered automatically suc-
cessful during daylight hours and clear weather conditions.
Example Specialties: Stunt Flying, Night-flying, Dog-fighting.
Pilot Boat
This represents seamanship and the proper handling of water-borne
craft. Canoes and rowboats do not require this skill, but larger sailing
32 Clhulhu hive Srd EdilioB
vessels, steamships, and other powered craft require this field of study.
Your character is familiar with ocean currents, the sounding of depths,
and the handling of large vessels through storms and into canals and
harbors.
Example Specialties: Speedboat, Tanker, Submersible.
Police Procedures
This is the science of detective work.
Your character is familiar with standard
police procedures and crime scene
analysis. You can properly seal off crime
scenes, photograph, collect, and cata-
log evidence in accordance with proper
procewres for admission into atrial. You
can dust for prints, identify potential
clues, and have a sharper than usual eye
for fiber, residue, and trace remnants.
You character can properly bag and pro-
tect fibers and trace evidence to mini-
mize contamination, although someone
with the Forensics skill must conduct
the actual analysis. You are familiarwith
~ ~ g 1 1
t m ~ 1
most criminal modus operandi and the legal requirements for setting up a
clean arrest. Your character can recognize and is familiar with the capa-
bilities of a wide variety of firearms and melee weapons, although not
necessarily skilled in their use. You are also familiar with the basics of the
legal system, but not to the extent of a character with the Law skill.
Example Specialties: Vice, Homicide, Narcotics.
Proressional Skills
This is a catch-all for any profession which requires specialized knowl-
edge and training to perform but might not be addressed in any of the
other skills listed in this book; grade-school teachers, butchers, home-
makers, fishermen, magazine editors, gardeners, and countless others.
Remember that a skill level of 3 is considered to be a basic professional
competency in a skill. Your Keeper should be sure that when you select
skills, you include skills that justify your character's continued employ-
ment. Sometimes creative players can come up with surprisingly intelli-
gent and entertaining uses of their professional skills in game.
Psychiatry
Psychiatry and psychoanalysis are long-term treatments and therapies of
mental illness. In time, it may allow individuals to control their phobias,
ehupter 1: ehuructer ereution 33
fetishes, and even more serious conditions through better understanding
themselves, their experiences and factors that contributed to their mental
illness. Within the context of a game, characters may use this knowledge
of the human psyche to temporarily calm a neurotic or psychotic patient
and permit the individual to regain some degree of rational control. Suc-
cessive treatment over a long period oftime may gradually cure phobias
or neurosIs.
Requirements: Psychology-3.
Example Specialties: Phobias, Sexual Disorders, Multiple Personality
Disorders.
Psychology
This sk.ill represents an understanding of the workings of the human mind
and emotions. It is knowledge ofhQIN outside influences affect a person's
behavior and how to manipulate the emotions of a person or a group of
people. This sk.ill allows your character to study an individual and tell ifhe
is overtly psychotic or unbalanced. It may be used to detect mannerisms
that indicate when someone might be lying. Given time to conduct obser-
vation, you guess an individual's unspoken desires and needs. Not only in
the realm of the academic, such professions as detectives, writers, and
artists also use Psychology.
Example Specialties: Profiling, Lie Detection, Detect Motivations.
Sleight of Hand
Your character has developed his
manual dexterity and speed to a re-
markable degree. You may perform
elaborate card-tricks and feats ofleg-
erdemain. This skill may be used to
pick pockets or steal small items un-
noticed. You also use this skill when
attempting to escape from ropes,
handcuffs, straitjackets, or other
physical constraints. If the player has
the Gambling Skill, he may add one extra gambling benefit per level of
Sleight of Hand when gambling with cards.
Requirements: DEX 11.
Example Specialties: Pick Pocket, Escape Artist, Card Tricks.
Sports
You are an athletic individual with a skill-set developed for a specific
sport. Like Fine Arts, this represents a number of different skills that
stand by themselves such as Baseball, Bask.etball, Golf, Soccer, Lacrosse,
34 Clhulhu hive Srd EdilioB
and others. A Sports skill defines some of the hobbies of a more physical
character or may even serve as the professional skills of an athlete. Since
it requires not only knowledge of rules and scoring but also a substantial
amount of coordination and physical sk.ill, the Keeper may allow creative,
alternative uses of the Sports sk.ill in select combat situations. A player
may use his Baseball skill when throwing small objects or fighting with a
large club, for example. ARugby or Football player may use his skill as an
alternative to Brw.vling. A Fencer may be allowed to use his skill when
armed with a rapier or sharpened epee. The Keeper decides if such cre-
ative skill use maybe employed andifanypenaltieswill be applied in these
circumstances.
Example Specialties: Baseball- Pitcher, Slugger, Catcher; Football-
Tackle, Receiver, Kicker; Golf - Putter, Long Drive, Chipping.
Streetwise
Years of rough living in the asphalt jungle have given you an intimate
knowledge of the criminal undmvorld and how to get things done outside
the law. This sk.ill is used to test for knowledge of criminal personalities
and the infrastructure oflocal mobs: their business fronts, reporting chains,
and local hangouts. Your character knows the names and properties of
street drugs. You are capable of distinguishing people by "type" - you
recognize the junkie, the oodercover cop, the dealer, and others by small
clues that others wouldn't notice. Your character has limited knowledge
of statutes and the legal system, but also how far beyond the boundaries
of the law the local police are allowed to go. At the Keeper's discretion,
you may test your Streetwise skill for knowledge about the local black
market and how to obtain illegal weapons, drugs, stolen goods, and more.
Upon a successful skill test, your character either knows the information
or knows of a street contact that does.
Example Specialties: Russian Mob, Street Drugs, Italian Mob.
Survival
This craft represents the skills and knowledge required for wilderness
survival. You know how to hoot and scavenge for food. You can imJXo-
vise shelter and clothing, find potable water, and recognize dangerous
flora, fauna, and natural hazards such as quicksand, rockslide areas, and
glacial cracks. You may build simple traps and snares and find cardinal
directions from the sun and stars. Unsk.illed characters suffer 1 Wound
Point every day they remain exposed to the elements without proper food,
water, or shelter. They may not regain Wound Points through rest. Very
harsh environments like the desert or arctic may cause even more damage
at the Keeper's discretion. With a successful use of the Survival skill, a
character avoids damage from exposure and is able to regain Wound Points
ehupter 1: ehuructer ereution 35
as normal while living off the land. The character may also extend the
benefit of his skill to as many as five unskilled companions.
Example Specialties: Desert, Arctic, Tropical.
Theology
The Theology skill represents a detailed familiarity with the character's
religion of choice and should be included in the templates of any learned
holy men. Your character knows special symbols, traditions, holy places,
and notable historical figures. It includes a general knowledge of all pri-
mary world religions; Christianity, Judaism, Islam, Hindu & Bucklhist but
specializations may be taken to enhance tests for a specific faith.
Example Specialties: Catholicism, Sunni Islam, Greek Orthodox.
Torture
Interrogators typically employ a hail of loaded questions, accusations,
and hvisting logic to trick prisoners into revealing information against
their will. Such interrogations are role-played out behveen players. De-
pending on the urgency of the situation and the personal ethics of your
character, torture may be used to wring information from sealed lips.
Drugs increase the chances; the Keeper or the game script determines
.. The Keeper assigns modifiers based on what you intend to do,
. appropriate WOlmd Point loss to the prisoner. Both interroga-
are likely to drop Sanity levels from a torture session.
script detail this loss. Note that information
especially physical torture, isn't necessarily the truth.
in an attempt to stop the torture. It will be up to you
belli".ethe information or choose to continue.
EXallipie Specialties: Forced Confessions, Electro-Torture, Drugs.
Track
Your character uses this skill to follow trails left bypassing animals, mon-
sters, or humans. Many factors influence the success of this Weather
and soil conditions, vegetation, size of the creature, and the time elapsed
will all affect your success.
Example Specialties: Big Game, Humans, Predators.
UFOlogy
Generallyregarded with suspicion and subject to ridicule, modem UFOlogy
is fast becoming a serious academic discipline. This is the scientific study
of UFO theories and reports. UFOlogists are often split into diametrically
opposed camps: those who support the extra-terrestrial hypothesis, the
geophysical and earthlights hypothesis, the Persinger -LaFroniere Field Fluc-
tuation hypothesis, and others. While they may disagree on the nature of
36 Clhulhu hive Srd EdilioB
UFOs, all pursue their research with scientific
precision and objectivity, carefully giving a wide
berth to paranoid ravings and conspiracy theo-
ries that discredit the academic value of their
work. UFOlogistswill be familiar with thevari-
ous theories and possible causes behind these
sightings, to include theories that they them-
selves do not support. This includes a smat-
tering of knowledge in such diverse fields as
Physics, Geology, experimental science, and
hyper-spatial theory.
Requirements: Mathematics-2, Physics-2.
Example Specialties: Abductions, Aliens,
Theoretical Technology.
Weird Science
Inspired by the weird science of pulp fiction, this skill represents a twisted
genius and inspiration found nowhere else in the field. At the Keeper's
discretion, your character may use Weird Science to design and create
bizarre and fantastic applications of traditional scientific skills. Whether
transplanting brains from humans into gorillas or creating golems from
mixed body parts, building faster-than-light rocket ships or intelligent ro-
bots, inventing death-rays or harnessing anti-matter, designing radios to
converse with lost civilizations deep within the earth, or bending time and
space through non-Euclidean geometry, the Weird Science skill is a must
for all mad scientists and misunderstood geniuses. It reflects the special
spark of inspiration that catapults your
character far ahead of his colleagues.
Typically this skill ismore at home in
a pUlp-genre game, but it could be
used with the Keeper's approval in a
more serious game to justify cramati-
cally advanced scientific develop-
ments beyond the boundaries of con-
ventional science.
Requirements: Level three in at
least two of the following skills- As-
tronomy, Biology, Chemistry, Geol-
ogy, Mathematics, Medicine, or
Physics.
Example Specialties: Time Travel,
Interdimensional Vortex, Artificial
=.-== Life.
ehupter 1: ehuructer ereution 31
Zoology
This ~ i l l represents the study of living creatures from amoebae to zebras.
The zoologist can identify animal species known to mankind, their behav-
ior, tracks and habitat. With this skill you may study an unknown species
or individual creature and make educated guesses about its lineage, diet,
and habitat. You may also identify any unusual physical changes or aber-
rant behavior in a species and try to determine the source. Information
gathered from the Zoology field is even more detailed than what could be
learned through the Biology ~ i l l as your character is much more focused
on the animal kingdom and specific species.
Requirements: Biology-2.
Example Specialties: Marine Mammals, Arachnids, Simians.
Com bat Skills
Information on combat rounds and combat resolution may be found later
in the rules. Here we present a basic overview and description of combat
skills. Specialties are purchased in the same way as those for academic
and trade skills, although they operate differently in the game. Standard
~ i l l specialties are listed with each skill but their use will be detaii"d in tile
combat rules.
Archery
This skill covers the use of bows and crossbows.
Specialties: Marksman, Trickshot.
Brawling
This skill represents rough street fighting and the use of small, improvised
weapons such as bottles, mugs, rocks, bar stools, and other handy ob-
jects.
Specialties: Mighty Blow, Trip, Knockout, Improvised Weapon.
Evade
The Evade ~ i l l is used to gain a burst of speed and extra distance when
escaping combat situations or trying to avoid melee combat.
Exotic Weapon
Unusual and complex melee weapons are covered by this skill; whips,
nunchaku, three-sectional staves, hooked swords, weighted chains, flails,
etc. Typically this sk.ill encompasses more unusual martial arts weapons
or multi-sectional and flexible weapons whose use is more complex than
rigid melee weapons.
Specialties: Disarm, Throw Weapon, Lightning Strike, Trip, 1\'10-
Weapons.
38 Clhulhu hive Srd EdilioB
Handgun
Your character is familiar with the use of all manner of contemporary
pistols.
Specialties: 1\vo Weapons, Marksman, Double-Tap, Trickshot, Q.iick
Drw.v, Run & Gun.
Large Melee Weapon
Swords, axes, large clubs, spears, and other large melee weapons fall into
this category.
Specialties: Disarm, Throw Weapon, Mighty Blow, Lightning Strike,
Trip, . Knockout, '!\vo Weapons.
,h""',,, is familiar with contemporary rifles and
,faltie" Marksman, Run & Gun, Trickshot, Auto-Fire.
The character has studied karate, kung-fu, or another formal martial art.
He has trained his body into a very effective weapon.
Specialties: Disarm, Mighty Blow, Lightning Strike, Trip, Knockout.
Small Melee Weapon
The character is skilled in the use of small, fast melee weapons such as
knives, hatchets, nightsticks, sword canes, etc.
Specialties: Disarm, Throw Weapon, Mighty Blow, Lightning Strike,
Knockout, 1\vo Weapons.
ProleliliionZlI l'emplZlteli
The following Professional Templates speed character creation and build
realistically designed skill sets for characters. They are very useful when
building characters for both Keepers and players. Rather than define a
complete set of stats and skills for each archetype, a basic package of
common skills and the requisite point cost for the set is presented. Skill
point cost will be listed in academic & trade (A&T) skill points and Com-
bat (C) Points, if applicable.
Keepers or players creating characters for the game may allocate stat
points as calculate the skill point pools available and purchase
one of these professional archetypes from their available skill points. In
most cases, ample skill points will still remain to increase these skill levels
higher, buy skill specializations and purchase additional skills ofpersonal
interest. These archetypes may be modified as desired and are merely
suggested skill set guidelines.
ehupter 1: ehuructer ereution 39
ACCOUNTANT (A&T: 18) Skills: Accounting-3, Law-2, Library Use-
2, Mathematics-3.
ACTOR (A&T: 18) Skills: Fine Arts: Drama-3, First Aid-I, History-I,
Library Use-I, Linguistics-2, Nehvorking-2, Psychology-2.
ARCHAEOLOGIST (A&T: 22) Skills: Anthropology-2, Archeology-3,
Geology-2, History-2, Library Use-I, Linguistics-2, Navigation-I, Pho-
tography-I, Survival-I.
ARTIST (A&T: 17) S k i l l ~
of the following: Fine
Sculpture-3).
AUlHOR (A&T: 22) Literature-3, History-2, Library
Use-2, Mathematics-2, Networking-I, Psychology-2, (Three of the fol-
lowing: Anthropology-I, Conspiracy Theory-I, Lw.v-I, Occult-I, Phys-
ics-I, Police Procedures-I, Theology-I).
BIG GAME HUNTER! EXPLORER (A&T: 24 C: 10) Skills: Anthro-
pology-2, Biology-2, Linguistics-2, Long Gun-3 (Marksman), Naviga-
tion-2, Small Melee-2, Survival-3, Track-3.
BIOCHEMICAL RESPONSE & CONTAINMENT TEAM (A&T: 23 C:
10) Skills: Biology-2, Otemistry-2, Demolitions-I, First Aid-2, Hand-
gun-2, Law-I, LibraryUse-2, Long Gun-3 (Auto-Fire), Medicine-3, Mili-
tary Science-I, Photography-I, Psychology-I.
BOOTLEGGER: (A&T: 19 C:7) Skills: Brawling-I, Brewing-3, Chem-
istry-I, Evade-2, FirstAid-I, Gambling-2, Long Gun-2, Mechanical Engi-
neering-2, Psychology-I, Streehvise-2, Survival-I.
BURGLAR (A&T: 21 C:9) Skills: Electrical Engineering-2, Evade-3,
Handgun-2, Jury-Rig-2, Locksmith-3, Mechanical Engineering-2, Sleight
of Hand-2, Streehvise-2.
BUSINESSMAN (A&T: 22) Skills: Accounting-3, Mathematics-2, Law-
1, Library Use-2, Nehvorking-3, Psychology-2.
BUTLER (A&T: 21) Skills: Accounting-I, First Aid-2, Fine Arts: Music-
1, FineArts: Haute Cuisine-I, LibraryUse-I, Linguistics-2, Mathematics-
2, Networking-I, Professional Manservant-3, Psychology-I.
40 Clhulhu hive Srd EdilioB
CHAUFFEUR (A&T: 20) Skills: Electrical Engineering-2, First Aid-2,
Jury Rig-2, Mechanical Engineering-2, Professional Manservant-I, Navi-
gation-I, Professional Driver-3.
COMMANDO/ SPEClALOPS (A&T:23 C: 16) Skills: Demolitions-2,
Electrical Engineering- I, Espionage-2, FirslAid-2, Handgun-2, Locksmith-
2, Long Gun-3 (Auto-fire), Martial Arts-2, Mechanical Engineering-I ,
Military Science-3, Navigation-I , Psychology- I, Small Melee-2, Survival-
I.
CON MAN (A&T: 21) Skills: Gambling-2, Networking-2, Psychology-
3, Sleight of Hand-3, Streetwise-2.
CONSPfRACY THEORIST (A&T: 23 C:7) Skills: Computers-I , Con-
spiracy TIleory-3, Espionage-I, Evade-3, Handgun-I, History-2, Library
Use-2, MatJlematics-2, Military Science-I, Ocrnlt-I, PhotograJily-2, Police
Procedures-I.
CULTDEPROGRAMNIER (A&T: 22) Skills: First Aid-I , Hypnosis-2,
Library Use-I , Ocrnlt-l , Psychiatry-3, Psychology-3, Streetwise-2, Tor-
ture-I.
CULT LEADER- POPCULT (A&T: 21) Skills: Anthropology·l . Chern·
istry-I , Conspiracy Theory-I , History-2, Hypnosis-2, Occult-2, Psychol-
ogy-3, Sleight of Hand-I , Streetwise-I , Theology-I.
CULT LEAD ER - MYTHOS CULT (A& T: 33) Skills: Anthropology· I ,
Astronomy-I , Ohulhu Mythos-3, History-2, Hypnosis-2, Library Use-2,
Linguistics-2, Mathemati cs-2, Occult-2, Psychology-3, Torture-I.
DILElTANTE (A&T: 21) Skills: Gambling-I , Histocy-2, Library Use-l ,
Linguistics-2, Networking-2, Occult-I, Psychology-2 (1\vo of the fol-
lowing: Fine Arts: FaSlion-2, Fine Arts: Literature-2, Fine Arts: Music-2,
Fine Arts: Painting-2).
DOCTOR- GENERAL PRACTICE (A&T: 22) SkiDs: Biology-2, Olon·
istry-2, First Aid-3, Library Use-2, Medicine-3, Psychology-I.
DOCTOR - MEDICAL RESEARCH (A&T: 24) Skills: Biology-3,
Chemistry-3, First Aid-2, Liocary Use-3, Medicine-2.
DOCTOR- SURGEON (A&T: 24) Skills: Biology-2, Ch=istry-2, First
Aid-3, Law-I , Library Use-2, Medicine-3 (Surgery), Sleight of Hand-I.
4\
EXORCIST (A&T: 23) Skills: History-I, HJP1osis-2, Library Use-I,
Linguistics-2, Mysticism-2, Occult-3, Psychology-2, Theology-2.
FARMER (A&T: 16) Skills: Biology-2, Botany-2, Mechanical Engineer-
ing-I, Operate Heavy Machinery-3, Zoology-2.
FBI SPECIAL AGENT (A&T: 24 C: 12) Skills: Accounting-I, Espio-
nage-2, Handgun-3, Law-2, Liocary Use-2, Locksmith-I, Mathematics-
2, Martial Arts-2, Photography-I, Police Procedures-3, Psychology-2,
Small Melee-2.
FE:MME FATALE! TORCH SINGER (A&T: 21) Skills: FineArts: Mu-
sic-3, Gambling-I, Linguistics-2, Locksmith-I, Psychology-3, Sleight of
Hand- 2, Streetwise-I.
FORENSIC PATHOLOGIST (A&T: 25) Skills: Biology-2, Chemistry-
2, First Aid-2, Forensics-3, Library Use-2, Medicine-2, Photography-I,
Police Procedures-2.
FORGER (A&T: 21) Skills: Chemistry-I, Fine Arts: Engraving-3, Forg-
ery-3, History-I, LibraryUse-2, Mechanical Engineering-2, Streetwise-I.
GANGSTER (A&T: 25 C: 10) Skills: Accounting-2, Brawling-I, Gam-
bling-2, Handgun-3, Law-2, Library Use-2, Mathematics-2, Police Pro-
cedures-I, Small Melee-2, Street\vise-3, Psychology-2.
GUERILLA (A&T: 20 C: 13) Skills: Brawling-2, Demolitions-I, First
Aid-2, Gunsmith-I, Linguistics-I, Long Gun-3 (Auto-fire), Mechanical
Engineering-2, Military Science-2, Small Melee-2, Navigation-I, Operate
Heavy Machinery-I, Survival-2, Track-2.
HISTORIAN (A&T: 20) Skills: Anthropology-2, History-3, Linguistics-
2, Liocary Use-3, Psychology-I, Theology-I.
HITMAN (A&T: 24 C:16) Skills: Demolitions-2, Electrical Engineer-
ing-2, Espionage-2, First Aid-I, Gunsmith-2, Handgun-3, Locksmith-I,
Long Gun-3 (Marksman), Mechanical Engineering-2, Police Procedures-
1, Small Melee-2, Streetwise-3.
HOOLIGAN! GANG MEMBER (A&T: 18 C: 12) Skills: Brawling-2,
Electrical Engineering-I, Evade-2, Gambling-2, Gunsmith-I, Handgun-2,
Locksmith-I, Mechanical Engineering-2, Sleight ofHand-2, Small Melee-
2, Streetwise-3.
42 Clhulhu hive Srd EdilioB
INTELLIGENCE AGENT - CASE OFFICER (A&T: 24 C: 9) Skills:
Communications- 2, Cyptography-2, Electrical Engineering- 2, Espionage-
3, Evade-2, Handgun-2, Library Use-I, Mathernatics-2, Photography-I,
Psychology-2, Small Melee-2, Streehvise-l.
INTELLIGENCE AGENT - IMAGERY INTELLIGENCE (A&T: 23)
Skills: Computers-2, Espionage-I, Geology-I, Library Use-2, Mathemat-
ics-3, Military Science-I, Navigation-I, Photography-3, Physics-I.
INTELLIGENCE AGENT -SIGNALS INTELLIGENCE (A&T: 23)
Skills: Communications-3, Computers-2, Cyptography-2, Electrical En-
gineering-2, Espionage-I, Linguistics-2, Mathernatics-2, Military Science-
1.
INTELLIGENCE AGENT -NON-OFFICIAL COVER (A&T: 24 C:
15) Skills: Anthropology-I, Demolitions-I, Electrical Engineering-I, Es-
piOl1age-3, First Aid-I, Handgun-3, Linguistics-2, Locksmith-2, Martial
Arts-3, Military Science-I, Photography-I, Psychology-2, Small Melee-
2, Streetwise-2.
LAWYER(A&T: 24) Skills: Accounting-2, Law-3, LibraryUse-2, Math-
ematics-2, Networking-2, Psychology-3.
LIBRARIAN (A&T: 20) Skills: Accounting-I, Biology-I, Fine
Arts:Literature-2, History-I, Library Use-4, Mathematics-2, Theology-I.
MECHANIC (A&T: 20) Skills: Electrical Engineering-3, First Aid-I,
Jury-Rig-2, Mechanical Engineering-3, Operate Heavy Machinery-2,
Streetwise-I.
MILITARY OFFICER (A&T: 21 C: 10) Skills: First Aid-2, Handgun-
2, History-2, Long Gun-3 (Auto-fire), Mechanical Engineering -1, Mili-
tary Science-3, Navigation-2, Operate Heavy Machinery-I, Psychology-
2, Survival-I.
MORTICIAN (A&T: 20) Skills: Biology-2, Otemistry-I, First Aid-I,
Library Use-2, Professional: Funerary Arts-3, Psychology-2, Theology-
2.
MYSTIC (A&T: 20) Skills: History-I, Hypnosis-2, Mysticism-3, Oc-
cult-3, Psychology-2, Theology-I.
PALEONTOLOGIST (A&T: 22) Skills: Biology-2, Geology-2, History-
ehupter 1: ehuPZlcter ereution 43
2, LibraryUse-I, Navigation-I, Paleontology-3, Photography-I, Survival-
1, Zoology-2.
PARANORMAL INVESTIGATOR (A&T: 22) Skills: Anthropology-2,
Electrical Repair-2, History-I, Hypnosis-I, Library Use-I, Mysticism-2,
Occult-3, Photography-I, Psychology-2.
PARAPSYCHOLOGIST (A&T: 22) Skills: Anthropology-I, Hypnosis-
1, Library Use-2, Mathematics-2, Occult-I, Paraphysics-3, Photography-
1, Physics-2, Psychology-2.
PILOT (A&T: 18) Skills: Electrical Repair-2, First Aid-I, Jury-Rig-I,
Mechanical Repair-2, Navigation-2, Pilot Aircraft-3, Survival-I.
POLICE DETECTIVE (A&T: 24 C: 6) Skills: Handgun-3, First Aid-2,
Law-2, Library Use-2, Locksmith-I, Photography-I, Police Procedures-
3, Psychology-2, Streehvise-2, Track-I.
POLICE OFFICER (A&T: 18 C: 9) Skills: Handgun-3, Law-I, Library
Use-2, First Aid-2, Mechanical Repair-I, Police Procedures-3, Psychol-
ogy-I, Small Melee-2, Streehvise-2.
POLITICIAN (A&T: 21) Skills: History-2, Law-2, Library Use-2, Net-
working-3, Psychology-3.
PRIEST (A&T: 21) Skills: Anthropology-I, First Aid-I, History-2, Li-
brary Use-2, Linguistics-2, Occult-I, Psychology-2, Theology-3.
PRIVATE INVESTIGATOR (A&T: 24 C: 9) Skills: Brawling-2, First
Aid-I, Handgun-3, LWN-2, Library Use-2, Locksmith-2, Photography-I,
Police Procedures-2, Psychology-2, Streehvise-3, Track-I.
PROFESSOR: (A&T: 26) Skills: LibraryUse-3, (1\\'0 of the following:
Anthropology-4, Biology-4, Chemistry-4, Geology-4, History-4, Law-4,
Linguistics-4 Mathematics-4, Psychology-4, Physics-4, Theology-4).
PSYCHIATRIST (A&T: 22) Skills: Anthropology-I, First Aid-I, Hyp-
nosis-2, Law-I, Library Use-2, Networking-I, Psychiatry-3, Psychol-
ogy-3.
PSYCHIC CHARLATAN (A&T: 22) Skills: Electrical Engineering-I,
History-3, Hypnosis-I, LibraryUse-I, Mechanical Engineering-I, Occult-
2, Psychology-2, Sleight of Hand-3.
Clhulhu hive 3rd EdilioB
REPORTER (A&T: 22) Skills: LibraryUse-3, Linguistics-2, Network-
ing-3, Photography-2, Psychology-2, Streetwise-I.
SCIENTIST - ASlROPHYSICIST (A&T: 23) Skills: Astronomy-3,
Computers-2, Geology-I, Electrical Engineering-I, LibraryUse-2, Math-
ematics-2, Physics-3.
SCIENTIST - BIOCHEMIST
Chemistry-3, Cornputers-l, 1,Iectric:,l E
ematics-2, Zoology-I.
SCIENTIST -
Cryptography-2,
3.
Biology-3, Botany-I,
,LibraryUse-2, Math-
Skills: Computers-2,
Paraphysics-I, Physics-
SCIENTIST - GEOPH
puters-I, Geology-3, Llt)fmV
ics-3.
23) Skills: Chemistry-2, Com-
\l,Ma,Ih"ITu,tics-2" Paleontology-I, Phys-
SECRET POLICE (A&T: 22 C: 12) Skills: Espionage-2, First Aid-I,
Handgun-3, Locksmith-I, Military Science-I, Police Procedures-3, Psy-
chology-2, Small Melee-3, Streetwise-2, Torture-2, Track-I.
SOLDIER (A&T: 18 C: 10) Skills: Brawling-I, First Aid-2, Long Gun-
3 (Auto-fire), Mechanical Engineering-2, Large Melee-I, Military Science-
2, Navigation-2, Operate Heavy Machinery-2, Small Melee-I, Survival-2.
STAGE MAGICIAN (A&T: 23 C:7) Skills: Demolitions-I, Fine Arts:
Drama-2, Hypnosis-2, Locksmith-2, Mechanical Repair-2, Occult-I, Psy-
chology-2, Sleight ofHand-3, Small Melee-3 (Throw Weapon).
SlREET PREACHER (A&T: 23 C:8) Skills: Brawling-I, Conspiracy
Theory-2, Evade-3, FirstAid-I, History-2, Occult-2, Psychology-I, Small
Melee-I, Streetwise-2, Survival-2, Theology-3.
THEAlRICAU LITERARY AGENT (A&T: 20) Skills: Accounting-2,
Fine Arts: Literature or Drama-2, Library Use-I, Mathematics-2, Net-
working-3, Psychology-2, Streetwise-I.
UFOLOGIST (A&T:23) Skills: Astronomy-I, Computers-I, Conspiracy
Theory-I, History-2, Hypnosis-I, Mathematics-2, Photography-I, Phys-
ics-2, Psychology-2, UFOlogy-3. ~
ehupter 1: ehurDcter ereution 45
46
Z
Playing the 6mne
Y
OU may assume the role of an investigator probing the blackest
realms of madness and alien horror. Or, the role of one who will
ingJy embraced the bleak despair surrounding the Mythos and serves
an insane cult or a dark, inhuman master. You may even play an everyday
person thrust llllwillingJy into a terrible situation in which horrific revela-
tions threaten your life and sanity. You'll work with the other players,
using your wits and skills to meet the challenges that lie ahead.
This is live-action role-playing, and you'll immerse yourself in your
character to a greater degree than in most role-playing games. The less
you act like yourself, and more like the character you play, the more fun
and realistic the game will be for everyone. Set your day-to-day world
behind you and lose yourself in these few hours of illusion.
During free-play periods when the investigators roam and explore at
will, don't break the spell by talking to your friends about the latest mov-
ies. Stay in character and think about what your investigator would do in
such situations. Discuss the impact of early 18th century witch trials
upon modern views of pagan religion with your colleague, "Professor
Armitage." Ask "Captain Johnson" about his experiences with the Ameri-
can Expeditionary Force in France. Encourage others to live-out their
alter egos in a similar fashion.
l'he Keepu
The Keeper of Arcane Lore is the grand puppeteer of the evening's story.
He and the game staff put a great deal of effort into preparing each adven-
ture. The Keeper is the narrator, often describing subtle feelings and im-
pressions intruding into the investigators' minds. He resolves skill use and
anS\Vers cp..1estions about persons or objects encountered. Sometimes the
Keeper becomes an "inner voice," leaning over your shoulder and whis-
pering thoughts, doubts, or facts known only to your character.
During most of the game, the Keeper shadO\Vs the players, takes notes,
and ensures monsters ckm't miss their cues. He ideally steps in only from
time to time to resolve special actions; letting the players drive most of the
story development. The Keeper is an "invisible" entity and his presence
should be ignored. You may suddenly find him beside you, listening to
your conversation with another player, before moving on to another part
of the room. If he's been tied up with other players or another situation
for awhile, he may make a quick "reality check" and quietly ask what
ehupter 2: Pluying the 6:Zlme
your character thinks about the situation or may be planning to 00. He is
just keeping his finger on the pulse of the game to anticipate any upcom-
ing situations that may require his presence. If you want to use a sk.ill, or
if you have game related questions, talk quietly with the Keeper.
If members of the game staff are playing the roles of non-player char-
acters, you can always ask them for help with rules issues in a pinch. It is
preferred to let these NPCs remain in character and to ask. your questions
of the Keeper. Besides helping the NPCs stay in their roles, it allows the
KeqJerto know what is happening behveen the players and what infor-
been released. If the Keeper is unavailable and you can't wait
can ask an NPC an "out of game" question about the rules or
YOllw'itha skill test. That NPC should try to update the Keeper at
. opportunity about what happened and what information was
player.
must be recognized as the ultimate authority in the game.
If you have a legitimate problem with one of his decisions, take the Keeper
aside and disUiSS it without disrupting play. He'll be fair, but his judg-
ments are final. Don't get involved in pointless arguments.
If the Keeper calls a freeze on play, stop everything and wait. The
Keeper may have observed a dangerous act and must address the situa-
tion. He may call a freeze on play and ask all players to close their eyes.
This may be used from time to time as a "blink oftime" staging device if
creature has suddenly materialized and needs to be led in from a side room
before allowing the players to open their eyes and resume normal play.
The game staff should minimize freezes on play since they interrupt the
flow of the event. The most common occasion when normal time ceases
and frozen or artificial time begins will be during a combat situation. The
Keeper or any player can loudly call out "combat!" and all play freezes.
The Keeper then leads the players through combat in a slow motion,
artificial time detailed in the combat rules.
ether Characterli
Most of the characters with whom you interact are players just like you.
They might have created their own alter ego for the game, or more likely
have been provided one by the Keeper, complete with abilities, sk.ills,
motivations, and background information. Interact with these individuals
as the character they are playing. React to them in the same way your
own character would react. In most games there will be personal rela-
tions, goals, desires, jealousies, fears, and even hatreds scripted into the
background of characters to drive the plot fOIWard. Every character is a
potential ally or enemy depending on their motivations and how they con-
nect with your 0\Vl1 persona.
48 Clhulhu hive Srd EdilioB
During some adventures, members of the game staff may be used to
play the roles of non-player characters. The staff members may play
several NPCs, so don't be surprised if you later see the same person in a
totally different role. NPCs provide clues, local color, and valuable back-
ground information. Other NPCs might be the villains, plotting the de-
struction of the prying characters and hatching plans to unleash ancient
evils on an unsuspecting world. NPCs are generally used for minor parts
too small for a player character, or for the roles of individuals with too
much knowledge or power to be fairly assigned to players. If the game
script permits, many Keepers assign malevolent or insane characters to
experienced players or first time gamers they believe can maturely and
fairly play such roles.
lUling lkilhi
A Keeper or cooperative member of the game staff is needed for most
skill tests. Explain the intended action. Perhaps you want to use your
Lockpicking sk.ill to open a locked room, or your Anthropology sk.ill to
gain information from an unusual tribal relic. The Keeper ask.s you for
your skill level and one of your stat scores he will use to resolve the test.
Be sure to have your character card handy if you haven't committed your
memory. Don't waste time fumbling for your character card
K ~ ! e p ' " asks for this information.
assigns a difficulty category to your sk.ill test or it may be
script. Players never know the exact difficulty cat-
Keeper may consider a specific piece of information
~ oQs,;ureor there may be hidden modifiers at work. If your stat
ehupter 2: Pluying the 6:Zlme 49
score multiplied by your skill level equals or exceeds the target number
for that difficulty category, you will have succeeded in the test.
EDU and DEX are the most common stat scores used for tests, al-
though CON and POW are used on some occasions. This is fairly intui-
tive. EDUwill be used for tests requiring a check for nearly all knowledge
related questions and identifying a relic, preparing a complex chemi-
cal compound, translating a document. DEX is used on most tests in
which manual dexterity and minute physical details maybe involved; pick-
ing a lock, repairing a delicate piece of equipment, surgically removing a
strange larva nestled inside a living patient.
CON will be used for tests that require an evaluation of strength, en-
durance, or health but is rarely paired with skills. It is more commonly
used as a score to score comparison such as several players trying to
push a door closed against a creature or a poison resistance test compar-
ing a players CON against a toxicity rating of a drug or poison. POW
generally will be used for tests involving willpower or supernatural acuity.
It is paired in the game with the Cthulhu Mythos or Mysticism skills when
players attempt to use magic and with various other skills related to psy-
chic abilities.
Sometimes it is obvious if you fail a skill test; the door remains locked,
the machine is still broken or your patient dies. In some cases you may
fail a test but not realize it; the machine breaks do\Vl1 five minutes later
and now the gears are totally stripped, the forensic samples you tried to
analyze are now contaminated and inadmissible in court, the old diary you
translated as saying that the basement contains a buried treasure was
actually a warning against a terrible undying horror buried in the root-
cellar. It is up to the Keeper ifhe simply lets tests succeed or fail or ifhe
prefers more imaginative failure results.
Some characters have at least one foreign language, or Linguistics
skill. Keepers resolve skill use to translate documents, but occasionally
two or more characters want to speak in a shared language to hide their
conversation from other players. Or, a character cannot speak the com-
mon language of the others and
in this mannerforrn an "L" with u
and raise it beside their face. Those who lack the proper --0-"
asked to not listen in and role-playas if they could not
words spoken. While an artificiality, this is a reasonably
of simulating foreign languages in game.
Unskilled Attempts, Team Efforts, and Luck
It is possible to attempt unskilled actions in the game. If you are locked in
a cell by a group of mysterious men, you can try to pick the lock even if
you don't have the Locksmith skill. You may not have much success
50 Clhulhu hive 3rd EdilioB
unless the lock is a
very simple one or
you have an excep-
tionally high DEX. If
making an unskilled
test, the Keeper ap-
plies only one half of
the appropriate stat
towards reaching the
required success
score. There is no
skill multiplier for un-
skilled attempts. Al-
though a level one
isn't much of a mul-
tiplier, at least the
character will use his
full stat score. This means that usually only the very simplest
tests have much hope of success.
There are PNO ways to increase your chances. You can sacrifice some
of your luck points when making either skilled or unskilled tests. Each
luck point you put into a test allows you to make it as if you were one level
higher. Ifa player without the Electrical Engineering spendsPNo luck
points, he can attempt to restore power in the old house as ifhe had a level
two in the This even allows a player to test at higher than level five,
such as a level three chemist burning three luck points in a heroic effort to
develop a critical vaccine and making the test against his EDU with a
multiplier of 6 (Chemistry-3 + 3 Luck points). Players don't have very
many luck points, however, and even someone who purchased the Lucky
advantage should spend his luck wisely.
Another way to increase your chances would be to have more than one
player work together on the same skill test. Team efforts apply additional
points toward success on a very difficult problem. The most challenging
skill tests are virtually impossible for one player to accomplish on his
own. Some and tests may not be conducive to a team effort ap-
proach. It's hard to "team-pick" a lock, for example. Rules covering team
efforts are discussed in greater detail later in this book, but two or three
heads are usually better than one when it comes to problem solving.
As a tip to players, the Keeper often increases your chance of success
if you're doing a really goodjob of role-playing. It may not be a huge
increase, but a little nudge in the right direction is alwayswe1come. Don't
just point at a mysterious statue and announce that you want an Archaeol-
ogy skill test. Pick it up and examine the craftsmanship. Test how hard
ehupter 2: Pluying the 6:iI:lme
the material is with a thumbnail, tap to see if it's hollow, and pull a note-
book from your pocket to check your 'journal." This applies to all skills.
Putter arOlmd for a while with that electrical or mechanical device; get
down and scratch around that lock with a paper clip; tie some rags around
your wounded friend's ann and help him drink some water. An excellent
acting job enhances the illusion that the Keeper and support staff worked
to create. The Keeper rewards good role-players when they need just a
little help to succeed.
Being II Better Kole-Plllyer
Before the event, speak with your Keeper and his staff about the game
and your role. You occasionally can create your own character from
scratch. Most of the time, you will be assigned a pre-generated character
woven into the game script. By getting your character in advance, you'll
have a better opportunity to have a role that suits your preferred style of
play and a greater chance to make small changes or adjustments with
your Keeper's approval.
Pre-assigning characters before the game is strongly recommended.
Keep bugging the Keeper for your character ifhe or ~ e is dragging their
feet. Pre-assignment allows time to study the abilities, skills, and motiva-
tions of your character. You will be able to find interesting costume items
and personal props. If you create your own alter ego for the game, dis-
cuss your character concept with the Keeper in advance so you can ar-
rive fully costumed and prepared for the event. Be sure the Keeper has
approved your character and any special props and equipment you had in
mind. OtheIWise you might spend all week building amini-gun and rocket
launcher, just to be told that your vision of a parapsychologist mercenary
won't be allowed in the game!
Although the Keeper and game staffwill not want to release too many
details about the game, you can certainly find out the time period and
geographic location in which the event is set. A little creative browsing at
consignment shops might provide a great deal of your basic costuming
needs.
Try to wear clothing to the event that is appropriate for your character
concept. Even if you don't have convincing vintage clothing to wear, a
simple white dress shirt, slacks, and a nice jacket are much more con-
vincing for a character in the 1920s than jeans and a tee-shirt. If your
character is a motorcycle rebel in the 1950s, a gang member, or even a
contemporary college student, jeans and a tee-shirt may be appropriate.
Be sure that costumes reflect the correct geographic location. Your pro-
fessor of archaeology will be in completely different attire when on a dig
in North Africa than when in between classes at Miskatonic University!
52 Clhulhu hive Srd EdilioB
An attempt at costuming goes a long way into putting yourself into the
role of your character and bringing other players into the excitement and
atmosphere of the event.
In addition to the clothing your character is wearing, consider various
small personal props. Small items such as cigarette cases and lighters,
flask.s, pocket-watches, handkerchiefs, fountain pens, eyeglasses, pock-
etknives, and other items are perfect for gentlemen. Small personal props
for ladies include purses, make-up mirrors, eyeglasses, cigarette cases,
small se\Ving kits, and similar items that are easy to carry and may even
prove useful during the game. Some characters may carry tools, a magni-
fying glass, handcuffs, lock-picks, a medical bag, and other professional
or unusual items on or near their persons.
You ckm't need to be an expert with the Cthulhu Live game rules to
enjoy the game. Players need only a basic understanding of ability scores,
skill tests, and combat basics, while the Keeper and game staff handle
rules issues. Become familiar with your character's ability scores, and
skills. You should always carry a small reference card with the full char-
acter data. Although the Keeper carries character data sheets, you can
save him a great deal of time by having your character card handy, and
telling him your requisite scores during skill tests. "I'd like to use my level
two Arabic to translate this parchment. I have an EDU ofI4," or "I want
to try to pick the lock on this door. I have Locksmith at level three, and a
DEX ofI2."
Fall into the magic of role-playing. Try to become your character.
Think as he might think, and react as he might react. If you see your
Shade of Terror when finding a dismembered corpse, perhaps you are
ehupter 2: Pluying the 6:Zlme 53
overcome with nausea, and flee the scene. If your Shade of Terror is
encountered on a lumbering monstrosity from the stars, you are likely to
scream in horror, run away, or huddle in a comer, wild-eyed, and sobbing
in fear. Don't wait for the Keeper to remind you that you lost your Sanity
test. Your role-playing will make the game much more fun for yourself,
and inflame the other players with a sense of the dramatic.
Affect an accent if appropriate. Consider mannerisms or habits that
reflect cultural origins, professions, or unusual personal cp..1irks. Put your-
self in the head of that character, working in his specific profession, and
living in that particular time period. What observations, comments, or
concerns might be characteristic of a doctor, a lWNyer, a military officer,
or a reporter? How might these change behveen a person in the modern
day, the 1940s, or the 1920s? What historical events might be going on
outside the immediate game that impact the life of your character or peak
his interests? An economic depression? A foreign war? Internal political
troubles? Recent scientific or medical breakthroughs? All these things
outside the sphere of the game still bear a significant impact on your
character. It is not unlikely that elements of these "current events" will
drift into conversations with other players.
Absorb details about your character's background. If your character
information mentions specific allies, enemies, desires, or goals, you would
do well to study them. They are likely to make an appearance. It helps to
know your friends, and foes. But human nature is a fickle thing. Circum-
stances, and secret agendas might well cause assumptions, and beliefs to
change.
Always remember that this isjust a game, a work of interactive fiction
with certain rules and constraints. Never forget basic rules of safety.
Unless the game is held in a very secluded location, don't forget that there
may be other around who are not involved in the game. Respect
the property in is played and respect the peace and quiet
of neighbors or . Abide by the rules and requests of your
game staff, since i:he best interests of all players.
Be never forget where the game ends
and ~ i c k e d from the sight of a ghoul in the
house, . to' run screaming up the stairs and hide in
another room. It might even be all right to flee outside, unless something
in the game world prohibits your leaving. It's not agood move to continue
running across the yard and race down the street waving a toy shotgun
and screaming at the top of your lungs. Immerse yourself in your charac-
ter, but know where acceptable limits are drawn. But have fun with the
game. Play your role to the hilt, delve into the mysteries of the unknown,
face alien horrors, and emerge shaken but victorious or go down in agory
and dramatic end.
54 Clhulhu hive Srd EdilioB
Combat!
Combat in Cthulhu Live is not a major portion of the game, but it is as
important as skill tests and sanity checks. Many of the horrors encoun-
tered during the game cannot be vanquished physical violence, but the
human servitors of the Great Old Ones bleed as red as any investigator.
Many of the lesser Mythos races are vulnerable to physical injury as well.
Safe replication of combat is achalJenge in alllive-actioo games. Cthulhu
Live runs combat in combat rounds, slow motion, artificial time units
divided into a Declaration and Resolution Phase.
Any player can announce the initiation of combat by loudly
"Combat!" Others who hear the call should freeze what they're doing and
echo it so that all players know artificial time has commenced. It is impor-
tant to stop your actions and conversations to prevent groups of players
from becoming out of synch, and so that the Keeper and the combatants
can be heard. Combat can be resolved fairly quickly if everyone cooper-
ates, so please freeze your actions and stop conversations to allow the
action to be handled quickly and efficiently. Even if you are not involved
in a combat action, be courteous to those who are by allowing them to
the combat quickly.
Combat rules in Cthulhu Live are brutal and deadly. Players
consider alternatives to violence whenever possible. They may be
at how fast bodies start dropping once combat is initiated. Players can
always threaten each other in normal, real-time game play;
knives, shouting orders at gunpoint, threatening to harm a hostage. Many
games develop tense stand-offs in which players talk each other into low-
ering their weapons. But as soon as any player pulls that trigger or swings
that weapon, combat rounds must be announced and action freezes.
ehupter 2: Pluying the 6:Zlme 55
Com bat Rounds
Each combat round is divided into hvo phases: Declaration and Resolu-
tion. The Declaration Phase is when players announce their intended ac-
tions during that round. The Resolution Phase determines the results of
the actions.
Declaration Phase
When the Keeper or anypJayer calls combat, everyone freezes. The Keeper
announces the Declaration Phase for the first round of combat. The Keeper
slowly counts from 1 through 20 or more, passing from the lowest to the
highest DEX scores. When the Keeper calls out your DEX score, you
declare your intent for the combat round. Lower DEX players must de-
clare their actions first, rising up to the highest DEX score among the
combatants. It is important that the players around you hear your de-
clared action for the round.
After the first round or so, the Keeper will know the range of scores
and may start his count at 7, 8, or at whatever the lowest DEX score
happens to be.
You can declare the following combat actions:
Attack: A ranged or melee combat attack. This also includes use of
special attacks that will be discussed later in this chapter. If a special
attack is being used, it must be declared during this phase so that the
intent is clearly communicated (Trip, Knockout, Disarm, etc.). The target
of the attack should be identified through aiming your firearm or indicat-
ing a melee opponent with whom you are engaged.
Defend: You place your efforts into defending against a melee attack.
You may defend against a thrown weapon, but not bows or firearms.
Move: You intend to move during the combat round and possibly en-
gage another target in combat.
Evade: You intend to break away from a melee opponent or flee from
the combat encounter. The Evade action adds a burst of speed, allowing
your character to move sooner and farther during the Resolution Phase.
This action may be taken a number oftimes equal to your Evade levelootil
your character is winded. After combat and a ~ o r t rest, the character is
restored.
Hold: You hold your attack up until the end of the Resolution Phase,
waiting for a target to enter your field of fire or within melee combat
range. If the attack is not taken before the next Declaration Phase it is
lost.
Aiming: Available only for firearms and bows, the
nals a slower and more deliberate missile attack that
tional damage in exchange for taking place later in the
The target must be in a direct line of sight from the tirr1e,ith
56 Clhulhu hive Srd EdilioB
declared until the instant the
attack is resolved.
Perform Action: A
catchall term for drawing
weapons, skill tests, casting
spells, or other complex ac-
tions. These are assigned a
number of rounds to com-
plete by the Keeper. In some
cases, a player attacked be-
fore the action is completed
loses their place and must
restart the action from the
beginning.
Resolution Phase
When the Keeper has counted from lowest to highest DEX and all charac-
ters have declared their actions, then it is time to move to the Resolution
Phase. The Keeper starts at 20, or whatever the highest DEX score hap-
pens to be, and begins to count downward. When your character's DEX
score is reached, you attack or begin performing your action. Remember
that the Declaration Phase counts up from lowest to highest for announc-
ing intent. Then the Resolution Phase counts do\Vl1 from highest to low-
est in performing the action. This does mean that high DEX characters
have an advantage in initiative and reaction over those with lower DEX
scores. Players must faithfully abide by the declared action. They must
not change their action when the Resolution Phase arrives.
Attack: The basic attack action inflicts a variable amount ofWOlmd Point
damage on your opponent. When the Keeper reaches your DEX during
the Resolution countdown, you annOlmce "Bang!" or "Slash!" and the
number of points damage the attack causes your opponent. Remember
that YOU have to announce the damage caused. Your target won't know
how much damage you inflict and the Keeper can't keep track of every-
one. It is up to you to tell them. Normal attacks inflict Wound Points equal
to the base damage of the weapon plus your sk.illievei.
There are a fe\V advanced attack options available as skill specializa-
tions. These may inflict extra damage, allow you to strike sooner, or
create a special outcome such as knocking out or disarming your oppo-
nent. The special attack must have been announced during the Declara-
tion Phase. You can't switch from a standard to a specialized attack when
the Resolution Phase arrives. Specialized attacks and their effects will be
discussed later in this chapter.
ehupter 2: Pluying the 6:Zlme 51
Defend: If you have chosen to defend, you apply the points normally
used for an attack toward blocking incoming damage. You may block
melee and thrown weapon attacks but not ranged attacks by firearms and
bows. Take your weapon's base damage and add your sk.illievei. This is
deducted from the next incoming melee attack with an announcement
such as, "Defend! Six points!" If more than one opponent is attacking,
you may put all your points into a single defense or divide them bet\veen
multiple foes. Incoming Wound points that exceed your defense are taken
as normal damage.
You may apply your defense anytime in the resolution phase, allowing
you to also defend against an opponent with a higher DEX than your own.
If you block amelee attack with a rifle, it will be considered a large melee
weapon for defense point calculation. Pistols are considered small melee
weapons when used to block attacks.
Move: By declaring a move action, you intend to change your position
during the Resolution Phase with the possibility of making an attack of
opportunity. When the Resolution Phase countdown reaches your DEX
level, you may take one normal step. You can take one step at each count
until the Keeper ends the Resolution Phase or you come within melee
Melee range is defined at just slightly more
in the Resolution Phase count-
combat range, you may attack at your base
modifiers or special attacks are allowed as this
of opportunity.
(high DEX) individuals to take several movement
steps position themselves behind cover before a slO\Ver opponent is
able to fire. If this occurs, the opponent's ranged weapon attack is lost
for this phase. They are unable to ~ i f t quickly enough to anew target and
must aim their weapon again during the next combat round.
Evade: When you don't think a move action will be enough to save you
from attack, you might consider an Evade. Evade is a combat skill that
may be purchased like any other. During a fight, Evade is used to provide
an extra burst of speed. If an Evade action was declared, you begin mov-
ing during the Resolution Phase at the count of your DEX plus your
Evade skill level. Thus, a character with a DEX of 12 and an Evade sk.ill
level of3 will begin moving on Resolution Phase count 15 instead of his
usual count of 12. He also moves three steps farther during the phase.
Hopefully the quicker action and extra steps might be just enough to move
him behind cover before an opponent fires a weapon, or enough to out-
distance his opponent. Unlike the Move option, Evade is a purely defen-
58 Clhulhu hive Srd EdilioB
sive action and a character may
not make amelee attack of oppor-
tunity if he comes within melee
range of an opponent. The Evade
action may be used a number of
times equal to your Evade skill level
before a short rest is required.
Hold: When declaring a Hold ac-
tion, you signal the intent to save
an attack until later in the Resolu-
tion Phase. You might be covering
a doorway with a firearm or wait-
ing around a comer to clobber any
opponent who walks up. The at-
tack may be taken any time during the Resolution Phase following your
standard DEX count of action. Base weapon damage only will be in-
flicted. The attack is lost ifnot taken by the end of the Resolution Phase.
Aiming: If an Aiming action is declared, you commit to a slower and
more deliberate ranged attack. Your attack will not take place on your
standard DEX count during the Resolution Phase, but at a later COllllt of
your choosing. Unlike the Hold action, which waits for targets of oppor-
tunity, your target must be sight from the time the action is declared until
the attack is resolved. If enough time is spent aiming, additional Wound
Points are inflicted. The Aiming bonus can only be applied to firearms and
bows. Since aiming is a unicp..1e action, it cannot be combined with any
other special attack rules.
Your character begins to zero on the target starting at your normal
DEX COllllt in the resolution phase. You may fire at any subsequent DEX
count, butno extra damage is inflicted until you hold the aim for a number
of counts greater than your normal attack score total. One additional WP
is inflicted for every count spent aiming past this total, limited to a maxi-
mlllll of five additional Wound Points.
For example: a character with a DEX of 13 and a Handgun-2 skill
might normally inflict 6 Wound Points damage with a4-point pistol. When
aiming, he can fire on his regular DEX count of13 for normal damage. He
begins to inflict additional damage if the aim is held for more than six
counts. Ifhe fires atDEX count 7, he inflicts 7 WP damage. Ifhe fires at
DEX count 6, he inflicts 8 WP damage. He would be able to inflict a total
of 11 WP damage, the +5 maximum, ifhe held his aim until DEX count 3.
Perform Action: Performing a ~ i l l test, starting to cast a spell, drawing
ehupter 2: Pluying the 6:Zlme 59
weapons, or other miscellaneous actions may be declared and given
munber ofrOlmds till completion by the Keeper. Typically if a plrtYor II!<
attacks, or is attacked before the action is complete, the
rupted and must begin again.
Com bat Skills & Specializations
During character creation, all characters have the opportunity to buy skills.
In addition to the academic and trade sk.ills, there are a variety of combat
skills available to learn and pursue to advanced levels. Combat sk.ills are
also ranked from a level-one novice, to a level-five master of the art. At
levels three and above, players may purchase combat skill specializations
that offer special tactics and abilities. Each specialization costs one extra
skill point beyond the base cost needed to reach the new level.
You do not need a combat skill to use a weapon in combat. Any char-
acter can pick up a melee weapon and attempt to strike an opponent. It is
even easier to aim a firearm and squeeze the trigger. Learning combat
skills increases the damage your character inflicts by improving their con-
trol and accuracy. Combat skills also open up a number of special combat
tactics through skill specializations.
Every weapon in the game has a base damage value. This will usually
be Mitten on a piece of tape or a label stuck on the handle of the weapon.
If you do not have a specific combat skill for a weapon, your character
only inflicts the base damage when using it. If you have learned the ap-
propriate combat sk.ill, you cause the base damage plus your skill level
when attacking with the weapon. The following chart lists a few example
weapons, but others may be introduced into the game with Keeper ap-
proval.
Weapon Base Damage Skill Requirements
Unarmed Attack 1 Brawling or Martial Arts
ClubiWrench 2 Small Melee
Knife 3 Small Melee
Hatchet 3 Small Melee
Baseball Bat 3 Large Melee
Fire Axe 4 Large Melee
Sword 4 Large Melee
Pistol 4 Handgun
Rifle 4 Long Gun
Shotgun 5 Long Gun
Automatic Weapon 6 Long Gun wi Automatic
Weapon Specialty
Thus, any character picking up a pistol can attack with a base damage
60 Clhulhu hive Srd EdilioB
of 4 points. If a char-
acter had learned the
Handgoo skill at level
3, he would be able to
inflict 7 points of
damage with his at-
tack (Base 4 + Skill
Level 3). The Evade
skill may be pur-
chased like any other
skill. It adds an addi-
tional burst of speed
in combat for breaking out of melee or fleeing. It is described in greater
detail in the next section.
Otaracters advancing to higher skill levels may begin to purchase weapon
specializations. These allow advanced attacks not available to an unsk.illed
character. The following chart lists a number of weapon specializations
and their effects. Others may be created with Keeper approval.
Only one special attack may be used at a time. A player with both the
Marksman and 1\vo Weapons skills with a handgun may not use them in
the same attack, but must chose one or the other.
Specialization Available For"
Disarm MA, SM, EW, LM
Throw Weapon SM, EW, LM
Mighty Blow Br, MA, SM, EW, LM
Lightning Strike MA, SM, EW, LM
Improvise Weapon fr
Trip Br, MA, EW, LM
Knockout Br, MA, SM, EW, LM
1\vo Weapons SM, EW, LM, HG
Marksman HqLG,Ar
Double-Tap HG
Run & Gun HqLG
Trick Shot Hq LG, Ar
Automatic Weapon LG
Q.iick Draw HG
"' Br -Brawling, MA-Martial Arts, SM-Small Melee, EW- Exotic Weapon,
LM-Large Melee, HG-Handgun, LG-Long Gun, Ar-Archery.
Disarm: This is a special attack on an opponent's weapon or weapon
hand that forces them to drop their weapon. Unless your opponent per-
ehupter 2: Pluying the 6:Zlme 61
forms a defend action that would completely block one of your normal
attacks (base damage plus your skill level), he must drop his weapon. No
damage is caused by this attack.
ThrowWeapon: You may accurately throw a small or large melee weapon
for full damage at opponents up to 20 paces away. The Keeper may re-
quest that you carefully toss your weapon underhanded near, not at, your
opponent so that the weapon is out of your hands and close to the target.
Mighty Blow: This special attack may be used only once per combat
encounter. It allows you to inflict the weapon's base damage and twice
your skill level as a damage modifier.
Lightning Strike: You strike faster than usual in the Resolution Phase
countdown, attacking at your DEX plus your combat skill level. You only
inflict the base damage of the weapon with no damage modifier from
your skill level. It may allow you to land a blow before your opponent
attacks or flees from the encounter.
Improvise Weapon: A specialty of the Brawling skill, you are able to use
almost any substantial object as an improvised weapon. The base damage
will typically be two or three, as dictated by your Keeper, but you can
now apply your Brawling skill to this improvised weapon to inflict more
damage than with your fists alone.
Trip: This is a special attack designed to trip or sweep an opponent's legs
from under them. Unless your opponent performs a defend action that
would completely block one of your normal attacks, he falls to the ground
and forfeits any action that round. Some creatures may be invulnerable to
this attack due to their size, weight, no legs, or benefit
Knockout: A strike to your opponent's head wilih' "
ject, knife pommel, etc. Unless your
that would completely block one of your n
scious. Base weapon damage is caused by this attack. non·tlUnlan
creatures are impervious to this attack.
Two Weapons: Your character can fight effectively with amelee weapon
or handgun in each hand. The attacks may be directed at a single target or
two different ones. Only the base damage of the weapons is inflicted by
the attack.
Marksman: Only applicable for ranged weapons, you are able to inflict
62 Clhulhu hive Srd EdilioB
the weapon's base damage and hvo times your ~ i l l i e v e l as a modifier.
This attack may be used only once during each combat encounter. Re-
member that it cannot be used in addition to an aiming action bonus, since
aiming cannot be combined with a special attack.
Double- Tap: Your character is trained to be able to snap off hvo rapid
shots at a single target. The first shot causes base damage plus your skill
bonus and the second shot causes base damage only. This can be a very
effective combat technique, but it may only be used with the handgun
skill. Naturally hvo shots are expended from your weapon's ammunition.
Run & Gun: You are trained to fire your weapon while moving and still
retain a reasonable degree of accuracy. From the time you begin move-
ment until the end of the resolution countdown, you may take one single
attack at base weapon damage. This is ideal to use for aggressively enter-
ing a room or flanking a target behind cover.
Trick Shot: You may use this action for special effects shots that are not
specifically at a living opponent such as a fuse-box, a rope, an object in
another player's hands, etc. It may also be used as a "called shot" to an
opponent's ann or leg that inflicts base damage and disables the limb.
Auto-fire: This specialization represents training and experience with
fully automatic weapons. It is required to effectively control bursts of
fire. The higher than usual base damage of an automatic weapon already
takes a burst of shots into consideration. This specialization allows you to
fire an accurate burst, inflicting the base weapon damage of an automatic
ehupter 2: Pluying the 6:Zlme 63
weapon plus your Long Gun sk.illievei. Without this specialization a char-
acter can only cause the base damage of the automatic weapon, even if
they have the Long Gun skill.
Quick Draw: Your reflexes are so developed that you can snatch your
weapon from its holster and fire from the hip in the blink of an eye.
Instead of requiring a separate special action to draw your weapon, you
can draw and fire in a single combat round. You draw on your normal
resolution count and fire on the next count at your base weapon damage.
Damage and Healing
Incoming Wound Points damaged are subtracted from your character's
total. When a player reaches zero wound points, he drops unconscious
and bleeding. He may die ifnot treated with FirstAidwithin three minutes
of collapse. Ifa player has suffered cumulative damage to take him below
negative five wounds or if an opponent takes the time to administer a
coup de gras, the character is dead.
An application of the First Aid sk.ill will heal Wound Points. A character
may heall WP plus his First Aid sk.illievei. An unsk.illed player may still
heal a single point after binding the wOllllds. Only one application of First
Aid may be applied per combat encounter. In other words, if your charac-
ter was struck three times during a single combat, he may one have one
First Aid treatment, not three. If the medic has a sk.ill specialization related
to the type of injury; bum, lac-
eration, blunt trauma, etc; then
one additional WP may be
healed during the treatment.
After First Aid has been ap-
plied, additional Wound Points
are regained at a rate of 1 per
week or 1 per three days of
straight bed-rest. This typically
is relevant only during cam-
paigns of multiple games with
the same characters.
Armor
Although uncommon, armor may occasionally appear in some games. It
may be old-fashioned metal plate and chainmail or it may be modern bal-
listic armor. The following chart lists a variety of armors that might ap-
pear during a game and the number of WP absorbed. This amount is
deducted from an incoming attack.
64 Clhulhu hive 3rd EdilioB
Armor
Leather
Otainmail
PlateArrnor
Light Ballistic
HeavyBallistic
Defense
1
3
4
3
4
Notes
No defense against firearms
No defense against firearms
Defense 1 against firearms
No defense against melee
Defense 2 against melee
Armor adds an additional level of complexity and Keepers might want
to minimize its presence in the game. The Keeper may have armor lose
one point of defense value per attack taken, regardless ofthe amount of
damage penetrating the armor.
Explosives and Grenades
When confronting Mythos horrors, there is an for
the use of high explosives. Access to explosives·
some individuals can obtain them through their
tacts. Skills such as Otemistry and Demolitions
create homemade explosive compounds with
ment and chemicals. Nevertheless, explosives a..e not
Cthulhu Live games. Keepers should not lightly allow
Rules for large explosions are intentionally kept loose. Generally, play-
ers near ahigh explosive detonation are killed immediately. Creatures are
typically more resilient to physical trauma but may suffer injury or death
from explosions. The Keeper may always permit some characters to sur-
vive a blast. Perhaps they are badly injured or shielded from the worst of
the explosion by a column, heavy furniture, or pure dumb luck. If the
Keeper grants such a lucky escape, he may require the player to sacrifice
some or all of his remaining Luck Points.
Smaller explosives and incendiaries are easier to detail in the rules.
Hand grenades and single sticks of dynamite may be thrown during com-
bat. Lighting a dynamite fuse or readying a grenade and pulling the pin
require a special action that takes a full combat round.
If you light a stick of dynamite, the fuse is now burning. Itwill explode
at the end of the next combat round, so getting rid of it quickly would be
a good idea. Declaring a throw action, you may toss the dynamite prop at
your normal DEX count cUring the Resolution Phase. You may also wait
to throw until a later count as the fuse bums down. When throwing the
dynamite prop at another player or a creature, throw it near your target
but not directly at them.
Allowing the fuse to bum down decreases the likelihood your target
might move out of the blast area. It also creates a personal r i ~ for the
thrower. If you are attacked and suffer more than three WP damage, you
drop the dynamite at your feet. You will be unable to move for a number
ehupter 2: Pluying the 6:iI:lme 65
of counts equal to WP suffered, but then may take a step on each subse-
quent count. Try to put as much distance as possible between yourself
and the explosion.
Grenades have an extra safety besides the pin, a "spoon" or lever that
flies offwhen the grenade is thrown or can be released when still holding
the grenade in your hand. The spoon enables you to pull the pin in one
phase, but does not obligate you to throw the grenade during the next
phase. If you suffer 3 WP damage and drop the grenade, or otheIWise
release the spoon, the countdO\Vn begins.
Once the countdown begins, the grenade countdmvn and subsequent
explosion function like the dynamite countdmvn discussed earlier. You
may delay throwing the grenade, releasing the spoon and allowing it to
"cook-off' before throwing. If you are attacked and suffer more than
three points of damage, you'll drop the grenade and better hope you have
time to get away before it blO\Vs.
On the "zero count" of the Resolution Phase, the grenade or dynamite
stick explodes. Anyone standing directly on top of the prop suffers 21 WP
damage. The damage drops by three WP for every pace bet\veen a player
and the center of the explosion. The Keeper may reduce damage if he
feels the player is protected or covered by walls, heavy furniture, or other
objects sheltering him from the blast.
Ammunition
Tracking expended ammunition is an optional rule in Cthulhu Live. The
combat rules are harsh enough that extended gun-battles are rare. It is
usually easiest for Keepers to assume that reloads happen automatically
when needed without limitations on ammunition or reloading times.
If a scenario benefits from limited ammunition and a more realistic
approach to firearms, Keepers have the option of introducing ammunition
and reloading rules into the game. Each firearm should have a number of
shots noted on the prop, typically on the same label or piece oftape noting
the base damage of the weapon. Remember that the base damage of auto-
matic weapons assumes a three-round burst.
A special action taking a full combat round is required to reload a semi-
automatic pistol, submachine-gun, or assault rifle. Three combat rounds
are required to fully reload a revolver or shotgun.
Luck in Combat
Players can use luck points to adjust their success in combat. Guidelines
for applying Luck in combat are looser than with sk.ill tests and the Keeper
evaluates each instance to see ifit will be allO\Ved.
Common applications include using luck to increase damage inflicted
or reducing damage taken. It is up to the Keeper ifhe prefers a straight 1:1
66 Clhulhu hive 3rd EdilioB
ratio for Luck and wound points, or if he will allow an adjustment of
several WP per luck point. A bullet striking a flask in the character's
breast pocket and rewcing the damage taken by five points is a typical
example of the later. Final decisions by the Keeper are best guided by
what is dramatically appropriate.
Luck points may be burned to increase a character's DEX for one
round at a 1: 1 ratio. It's not economical, but might allow a player to
squeeze off a shot a split second before his opponent. Luck could be used
for a specialization attack if the character normally lacks it. Shooting out
a light or managing to trip an opponent are two examples.
As the rules for applying luck in combat are looser, there is more room
for crazy ideas and incredibly unlikely circumstances. The Keeper is ex-
pected to maintain balance in all aspects of the game and should never feel
bad about telling a player that his requested use of luck is too unlikely or
unrealistic to be allowed.
Sudden Death
Beyond the basic combat rules,
players should respect the prin-
ciple of sudden death. When one
player so completely gets the drop
on another that there can be only
one outcome. This is fairly sub-
jective. But if a player you fully
trusted places a pistol to the back
of your head and says, "Com-
bat! ," or if your character is
drugged and another player kneels
down to cut your throat, you
should consider conceding the kill
without going through the full me-
chanics of combat. It's harsh when it happens to you, but the Cthulhu
Live universe is a harsh and unforgiving place.
Poison & Drugs
Characters are at risk. to dangers besides just physical injury. Poison,
radiation, drugs, and other toxins may be encountered during the course
of a game. These will be assigned a strength and effect by the Keeper: a
Toxicity Rating. The strength of the toxin is compared to the character's
CON score. Ifthe CON score is higher than the toxicity rating, the char-
acter suffers reduced damage or effects. The script details the results of
toxins and results may include lost WOlmdPoints, blinmess, llllconscious-
ness, hallucinations, a penalty to skill tests, or other effects. ~
ehupter 2: Pluying the 6:iI:lme
68
3
Running the eiame
T;
iS chapter is designed primarily for Keepers and members of the
game staff, but there is nothing wrong with players learning more
about the inner workings of the game. It will discuss the details of
Test Resolution, Keeper and Staifresponsibilities, and some tips on stag-
ing and organizing game events,
l'eQ Kel>olution
The rules of Cthulhu Live are designed so there is no dice rolling. This
would slow the game to a crawl and be a distraction from live role-play-
ing. Most skill-related actions are resolved by Tests, as are a host of
special events that impact the characters' bodies and minds. Skill Tests,
Sanity Tests, Health Tests, Resistance Tests, and Magic Tests are all ex-
amples oftests the Keeper and players may resolve during a game.
Skill Tests
When a player wishes to test for the success of skill use during the game,
he notifies the Keeper. In many cases, the player may be expected to role-
play the skill use, especially if there are physical actions involved. The
Keeper considers the test attempted, how relatively difficult such an ef-
fort would be, and any outside influences and elements such as darkness,
weather, high-stress situations, lack of proper equipment, and similar fac-
tors.
Depending on how difficult the Keeper ranks the attempt, a "success
score" for the test can be determined using the chart below. These suc-
cess scores are approximations, but helpful for the Keeper in deciding if a
player succeeds in his attempt. Consider ranking the attempt bet\veen 1-
10 with 5 being what you might consider an expected performance level
by an individual performing the professionally.
Difficulty
1 - No Sweat
2-Simple
3 -Easy
4 -Routine
5 -Average
Success
Score
5
11
18
26
35
ehupter 3: IWDDiDg the tiZlme
Difficulty
6 - Otallenging
7 - Difficult
8 -Extreme
9 - Superhuman
10 - Impossible
Success
Score
45
56
68
81
95
69
The Keepermultiplies the player's slcillievel by the most logical Statis-
tic to support the test. Most knowledge-based tests such as translating a
language, identifying a relic, or breaking a code use the EDU stat. Tests
that would require fine motor skills and careful coordination such as pick-
ing a lock, performing delicate surgery, or repairing a watch use the DEX
stat. POW and CON are rarely used in slcill tests, although they may be
appropriate in unusual circumstances.
Sometimes different stats may be applied to the same skill. A player
may use his Mechanical Engineering slcill andEDU stat to determine why
a car engine won't start. He may need to apply his DEX against the same
skill to repair it. A player may use his Military Science slcill and DEX to
build an improvised booby-trap. His EDU stat would be used with the sk.ill
to remember the capabilities ofa particular military aircraft.
While uncommon, it is possible for EDU and Combat skills to be ap-
plied for unique and specialized knowledge tests. For example, a charac-
terwatching a Buddhist Monk fighting off bandits awlies EDU and Mar-
tial Arts skill to identify the Monk's style of fighting and what that might
indicate about his order. Or, a character might apply his EDU and Long
Gun skill to learn about the Martini-Henry rifle, its history, and its capabili-
ties.
Remember that unslcilled attempts have no slcill modifier and test at
only half of the character's supporting stat. Luck Points may be used to
effectively increase slcill level on a specific test, allowing unslcilled at-
tempts to test as skilled or allO\Ving some players to effectively test at a
level higher than five if enough Luck Points are spent. If the test falls into
an area of a sk.ill specialization, the player is allowed to test at one level
higher. The Keeper decides whether or not a test falls into a player's
chosen specializations.
Bonus for Good Role-Playing
An exceptional role-playing job can earn the player a helping hand by the
Keeper. It helps motivate players to help support the illusion of the game
10
and rewards those who really con-
tribute to the experience. It's dis-
appointing to have a player say,
., "I'm going to use my First Aid
'I slcill," then he stands around hvid-
~ dling his thumbs. If the player
cleans a comrade's wounds with
a damp cloth, tears up rags to bind
the injury, and calms his patient
with reassuring words, he makes
afar greater contribution to the at-
Clhulhu hive Srd EdilioB
mosphere of the game. If he is repairing a motor, let him rattle tools,
tighten bolts, chip away at some corrosion, and actually pretend that he's
doing something constructive.
The bonus not be so high as to unbalance the game. Typically a
five-point bonus to a character's skill test result is a fair offering from the
Keeper.
Complex Skill Tests
Some actions are
fairly specific and
success or failure can
be determined by a
single test. Keepers
mayrecp..1ire a series of
tests to complete very
complicated tasks. A
doctor may be re-
quired to test against
his Medicine Skill and
EDU to diagnose a
condition, against
Medicine andDEX to
perform surgery to
address the problem, and against First Aid and EDU to prevent subse-
quent infections and complications from the surgery.
Complex tests add much more realism, but they are an optional game
element. You may prefer to keep the game running faster and smoother
with a simple approach to test resolution, or you may prefer amuch more
realistic and intricate game with many skills and multiple tasks to achieve
results. The vast majority of actions in a typical Cthulhu Live game can
be resolved with a simple, single skill test. The Keeper consider
splitting extremely elaborate, ambitious, or critical tasks into a series of
complex tests. If one of the tests in the sequence is failed, the players may
not be immediately aware of it. The project may have a critical mistake in
its results or a fla\\' may manifest later. Don't let players find a chunk of
ra\\' plutonium and think they can build an improvisednuc1ear device with
. " ,jngie Physics test!
players sometimes try to perform tests they simply
business attempting. A Good Samaritan with no First Aid or Medi-
skill tries to remove a spear lodged in his friend's belly. Aklutzwith a
DEX of 5 and no Electrical Repair or Computer skills attempts to repair a
ehupter 3: IWnning the tiil:lme 11
badly damaged computer system. An armchair anarchist with only a smat-
tering of Otemistry decides to prepare his own nitroglycerin from a recipe
found in a book.
A difference of 50 or more points between the success score and the
character's skill test results in a critical failure. The test fails and some-
thing bad happens. The equipment might be irreparably damaged or burst
into flame. Toxic fumes may fill the room. Additional damage points may
be inflicted on a patient or he simply dies. Your knowledge check resulted
in information that will get you in serious trouble or create a major inci-
dent if acted upon. The players never know Success Scores re-
quired for tests, but their own common sense should help them decide if
they attempt something or not. The results of a critical failure will
be left for the Keeper to decide, but be unpleasant.
Team Efforts for Skill Tests
Team efforts increase the chance for players to succeed in very difficult
tests. The player with the highest skill level always becomes the team
leader. He can coordinate the efforts ofa number of assistants equal to his
skill level. The team leader multiplies his and supporting stat as
normal. Assistants without the correct sk.ill may contribute only three
points to the team's total. Assistants with the correct sk.ill add half their
supporting stat score to the team's total.
A group of players to repair a radio damaged in com-
bat. The leader is a player with an Electrical Engineering of 4 and 12
DEX. He can coordinate the efforts of four other players. The leader
contributes 48 points (4xI2) to the effort. 1\\'0 of the assistants have the
Electrical Engineering only at a lower level than the team leader.
Their DEX scores are 10 and 13, so they contribute 5 and 6 points toward
the total. 1\\'0 other assistants do not have the correct skill and only
contribute three points each to the total. The team effort generates a suc-
cess score of 65 points (48+5+6+3+3).
San ity Tests
Certain terrifying visions or revelations may require players to make a
Sanity Test against their Shade of Terror. This is commonly resolved with
the use of colored ribbons attached to a creature or corpse. It may be a
colored tab of paper stuck onto an ancient doclllllent or in an envelope
tucked behveen the pages of a tome. In low-light situations or if there
maybe color-blind players in the group, the Keeper can help things out by
calling out the appropriate Shades of Terror when needed.
The Sanity Test be one of the easiest tests in the game as each
player handles the resolution and results. Everyone is assigned a specific
Shade of Terror based on his or her POW score. When confronted by the
11 Clhulhu hive Srd EdilioB
appropriate ~ a d e during a Sanity
Test, the player panics.
After players calm down, they
will have dropped one level on the
Sanity Chart. As the game
progresses, they become increas-
ingly jittery and erratic lllltil even-
tually descending into madness.
Players with high POW are less
likely to confront their Shade of
Terror and lose control, but they
still feel the build-up of fear. If a
player is confronted by three San-
ity Test situations without confronting their own Shade of Terror, they
will drop one level of Sanity and be expected to role-play their new state
of mind accordingly.
Regaining Sanity Levels
After a brief period oftime, usually five to 10 minutes, a player suffering
a panic result from confronting his Shade of Terror will calm down and
resume normal play. Of course his Sanity Level has dropped one cat-
egory. Regaining Sanity levels is possible during game play, but generally
recp..1ires a longer process of rest and recuperation. Once a player is re-
moved from the threatening or fear-inspiring situation, typically behveen
games, he or she could be assumed to recover Sanity levels at one level
every six hours.
The Keeper may allow limited opportunities to recover Sanity levels
during the game. Players with the Psychoanalysis sk.ill may be allowed to
restore one Sanity level per game session for each skill level they possess.
Another system the Keeper might use would be "pink cards," tokens that
restore Sanity levels tied to certain special props in the game. These may
be items such as a bottle of scotch with three small pink cards taped to
ehupter 3: IWnning the tiil:lme
the bottom, representing three
doses of liquid courage to bol-
ster a player's nerves. Alcohol
and some drugs are the likeliest
candidates for pink card props.
In a less serious game, or in
an unusual game setting such as
having players cast in the role
of children, a pink card prop
could even be a teddy bear!
Keepers should be very judi-
12
cious in their use of pink cards. Ifused at all, very few ~ o u l d be found in
the game. No player should be allO\Ved to regain more than two Sanity
levels through pink card restoration.
Curing Insanity
When a player dips to the level of Stark, Raving Mad, he or she is virtually
unable to function in any normal or helpful capacity in the game. The
player will not begin to recover Sanity levels until undergoing psychiatric
treatment. The extent of treatment required and its success is left up to
the Keeper. Some characters may be deemed incurably insane or only
exceptional care and treatment maybe able to bring any hope of improve-
ment.
Once a player has been treated for his madness and begins to recover
Sanity levels, he will have lost one maximum level of Sanity. In other
words the first time a player is institutionalized and recovers, his maxi-
mum Sanity level will be Shaken. If he loses his mind again in another
game and is once again put under psychiatric care, his maximum level of
Sanity will drop to Spooked.
In other cases, the character may end up surrendering to the darkness.
The Health Test
He or she may become a slave of
Mythos-related horrors or their own
evils consuming their soul. In time,
these characters may be reintrocUced
as villains in a game, using the Fa-
cade chart instead of conventional
Sanity levels. These character types
are called Outsiders and will be dis-
cussed later in much greater depth.
When investigators are exposed to toxic substances, radiation, or electri-
cal shock, the Keeper makes a Health Test to determine the outcome. A
Health Test is really nothing more than comparing the CON score of the
character to a toxicity rating of the specific threat. This toxicity rating is
assigned by the Keeper or detailed in the game script. Ifa player's CON is
equal to or greater than the toxicity rating, he will suffer reduced damage
or perhaps no ill effects at all.
Health Tests come in an endless variety. A ctug may be tested against
CON to determine if the player falls unconscious or merely suffers a
penalty of minus one skill level on all sk.ill tests until the drug wears off.
Poisons may inflict wound points equal to the toxicity rating minus the
character's CON. A severe radiation leak may permit players to operate
for a munber of minutes equal to their CON before going blind and an-
13 Clhulhu hive 3rd EdilioB
other five minutes past that before succumbing to a lethal dose.
In essence, the Health Test is a very flexible and quick means for a
Keeper to measure a character's CON against their physical health and
well-being.
Resistance Test
Whenever the Keeper needs to resolve a variety of miscellaneous actions,
from applications of brute force to competing efforts behveen player
skills, the Resistance Test can be used. Very simple Resistance Tests can
be made by direct comparisons of stats. If several ghouls try to force
their way into a room, the Keeper may compare the total of their CON
scores versus the total CON scores of players holding the door. If players
wish to roll a boulder away from a cave entrance, the Keeper may assign
a number that the players Oll" a total of CON scores p u ~ i n g
against it.
When players wish to skill tests that cannot be re-
solved through Keeper may use the
Resistance Test to compare player may w i ~ to en-
code a secret message and the him to write the actual
message and a second piece string of letters and numbers.
The Keeper keeps the original message a note that the players
Cryptography skill level 3 andEDD stat of yieJded a result of36. Later
another player finds the coded message and attempts to translate it. His
Cryptography skill of 4 and EDU stat of 12 yields a result of 48. He
cracks the code of the first player and the Keeper presents him with the
original message text.
A similar application works well with building and disarming bombs,
designing computer security measures, or even playing a game of chess
behveen masters. The basics are simple and the Keeper is free to adapt
the Resistance Test however he perceives the situation.
l'he Keeper 01 llrczme J.ore
If you're the Keeper, you'll have the toughest job in the game. You ensure
that NPC actors understand their roles, keep players under control, make
sure monsters are awake before their big scenes, and constantly resolve
Skill Tests and rules issues. It is a lot of work but very re\Varding when
your efforts payoff in a good game session.
Know the Rules - Understand the Cthulhu Live rules system. Players
look to you as the ultimate authority. Test Resolution rules are fairly simple
and flexible. Veryfe\V skill tests are detailed in the script. Players come up
with their 0\Vl1 ideas and questions. You need to be comfortable enough
with game mechanics to make quick judgment calls.
ehupter 3: IWnniug the tiil:lme
Know the Adventure - Under-
stand the adventure and how each
character contributes to the plot.
The script is a valuable tool, but
it's only a guide. Don't be afraid
to make changes and modifica-
tions based on player actions. A
comprehensive understanding of
the adventure is critical to make
these changes logical and believ-
able. Always keep other Keepers
and the staff informed of changes!
Be Flexible - Cthulhu Live is
as much of an interactive, impro-
visational theater piece as it is a
role-playing game. The Keeper and staff adapt and improvise to cover
gaps during plot changes. Ifplayers choose unanticipated actions, try to
move the game in a direction that supports their choices. Try to maintain
a free-play environment whenever possible. Allow the characters greater
control over their (lINn lives and deaths.
Be a Decision Maker - You are the Keeper and you are the one who
makes rules decisions, modifications, improvisations, or exceptions. Never
feel confined by the rules if they are getting in the way ofthe game flow.
Don't be afraid to make a decision and run with it.
Remain in Control of the Game - Make sure players don't get out
of hand and commit foolish, destructive, or dangerous acts. You're the
guy holding this show together. The Keeper is the master of the game and
his decisions are final. Always be open to player input but don't allow
yourself to be pressured by players when you know you're right.
The Keeper and Game Preparation
The Keeper and staffmemberswork together to prepare for a game event.
The script is modified to suit the play area, props are built, diaries and
letters are Mitten, costumes are selected, and special effects are tested.
Everyone takes part in recruiting players, but the Keeper is areliable point
of contact for questions. The Keeper is a good person to negotiate issues
outside of the game. Arranging for the use ofa building or wooded prop-
erty, and negotiations with a game convention staff for function space
and promotion are fine examples.
Planning should begin at least a couple weeks prior to agame's execu-
tion. Give the staff time to study the script. Discuss the game, take a look
at the play area, and become familiar with special effects, costllllles, and
props required. If the adventure calls for scene changes at a single loca-
16 Clhulhu hive Srd EdilioB
tion, rehearse the changes so everything runs like clockwork. Test special
effects and practice costume changes to avoid unpleasant surprises. Don't
expect to pull everything together overnight. Just as with a theatrical play,
it's important to rehearse before you present the adventure to the players.
They are your interactive audience.
With convention games, the Keeper and support staff may not be able
to see the play area until they arrive on site. Communicate with the con-
vention staffwell in advance to learn where the game will be played. Is
the game in a number of adjacent guest rooms or in one or more function
areas of the hotel? Contact the hotel prior to arrival and a ~ for maps or
diagrams of the fllllction rooms. Make the most of this information to
plan your game before arriving at the convention.
The Keeper During the Game
The Keeper usually speaks for a few minutes at the beginning of each
game. You set the stage and introduce the adventure to the players. Spend
time explaining the rules and be certain everyone understands how ~ i l l s
and combat are resolved. If time permits, consider running volunteers
through a few rounds of combat so players see how the combat and
combat ~ i l l specialties work.
During the rest of the game, retire into the shadows. Stay with the
players but don't get in their way. Drift from room to room, checking on
how the game is progressing. Remain alert to scheduled special events.
Keep in touch with your staff. They will provide you with information
that may cause a plot change. Quietly describe certain sensations and
feelings to the players as required. Provide background material that they
suddenly "remember" during the game.
The basics of tests and skill resolution are fairly straightforward. The
Keeper must decide whether ornot to apply modifiers to a player's chance
of success. Players frequently call for the Keeper's attention and ask
details about certain
objects and people.
This is where the
Keeper's creativity
comes into play.
Only a handful of
Skill Tests are really
outlined in a game
script, however there
are endless opportuni-
ties for skill use by
creative and inquisi-
tive players. An imagi-
ehupter 3: IWnning the tiil:lme
native Keeper brings excitement and mystery into a game through
test results.
For example, there may be a small watercolor of a church hanging on
the wall. It has nothing to do with the game. It'sjust there. When a player
about the picture, make something up. With the Fine Arts skill, the
player might recognize it as the work of one Allison Kinkaid, a Rhode
Island artist of the last century. She went mad after her husband was lost
at sea. She spent her final years in an asylum, cursing unseen spirits she
claimed were circling and taunting her. The History may identify the
old Ashton Hill dmrch in Boston that burned do\Vl1 under mysterious
circumstances in 1896. The church housed a rather obscure sect who
had more in common with
faiths. Feel free to make up·
to encourage players to use ,he,,,.,
bers about any major
The Keeper and Com bat

Ii information
and staffmem-
The Keeper or any player can call for combat is
annOlUlced, the Keeper takes controL and Play-
ers freeze actions and stop conversations so Keeper.
The Keeper should conduct the combat sequence as quickly and effi-
ciently as possible.
Callout the phases and time counts loudly and clearly. After the first
round or hvo, you'll learn the range of DE X scores. At that point you can
start counting Declaration phases from the lO\Vest and Resolution phases
from the highest scores to save time. Guide players if they are confused
with possible combat actions. If they have special ideas, you may try to
accommodate and improvise if you feel the ideas are good and in keeping
with the general intent of the rules. The most important thing is to move
combat along very quickly and minimize the amount of time spent in
combat rounds.
As you detect that combat is about to wind do\Vl1, at the end of a
Resolution phase if the players are ready to re-enter real time play or if
another round of combat is required.
Character Eieneration
If the game allows for players to create their own characters, oversee the
process and help any players having difficulty. The steps for creating a
character are actually quite easy when using the templates included in this
book. The Keeper guides players who want to design their own tem-
plates. New templates should make sense in terms of professional educa-
tion and
18 Clhulhu hive Srd EdilioB
Prompt players to detail the background history of their characters.
How and where did they grow up? What are their political and religious
beliefs? What led them into their current profession? Did they experience
notable successes or failures during their life? These questions and others
help players better understand and identify with the roles they have cho-
sen to play. When players create their own characters, consider employ-
ing the optional Advantages and Disadvantages to help them create char-
acters in balance with the game.
Be sure that players select a variety of professions and skills to best
tackle the challenges ahead. If certain professions need to be represented
to logically connect the players to the game, or if certain skills will be
critical for survival, advise the players accordingly.
Pre-Generated Characters
It is fun for players to create their own characters and backgrounds, but
most Cthulhu Live games use pre-generated characters. After years and
countless games, the use of pre-generated characters has proven suc-
cessful time and again. The complete abilities and skills of the characters,
personal possessions, background history, and knowledge are all detailed
on sheets ready to hand out.
The use of pre-generated characters allows for a richer gaming expe-
rience, inteIWeaving character goals and desires into a lmtt tapestry of
hopes, dreams, secrets, and intrigue. Many pre-generated characters have
dark secrets they are afraid to reveal or personality flw.vs that surface at
inopportune times. Other characters have goals and agendas different
from their comrades that bring about conflict. A few characters possess
special knowledge and insight into the adventure at hand, allowing them
to guide their fellows through the pitfalls and horrors that wait during the
game.
ehupter 3: IWnning the tiil:lme 19
The Keeper has the lUxury of
being intimately familiar with
pre-generated characters. This
is impossible with characters
created by players shortly be-
fore the game. Familiaritywith
the characters helps the Keeper
make better decisions on sk.ill
use and when providing hints,
comments, or special insights
during the game. Because pre-
generated characters have
strengths and weaknesses al-
ready interwoven with the
script and the other characters,
Keepers need not feel obligated
to use the Advantages and Dis-
advantages rules.
Pre-generated characters re-
duce the size ofthe game staff
by casting players in roles that would otherwise be reserved for non-
player characters. This allows better and more complicated games to be
played by smaller groups.
If the Keeper already knows the players, he can decide who is best
suited for certain roles. Assigning pre-generated characters in advance
allows time for players to digest the information and ask. questions about
their history and motivations. Players also have a chance to find costumes
and small personal props for their role.
Kwming CampaiglUi
Campaigns are a series of related adventures with the same set of player
characters. More complex plots can be developed over the course of
several games, and campaigns permit players to build up their sk.ills and
abilities through experience. Certain villains or allies may reappear in sub-
sequent adventures. Players can devote their efforts to hunting do\Vl1 and
destroying a particular cult. They may find themselves led deeper into
plots and conspiracies of cosmic proportions.
Not all adventures in a lengthy campaign need to be interrelated. It's
good to throw in something new as a wild goose chase or simply as a
break in the campaign. Special items and bits of information obtained in
one adventure may not be fully utilized until much later. Start with an
overall concept of the campaign before detailing indiviwal adventures.
80 Clhulhu hive Srd EdilioB
If the campaign is a long and dangerous one, not all characters will live
to see it completed. In fact, very few original characters may survive to
the end. Allow players to generate new characters or introduce other
gamers into the campaign. It's a smart idea for players to keep a diary that
details their adventures. Even if the entire party is wiped out, a relative or
police-detective might aCcp..1ire the journal. You now have a starting point
for a ne\V group of investigators to continue the campaign. If the player is
a decent writer, it is also a really cool item to have and may become akey
prop in a future game.
Experience POintli
Players in campaigns welcome the chance to improve their characters
with Experience points. Some Keepers don't allow players to purchase
new skill levels or increase stat scores without a certain amount of down-
time beween adventures. Or, you may rule that the character was already
pursuing his studies and the extra experience finally allows him to for-
mally raise his skill level or add new skills. Use whatever method best
suits your campaign.
Keepers may assign experience points as they wish, based on the de-
gree of contribution each player makes and the challenges they over-
come. A general guideline of 1 to 5 experience points per game is sug-
gested with 3 being an average re\Vard for most players. Only the players
who really did an excellent job role-playing or contributed a great deal to
the success of the group should be w.varded four or five points.
Experience points maybe used to increase skill levels in the same man-
ner that skills were purchased
during character creation. Three
experience points may raise a ~ i l l
from level wo to level three. The
same three points may buy three
new skills at level one or one ~ i l l
at level two. Three experience
points may buy a new skill at level
one and raise a level one sk.ill to
level wo. Again, the experience
points function like ~ i l l points dur-
ing character creation.
Stat scores may be raised by
one point by spending three expe-
rience points. Experience points
not spent after a game may be
saved for use at a later date. ~
ehupter 3: IWnning the tiil:lme 81
abuJbu Live ,sl'd EditJoJl
4
Magic

magic and superhuman psychic feats are part of the alter
nate reality of Cthulhu Live. Magic draws on applications of bi-
arre alien science and hyper-geometry to bend and what
we know as reality. Psychic powers are generated from the unexplored
recesses ofthe human mind and will be addressed later in the rules.
Powerful NPCs or very select player characters are likely to use magic.
These powers are beyond the reach of most humans. Players may resort
to magic when battling horrors from the Cthulhu Mythos, but this always
comes with a price. No human may keep his sanity ifhe delves too deeply
into eldritch sorcery.
l'he Magic l'elil:
The Magic Test is resolved much like any other
is a sk.ill test requiring knowledge of arcane traditions .,
science to effectively perform. Magic in CthulhlJ Live is
magic familiar to fantasy role-players. Characters don't fHI;1g
lightning bolts with gay abandon. Magic is the manipulation of the very
fabric of reality. It is brought about through non-Euclidean geometric
constructs, projecting the mind through maddening channels of alien logic,
and bold petitions to unimaginably powerful beings existing beyond space
and time.
All spells require the expenditure of Magic Points, even if the spell fails.
Magic Points measure a character's reserves of spiritual energy. If a char-
acter expends all of his Magic Points, he may use Wound Points in their
place. This represents a character reaching into the deepest reserves of
his strength to perform the ritual. The player may opt to role-play this
through a simulation of ritual scarring and self-mutilation as he literally
pours out his life-blood to complete the spell.
Magic Points are regained through meditation and sleep. The Mysti-
cism skill allows a character to regain one point per for every 10
minutes of meditation. OtheIWise, all Magic Points are regained after eight
hours of sleep.
Some spells may impose a Sanity test on the players. Very disturbing
and powerful rituals may cause an automatic loss ofa single Sanity level.
Ohulhu Mythos and Mysticism are the modifying skills for the Magic
Test. POW is the supporting stat. For the purposes of the test, the two
skills are used interchangeably. A character with both skills will use the
ehDpter 4: mugic 83
higher of the two when testing for the success of a spell. The Cthulhu
Mythos sk.ill provides more information on the mechanics behind the spell
being cast. The mental and physical discipline of the Mysticism skill en-
ables a player to effectively interpret and follow the directions to perform
a Mythos ritual.
As with common skills, there is an expectation to role-play the effort.
Many scripts incorporate the ritual as a major part of the game itself.
Glyphs and sigils are chalked onto the floor, complicated lines dra\Vl1 in
chalk or pO\Vder, and tongue-twisting invocations will be read aloud. An
enterprising game staff might prepare for a bloody sacrifice depending on
the ritual performed, the desires of the staff, and the relative seclusion of
the game environment.
That last factor is something to always be considered. Simulated ritu-
als for Cthulhu Live should not be performed in public view. You will
really scare and disturb indiviwals who may not be aware that what they
are seeing is just part ofagame. Rituals should be planned to occur in the
game when the Keeper is confident of privacy.
Controlling WIlDt You Call Up
A significant difference between Magic Tests and conventional Skill Tests
are that many spells may require two separate skill checks. There may be
two levels of success on a single spell. Simpler spells recp..1ire a single
success score. The spell works or it doesn't. More complicated and pow-
erful spells may require two different target scores against which the sk.ill
level and POW are compared.
In these cases of two skill tests for a single spell, the first determines
basic success or failure. The second test determines ifthe caster is able to
control the results. Therein lies the great danger of Myth os Magic. Some-
times it is much easier to call something forth than it is to control what
you unleash.
For example, a player discovers an ancient scroll. It contains the ritual
to breach a dimensional gateway and summon a servitor of the Outer
Gods. He has a Cthulhu Mythos Skill at level two and Mysticism at level
three. His POW is 14 so he feels he has a pretty good chance of success.
According to the Keeper's notes, this spell does require two tests. Casting
the spell is an average test with a success score of 35. Controlling the
results is a diffiUllt test with a success score of 56. Since Mysticism is
the higher sk.ill, the test is conducted with Mysticism-3 x POW 14. The
resulting score of 42 handily allows the player to open the dimensional
gateway and call out into the void. Unfortllllatelythe player does not have
a high enough score to effectively control the results. The spell may con-
jure forth a very angry servitor with no intention of even listening to the
84 Clhulhu hive Srd EdilioB
player. The servitor may attack the
caster or go on a rampage through
the local community. In extreme
cases, the spell may have summoned
multiple servitors or something much
more powerful and dangerous than
the player ever imagined.
Because of the difficulty in con-
trolling the results of Myth os Magic,
sorcerers devote years of study in
developing their ~ i l l i e v e i s . Many as-
semble a coven or inner circle of cult-
ists to draw upon the benefit ofteam
efforts and combined POW in con-
trolling spell effects. It is the unwary
or incautious individual who casts a spell beyond his means to control. He
might have just enough ~ i l l and POW to open the gateway, but be unable
to control the effects. Few player characters have advanced magical skills,
making team efforts in attempting rituals a wise choice.
There is a second level of defense for the players in the form of Bind-
ingiDismissal spells. These spells only affect certain types of creatures
and obviously the players must have the spell in their possession in order
to use it. The types of spells often appearing in a Cthulhu Live game will
be discussed in greater detail after we take a look at what makes magic
work.
Principleli at mythOli magic
Powerful magic rituals pulled from terrible old books offorgotten lore-
as archtypified by the Necronomicon - are a mainstay of Cthulhu Live.
Servants of the Great Old Ones cheat death, project their minds through
time, create magical gateways to distant places, and rip the fabric of
reality itselfto draw horrific beings into our physical universe. But what
power fuels Mythos magic? How can strange symbols and tongue-twist-
ing phrases bring unspeakable horrors into our universe? How can these
glyphs, angles, and curves chain them with invisible bonds?
Very little in the Mythos universe is supernatural in the classic sense.
The magic of the Ohulhu Mythos is a highly advanced alien science with
a set of laws, theories, and applications far beyond the understanding of
humanity. It relies on the precise manipulation of hyper -dimensional fields,
barriers, energies, and gateways through the application of non-Euclidean
geometry, alien logic, and untapped powers lying dorrnantwithin the mind.
Just as marvels of our 0\Vl1 science might seem like magic to primitive
ehDpter 4: mDgic 85
cultures, equally magical to us is the alien super-science of the Mythos.
Hyperspace is a fascinating branch of theoretical science. Science-
fiction films and novels often touch upon these concepts as a convenient
means to break the limits of Relativity and facilitate interstellar travel.
There is much more to hyperspace theory than zipping back and forth
behveen distant stars via wormholes or extra-dimensional folds in space.
Mythos magic and the "secrets" of the Great Old Ones rely on the exist-
ence of multiple spatial and temporal dimensions coexisting with our own.
Living within three spatial dimensions, our senses perceive objects or
entities that share at least hvo physical dimensions and at least one tempo-
ral dimension with us. Something sharing just one of our physical dimen-
sions would be difficult if not impossible for our naked eyes to perceive,
although it could conceivably effect some limited change within our uni-
verse. Many Mythos entities exist in more than three physical dimensions,
often welling partially or completely in spatial dimensions that are to us
unknown and unseen.
Just aswe have the capability to move through our three spatial dimen-
sions, extra-dimensional entities (EDEs) can move through the alternate
dimensions in which they exist as easily as we would walk across the
street. This allows EDEs to appear or disappear in our three-dimensional
universe at will, perhaps even taking a person or object with them into
hyper -spatial realms.
Remember that to be perceived by a human being or to affect objects
within what we know as reality, a physical object or entity must exist in
one or more physical dimensions and at least one temporal dimension.
What may be a temporal dimension for us may be a physical one for
certain EDEs, allowing them to move forward or backwards through
time as easily as we might move along a straight line drWNn in the earth.
This is certainly the case of the dreaded Hounds of Tindal os, whose physical
substance is so alien to our own. In this manner they travel from the
misty depths of eons past in relentless pursuit of their prey. It may take
days or even weeks, however, for them to physically traverse the count-
less miles that are measured as millennia in our temporal dimension. For
those who really enjoy baking your brain with hyperspace theories, con-
sider how some EDEs may exist in several temporal dimensions at once.
fun in l'wo, Three, Zlnd four l>imenmolUi
Consider a universe that exists in only two physical dimensions, a flat
world offlat inhabitants. As three-dimensional beings, we can stand back
and watch events oofold in this universe without being seen by the inhab-
itants of this 2D world or being detected by their scientific instruments.
Only when we cross through the plane of their hvo-dimensional universe,
86 Clhulhu hive Srd EdilioB
do they become aware of our existence. Even then, they only can see a
mere cross-section of our total selves and never see us in our entirety. To
them, we might seems as gods due to our seemingly miraculous powers.
If you were to stick your hand through a hvo-dimensional universe,
the inhabitants would only see a series of four flesh-colored circles mate-
rializing and growing in size. They would see a fifth circle appear for an
instant as your thumb breaks into their world, then almost immediately
afterwards the first four circles would melt together into a single oblong
form beside the newest circle. Then these shapes would unite into asingJe,
larger blob that would suddenly constrict as your wrist passed through
their world. At no time can they see the entirety of your hand, only that
which crosses their own physical dimensions.
What might a creature existing in four or more physical dimensions
look like as it crossed into our world? The answer is always good for a
shudder. The creature would appear as an assembly of shifting,
ing, and expanding spheres. ExactlythewayYog-Sothoth's physical mani-
festation in our world is described. One could imagine such a conglom-
eration of shifting, translucent bubbles as a colorless, many-tentac1edhorror
intersecting with our spatial dimensions.
Remember that mere existence within a
not necessarily mean that travel into or through that
The two dimensional world previously described may
possible for your hand to enter. Perhaps some
2D world prohibits or hinders your efforts to pass . deafer
example exists all arOlmd us. Although we are three-dimensional beings,
we can only travel easily in hvo dimensions. An invisible natural force, in
this case gravity, bends space into a gravity well. It hinders our move-
ments through the third spatial dimension but does not entirely prohibit it.
We simply need some form of assistance to travel in that other spatial
dimension we inhabit.
In the same manner, an EDE may exist in multiple spatial dimensions,
but have difficulty entering or moving about within our universe. It may
be able to look into our world, watching us and hungering for the life it
sees within. But it may not be able to enter our three dimensional spaces
without assistance.
Consider how many spells and rituals petition Yog-Sothoth, welling
not spheres we know but behveen them, to facilitate opening
gateways and bridges. That phrase alone, "the spheres
the idea of our three-dimensional existence and the
of anything that wells beyond those dimensions.
sorcerer living within our model of a hvo-dimensional
an elaborate ritual for those "outside", attracting our
attention to his cries for assistance from beyond. Curious, we look closer
ehDpter 4: mDgic 81
and find him locked within the confines ofa two-dimensional cell. He can
see no visible means of escape in his flat universe. To his two-dimensional
viewpoint, the solid square surrounding him is inescapable. Perhaps other
inhabitants of his 2D universe imprisoned him as a result of his blasphe-
mous claims of invisible extra-dimensional entities and his attempts to
traffic with these beings.
We laugh from our vantage point, because these four simple walls are
no boundary or limitation to beings that move through more than his two
spatial dimensions. Amused by his efforts, we reach down, lift him from
his two-dimensional prison, and deposit him back into his world outside
the cell. To his jailers, the sorcerer has suddenly vanished from his locked
room and miraculously reappeared on the outside. Not magic, just move-
ment through a higher dimension.
But oops ... in the course of moving him, we accidentally turned him
over in the third dimension. Our two dimensional sorcerer used to be
right-handed, but now he's left-handed. He's perfectly healthy, but his
body has been flipped and turned over in a higher dimension.
A similar accident could occur to a human sorcerer traveling through
an imperfect dimensional gateway or after being transported elsewhere
by an EDE. The sorcerer could be inadvertently turned over in an extra-
spatial dimension. When he is deposited back into our world, the sorcerer
is fine, except that his motor skills, physical features, and even his internal
organs have been flipped as if in a mirror image. Any written documents
he had in his possession are now reversed, although his thought and speech
patterns are probably unaffected. The effect is irreversible unless he is
again taken outside our three dimensions, turned back over the right way
in a dimension that physically does not exist for us, and then returned to
our own world.
A somewhat greater stretch of the imagination, but conceivably pos-
sible in the strange world of hyperspace, is that a person was somehow
turned around in a temporal dimension. Perhaps the individual now knows
the horrid truth of everything that is to come, but seems to know nothing
about the past. Forgetting events that have transpired just after they hap-
pen, but bearing a sanity blasting vision of all that the future holds. Or,
perhaps, his mind is unaffected by the change, but his body is now grQIN-
ing younger every day rather than older.
Bizarre details like this can be great introductions into .
game that probes into the mysteries of Mythos magic
haps a murder investigation finds a victim with
and a driver's license in his pocket all in
writing. An autopsy reveals his organs to be on .the
body. Or, a ne\V inmate in the local asylum begins
events that actually take place, screaming of terrible horrors
BB Clhulhu hive Srd EdilioB
He knows nothing of his past and even forgets his predictions after they
occur.
mythOli magic in liction
Certain drawings, glyphs, or constructs involving principles of non-Eu-
clidean (hyper-dimensional) geometry may effect unseen changes outside
our three-dimensional space. Certain shapes may create folds, buckles, or
holes within space that we are unable to see.
If some players are exploring the weird world of hyper-dimensional
science, perhaps they may discover a strangely angled polygon that cre-
ates an invisible bend in space. Placing an object such as a bottle on a
table, they proceed to sketch the strange symbol around it in chalk. As
soon as they close the polygon, the bottle winks out of existence. Actually
the Keeper snatches the bottle away, but this is a game after all.
There is no sign of the bottle within the symbol, just the unintenupted
tabletop. Perhaps there is a faint shimmer in the air where the bottle once
stood, like heat off a Slllllmer sidewalk. Reaching into the space above the
symbol, your hand seems to disappear. There is no pain, just a slight
tingling. You can feel the bottle, even grab it and pull it back into our
world. By smudging the chalk and breaking the lines of the polygon, the
bend is disrupted and the bottle reappears on the table.
Certain symbols, when used in the correct combinations, may create
gates to other points in space. Perhaps they weaken the forces keeping
Them outside. Lifting the fence, so to speak, just enough to allow Them
to cra\\'l beneath it. Complex incantations in a strange alien tongue maybe
merely a calling out to those beings, a faint voice drifting through the
bends in space and drawing Them to where the gateway has been pre-
pared.
A great deal may rely on the power of the individual. Whatever un-
tapped potential lies within the depths of the human mind. It is known that
these alien intelligences are far older and more advanced than mankind.
Psychic powers that lie dormant within most of humanity are fully devel-
oped in their ancient and terrible minds, allowing them to charmel the ra\\'
energy coursing through the universe into bending and warping physical
space. What is merely a matter of thought to Them is all but impossible to
our untrained and underdeveloped minds.
These graphic symbols and alien words maybe nothing more than aids
to focus our intellects down twisted paths of alien logic and a means to
force open new doors within our minds. Such rituals may have been
passed dQlNn in eons past by the Great Old Ones themselves. Offering
our ancestors the tools to alter reality and serve the whims of the Great
Old Ones. Offering us the seeds of our own destruction.
ehDpter 4: mDgic 89
Myth015 Magic and the lupernatural
As you can see in these examples, much of what seems magic or super-
natural to our eyes is actually the workings of an advanced alien science.
Just as certain occult mysteries are confused or misinterpreted truths of
the Mythos, it logically follows that elements of occult magic may have
their roots in this same alien science. This understanding is important if
you intend to introduce elements of traditional occultism into an ongoing
Cthulhu Mythos campaign.
The dark arts of Demonology or Voodoo may have direct roots in the
contact and appeasement ofEDEs. Swaying them to doing the sorcerer's
bidding with all the weird and unearthly powers granted by their hyper-
spatial forms. Numerology, Hermeticism, and other traditions may con-
tain 990/0 superstition, but perhaps 1% of a forgotten alien science that
causes certain rituals or spells to actually accomplish what they are re-
puted to do.
What about the human soul? While humanity plays an insignificant role
in the Mythos, the human soul logically plays a central role in ocmlt
traditions created by mankind. What exactly is the human soul, if you
attempt to minimize the supernatural and look at it through the conception
of alien science and multidimensional space?
Could the soul be amanifestation of sentient energy, existing on a plane
just beyond our three-physical dimensions? Bound to a physical body and
giving it a unique intelligence and personality in life, but severed from this
tether and left free to wander after the death of the body? Perhaps seeking
a ne\V host for reincarnation? Stubbornly pressing itself for brief periods
into hvo or three of our physical dimensions and giving rise to the stories
of disembodied spirits?
Perhaps this energy construct that is the human soul is just as solid and
appetizing in a higher dimension as a choice cut of meat is in our own
world. Our souls may literally be the sustenance upon which certain EDEs
must feed in order to survive. This perfectly explains the practice of
human sacrifice in occult and Mythos rituals. The sacrificial cut frees the
soul from the body, releasing it to be devoured by the waiting EDE lurking
on the other side. An appeasement to the creature, a tasty appetizer with a
promise of more to follow.
Researching too deeply into the fate of the human soul after death,
investigators may find sanity-searing revelations about the "after-life."
After the soul is severed from the body, there may be nothing but a grim
and unceasing flight from the ravenous pursuit ofterrifying EDEs through
higher dimensions. The mad, desperate souls ever seeking a place to hide
from their hoogry and relentless foes, or some means to escape back into
our world through reincarnation in a new body, possession of another, or
90 Clbulbu hive Srd EdiliolJ
forcing their way into our dimensions as bitter and haunted spirits.
This could actually form the basis of a series of terrifying games.
Spirits forcing possession of human bodies in an attempt to escape the
horrors of the afterlife, but the grim hunt relentlessly pursuing these souls.
The revelation of the nightmares following the death of the body would be
a sanity-blasting revelation to the players. Who ever said there was peace
or comfort in death? There may be no escape, with only the comforting
embrace of madness or utter oblivion waiting as solace for the hlllllan
soul.
Ipell ClZlliliiliczJtiolUi
There are several broad classifications of Mythos Magic. A number of
variations exist of each type, but a general understanding of major spell
types is helpful when Keepers design magic and rituals for their game.
Calling Spells
These rituals call to nearby creatures physically living in our world. The
spell appeals for them to approach in friendship and to speak with the
caster. These are fairly simple, low-powered spells and the player needs
to be near an area frequented by the creature he is attempting to call (e.g.,
near a cemetery infested by Ghoul warrens or on a hilltop near aMi-Go
colony). The rituals are primarily verbal, calling out phrases ofrecogni-
tion and friendship in a language ooderstood by the creature.
If the words must to be transported over great physical distances to a
creature that can easily traverse them, a few symbols, glyphs, or runes
around the caster may be required which open a worm-hole to carry the
words farther than the player's voice could travel. Sometimes an en-
chanted instrument may be used in place of this, such as a special whistle
that calls to Byakhee. A common Calling spell for Deep Ones involves
casting a large stone carven with symbols of intent into the ocean near
one of their sunken cities. If the spell is performed correctly, the crea-
tures approach with at least a neutral attitude to\Vard the caster, curiously
approaching to see what the player wanted. Occasionally some sort of
sacrifice or gift may be prepared to curry additional favors with the
creature(s). If the players panic and attack or if the creature discovers it
was called for no good reason at all, the attitude may quickly tum hostile.
Contact Spells
Sometimes the terms Call and Contact are used interchangeably, but the
term is used here to note spells to establish a non-physical communica-
tions link with a distant being or a being in another dimension of exist-
ence. Some spells may create a telepathic bridge or a temporary posses-
ehZlpter 4: mZlgic 91
sion like one might see from a spiritual medium. Other spells may conjure
an incorporeal manifestation or allow communication in dreams. In this
context of visions or mental communication with a Mythos entity, Con-
tact spells provide less physical danger to the player. There is still a very
real threat to character's mind.
Summoning Spells
These are powerful spells performed via elaborate rituals. Complicated
lines, symbols, and verbal components are usually part of all summoning
spells. The player is trying to open a dimensional gateway to where the
being resides and call it forth into our world. Summoning spells are used
for beings that are not naturally a part of our universe, creatures that exist
outside of our time and space continuum. In almost all cases, hvo suc-
cess levels are required; one to open the gateway and the second to con-
trol what comes forth. If the control test is successful, the being will be at
least neutrally disposed to the caster. A sacrifice or gift might improve
their mood. Although beings conjured through summoning spells are typi-
cally more powerful than creatures brought forth by a Calling, the hyper-
dimensional nature of these beings provides a weakness the player can
exploit for his own safety ifhe has the appropriate binding/dismissal spell.
BindinglDismissal Spells
These spells are separate rituals from summoning spells. A player may
successfully cast a summoning and "control" the results ofthe spell; but
the creature is still free to wreak havoc if the initial contact and negotia-
tions go poorly. The B&D spell uses lines and symbols to create a hyper-
dimensional barrier extending into several dimensions occupied by the
creature. The B&D spell should be cast first, and then the entity is sum-
moned inside the containment area. Even if the "control" part of the sum-
moning is failed, you might still be able to contain what you called forth
inside the hyper-dimensional barrier. It is also a protection in case the
interaction with a summoned creature goes badly, or if it decides it just
doesn't want to return from where itwas summoned. By adding or chang-
ing a fe\V additional glyphs to the binding construct, the player collapses
the hyper-dimensional prison into a singularity, forcing the creature back
out of our universe.
Gateway Spells
Spells that bridge remote distances through hyper-dimensional folds and
singularities, gate\Vay spells typically require very complicated non-Eu-
clidean geometric constructs and symbols. Many magic points must be
spent and usually permanent points of POW must be invested into a gate-
way. Due to the time and investment of POW, most gates are built to be
92 Clhulhu hive Srd EdilioB
permanent constructions with stone, metal, or concrete. Gateways typi-
cally remain open only a brief period oftime before closing. Provided that
the geometric or physical construct remains intact, the gateway requires
only an incantation and expenditure of magic points to pass through again.
Protective Spells
Some of the most useful spells for players are protective spells against
extra-dimensional entities or to deflect physical harm. The Elder Sign is
one of the best-known protective spells, used to create a ward against
mythos horrors. The Barrier of Naach-Tith and the Pnakotic Pentagram
are other protective wards designed for different threats. A dangerous
assumption that may cost some players their lives is to think that magical
wards affect all mythos creatures. Since the wards create hyper-dimen-
sional barriers, creatures that exist only with our own dimensions are
unimpeded by these wards unless it is merely respect and fear of an
indiviwal with apparent skills in Mythos Magic. Other protective spells
may deflect wound points from the player or defend against certain types
of damage.
Offensive Magic
an option, whether caused by a spell or by close association
evil object. A curse may manifest as a penalty to stat scores
or a slow, creeping sickness. Offensive magic spells are
do exist. Shriveling is a common offensive spell used to
. "aqd wither an opponent.
Miscellaneous Spells
A munber of minor spells appear in the game. Spells to heal injuries, res-
urrect the dead, and reveal hidden or invisible creatures. As mentioned
earlier, mythos magic is unlike the magic of fantasy games and literature.
It is more subdued in results and darkly horrible in effect. A healing spell
may quickly repair tralllllatized tissue, but leave it discolored, pockmarked,
or scaly. The resurrection spell may bring life back to a player, but if the
spell is botched or portions of the essential salts are lost, only a hvisted
and horrific mockery of the individual will be brought back to life.
l'he Elder lign
Elder Signs appear frequently in Cthulhu Live games. Usually they are
relics found by the players and used to combat the encroaching horrors
of the Mythos. Also known as the stones of Mnar, these star-shaped
soapstone relics are not from this Earth. They are potent weapons and
seals against Those from Outside. Falling in the realm of protective magic,
ehDpter 4: mDgic 93
these are common and important enough to warrant a separate discus-
sIOn.
One version of the Elder Sign is depicted as a star-shaped figure with a
strange glyph that resembles an eye with a pillar of flame as the pupil.
When found as a true stone of Mnar, the stone itself is star-shaped with
the flaming eye glyph graven in the center. Some sources claim this rep-
resents the Elder Gods themselves, who re-
putedly took the form of giant flaming pil-
lars when they warred against the Great Old
Ones. Other versions of the Elder Sign look
~
more like a stylized fern frond in the center
I , • ' . . of the star-stone. Other sources depict the
. Elder Sign as amuchmore complex symbol
of intersecting curves and angles, perhaps
engraved on a star-shaped or circular stone.
Although many claim the stones of :Mnar
channel the power and magic of the Elder Gods
as a ward against the Great Old Ones, the real
source and extent of the stones' power is un-
known. The tombs of many dormant Old Ones
are reputedly sealed with Elder Signs. Organi-
zations such as the Wilmarth Foundation re-
port the stones to be effective in turning the
effects of dream sen dings, psychic probing, and
baleful magic. Large numbers of these star
stones have proven useful in physically con-
taining certain Mythos entities long enough for more direct means of their
destruction to be brought to bear.
If the Keeper prefers the colder universe envisioned by Lovecraft as
opposed to the kinder, gentler Mythos of Derleth and Lumley, he should
downplay the importance and power of the mysterious Elder Gods. The
stones of Mnar exhibit some sort of influence over certain Mythos enti-
ties, but you might not want players flashing Elder Signs like crucifixes
and regularly calling down the wrath of the Elder Gods to help them in
their crusade against the darkness.
Apply the cardinal rule of Mythos magic; it is nothing more than an
incredibly advanced alien science beyond the grasp of humanity. The El-
der Sign is a strange geometric construct, whose angles and c.urves cre-
ate a disturbance or barrier in hyper-dimensional space that is signifi-
cantly larger than the symbol as it appears in our own three spatial dimen-
sIOns.
The barrier extends in dimensions other than those we inhabit. It is
invisible and creates no tangible effects to humans or other creatures
94 Clhulhu hive Srd EdilioB
welling solely within our three spatial dimensions. The basic glyph may
create a circular barrier radiating out in a plane parallel to the surface upon
which it is inscribed, extending a distance directly or exponentially pro-
portional to the size of the symbol. The gravitational signature or specific
atomic weight of the star stone of Mnar may warp this circular barrier
into ahyper-dimensional sphere, providing an invisible zone of protection
around any human who holds or stands very close to the stone.
Many of the Great Old Ones, a fe\V alien races, and almost all beings
originally from outside our dimensions are composed of a non-terrene
that extends into our own dimensional space but also into one or
more dimensions unkno\Vl1 and unseen. The hyper-dimensional distur-
bance created by the Elder Sign becomes a physical barrier to this non-
terrene flesh, hindering the movement of these creatures or forcing them
to move around its area of effect.
Creatures summoned from outside our universe and those composed
of a non-terrene can be slowed or even trapped by the placement of
these glyphs. Some Keepers may want to develop geometric formulas by
which players can estimate the effective size of the barrier created in
order to strategically place their signs or calculate the size of the glyph
needed for their purposes. Creatures who well entirely within our three
spatial dimensions - such as Deep Ones, Ghouls, elder things, and oth-
ers - are not affected by Elder Signs, but recognize and respect the
science and power behind them.
The power of an Elder Sign may have nothing at all to do with the Elder
Gods. It is merely a manifestation of advanced scientific principles. The
same idea can be extended to explain the powers of the Pnakotic Penta-
gram, pentacles, and other "magical" glyphs and wards.
Hituam 01 lIJythOli magic
Although Mythos Magic may be a precise and defined science, it is still
alien and barely comprehensible to even the most brilliant ofhlllllan minds.
Elaborate rituals have been passed down through time, via cults, ancient
books, and word of mouth. How much of a ritual is directly related to
the task and how much reflects accumulated elements of
superstition and theatrical drama may never be knO\Vl1. Certain occult
scholars have undertaken systematic studies of the principles of Myth os
magic, although this is a dangerous venture. Experimentally altering or
deleting elements of ritual in order to isolate the alien science at its core
could create unexpected and disastrous results.
Ritual magic can be divided into the three phases of preparation, ritual,
and effect. Preparation includes inscribing the proper circles, angles, and
glyphs, donning the appropriate vestments, performing any ritual
ehDpter 4: mDgic 95
c1eansings, consecrations, or desecrations, and preparing any protective
magic against the forces called upon. The second phase is the ritual itself.
All manner of ritual chants, drumming, murmurs, dances, or sacrifices
may be required, along with the addition of specific ingredients and spell
components.
Much of the ritual reflects accumulated superstition grown up around
the key components of the alien science. Some elements may be neces-
sary to alter the participants' thought patterns or actually communicate
with the beings on the other side. Other ritual elements create the JXoper
timing for sequential actions to take place while others are merely there to
amuse the cult leader or the entities summoned forth. What parts are
necessary and what parts are not? More importantly, do you really want
to take the risk of omitting certain elements just because you think they
might not be critical?
If it looks like magic, sounds like magic, smells like magic, it is magic
for all practical purposes. Few human minds can truly understand the
intricacies of hyper-spatial theories and applications. Most practitioners
safely abide to the letter of the ritual. Ifit ain't broke, don't fix it.
The final phase of ritual magic is the effects phase. What happens now
is based on how well the ritual was performed and the actual Magic Test.
Magic points are deducted, any necessary Sanity tests and losses are
taken, and the Keeper determines the results of the ritual.
Keepers are encouraged to design their own rituals for games, making
them as straightforward or elaborate as they wish. The following list
contains a number of ideas and component elements that may be incorpo-
rated into traditional rituals. Some games may feature uniquely different
rituals that are worked into musical performances, stage-plays, elaborate
puzzle-boxes, or even architectural designs that complete a summoning
or open a gateway when someone walks the corridors and staiIways in a
certain pattern.
Skyclad- Participants are naked or nearly so. Can be combined with
layers of veils or in combination with clever body painting.
Blinded - The participants are blindfolded or hooded. Some of the
greater deathless sorcerers have long since blinded themselves or sewn
their own eyes shut in the conviction that every action is in performance
of a vast ritual.
Cleansed- The participants have undergone some sort of ritual puri-
fication: this can be as prosaic as drinking only bottled water for a day
before the ritual, or as elaborate as a bathing rite.
Fouled - The participants taint themselves, perhaps by drinking the
blood ofan unclean animal, smearing their bodies with filth or engaging in
vile sexual degradations.
96 Clhulhu hive Srd EdilioB
Earthbom - The participants may bury one of their number alive for
a period before the ritual. Generally, this practice is restricted to the leader
of the group. For this effect lay the player in a shallow hole. Cover him
with a plastic sheet, leaving a clear path for air or a breathing apparatus
like a snorkel. Spread a thin layer of dirt or leaves. Don't forget where
you bury your friend.
Inscribed - The participants paint their bodies and faces with elabo-
rate invocations, glyphs, or stylized representations of the entities with
which they have allied themselves. Use kohl makeup pencils or actual
body paints for the best effect.
Scarred - The participants let their own blood and elicit their own
pain. Can be done with a toy dagger with red ink on one edge or a prop
knife with a squeeze bulb of stage blood.
Candles- Perfect for setting the ritual mood. Use with extreme care
and be alert to fire hazards.
Powders- For burning or drawing circles, glyphs, and angles.
Incense - Never neglect the other senses in creating a ritual experi-
ence.
SacrificialBlootVVicJim - This book contains several wonderful for-
mulas for do-it-yourself theatrical blood. On the other hand, you'll have
to find your 0\Vl1 sacrificial victims.
VeilslHoods- For shielding the identity and ritually represents mys-
teries of the unkno\Vl1 and the inherent blindness of humanity.
Bones- Gives a good fetish effect when strung on a thread or bound
into strange figures.
SpecialArtifactslRelics- Can be used to improve spell success, pro-
vide a reservoir of magic points, or provide other advantages such as an
increase in effective skill level.
FJ'{igies/Idols - May provide conduits to the entity represented, but
beware. Such artifacts may be elaborate, ancient traps.
Knives- Toy knives are best for ritual use in game rituals. Real blades
should be carefully handled.
Chalice!CauldroniBowl- Filledwith vile concoctions or the blood of
a sacrifice.
Ritual Scripts- Glyphs inscribed on thin, brittle paper for burning or
eating during spell casting, or nailing to the door of an enemy.
KohliCosmetic Dyes - Used to cover the wizard with wards or to
inscribe invocations on the flesh of a sacrifice.
Ritual SwortVStq[flWand - Can be used to strike a beat for group
chants or to mark circles with the tip or a piece of sidewalk chalk set into
the base. Also looks mighty impressive.
StonesiCrystaJs/Mitrors - Are excellent components for scrying or
JXojecting curses.
ehDpter 4: mDgic 91
eccult l'raditiolUi lor <!thulhu .Live
Although the alien horrors of the Mythos lie at the core of most games,
the trappings and traditions of the occult underground are found in abun-
dance. The relevance and power of occult traditions is left to the discre-
tion of individual Keepers. In games grounded in the Mythos universe,
traditional oCUIlt practices are mere superstitions. At best they are con-
fused, corrupted, and veiled understandings of the true nature of reality.
Other games may step back from the Mythos and explore alternate realms
of horror steeped in occult power, and symbolism. Game scripts, and
ideas for cults, and secret societies may be drawn from these traditions.
Ripe with mystery, symbolic imagery and emotional triggers, the occult
world is a fertile grove of imagination, and the human spirit.
The Occult skill is common among player characters. Ageneral knowl-
edge is assumed with the Occult sk.ill, these specific traditions are ideal
for skill specializations.
Alchemy
Alchemy has been an important bridge between
magic, and science ever since the days of Francis
Bacon, and Leonardo DaVinci. Occult revelations
are sought through elaborate scientific experiments.
Echoing the correspondences of hermetic magic,
base metals and chemical substances are used as
symbols within mankind, the animal kingdom, and
the entire physical and spiritual universe. The reac-
tions and results produced in these experiments re-
veal deeper occult truths. By learning hO\V to pu-
rify, combine, andmanipulatethesemetals, reagents,
and symbolic cardinal elements, the alchemist seeks ~ ~ ~ ~
truth and the power to change himself and his en-
vironment.
Astrology
Astrology is one of the oldest forms of occultism and perhaps the most
widely practiced type of divination. Astrologer and magician once meant
the same thing in the ancient Middle East. Astrologers study the move-
ment of stars and planets, trying to establish a link behveen events on
Earth and celestial phenomena. Many ancient cultures based elements of
their religion and life cycle on the stars, building tremendous structures
aligned to the seasonal movements and positions of heavenly bodies. As-
trology as it is primarily known today in western occultism is derived
from the Otaldean and Babylonian systems, as revised by the Greek,
98 Clhulhu hive Srd EdilioB
Renaissance, Victorian, and New
Age sages. Other wllures such as
the Aztecs, Incas, Olmecs. Chi-
nese, Celts, and others developed
ib their own astrological systems, al-
though only fragments have sur-
vived to the present day. The star
cycles and planetary alignments
have long been used to foretell the
future, personal fortunes, great
events, and terrible disasters. Considering the importance of the star cycles
to many Mythos entities, astrology may hold the key to shallering revela-
tions.
Cabala
A key element of multiple occult traditions, the Cabala (also Kabbala or
QabaJah) is a mystical Jewish tradition originating in the interpretation of
scripture and language. Through complex numerology and pennutations
of the Hebrew alphabet, Cabalists extract startling revelations and occult
correspondences from the Torah and other religious texts. The Cabala
employs a unique symbol called the Tree of Life as an occult mystery
describing the relationships and interactions of the universe, man, and the
majesty of God Ten spheres. or sefiroth, connected by 22 lines. form the
Tree of Life. The sefiroth are arranged in three triangles, with the tenth
sefira left over at the bottom. Corre- . __ L_._---. ___ .. ·_ • ...._oJI.,. "' ''.
sponding to the spheres of the earth,
the seven planets of antiquity, the
fixed stars, and the sphere of the
Prime Mover, the sefiroth also repre- .. -i<f?4S; ., .... ' "
sent the basic building blocks of all
numbers. The Tree is al so a symbol ,- I ......
of the body of Adam Kadmon, the .,.f.l't, '(i if
" uni versaf' man and ideal fonn of hu- -.. ...--
manity. The right-hand side, or pillar.
of the sefiroth corresponds to the
positive and the male, while the left- .... '-. ..
hand pillar corresponds to the ';,Lf$ •.
". " ·NI . ' ",'- r ,.1("'"
tive and the female. The central line ...
is the uniting elements from the Prime """ i...-
'
world. Each of the sefirolh and ev-
ery connecting line of lhe Tree are ..
99
full of occult significance. From the crO\Vn to the base, the spheres are
named Kether, Hokhmah, Binah, Tifereth, Hesed, Geburah, Yesod, Netsah,
Hod, and Malkhuth. The Tree of Life is richly symbolic and the ideas of
the Cabala permeate nearly all western occultism.
Chaos Magick
Considered to be one of the youngest of the New Age tradition,
chaos magick is a stylish ne\V trend that rethinks the "laws" of magic and
manages to end up pretty much where many Sha-
mans or Voodoo practitioners have been for cen-
turies. Chaos magick draws together diverse per-
sonal and cultural symbols that bear strong mean-
ing to the user, focusing his willpower to the ma-
nipulation of the world around him. There are no
ancient disciplines and laws of chaos magick. It
is a raw and unstructured tradition in which the
practitioner creates his 0\Vl1 magical theories, ritu-
als, and talismans from whatever sources or inspirations bear personal
relevance and interest. Whether these are bits and pieces culled from
older occult traditions, rituals, and power words taken from films and
television shows, symbols and personifications of universal forces drawn
from pop culture icons and dead celebrities, or even oddball names and
beliefs derived from the pulp horror fiction of an obscure writer in the
1930s, chaos magick opens itself to any elements that are of personal
significance to the magus. The strange diversity of chaos magick and its
potential for inadvertently piecing together bits of dissociated knowledge
offers great possibilities for games set in the modern era.
Demonology
Demonology as it is known today is an offshoot of medieval
cism. Not originally intended as a system of magic, medieval
sembled extensive studies of demons as a means to identify
the agents of Satan. These manu-
scripts explored the hierarchies of
Hell and catalogued the powers and
spheres of influence of the evil
ones. Original sources are suspect,
and many demons listed in these
books are the deities and spirits of
earlier pagan religions or clearly
products of the fanciful and often
lustful imaginations of the clergy.
Demonology was later abandoned
100 Clhulhu hive Srd EdilioB
by the Church and become part of occult superstition in such tomes as
the Goetia and the Key of Solomon. Conjuring demons for unholy bar-
gains or using secret names to force them into service is a long-standing
tradition of demonology. Who knows how many Mythos entities the monks
may have come across during their research and what truths and key
information may lie buried in the pages of demonology.
Hermetic Magic
The Hermetica is a collection of forty-hvo books written by various au-
thors but fancifully attributed to Hermes Trismegistus, "Thrice Great

89:;'Vb

d'Jon4
o ., 2? 'I'
m II 0 H /
Heremes." Heavy with complex symbolism and
open to multiple interpretations, the Hermetica sets
forth a series of complicated correspondences that
connect all aspects of the lllliverse together. "As
above, so below", is the statement from the Her-
metic Smaragdine Tablet, which is echoed
throughout the traditions of western occultism.
Legends state that the Hermetica contains infor-
mation from the destroyed library of Alexanch"ia,
the lost magical secrets and revelations of ancient
Greece and Egypt. Hermetic traditions are derived
from The Hermetica, Greek and Middle-Eastern
astrology, Neo-platonic thought (knowing the true
reality behind illusions of the flesh), and Gnosti-
cism (a highly refined secret and personal knowledge of the divine) brought
back to Europe by the Qusaders. Hermetic magic is steeped in ritual and
complicated actions and observances based on earthly and heavenly cor-
respondences. It forms the basis of almost every "high-magic" ritual sys-
tem of the western world.
Magick
Magick is the western ritual magical tradition re-
fined by several major occult organizations during
the last hvo hundred years. Francis Barrett's The
Magus, published in 1801, sparked a renaissance
of hermetic thought during the 19th and early 20th
centuries. The Order of the Golden Dawn, the Ordo
Templi Orientis (OTO), Eliphas Levi, and Alleister
Crowley were instrumental in refining the lore and
traditions of ritual magick and laid the grounchvork
that defines many ocmlt organizations that exist to-
day. The political intrigues, scandalous affairs, melo-
dramatic posturing, and "magical wars" fought be-
ehDpter 4: mDgic 101
tween these occult societies were quite a sensation in their day. The ri-
valry and competition between these magickians and occult groups con-
tinue into the 21st century.
New Age
The most modem form of western occultism, New Age magic is a blend
of multiple traditions from around the world. New Age occultism takes
many forms. The Cabala and spiritualism are
parts of the movement, but there are also strong
influences from Hinduism, shamanism, and
witchcraft. There is a marked trend of return-
ing to primitive roots. Finding a common ground
and new direction that unites ancient traditions
into a movement for the new millennium or the
Aquarian Age. High or ritual magic usuallyplays
a very minor part. The New Age movement
concentrates on low and sympathetic magic,
and on the magic of personal willpower. Theuse of crystals andgeomancy
are common elements.
Numerology
An integral part of the Cabala, as well as a discipline unto itself, numerol-
ogy seeks occult revelation through mathematics and cryptography. Hid-
den meanings and magical potential may be identified in art, architecture,
language, science, and the natural world through muneric correspondences.
Numbers and equations may be extrapolated from virtually anything and
analyzed by a numerologist to reveal secret meanings and indications of
the true nature of a person, place, or thing. A complex branch of the
occult arts, Occult ~ i l l tests in numerology may lead characters to all
manners of strange conclusions or valuable insights. A basic understand-
ing of numerological significance on the Keeper's part is very helpful to
add agreater believability to such
tests. A player who enjoys the
symbolism derived from Numer-
ology may learn the basics of this
tradition and apply it during the
game. He can keep himselfbusy
and grate on his comrades'
nervestirroughout the evening by
continually analyzing the muneric
symbolism of names, dates, and
measurements in search of an
occult revelation.
102 Clhulhu hive Srd EdilioB
,
Satan ism
Sat.anccsm in the traditional sense in-
is often in terms of a for-
ces ren-
d, and defile-
. Clcri"ianrites and symbols.
the image of Gothic
the Black Mass, human
sacrifices, and pacts with Satan.
Some bloody crimes coupled with
perversion of the Christian rites un-
doubtedly occurred in the Middle
Ages, Renaissance, and into the
present day. The fear of Satanism
spread by the d1UfCh has reached
tragic proportions throughout history, resulting in the torture and death of
countless innocents. Modem Satanism includes groups who claim de-
scent from anti-Christian cults, while others follow pre-Christian prac-
tices and represent themselves as a natural religion and philosophy ori-
ented toward strength, dominance, and an aggressive evolution of the
inherent power of man.
Shamanism
A common name for primitive, ecstatic oCUIlt traditions found through-
out the world, Shamanism combines rhythmic music, dancing, medita-
Spiritualism
tion, and often ctugs in order to establish contact
with spirits and gods. Shamans are the medicine
men of many primitive cultures or tribal religions
still found in the present day. Putting himself in a
trance, the shaman opens himself to channel the
spirit powers. He can walk between heavens and
hells, exorcise evil spirits, heal the sick, see through
the eyes oftotem animals, and - in some beliefs
- assume their physical form. The raw, primi-
tive emotions and emphasis on trances and dream
states may open many Shamans up to Mythos in-
sight and revelations.
A 19th century refinement of traditional shamanism, Spiritualism is an
occult tradition that remains popular to the present day. The spirits of the
dead are among us, watching over surviving loved ones, their
ehDpter 4: mDgic 103
enemies, or bound to places that heldgreat significance
in their life or circums.ances of their death. Invisible
to most of us, certain people known as mediums are
attuned to the spirit world and can communialte with
the res.less dead. At seances, mediums voluntarily open
their bodies to possession so that others may hear the
words of the Spirituali&n reached its heyday in
the 19tJl century, although its reputation has suffered
greatly from the work of charlatans and confidence
artists,
Tantrism
An Indian yoga tradition, Tantri&n draws power from the polar-
ity between male and female, represented by the gods Shiva and Lakshmi
Voodoo and Santeria
(a variant fonn of Kali .) Ritualized
sexual techniques transfer energy
through the various chakras of the
body, freeing latent powers within
tJle practitioners. Although the ef-
fects of traditional Tantrism produce
only personal or very localized ef-
fects, Tantric traditi ons were im-
ported into western occulti&n dur-
ing the 19th century and fonn the
basis of modern sexual magic.
African religions went underground in the slave cultures of the Americas,
resulting in a strange blend of African, Native American, and Christian
deities and occult traditions. Common elements in-
clude drumming and dancing to induce trance,
blood sacrifice, and possession by spirits. TIle Voo-
doo cult of Haiti incorporales Oahomean, lbo, and
Mago tribal influences, acknowledging a remote
supreme being called Gran Met and a huge pan-
theon of lesser gods allled Ions . Necromancy oc-
cupies a key role, to include the well-known Hai-
tian zombie rituals and traditions. AltJlOugh not in-
herently a path of black magic, the sinister reputa-
tion and superstitions surrounding Voodoo make
thi s Caribbean tradition partirularly popular among
horror writers. The use of Voodoo as a weapon of
psychological terror by " Papa Doc" Ouvalier dur-
104
OiulAu Live .3rd l!dl1lo.
ing the 60s and 70s did little to improve this reputation. The Santeria
tradition developed largely from the Yoruba tribe of Nigeria and is found
primarily in Spanish-speaking areas. The spirits known as orishas include
both ancestral spirits and many Catholic saints altered and adopted into
the Santeria faith. Macumba comes from Yoruba roots, but is found in
Portuguese speaking regions such as Brazil, and includes many tribal ele-
ments from the Amazon. Of particular interest would be Quimbanda, or
the black magic tradition of Macumba, calling upon the dark lord King
Exu.
Witchcraft
Classical witchcraft combines small
spells, charms, herbalism, divina-
tion, and many types of healing and
natural medicine, especially mid-
wifety It is rooted in the traditions
of shamanism, which grew into the
pagan religious traditions of ancient
European civilizations. Vilified by
Christianity, these pagan traditions
were hunted to near extinction.
These traditions have resurfaced in
the modem Wiccan faith and neo-
paganism occupies a key position
in the New Age movement. Most
modem witchcraft movements date
from the last century and are drawn
from a collection of sources rather
than a true historical pedigree. Few
factual details or unbiased accounts
survived the centuries of inquisition and witch-trials.
H: Mytho15 Magic Eirimoire
The following pages list a sample selection of spells that occur with some
regularity in Cthulhu Live games. Many more spells exist. The specific
details of the spell or ritual are left up for the Keeper to design according
to the needs of the game or just how hard he wants his players to work
for their magic. Rituals should be a chance for players to get involved
drw.ving or chalking symbols, circles, and angles, burning incense and
grasses, chanting, and drumming. The more immersive the Keeper makes
the ritual, the deeper the players will sink into the game.
The suggested MP costs, Sanity tests and difficulty scores are simply
ehDpter 4: mDgic 105
suggestions and may be changed by
the Keeper. Some spells have two
difficulty scores listed. These are
suggested scores for basic success
and full control of a ritual. Rituals
may be cast in many different ways
with different costs and penalties.
Ultimately it isup to the Keeper, his
ideas, and the needs of the game.
Remember that the Sanity Test listed
is for performing the ritual. The ap-
pearance of a creature from the
ritual may result in acklitional Sanity
loss. You may think the difficulty
categories seem low. Remember that few characters have the ahulhu
Mythos or Mysticism skills. Aroutine ritual for a student of these myster-
ies may need a team effort and a lot of luck from unskilled characters.
Baneful Dust of Hermes Trismegistus - 5 :MP to prepare. Green.
Difficulty 26. Yields 5 applications of a golden, magical dust that causes
damage and great pain to creatures of non-terrestrial origin. Dust causes
8 WP per attack to creatures not native to Earth.
Banishment ofY de Etad - 25 :MP to cast. Green. Difficulty 45. Com-
plicated and lengthy ritual involving concentric circles, symbols drawn
with special powders, and the destruction ofa sigil representing a specific
entity by fire. Sends home most lesser and some greater trans-dimen-
sional entities if their personal sigil, their secret name, is known.
BindlDismiss Great Old One - 5 MP to cast. Green. Difficulty 18.
Not all Great Old Ones can be summoned from their resting places; most
of them can be called or contacted but not actually summoned. Those
that can be summoned will have spells unique to each of them for binding
and dismissal.
BindlDismiss Outer God - 10 :MP to cast. Green. Difficulty 26. A
spell to contain and dismiss an Outer God. Each of these entities has its
own unique spell and set of symbols which must be found and learned
separately.
Black Binding - 15 :MP to cast. Green. Difficulty 18/26. A compli-
cated liquid compOlmd is prepared and poured over a corpse or grave.
After a week, the Black Binding is recited and the corpse rises as azombie
106 Clhulhu hive Srd EdilioB
servant to the caster's wi ll . A simpler variation of this spell, the Gray
Binding at difficulty 18, rouses the corpse after five minutes but it will be
mindless and uncontrolled.
Bless Blade - 5 MP & 11>0lnt or POWto cast. Green. Dimculty 26.
Enchants a blade of elemental metal, such as iron or sil ver, to be capable
of injuring or killing entities immune to nonnal weapons.
Call Byakhee - 3 MP to cast. Green. Dimculty 18/26. Re<J.Iires en-
dJantedwhistle and should be cast on nights when Aldebaran is above the
horizon . The Byakhee will flap down, still icy from the depths of space.
cast. Blue. Dimculty 26135. TIlis spell
the dark of the moon. The sacrifice of
rnts is reQJired. If ruccessful, a
to hear the rupplicant.
Call Deep One ----' 3 Green. DiITiculty 11/ 18. Should be
cast near at edge of ocean, j., leallv near a deep one city. Requires specially
inscribed stones to cast in the water.
Call Ghoul - 5 .MP to cast. Green. DiITiculty 11/ 18. Cast near grave-
yards and crypts, especially those over a century old. Moonlit nights are
the best time.
Call MJ-Co - 5 MP to cast. Green. Dimcult 18126. Cast at base or top
ofa mountai n range mined or visited by the Mi-Go, such as Appalachians,
Andes. Himalayas, and some Central African peaks.
Cast Out DevU - 10 MP to cast.
Green. DIfficulty 35. Invol ves many
components of African tribal magic.
Matches POW of Exorcist against
possessing entity in an attempt to cast
it out of the body. Willing assistants
may add half their POW.
CauselCure Blindness - 8 MP to
cast. Blue. Difficulty 18. No sanity
loss for rnring, but Blue test for caus-
ing blindness. Ritual takes up to an
hour and requires POW vs. POW
resistance test for success.
e .. u.ph:r 4: IDu.glc tOY
Cause Disease - Variable:hlP to
cast. Blue. Difficulty 26. Ritual re-
quires five minutes, wring which
time a personal object of target is
buried beneath a specially carved
stone. Caster may invest as many
MP as he wishes, used in a resis-
tance test against target's POW. If
successful, target affiicted with a
feverish illness that may or may not
prove fatal. Retrieving buried object
or counter-magic breaks spell.
Circle of Nausea - 4 MP to cast.
Green. Difficulty 18. Creates a
powerful protective circle around
caster. Recp..1ires five minutes to in-
scribe circle on ground and fortify with four enchanted stones at cardinal
points. Stones must have been previously enchanted with 4 MP spent on
each. Breaching circle requires resistance test of POW against POW of
caster. Failure causes the individual to vomit uncontrollably and be help-
less for several minutes. The spell collapses when the circle is success-
fully breached.
Cloud Memory - 5 :hlP to cast. Green. Difficulty 18. Recp..1ires resis-
tance test between POW of target and caster. Success blocks the memory
ofa specific event, although nightmares may linger if the event was espe-
cially terrible. May be extracted through hypnotism.
Clutch of Nyogtha - 1 MP to cast then 3 MP per round. Yellow.
Difficulty 35. If caster oveIWhelms POW of target on resistance test,
target feels a large hand slowly crushing his heart. Target is paralyzed
during attack and suffers 3 WP per combat round. Caster expends 1 :MP
to cast spell then another 3 MP per round until target dies, the caster
stops, or has his concentration broken.
Contact Cthulhu - 5 MP & 1 point of POW to cast. Blue. Difficulty
35. Often requires idol or other image ofOhulhu. Response is typically at
night in terrible dreams and nightmares.
Contact Y'Golonac - 5 MP & 1 point of POW to cast. Blue. Diffi-
culty 35. A dangerous trap, as willful contact with this malevolent being
usually results in a psychic attack and attempt to possess the individual.
108 Clhulhu hive Srd EdilioB
Create Barrier of Naach-Tith - Variable :hlP to cast. Green. Diffi-
culty 35. Each MP expended gives the barrier 2 points of pow. It takes
one minute to cast and the barrier lasts 3 hours. The barrier is a sphere 20
yards in diameter and be cast around the caster for protection or used to
enclose an enemy. No creature may cross the barrier without defeating it
on a pow resistance test. pow may not be combined for this resistance
test, but the barrier falls when it is breached, the time expires, or the
caster chooses to end the spell.
Create Gate - Variable sacrifice of POW to create. Blue. Difficulty
56. Gates may take many forms. The greater the distance traversed, the
greater the cost in permanent pow sacrificed. Keeper to determine cost.
Traversing a gate costs :MP equal to pow needed to create the gate and
causes a Green Sanity Test.
Death Spell - 3 MP per round. Yellow. Difficulty 45. Target must be
within 10 yards. During first combat roood resolution phase, victim be-
gins to blister and suffers 2 WP. During second combat round victim
begins to smoke and suffers 4 WP. During third combat round victim
bursts into flames and suffers 6 WP that round and every round thereaf-
ter. Spell may be broken if caster suffers damage and has concentration
broken.
Deflect Harm - 1 :hlP to cast then variable. Green. Difficulty 18.
Caster invokes names of Outer Gods and extends hand toward attacker.
Until dropping hand, caster deflects successive attacks by expending MP
equal to damage deflected. Caster may attack with his or her free hand
after the spell has been cast, as long as one hand is kept up to deflect
attacks.
Dominate - 6 MP per minute (or 1 per combat round). Green. Dif-
ficulty 26. With successful pow resistance test, caster may direct the
actions of the target. Only one individual may be dominated at a time.
Dust of Suleiman - 5 MP to cre-
ate. Green. Difficulty 18. Re-
quired the dust from an Egyptian
Mummy, this spell creates 3 doses
of a gray-green powder that can
harm beings from other dimensions.
An incantation is required while
throwing the dust, which inflicts 10
WP per attack.
ehDpter 4: mDgic 109
Elder Sign - 2 MP to activate but 2 POW to create. Green. Diffi-
culty 11. The spell activates a previously drawn or sculpted Elder Sign, or
may be used to create a ne\V Elder Sign with the sacrifice of 2 points of
POW. The activation of an Elder Sign, using the spell but at 2 MP cost, is
required to obtain full effect from this eldritch ward.
Knit Flesh - Variable MP to cast. Green. Difficulty 18. The caster is
able to heal wounds in a matter of minutes, spending one :MP per WP
healed. The restored flesh takes on unnatural colors and features, the
more WP healed the more extreme the change. Hair, warts, scales, and
other attributes may develop. In time, an individual may have difficulty
hiding these disfigurements from the outside world.
Powder of Ibn-Ghazi - 1 MP per dose to create. Green. Difficulty
11. Creates a silvery powder that makes invisible things visible for the
span of about 10 heartbeats. The powder is blmvn from a tube or sprinkled
over the subject.
Resurrection - 3 MP to cast. Blue. Difficulty 26. This spell and al-
chemical ritual reduces a corpse to its essential salts, a bluish-gray pow-
der. A complete corpse is necessary. The spell will reconstitute the salts
and resurrect the person. If only part of the powder is available, a mon-
strous and incomplete horror will rise. Reciting the spell backwards re-
turns the resurrected entity to the salts once again.
Shrivelling - Variable MPto cast. Blue. Difficulty 11. The spell takes
two combat rounds to cast. On the resolution phase of the second round,
a POW vs. POW resistance test is made. If successful, the caster blasts
and blackens the victim. One WP is caused per:MP invested into the spell.
Summon Dimensional Shambler - 8 MP to cast. Green. Difficulty
18/26. The spell may be cast in any location, in day or night. A dagger
made from a pure metal, not an alloy, is required. If successful, a Shambler
gradually assembles itself from thin air.
Summon Azathoth - 20 MP to cast. Blue. Difficulty 45/68. Only the
truly insane would ever consider summoning the Daemon Sultan into our
world. It must be cast at night, outdoors, but fe\V other preparations are
needed. If control is lost, the caster takes the risk of destroying the planet.
Summon Cthugha - 10 MP to cast. Blue. Difficulty 35/56. Must be
cast on a clear night when Formalhaut clears the horizon. Typically this
falls between September and November in the northern hemisphere.
110 Clhulhu hive Srd EdilioB
Torches are required for this ritual to summon this being of living fire.
Summon Hastur -15:MP and 9 POW to cast. Blue. Difficulty 45/56.
Nine monoliths of stone or concrete arranged in a "V" are required to cast
this spell. It should be cast on a clear night when Aldebaran is above the
horizon, typically between October to March in the northern hemisphere.
A point of POW must be sacrificed to enchant each of the nine blocks.
Summon Shub-Niggurath - 15 MP to cast. Blue. Difficulty 35/45.
This spell should be cast in the dark of the moon and within a deep forest.
A special stone altar must be consecrated prior to the summoning by
bathing it in at least 200 CON points of animal blood. During the sum-
moning spell another 40 CON points worth of fresh blood must be spilled
to appease the goddess.
Summon Servitor of the Outer Gods - 10:MP to cast. Green. Diffi-
culty 35/56. An enchanted flute is required for this spell, which should
ideally be cast on traditional ritual nights: Midsummer's Eve, Mayday,
Halloween, Walpurgis Night. If successful, a single Servitor appears, tak-
ing up the piping call itself.
Summon Yog-Sothoth - 15 :MP to cast. Blue. Difficulty 45/56. A
stone tower, at least 10 yards high, must be constructed in a wide, open
area and cast under a cloudless sky Ahuman sacrifice must be designated
for the god's taking. ~
ehDpter 4: mDgic 111
ClbuJbu Live ,sJ'd EdltJoJl
5
Creamre:a 01 the lHytho:a
y;
roughout most of Lovecraft's stories, he develops a grim alter-
nate reality lying beneath the surface of everyday life. These ideas
put forth by Lovecraft - and later expanded upon by other au-
thors - are collectively referred to as "the Cthulhu Mythos."
Lovecraft's vision was a cold, unforgiving lllliverse where man is but
an insect beneath the feet of ancient evils striding between the stars. Leg-
ends of these creatures survive in occult traditions across the world,
although most facts have been twisted and confused through the eons.
Unable to bear the horrible, empty truth of his O\Vl1 pitiful existence, man
wove a protective veil of ignorance and an exaggerated view of his own
importance in the cosmos. When this veil is swept aside and man wit-
nesses the awful truths of the lllliverse, his mind usually plummets into
the depths of blackest madness.
Powerful alien beings descended to Earth from the stars when the
planet was still young. They built cities and clig their lairs in the infant
Earth. Long-forgotten races served the Great Old Ones and
them as gods. They warred arnong each other for eons and committed
terrible abominations. But "after summer is winter, after winter summer,"
and the domination of Earth slipped from the grasp of the Great Old Ones.
Many of the Great Old Ones fell into a state of hibernation, as the stars
spun in the heavens to positions unfavorable to their waking existence.
Others were apparently imprisoned by Elder Gods and various prehuman
races. Some are still free, lurking unseen in the dark corners of the earth
or just beyond the limits of our five senses.
Even though dormant, the Great Old Ones still exert their malevolent
wills from their resting places. Many humans and non-human races built
cults around the Great Old Ones. These ancient beings encourage their
to set changes in motion that will free them once again from
the sleep of millennia. Besides the Great Old Ones and their minions, this
dark universe crw.vls with many other nightmare beings beyond man's
comprehension or understanding.
Categorieli 01 Creatureli
Cthulhu Live uses a special set of categories to define the creatures of the
Cthulhu Mythos. Lovecraft was not quite so concerned with organizing
his nightmares into any clear hierarchy, but these categories simplify mat-
ters for role-playing garners.
ehDpter 5: CreDtures 01 the Mythos 113
Great Old Ones are alien beings of incredible power and malevolence.
They are not true gods, but they are often worshipped as deities by lesser
life forms. While immortal, many of them are forced into periods of dor-
mancy by natural cycles in the stars. Ohulhu is the most infamous of the
Great Old Ones, and lies dreaming in his sunken city beneath the South
Pacific.
Outer Gods are the true rulers of the universe and have little to do with
humanity. Meddling with the Outer Gods inevitably brings madness and
death. The ruler of their hellish court is the demon sultan Azathoth, a
blind, idiotic monstrosity the size of a planet or small star, writhing eter-
nally in the center of the universe. Several Outer Gods take special inter-
est in the affairs of mankind.
Yog-Sothoth is a being conterminous with all time and space. He is
called the Key and Guardian of the Gate and is petitioned in almost every
ritual of summoning. Yog-Sothoth desires to enter this plane of existence
to feast on the life it contains, but may only do so when the way is opened
to travel from his usual domains behveen the universes.
Nyarlathotep is an Outer God who has visited mankind throughout
history. Delighting in spreading madness and despair, Nyarlathotep is of-
ten a bringer of dark secrets and forbidden knowledge man is not yet
ready to know.
Elder Gods are rarely mentioned in the stories of the mythos. They
seem to be a race of gods neutral to, and possibly rivals of, the Outer
Gods. Few Elder Gods are known by name; Nodens, Hypnos, Bast,
Kthanid, and Vorvadoss are a few exceptions. The five pointed Elder Sign,
respected and feared by the Great Old Ones, may draw upon the strength
of the Elder Gods or it may be named in their honor as a protective talis-
man. Some writers after Lovecraft used these deities as cosmic foils
against the evil of the Great Old Ones and the Outer Gods. This isn't quite
Lovecraft's original vision of a vast, cold, malevolent universe. Keepers
wanting to add a ray of hope in the darkness of these adventures may
choose to use this concept. The Elder Gods should not be abused as a
deus ex machina to pull the investigators' bacon out of the fire whenever
they run afoul ofthe Great Old Ones.
Non-human races are divided into Independent and Servitor races, de-
pending on how strongly they are connected to a particular god or Great
Old One. Servitor races carry out the bidding of various dark powers and
often enlist humans into the worship of the Great Old Ones. Independent
Races usually have agendas of their O\Vn. They maintain a healthy respect
and sometimes a working relationship with other beings of the Mythos.
Finally, a few creatures in Lovecraft's universe don't clearly fall into
any of these categories and are designated as Unique entities. Examples
include Father Dagon and Mother Hydra.
114 Clhulhu hive Srd EdilioB
Making MOlUiterli
Simulating monsters requires some work. The game staff must pitch in to
help the Keeper during pre-game preparations. Awell-crafted monster is a
matter of personal pride for the Keeper and staff. As the game progresses,
the players are stressed by plot complications, a cultist ambush, and the
loss of a few fellow investigators. Suddenly, the corroded portal in the
basement swings open with a rush of smoke and they see an immense,
heaving Shoggoth, 10 feet across, slither into the room. Ahalf-dozen ropy
tentacles lash about in the chaotic flickering of a strobe light, as the un-
earthly terror rushes down upon them. The screams of,terror may:well be
genume.
Basic Body Types
In Cthulhu Live, most creatures can be described"
four basic body types. Monsters in each body type
larities and common costuming techniques. These
• anthropomorphic
• amorphous (alien)
• giant
• puppets
at
Anthropomorphic monsters include deep ones, ghouls, mi-go,
nightgaunts, zombies, and similar monsters following the basic outline of
a human form. These monsters are played by a single actor with appro-
priate make-up and costume pieces. They are generally the easiest crea-
tures to make.
Amorphous creatures include flying polyps, formless spWNn, shoggoths,
and all entities that are blob-like or utterly alien. Creatures like the Great
Race and cthonians have definite body shapes, but are included in this
group since the costume techniques are very similar. '!\vo or more actors
usually play amorphous monsters.
Giant monsters include dark young, gugs, Dagon, Tsathoggua,
Y'Golonac, and other creatures that have a loosely anthropomorphic body
shape, but are much taller than an average human. Usually a single actor
plays these creatures, but with special costume items and effects to in-
crease his size. These are usually complicated creatures to replicate but
are very dramatic when they appear.
Puppet monsters are large creatures whose design requirements ne-
cessitate the use of huge, three-dimensional puppets controlled by mem-
bers of the support staff. Hunting horrors or a being such as Atlach-
Nacha would best be simulated through the use of giant puppets.
ehDpter 5: ereDtures 01 the Mythos 115
Useful Items
Costume pieces are used in different combinations to create dozens of
monsters. Don't throw anything away. As you play more adventures,
you'll stockpile interchangeable costume pieces. These are a few useful
materials for monster making:
• theatrical make-up
"latex m a ~ s
• large bed sheets
• military camouflage nets
• sheets of plastic bubble-wrap
• an assortment of scrap foam rubber
• foam "water noodles"
• cardboard
• spray paint
Before we start talking about specific creatures, we'll run through a
few basic techniques. Once you know the basics, it's easy to mix and
match effects to create an endless variety of unsavory beasts.
Makeup
Theatrical make-up is useful for human actors as well as monsters. You'll
use make-up on most anthropomorphic entities encountered by the inves-
tigators. Base creams and powders of various colors, plastic fangs, stage
blood, blood capsules, and liquid latex all prove valuable investments.
There are several cost-cutting techniques to maximize a gaming group's
budget.
Base Creams
The most common base creams you'll need are white, black, green, and
brown. Pick up a bottle of white clown base from a costume shop. You'll
need it when making ghouls and other pallid beasties. Packages of cam-
ouflage make-up are available in hunting stores and army surplus shops.
Buy the tubes of cream, not the hard camouflage sticks. Cream goes on
and comes off much easier. Brown, black, and green are the standard
colors and are perfect for almost any monster requirements.
Powders
Powders take us into more advanced make-up techniques. Commonly
combined with colored base creams, powders accent special features and
provide for effective blending techniques. Black, green, red, purple, and
blue are all commonly used colors. The hollows of cheekbones, the shad-
ows of the neck and throat, and the depths of the eyes are often treated
116 Clhulhu hive Srd EdilioB
with powder. A dusting of red around the eyes ofa mutant
gives him a terribly fierce appearance. The subtle application of blue,
purple, and green adds a horrible cadaverous look to a corpse. The secret
is not to overdo the powder. Just a hint of color is required.
Red, blue, purple, and black pO\Vders are used to simulate bruises on
actors. Dab the colors on with a small sponge wedge. Lighter hues at the
edges, then let the grow darker at the center of the bruise.
If you're watching your budget, you should explore alternatives to the
professional make-up powders. They're good, but can become rather
expensive. An alternative is buying boxes of pastel chalks and charcoals
from an art store. Crush them into a fine powder and you'll have a rain-
bow assortment of make-up. Store them in shallow jars and apply the
crushed chalk with a make-up brush or sponge.
Latex
. , special effects techniques, including liquid latex, will be adctessed
this book. Latex prosthetics simulate open wooods, horns, warts,
. bone growths. Use prosthetics to change the appearance of
cheekbones. Take care not to tear the prosthetic when
and these pieces may be used many times. Costume shops and
suppliers sell wonderful,
ready-made prosthetics. Attach with
spirit gum and blend with make-up.
Ambitious effects artists may try
making their own prosthetics. One
technique is to make a "mold' out
of tinfoil. Shape it into a negative
impression of the object you wish
to produce. Coat the walls of the
mold with latex and let it dry before
peeling away the mold. Tissue pa-
per soaked in latex is perfect to fash-
ion the edges of open wounds.
Shape the wet latex and paper into
the desired cut, bullet hole, claw-
marks, or whatever. Allow it to dry
on wax paper. Attach with spirit
gum and add make-up and fake
blood to create grisly effects.
Latex Masks
It's wiser and more economical to wait until the group needs a specific
mask, rather than a blanket purchase of every one that looks remotely
ehDpter 5: CreDtures 01 the Mythos 111
useful. A lot of great bargains are
available immediately after HallO\Veen,
but there are great online suppliers
from which you can order at any
time. Full head masks are best unless
you combine the mask with a hood
orwig. Applyblack cream arOlmd the
actor's eyes to minimize the contrast
through the eye-sockets of the mask.
There are hundreds, ifnot thousands,
of masks floating on the market. For
our purposes, we break them down
into several categories.
Fish Creatures - Make-up can be
used to represent the early stages of "the Innsmouth Look" but mature
deep ones are tough to simulate. Fish creature masks are your best bet
when creating these salt-water fiends.
Maniacs - Wide-eyed madmen and scar-faced killers, these masks
are usually a poor investment. They never look as good as in the photos
and a good make-up job is far superior. These are usually not worth
purchasing ooless you are building a body dummy and need a face for it.
Vampires- Make-up and plastic fangs are probably best for vampires
in your game. However, there are a few masks available representing the
Nosferatu style of vampire. These are dead white with canine faces, pointed
ears, and large, protruding fangs. These masks are ideal for ghouls.
Werewolves- Makeup techniques for such creatures are too complex
for most role-playing groups. Masks are best for introducing werewolves
into your games. Some extremely stylized and creative were\Volf masks
may offer possibilities as hounds of Tindalos.
Zombies - One of the largest mask categories, these run the gamut
from rotting corpses to fresh victims with ghastly head wounds. It's
always good to keep a couple of these in stock. Zombie masks allow for
quick costume changes, although a really good make-up job is hard to
beat.
Weird Stuff - A lot of useless
junk, but a lot of good stuff too.
There are masks that make perfect
gugs, dimensional shamblers, lab
mutants, and even more bizarre
things. Afe\V anthropomorphic crea-
tures are hard to make with simple
make-up, but weird masks may fit
the bill perfectly.
118 Clhulhu hive Srd EdilioB
Bed Sheets
They are essential when creating iii rSJiitiPDI
amorphous and giant monsters. Dye §II
the sheets a dark color (gray I
bro\Vl1) and try for an uneven appear- tl J
ance. Experiment with tie dying the V·
sheets gray then making a second tie- J
dye pattern in brown. This creates a
blotched, mottled surface. Besides tie \.
dying, spray painting is another op- L_v __________
tion. Paint whorls, textures, and the
tracery of veins and arteries. Cut several slits in the sheet, large enough
for a head or ann. Consider sewing strips of Velcro on the sheet edges so
several can be easily fastened together.
Military Camouflage Nets
These nets consist ofa nylon net r--------.,.,---...,
base covered with different col-
ors of pattern-cut faocic scraps,
often rubberized to withstand in-
clement weather. They are often
found at military surplus shops
or online. While large nets are
hard to come by, small nets that
are 6- or lO-feet-square are usu-
ally perfect for agame group. All
such nets can be used much like
bedsheets, but already come with
a fantastic texture. Smaller nets
and "sniper" veils can be draped
over the shoulders of deep ones as trailing seaweed. Larger nets are per-
fect for building amorphous creatures.
Plastic Bubble-Wrap
Sheets of plastic bubble-Map can be found at office supply stores or mail
centers. The large sized bubbles are the most useful for costuming needs.
Roll a piece of bubble-wrap into a long, tapering tentacle to be slipped
over an individual's ann like a sleeve. Strong packing tape, used to seal
the interior seam, keeps the tentacle together. Spray paint the tentacle to
match the rest of your creature: mottled grays and bro\Vl1s, or a hideous
glossy red like raw meat with veins painted in blue and purple. The texture
of the bubble-Map gives the tentacle a vile knobby, warty appearance.
Fashioning the bubble wrap into large "helmets" or complete baggy
ehDpter 5: CreZltures 01 the Mythos 119
suits produces some very interesting, low-cost costume effects. The
material is inexpensive, easy to work with, and creates very unusual re-
suits when painted. The diffiUlltyworking with bubble-wrap is that many
paints do not adhere well to the plastic. Flakes of paint will gradually rub-
off with continued handling and use. Pieces may need to be repainted
after every few games.
Foam Rubber
Some creature designs may require a lot
of foam rubber, so look for a cheap sup-
ply. Fashion the stuff into eyestalks, claws,
pincers, alien heads, and similar objects.
Proper tools for cutting foam rubber are
uncommon and expensive, so you'll prob-
ably use scissors and hobby knives. Take
care not to cut yourself when shaping foam
rubber with hobby knives! Don't worry
about cutting perfect forms and precise
edges. The playing environment and light-
ing effects help to obscure the creature.
The pieces are painted to an un-
even, mottled appearance.
Foam "Water Noodles"
These are long, brightly colored foam tubes common in toy stores during
the summer months. They are used as floation toys and safe items for
exuberant children to hit each other with around the poolside. With a little
trimming and painting, they are perfect for creating tentacles and similar
forms with enough stiffness to support their own weight.
Cardboard
Sheets of cardboard are useful to have around. The cardboard may be
pinchers, alien heads, wings, or other constructs and painted
appropriately. As always, try saving those monster pieces if you have
enough storage space, since you'll frequently reuse certain pieces.
Making Wmgli
Several anthropomorphic races require wings. Nightgaunts, mi-go, and
byakhee are several examples. You can either the wings from
cardboard, or create an internal skeleton from stiff wire with lighhveight
black cloth, nylon, or plastic stretched over the frame. If the material is
too heavy, you'll bend the wire SeUlre the cloth with black tape,
120 Clhulhu hive Srd EdilioB
staples, or strategic stitching. Fash- ,------------,
ion the wings into either an open or
folded position. Open wings are very
impressive but can't be used indoors
without breaking things. Ifused out-
side, they frequently snag on bushes
and branches. Consider a half-folded
position unless the encounter occurs
in a large room or open clearing.
Mount the wings onto a harness
to be worn by an actor. Old belts can
be trimmed and riveted for this pur-
pose. Another option is to visit an
army surplus store and buy a nylon and aluminum rucksack frame. Paint
the frame black and mount the wings on the altunimun frame. An ad-
vanced design would use hinged mounts for the wings with a spring
linking them near the back of the actor. When the actor shrugs his shoul-
ders, the wings flap menacingly.
DJahWng an
The process of making flying polyps, formless spawn, and
similar alien beasties is virtually identical. Three to five actors are usually
recp..1ired, depending how large the creature be. Drape the pattern-
dyed over the actors. It may be necessary to use more than one
sheet, since a lot of excess material is preferred. You don't want
lifting up to expose the feet of actors. Velcro strips sewn on the edges of
the are ideal to connect multiple together. Each actor has at
least one bubble-wrap tentacle orfoam-rubber/cardboard appendage (eye-
stalks, pincers, etc.) to extend through a slit in the The exact posi-
tioning of actors beneath the and the configuration of appendages,
depends on the creature in question.
DJaking a Eiiant
One method is to make a set of strap-on stilts. Use 2x4" pine
boards to construct a set of stilts raising the wearer hvo to three feet in
height. Agood tecilllicp..1e isto rivet and tape an old pair of lace-up boots to
the stilts. The actor can lace his feet into the stilts and walk about with
comparative ease. Depending on the monster simulated, a few blocky
foam rubber pieces can be built about the stilts into monstrous feet or
hooves.
Drape one of the pattern-dyed over the actor's body. It
ehDpter 5: CreDtures 01 the Mythos 121
hang low enough to conceal the upper part of the
stilts, unless you've padded the stilts and the
actor's legs with cloth and foam rubber all the
way up. The sheet increases the actor's body
mass, especially if foam rubber pads are laced to
his shoulders beneath the cloth. The actor grips
wooden crutches or broomsticks, wrapped in
cloth and sporting large foam rubber c1w.vs or pin-
cers. Besides waving these around threateningly,
the actor uses these limbs to help his balance and
stability as he walks about on the stilts. The
crowning touch, the costume piece used to cover ~
or conceal the actor's head, depends on the crea- ~
ture in question. Latex mask.s, foam rubber, or ~
bubble-wrap hoods, or simply masses oftentacles
are all possible options.
A second technique builds giant creatures by adding height above the
actor rather than below him. This method allows for the creation of the
tallest monsters of all. For this construction method, you start with a
sturdy pack frame from a camping, sporting goods, or military surplus
store. The frame should be equipped with shoulder straps, waist belt, and
kidney pad for lower back support.
Build a framework for the creature's body from PVC pipe. Large hard-
ware stores offer PVC pipe in a variety of lengths and diameters with a
host of connecting angles andjoints. The PVC is inexpensive, easily trimmed
with a hacksaw, and can be assembled in a variety of different forms like
a giant toy construction set. Create a blocked-out, upper-body form of
the monster and secure this sk.eleton to the pack frame. Be sure it is
strongly secured and let the actor walk around in the skeleton to make
sure he is not unbalanced.
Drape the framework with fabric appropriate to the creature being
represented. Make sure that the fabric sk.irt is long enough to cover the

~
~
"--------------------------------------------""
122 Clbulbu hive Sl'd Edilio.
actor inside. Insert a patch of some see-through material such as cheese-
cloth, dyed to match the rest of your fabric, so the actor can see where
he's going.
If appropriate, make a head from Styrofoam, cardboard, or foam rub-
ber to attach to the top of the framework. If you want to get really elabo-
rate, it is possible to provide a skating helmet for the actor that connects
via a free-turning vertical PVC shaft into the creature's head so it turns
from side to side with the actor's head. Limbs and wings can also be
attached to the framework.
You can create moving arm joints for the by threading the
PVC with nylon rope. Play with the slack before securing the rope, to find
the best level of interior tension for your needs. These huge arms are
often capped with foam rubber or cardboard claws and pincers.
Because of the height and weight of this type of construct, and of the
restricted vision, it is important that one or hvo "spotters" from the game
staff accompany the actor to help him maneuver. These spotters can also
manipulate limbs by slender poles like a giant puppet. The team
practice to ensure the safest performance. During game-play, these spot-
ters be dressed all in black to minimize their appearance.
to the top-heavy nature of this type of costume, it is necessary to
while seated. The pack frame rests on the seat and the rest of the
against a wall. The spotters hold up the and the
on the pack frame. The spotters then help the actor stand and
the over him. Reverse the procedure to get out of the costume.
ehDpter 5: CreDtures 01 the Mythos 123
Making a Puppet MOlUiter
Potentially the largest of all simulated monsters, puppet monsters are huge,
three-dimensional puppets controlled by support staff outside the puppet
rather than actors inside a costume. Chicken wire can be used to con-
struct large, Jighhveight body forms for these puppets. The mesh may be
cut with wire clippers, bent to shape and combined bynvisting the clipped
wire sections together.
Limbs may be built from chicken wire forms or PVC pipes. The chicken
wire forms are covered with pattern-dyed sheets, dark colored plastic
sheets, burlap or another fabric. Limbs are painted, or covered in appro-
priate materials. Depending on where the puppet is situated, high-test
fishing line will be used to manipulate the limbs from above, or black-clad
support staff will manipulate the limbs from belO\V with slender rods.
~
~ - - - - - - - - - - ~ ~ - - - - - - - - ~ ~
Vault 01 ljorrorli
The following vault of horrors presents information on a small range of
creatures likely to appear in a Cthulhu Live game. The information is by
no means a complete treatment of potential stats and capabilities. Keepers
usually want to personalize creatures to their own game, adjusting the
danger of the monster as best suits the scenario. Keepers may easily
invent new creatures, or import others from book.s, films, and Chaosium's
Call ofCthulhu role-playing game.
The Sanity Tests are mere suggestions and the Keeper may adjust tests
as he sees fit. In a high-action game with repeated b r u ~ e s with mon-
sters, the Sanity Tests may become lower over time as the players be-
come more familiar with the creatures. A dead specimen will also cause a
lower Sanity Test than a live one.
124 Clbulbu hive Srd EdiliolJ
Atlach-Nacha (Great Old One)
EOU: 15 OEX: 12 CON: 50 POW: 30
Wound Points: 50
Magic Points: 30
Sanity Test: Orange
Attack: 8 WP attack plus paralytic venom (CON 12)
Defense: 4-point armor from fur and chitin plates
Atlach-Nacharesembles a huge and hideous black spider with a strange,
remotely human face, and little red eyes.
In the di!'tant past, Atlach-Nacha lived
beneath the continent of Hyperborea.
Now itmay dwell beneath South America.
Thi s creature dwell s in a vast. under-
ground dJasm, eternally spinning a fan-
tastic web across the abyss. Old books
cite the belief that when the web is com-
pleted, the end of the world will come.
This creature is replicated through the
use of a giant puppet with a large chicken-wire body frame covered in
black cloth orpiastic. Long legs can be made from PVC pipes and painted
black. The rear legs should be built with locked and immobile joints, but
the front legs are jointed and free to move under the manipulation of
fishing line from above or by slender rods in the hands of black-dad game
staff. A nice design job can make this huge aradmid puppet a very fright-
ening surprise!
Byakhee (Lesser Servitor Race)
EOU: 8-11 OEX: 13-15
CON: IS-20POW: 10-15
Wound Points: 15-20
Magic Points: 10-15
SanIty Test: Blue
Attack: 5 WP attack
Derense: 2-point armor from
chitin plates
Byakhee are a hideous race of in-
terstellar beings often serving Hastur
the Unspeakable. They may fly
through the air and through the
vacuum of space. Byakhee are of-
len summoned by humans to serve
as steeds, take part in occult rilU-
als, or perfonn murderous deeds.
U5
The exact appearance of the byakhee is unclear. Th"u',e"
as bearing si milarities to crows, buzzards.
beings. Use some imagination when crealing y'
of a byakhee appears in Ule photo facing the
Crawling One (Lesser Servitor Race)
EDU: 10-15 DEX: 4-8 CON: 12-15 POW: 18-25
Wound Points: 12-15
Magic Points: 18-25
Sanity Test: Blue
Attack: By weapon type
Defense: PhysicaJ weapons do half damage. Fire, magic, and enchanted
weapons do nonnal damage
Crawling ones are a vile race of servitor beings that traffic with both
the Great Old Ones and human wizards. Each crawling one is composed
of thousands ofwrigglingwonns and maggots that hold the general Slape
of a human body. Qawling ones must use weapons in combat, and they
are difficult to injure with bullets or melee attacks. They are incapable of
speech, but may write messages and communicate telepathically with
their alien masters. All crawling ones are capable of using magic. Their
sorcery is not hindered by their lack of speech.
An actor playing a crawling one should wear human clothes. Every.
126
thing from stained rags to
a business suit may be ap-
propriate depending on the
adventure. In thisway, ooly
his head and hands need
special treatment. Find a
very cheap, full·head latex
mask.You'll also need a
pair of gloves. You can buy
a couple pounds of rubber
fishing wonns to glue onto
the mask and gloves. An-
other option is to make
scores of worm· like
strands on wax paper with
a caulking gUll and apply
them with epoxy when
dry. A little spray·painting
or airbrushing of the
wormswill finish the cos-
tume.
Dark Young of Shub-Niggurath (Greater Servitor Race)
EDU: 4-6 DEX: 10-12 CON: 25-30 POW: 20-25
Wound Points: 25-30
Magic Points: 20·25
Sanity Test: Orange
Attack: 8 WP attack
Derense: Fireanns do I WP damage. Immune to acid, electricity. and
poison
These enonnous black masses of
ropy tentacl es and puckered mouths
stride around on great hoofed legs.
They accept sacrifices for Shub-
Niggurath and participate in cultist
rituals worshipping the Black
Mother. TIley know spells related
to Shub-Nigguratb, the forests, and
darkness. Not pleasant creatures to
encounter on an evening stroll
through the woods!
The basics of the costume fol-
low the guidelines for giant crea-
tures discussed earlier. Build up the
strap-on stillS with foam rubber and cloth so that they look like a stout
pair of hoofed legs. The actor wears tentacles on his arms and drapes a
pattern-dyed sheet over his body. An exaggerated set of shoulder-pads
slip over the actor's head. These shoulder pads sprout dozens more ten-
tacles and lengths of black rubber hose. Pull a black-cloth hood over the
actor's head to hide it in the mass of tentacles. For an even larger dark
young, use the pack frame skeleton construction to create a looming.
squared off body shape. The skeleton is draped in a pattern-dyed sheet
and topped with dozens of bubble-wrap tentacles.
Deep One (Lesser Servitor Race)
EDU: 8-15 DEX: 8-12 CON: 13-18 POW: 10-15
Wound Points: 13-18
Magic Points: 10-1 5
Sanity Test: Blue
Attack: 5 WP attack. and
SpedaJ Defenses: I-point
These vile baJ:ra<:hi,mss,,·ve;
Hydra. They often interact
vi llages, inbreeding with the
gradually tum into deep
-
e .. u.ptel' 5: Cr£Zltul'£s at t .. £
Mother
ill coastal
)Oojlybrids who
of deep
121
ones are too diffiwlt to reproduce with
s imple make-up. Latex fi sh-creature
masks are the bes. choice if the script calls
for these sea-dwellers. TIle actor wears a
dark body suit and can drape hi s shoul-
ders with shreds of "seaweed".
Deep ones attack unarmed with their
claws and with simple knives , clubs,
spears or tridents. Deep one priests know
spells related to Cthulhu and the sea. They
often participate in rituals with human
worshipers of the Great Old Ones.
Dimensional Sham bier (Lesser Independent Race)
EDU: 6-9 DEX: 8-12 CON: 22-27 POW: 10-15
Wound Points: 22-27
Magic Points: 10-15
Sanity Test: Blue
Attack: 6 WP attack, chance of grabbing victim and disappearing
Defense: 3-point rumor from thick hide
These enigmatic beings spend litlle time at anyone planet, but end-
lessly wander between the planes and worlds of the universe. In combat,
dimensional shamblers claw at their opponents or try to sweep them up in
a bone-crushing embrace. Dimensional shamblers are large, bear-like crea-
128
tures with thick, loose hide, and a ter-
rifyingly insect-like visage. Experi-
ment with dark imitation fur or a
baggy suit made from bubble-wrap
and painted. Look through the more
off-the-wall mask designs to find an
appropriate head. Dimensional
shamblers may leave a plane at will.
They have been known to seize vic-
tims or special objects and carry them
away to other dimensions, never to
be seen again. The creature is vul-
nerable during these few seconds.
The dimensional shambler begins to
fade cilring the Declaration Phase and
may not defend itself during that
round. Unless killed, it will then van-
ish completely atthe end of the Reso-
lution Phase.
Father Dagon and Mother Hydra (Unique Entities)
EOU: 20 OEX: 13 CON: 40 POW: 30
Wound Points: 40
Magic Points: 30
Sanity Test: Yellow
Attack: 8 WP attack
Defense: 3-point armor from scales and hide
Ancient deep ones grown to an enormous size, Father Dagon and
Mother Hydra roam the depths of Earth's oceans. They are the rulers of
the deep ones and know all spells reo
lated to Ohulhu, the deep ones, and
the summoning and binding of lesser
Mythos creatures. A gianl monster
body design is used, with huge foam
rubber claws and green cloth or pat-
tern-dyed &leets to drape the body. A
fish-creature latex mask is perhaps
the easiest solution for the creature's
head, although it may seem out of
scale. If you're feeling particularly
creative, a large fi&t-like mask can
be made from foam rubber or card-
board.
Flying Polyp (Greater Independent Race)
EOU: 15-200EX: 10-15 CON: 25-35 POW: 20-25
Wound Points: 25-35
Magic Points: 20-25
Sanity Test: Orange
Attacks: 8 WP Damage, Windblasts
Defense: Only takes I point damage from any physical attack.
This fearsome race came out of space about six hundred million years
ago. They fought and were finally forced underground by the Great Race
of Yith. Near the end of the Creta-
ceous era, they rose up from their
caverns and exterminated the Great
Race. Still dwelling in their deep sub-
terranean haunts, the flying polyps
seem content to remain there and de-
vour the few beings chancing across
them. These beings are only partly
material. They have a monstrous plas-
ticity and temporary lapses of visibil-
U9
ity. They are created much like any other amorphous monster in Cthulhu
Live, with several actors beneath pattern-dyed sheets. Tentacles, eye-
stalks, and other foam rubber limbs are in order. There is no firmly estab-
lished description of a flying polyp; they're just chaotic growths of ma-
levolent, otheIWoridly tissue.
A flying polyp attacks with its tentacles. It also has the power of con-
trolling incredibly powerful winds that it may use to knock over owo-
nents, strip the flesh from their bones, or to suck them into the polyp's
lair. Instead of attacking physically, a polyp may channel a gale-force
wind during the Resolution Phase at all characters within a IS-yard long,
3-yard wide area. Characters within this area are immediately sucked
toward the creature (into melee combat range) or are thrown violently
bacl0.vards and knocked off their feet. Keepers may rule that characters
immediately adjacent to solid, fixed objects grab onto the object and hold
their position. In any case, characters within the area of the gale-force
winds are unable to complete any ranged or melee attacks for the rest of
the combat round.
Formless Spawn of Tsathogghua (Lesser Servitor Race)
EDU: 4-6 DEX: 10-12 CON: 20-25 POW: 10-15
Wound Points: 20-25
Magic Points: 10-15
Sanity Test: Blue
Attack: 6 WP Damage
Defense: Immune to physical weapons; Fire, lightning, and magic
inflict normal damage
These amorphous lumps of viscous black. slime are closely associated
with Tsathogghua and are often found in his temples and in underground
caverns. They are extremely fluid beings, throwing out whip-like append-
ages and pseudo-pods at will. They are immune to all physical weapons
and may only be injured by magic,
fire, chemicals or electricity.
These creatures are replicated using
the same techniques as for a flying
polyp or shoggoth. 1\'10 or three ac-
tors are recp..1ired. A black sheet is pre-
ferred for the formless spa\Vl1, instead
of the standard pattern-dyed sheet.
The actors climb under the sheet and
whip tentacles about through slits in
the cloth. The tentacles should be
painted black. Actors may feel free to shift and roll beneath the sheet,
remaining crouched or prone, to increase the illusion of fluidity.
130 Clhulhu hive Srd EdilioB
Ghoul (Lesser Independent Race)
EDU: 8-12 DEX: 10-15
CON: 13-18 POW: 12-16
Wound Points: 13-18
Magic Points: 12-16
Sanity Test: Blue
Attack: 5 WP attack or per weapon type
Defense: Firearms do half-damage
These pale, rubbery, loathsome ,.... ___ ..
humanoids dwell in tunnels beneath
many of mankind's cities. Known to
dig into graves and mausoleums in
search of food, they'll eagerly add a
bit of fresh meat to their diet when
the opportunity arises. The ghouls'
language consists of gibbering and
meeping noises. They tend to roam
in small packs. Ghouls make un-
armed clawing attacks or close to bite
at their opponents. They are relatively
intelligent creatures, despite their ani-
malistic appearance, and may aJso use
simple melee weapons. Splintered bones and broken tombstones are neat
ideas for a ghoul's weapons.
The actor may be clad only in a loincloth or a few ragged pieces of
clothing. Use a white base cream, or simply lots of baby-oil and talcum
. to: get that leprous sk.in tone. "Nosferatu" vampire mask.s are the
option, but there are alternatives. Most cheap, plastic fangs
drool a lot and cause his mouth to assume a S'Nollen,
. Comb the hair back with gel; apply powder and streaks
"mold" to the limbs. An appropriately stooped, loping gait
and a veil of shadows are all that's needed to complete the illusion.
Gof'nn Hupadgh Shub-Niggurath (Lesser Servitor Race)
EDU: 6-9 DEX: 10-15 CON: 13-18 POW: 12-14
Wound Points: 13-18
Magic Points: 12-14
Sanity Test: Blue
Attack: 5 WP attack or per weapon type
Defense: I-point armor from fur and leathery sk.in
These horrific creatures were once normal men and women that were
granted "favors" by Shub-Niggurath. 1Wisted and bestial, these creatures
have forms reminiscent of satyrs with countless bestial and terrifying
ehDpter 5: CreDtures 01 the Mythos 131
mutations. Often these creatures are
drawn from the ranks of the Dark
Mother's worshippers, granted these gifts
by the goddess for faithful service. Some-
times they are created from unwilling hu-
mans who may have stumbled across
Shub-Niggurath in a darkly playful mood.
Dwelling within the depths of the forest,
they are certainly to be considered among
the Black Goat's Thousand Young. Frag-
ments of humanity remain which may
drw.v the Gof'nn Hupadgh Shub-Niggurath
to the fringes of human society to gaze
upon the lives they formerly lived.
Great Race of Yith (Lesser Independent Race)
EDU: 20-25 DEX: 8-10 CON: 25-30 POW: 15-20
Wound Points: 25-30
Magic Points: 15-20
Sanity Test: Blue
Attack: 4 WP attack or lightning gun for 12 WP
Defense: 2-point armor from thick hide
Members of the Great Race are a species of men tal entities that fled the
destruction oftheir 0\Vl1 world and inhabited the bodies of arace of cone-
shaped beings in Earth's distant past. Members of the Great Race are
scientists and scholars devoted to the study of history- both future and
past. Members of the Great Race project their consciousness through
time and swap bodies with other creatures. In this way they move about
and study other cultures. The displaced entity occupies the conical body
of the creature and is asked to write down everything he knows about his
own time. The Great Race can be fairly kind, permitting the captives to
travel about and even meet other displaced victims like themselves. This
period usually lasts for about five years, before the displaced entity is
returned to its 0\Vl1 body with its memory blanked to forget what oc-
curred. This technique isn't perfect and the victim often has dreams re-
calling what took place while he was in the past.
In combat, the creature attacks with its two pincers. Some members
of the Great Race carry a box-like lightning gun that can be fired once per
combat round. A cult on present-day Earth is devoted to aiding visitors
from the Great Race. In return, the visitors give them technological or
magical knowledge.
Flying polyps destroyed the cone-shaped race at the end of the Creta-
ceous era, although the Great Race escaped their doom by projecting their
132 Clhulhu hive Srd EdilioB
minds into insect beings of Earth's distant future. amracters are much
men likely to encounter amember of the Great Race inhabiting a hlllllan
body for "historic research."
In the unlikely event that investigators encounter a member of the Great
Race in its cone-like body, one or hvo actors are required. You'll need
pattern-dyed sheets, four tentacles, some nylon rope, stiff wire or PVC
pipes and comer joints. The creature has four tentacled limbs. Small pin-
cers top hvo of them; an eyestalk is on the third, and a small cluster of
four reddish, trumpet-like appendages end the fourth limb.
Fashion the wire into aring approximately six to eight feet in diameter.
You can also use PVC pipes and corner joints to assemble a closed square
about six feet to a side. This "hoop" is needed to shape the pattern-dyed
sheets like an antique hooped sk.irt. Cut the rope and fashion straps sus-
pending the hoop from the shoulders of the tallest actor. The hoop should
float just above the floor. Fold the edges of the pattern-dyed sheets over
the edge of the hoop and pin them in place with safety pins. At this stage
the sheets may be gathered around the head of the actor and the sheets
should be pulled down in a conical shape by the hoop.
The actor(s) playing themem-
ber of the Great Race extend the
four appendages through the top
of the cone formed by the sheets
and wire ring. It is possible to
use hvo actors, each controlling
two appendages. This requires
the second actor to walk imme-
diately behind the first, sharing
the burden of the suspendedring.
Cover the heads of the actors in
black masks, or wrap them in ex-
cess cloth from the dyed sheets.
A second option is with only
a single actor. Make the eyestalk
and trumpet appendage fairly
short and mount them on the
actor's shoulders. He uses his
arms to control the hvo pincers.
!
This option is less convincing l!J lE ITfl
than the first. Four independently
moving appendages sprouting
from the top of a fleshy cone is
infinitely more disturbing than _:_ _ . ,_
just hvo.
ehDpter 5: ereDtures 01 the Mythos 133
Gug (Lesser Independent Race)
EDU: 5-8 DEX: 10-13 CON: 25-30 POW: 10-15
Wound Points: 25-30
Magic Points: 10-15
Sanity Test: Yellow
Attack: 7 WP attack
Defense: 3-point armor from thick hide
These vile creatures worship the Great Old Ones with ceremonies so
abhorrent they were ban-
ished long ago, beneath the
earth's surface. They
aren't picky about what
they eat, and almost any
creature smaller than them
is fair game. Gugs are
rarely encountered outside
of their caverns in Earth's
dreamlands. There are
many places in our world
where the borders of
dream and reality are worn
perilously thin, and these
terrible creatures might
wander into our world in
search of prey. For some unknown reason, gugs are unnaturally terrified
of ghouls and avoid these smaller creatures like the plague. Mortals ven-
turing through gug-infested caverns would be wise to form an alliance
with ghouls to accompany the party.
The most striking thing about a gug is its ghastly head with a great
fanged rna\\' that splits the skull from top to bottom and opens vertically
instead of horizontally. Large staring eyes jut out on either side of the
terrible mouth. Besides its strange skull, gugs have very unusual arms.
Each arm forks into hvo forearms at the elbow, giving these creatures
four large, hairy paws.
Gugs are built on the basic, giant monster body. Modifications must be
made to the arms to create the bifurcate forearms. The body is draped in
a pattern-dyed ~ e e t . There is a latex mask currently on the market that is
perfect for a gug.
If you prefer to build your 0\Vl1, the head of a gug is best made with a
thin ~ e e t of foam rubber, folded in the middle and pinned at the top and
bottom to create the vertical rna\\'. Stretch black nylon across the inside
of the mouth to hide the actor's face and add some yellowed fangs. Short
eyestalks with staring eyes are attached to each side of the head.
134 Clhulhu hive Srd EdilioB
Hound of Tindalos (Greater Independent Race)
EDU: 8-11 DEX: 10-15 CON: 20-25 POW: 20-25
Wound Points: 20-25
Magic Points: 20-25
Sanity Test: Yellow
Attack: 6 WP attack
Defense: Mundane weapons do
no damage
These evil, hungry predators lived
in Earth's distant past. They inhabit
the angles of space and time, while
mankind inhabits the curves. Be-
cause of their relationship with the
angles oftime, the hounds materialize from geometric angles such as the
comer of a room. They cannot pass through smoothly flat or curved
walls. Hounds of Tindalos may know several spells, usually related to
contacting alien races and the Great Old Ones. Some individuals experi-
menting with Liao, or the Plutonium Drug, have been known to send their
minds so far back in time that they attracted the notice ofthe hOlmds. It
may take days or weeks for the hounds to traverse the eons in pursuit of
their prey, but they are relentless, lean, and athirst.
The alien and extra-dimensional nature of the hounds renders them
immune to physical weapons. Enchantedweapons and magic are required
to battle the hounds. Advanced experimental weapons, perhaps particle
beam weapons, may also be capable of injuring the hounds.
A hound of Tindalos is best created with a tall, slim actor in a nylon
body suit. The suit can be airbrushed with the ribs, spines, and bony
. angles of the hound. Several "hell hound' masks on the market are per-
Many of these are very stylized, alien canine forms. Asecond choice
be a white or gray were\Volfmask.. Use disturbing lighting effects
smoke when the hound manifests itself. Black lights and ultra-
make-up do wonders to enhance a hound of Tindalos. These are
xtremely alien and terrifying creatures.
Hunting Horror (Greater Servitor Race)
EDU: 5-9 DEX: 12-15
CON: 25-30 POW: 15-25
Wound Points: 25-30
Magic Points: 15-25
Sanity Test: Yellow
Attack: 6 WP attack
Defense: 3-point armor from
hide
ehDpter 5: CreDtures 01 the Mythos 135
Resembling enormous ropy black serpents with bat-like wings, hunting
horrors are swift harrier-creatures of the Outer Gods. They also may be
slllllmoned by sorcerers and sent to seek out blood and lives. These be-
ings are dispelled by daylight. A strong enough burst of light may also
drive these terrors away.
Hunting horrors are best simulated by a giant puppet construction.
Chicken wire is used to a head as one construction and approxi-
mately five feet of barrel-like torso as a second object. The forms are
wrapped snugly in black cloth and five feet or so of black cloth forms the
"neck" behveen the hvo constructs. Cardboard or chicken-wire and cloth
wings may be mounted firmly to the body segment. An additional tail of
black cloth, about 10 feet in length, should trail from the body. 1\'10
black-clad members of the game staff can manipulate the head and body
by poles secured to the puppet. By stepping in and out, and using the rods
to control the head, the puppeteers may direct the weaving, bobbing,
striking actions of the hunting horror like a Chinese dragon.
Living Dead (Lesser Independent Race)
EDU: 2 DEX: 3-6 CON: 15-20 POW: 0
Wound Points: 15-20 Magic Points: 0
Sanity Test: Blue
Attack: 2 WP attack plus toxic bite
'.
Defense: Firearms inflict 1 WP. Killed by destroying brain
The living dead are caused variously by chemical spills, strange radiation,""
and numerous scientific experiments gone awry. Some unholy force gives
them a blasphemous mockery oflife, and a rudimentary, reptile-like intel-
ligence that ctives them to consume living Their saliva contains the
same toxin that gives them unlife. Any character killed by the living dead
soon becomes one himself. The Keeper briefs slain characters on what
,
136
they need to know to join the
ranks of the living dead.
Wounded characters may be
required to take Health Tests
against the toxin, or simply
lose WPs over time until they
receive some form of antidote
or die.
Living dead lose mobility
and the use of their limbs
when wounded by melee
weapons. Firearms never in-
flict more than 1 point dam-
age. If reduced to 0 WP, they
Clbulbu hive Srd EdiliolJ
,
drop in a quivering, creeping pile of dismembered parts. The only real
way to kill them is to destroy their brains with a bullet or weapon strike to
the head. This can be done using a firearm specialization or
using the aiming rules to for 10 or more WP. Melee attacks at the
head may simply be announced in combat but at least four points must be
inflicted in a single strike to crush the skull and destroy the brain. The
Keeper may make appropriate judgment calls based on the situation.
Simulate large groups of the dead by allowing actors several "unlives."
When the players kill them, they wait for the undead mob to pass over and
then rejoin the back of the herd. They stay "dead" after two or three
killing blows, or as dictated by the Keeper. Use make-up and liquid latex to
obtain a suitably rotten appearance, or else pick out a few nice "zombie"
masks. Dress the actors in tattered clothing and they're ready to go. The
Keeper should keep a compact case of white powder on hand to add a
quick pallor to any new additions to the ranks of the living dead.
Man of Leng (Lesser Servitor Race)
EDU: 9-12 DEX: 10-15 CON: 10-15 POW: 10-15
Wound Points: 10-15
Magic Points: 10-15
Sanity Test: Green
Attack: By weapon type
Defense: None
These almost-human denizens of the legendary plateau of Leng were
conquered by the Moon-Beasts long ago. The Moon-Beasts eat their
plumper slaves and send the leaner men ofLengto act as their go-behveens
with mankind. A few of the brighter men of Leng may know a few spells.
They have no natural attacks and fight with normal melee weapons.
A man ofLeng looks like a traditional
satyr, with cloven hooves, goat-like legs,
tiny horns, and excessively wide mouths.
When dealing with humans, they conceal
these deformities beneath long robes and
humped turbans.
These are easy creatures to create for
a game. For disguised men of Leng, all
that's needed is a turban, a robe, and maybe
a little make-up to exaggerate the mouth
and add a cast to the features. To
make an ooclothedman ofLeng, buy some
inexpensive imitation fur available at any
large cloth If you can't sew a pair
of pants from scratch, just sew or even
ehZlpter 5: CreZltures 01 the Mythos
Q.
131
i
staple strips of the fake fur to a pair of sweat-pants. Walk with the back
straight, but the legs bent slightly at the knees. Use spirit gum to attach a
pair of small devil's horns purchased at a costume shop or made with
liquid latex and a mold.
Mi-Go (Lesser Independent Race)
EDU: 13-18 DEX: 8-10 CON: 13-18 POW: 10-15
Wound Points: 13-18
Magic Points: 10-15
Sanity Test: Blue
Attack: 4 WP attack by pincers
Defenses: Firearms and impaling weapons do half damage
These Fungi from Yuggoth are an interstellar race that descended to
Earth from Yuggoth (pluto) in the Jurassic period. They set up mining
colonies in mountainous areas, where they dug for mineral ores to sup-
port their technologically advanced civilization. They speak human lan-
guages with a buzzing, droning voice and are known to use human agents
to carry out specific missions.
Mi-go look rather like winged lobsters with a convoluted mass where a
head be. They are supposed to be in color and fight
with large pincers. Ordinary photographic emulsions can't record them,
but a smart chemist could design a special film that picks them up.
1 ..... --.=
Mi -go usually appear in small
groups. Actors should wear
long-sleeved black turtlenecks
and black pants. Wrap the
actor's body in a pattern dyed
sheet or a tunic from painted
bubble-wrap and belted at the
waist. Use bubble-wrap to cre-
ate a large "helmet" or hood for
the actor to wear on his head.
Paint the helmet to look rather
like a human brain. Wings and
foam rubber or carcBJoard pin-
cers can be added to the actor.
Extravagantgroups might like to
play around with two or three
extra pairs of skinny arms made
from rolled up cloth, tied tightly
at intervals to simulate joints. Pin the base of these arms to the actor's
side and connect them to his pincers with line. When he moves the
big pincers, the smaller arms move as well.
138 Clhulhu hive Srd EdilioB
Nightgaunt (Lesser Servitor Race)
EDU: 5-8 DEX: 10-15 CON: 13-18 POW: 10-15
Wound Points: 13-18
Magic Points: 10-15
Sanity Test: Blue
Attack: 3 WP attack or may "tickle" victim (see below)
Derense: I-point rumor from hide
Nightgaunts are black. winged man-things ...----------,
with smooth, oi ly ski n and f e a l u r e l e ~ faces.
They serve the Elder God Noden s.
NightgalUltsoften seize and flyaway with their
victims, dropping them from great heights or
leaving them in horrible, remote places to die.
They are stealthy and silent.
Nightgaunls may "tickle" their victims in
combat, announcing their intent in the decla-
rati on phase. The creature's DEX and the t
victim's CON are compared in a resistance j
test. If tlle Nightgaunt wins, the victim falls I
helpless for three combat rounds. ~
The actor wears a dose-fitting black suit. '------''-----'
Dancer's leotards and a tight turtleneck !'ttirt will do nicely. Tight black
gloves and dark shoes are required. Split-toed tabi boots, available at most
martial-arts stores, work very well. Make a pair of wings, as discussed
earlier in this chapter. Pidc up a black ninja mask for the actor and pull a
black, nylon stocking over his masked head. This creates a smooth, fea-
tureless face and still allows the actor to see what he's doing. Hunt around
for something to make liule horns. if you' re a traditionalist.
Nyarlathotep (Outer God)
Human Form (Monstrous Fonn)
EDU: 50(50) DEX: 20(20) CON: 22(100) POW: 100(100)
Wound Points: 22(100)
Magic Points: 100(100)
Sanity Test: None as human, various levels for monstrous fonos
Attack: per weapon type as human, 8 WP attack as monster
Defense: none as human, varies per monstrous form
The Black Man, the Crawling Chaos, the Messenger, and Soul oftJle
Outer Gods - Nyarlathotep is one tough customer. He may appear in any
one of a thousand forms. When dealing with humans, he often takes the
form of a swarthy man of middle-eastern appearance. He appeared as a
muscular man with jet-black skin to ancient witch-cults. His other forms
are the stuff of madness.
e .. u.ptel' 5: Cr£Zltul'£s of t .. £ myt .. os 139
His power is immeasurable although he is not omniscient. He knows
every virtually every spell imaginable and delights in granting dangerous
knowledge to civilizations not yet ready for the responsibility. He has
appeared time and time again throughout the history of mankind, bringing
turmoil and destruction in his wake. His human form can be slain, trans-
forming into a hideous creature that flies off into the sky. No players can
hope to best him in one of his monstrous forms.
Nyarlathotep is good for an occasional cameo appearance or to use
as the dark force behind dangerous cults. Madness and insanity are more
enjoyable to Nyarlathotep than mere death and destruction. He delights in
bringing suffering and chaos to the world, tempting men with knowledge
they haven't the wisdom to use. He's one of the most interesting crea-
tures of the mythos, often filling a Mephistophelean role. Nyarlathotep
may also appear as a cruel, relentless harbinger of the End Times.
Use free reign when designing Nyarlathotep's monstrous avatars. Sev-
eral of his 1,000 forms are described in Mythos literature. You may wish
to duplicate some of those shapes, using the techniques described in these
rules, or you may wish to design your own form. Special attacks and
defenses are always possible. Just design the nastiest creature you can
imagine and you'll be doing fine.
Serpent Man (Lesser Independent Race)
EDU: 16-21 DEX: 10-15 CON: 10-15 POW: 16-21
Wound Points: 10-15
Magic Points: 16-21
Sanity Test: Green.
Attacks: per weapon type or bite for 1 WP and poison
Defense: I-point armor from scales
This ancient race flourished in the Permian era. They built black basalt
cities and were known as fearsome sorcerers and scientists. Most of
140
them are now long extinct, save for a few indi-
vidual sorcerers or a warfed, degenerated spe-
cies living in burrows beneath the British Isles.
Serpent people may fight with any weapons
available to them. They may grab opponents and
bite with their venomous fangs. The victim
('
makes a Health Test against a toxicity equal to
the Serpent Man's CON. If the investigator fails,
he looses an additional Wound Point every five
minutes lllltil successfully treated.
Serpent people know a wide variety of spells,
including one that transforms their appearance
into that of a normal human. Thus cloaked, the
Clhulhu hive Srd EdilioB
sorcerous reptile is free to mingle in human society and go about his dark
business. Serpent people in their natural form are fairly easy to make.
They often wear long, flowing robes. Cover the actor's hands in a green
makeup cream. Let him wear a latex serpent or reptile mask to get a nice
ophidian Since Serpent people often take the guise of normal
humans, a mask. allows a very fast change to their true forms.
Servitor of the Outer Gods (Greater Servitor Race)
EDU: 15-20 DEX: 10-12
CON: 25-30POW: 20-25
Wound Points: 25-30
Magic Points: 20-25
Sanity Test: Orange
Attack: 6 WP attack
Defense: Only injured by
fire, magic, enchantedweap- _,::?"'",,(J"J..:s
ons, or chemicals
These amorphous beings
seem to have a visual with frogs or octopi, but it's hard to be
certain because of their forms. The servitors of the Outer
Gods may accompany their masters, or be summoned by human cults.
They know a variety of spells and often assist human sorcerers summon-
ing more powerful entities. The servitors play haunting pipes and flutes,
and these unearthly instruments are linked to their spell-casting abilities.
A servitor is created with one or two actors. Cover them with pattern-
dyed and equip them with bubble-wrap tentacles, eyestalks, and
other appendages. These creatures are often accompanied by an eerie
piping music. A hidden tape recorder with suitably eerie tunes can be
turned on when the creature makes its appearance.
Shoggoth (Lesser Servitor Race)
EDU: 3-5 DEX: 5-8 CON: 45-50 POW: 10-15
Wound Points: 45-50
Magic Points: 10-15
Sanity Test: Yellow
Attack: 8 WP damage
Defense: Physical attacks do 1 WP each; fire and electrical attacks do
half damage. Regenerates 2 WP/round
Among the most feared creatures in the Cthulhu Mythos, shoggoths
are protoplasmic servants bio-engineered by the Elder Things. They are
dangerous to have around, since these surly monsters have a rudimentary
intelligence and have been known to rebel against their masters. The sta-
tistics given for the are for one of average size. They may be
ehDpter 5: Creutures 01 the Mythos 141
much larger or smaller than
this typical specimen.
Shoggoths are big and three
to four actors are required.
Cormect several pattern-dyed
sheets to produce one massive
cloth. The actors fan out be-
neath the tentacles
through the slits. If desired, you may
paint a number of small "eyes" on the sheet
in UV paint to be picked up by a black light at
the encounter location. The actors under the sheet can see their way
about through the unused slits. Make sure they keep the taunt enough
that the whole assembly looks like a shifting blob, rather than four guys
under a dirty bedspread. A domed chicken-wire frame beneath the cloth
may help keep a better shape to the whole creature and is an easy cheat
for enhancing the size ofthe
Tsathogghua (Great Old One)
EDU: 25 DEX: 15 CON: 50 POW: 35
Wound Points: 50
Magic Points: 35
Sanity Test: Blue
Attack: 6 WP damage
Defense: 2-point armor from fur and hide
Tsathogghua dwells in caverns far below the surface of the earth, in
the black gulf ofN'Kai. He has a fat, furry body and a toad-like head with
large bat ears. His toothy mouth is extremely wide and his eyes are always
half-closed, as if sleepy. He's one of the less malevolent beings of the
mythos, but still terrible to anyone unlucky enough to stumble on his lair.
Even though he spends much of his time asleep (or pretending to be
142
asleep), Tsathogghua moves surpris-
ingly fast when he wants to.
A race of black, formless beings
serve Tsathogghua and are likely to
be found in N'Kai or in any of
Tsathogghua's temples. Unlike most
of the Great Old Ones, Tsathogghua
doesn't appear bent on world domi-
nation. He seems relatively content to
doze in his cavern, snacking on the
occasional sacrifice or luckless spe-
lunker.
Clhulhu hive Srd EdilioB
A single actor represents this Great Old One using the giant monster
construction techniques. Tie a few pillows to the actor beneath the ~ e e t ,
to give him a paunchy appearance. If your gaming group has a large patch
of fake-fur lying around from previous adventures, drape it over the actor's
body. A few latex masks on the market may serve for representing
Tsathogghua, but it's probably better to create a large helmet/mask. out of
foam rubber. Add large ears, sleepy eyes, and a . .
Vampire (Lesser Independent Race)
EDU: 10-15 DEX: 10-15 CON: 15-20 POW:
Wound Points: 15-20
Magic Points: 15-22
Sanity Test: Green
Attack: per weapon type or bite for 2 WP damage
Defense: See below; regenerates 1 WP/round
These princes of the undead may fight with weapons or seize their
victims and bite at their throats. Vampires may make psychic attacks with
the intent to dominate their victims. So many legends exist about the
vulnerabilities of vampires that details are left up the Keeper. The efficacy
of crosses, holy water, wooden stakes, and normal versus enchanted
weapons may vary from one vampire to another.
Outfit your vampires as you choose. Even in this regard, ancient leg-
ends and modern films vary widely. Most vampires have fangs and pale
skin. Others obtain their blood with knives and may even walk about
during the day. Decide details about these monsters for yourself. If the
characters are a fearless group of vampire hunters, details might even
differ from one adventure to the next, just to keep them on their toes.
Werewolf (Lesser Independent Race)
EDU: 8-12 DEX: 10-15 CON: 15-20 POW: 10-13
Wound Points: 15-20
Magic Points: 10-13
Sanity Test: Blue.
Attack: 5 WP damage
Defenses: I-point annorfrom fur;
regenerates 1 WP/round. May not
regenerate damage from silverweap-
indivi,jua,ls bear the curse
may be unaware
and only transform
ehDpter 5: CreDtures 01 the Mythos
-
143
when the moon is full. Some evil souls relish their powers and the taste of
human flesh. They may transform to their animal states at will.
Were\Volves fight unarmed with their claws or teeth. Whether or not
the bite ofa werewolf spreads lycanthropy is left to the individual Keeper.
Dress a were\Volf in ragged clothes and a frightening latex wolf-mask..
For these creatures, masks are recommended since good werewolf make-
up effects are labor and time intensive.
Y'Golonac (Great Old One)
EDU: 30 DEX: 15 CON: 50 POW: 30
Wound Points: 50
Magic Points: 30
Sanity Test: Yellow
Attack: 5 WP damage
Defense: None
Y'Golonac is a headless, bloated, pale creature walled up in a lost,
subterranean ruin. It is a minor god, but an extremely malignant one.
Y'Golonac has been known to come when its name is read or spoken in
the presence of evil. Y'Golonac has only a small cult, but actively tries to
increase his following among the most evil and perverted minds of man-
kind. An occult text called the Revelations ofGlaaki details the existence
ofY'Golonac. These blasphemous pages create a bridge to the reader's
mind that Y'Golonac may attempt to cross. Y'Golonac is quite clever at
getting persons to read passages from that horrid book without realizing
they have done so.
Y'Golonac may psychically attack anyone who has read a page or
more of the Revelations of Glaaki. If successful, Y'Golonac devours the
individual's soul and possesses his body. At will, Y'Golonac may mutate
the body into its true form - a pale, headless, bloated corpse with wet
mouths opening in the palms of its hands. Normal weapons may injure or
kill this avatar ofY'Golonac and banish his spirit back to his dark lair.
Y'Golonac is created from a single actor using the giant monster con-
144
struction technique with
huge foam rubber claws
and a couple of pillows
tied to his chest and
stomach for mass.
While the creature could
be wrapped in pattem-
dyed sheets, white
sheets would be more
appropriate for this
white, glistening horror.
Clhulhu hive Srd EdilioB
Zombies (Lesser Servitor Race)
EDU: 2 DEX: 3-6 CON: 20-24 POW: 8-12
Wound Points: 20-24
Magic Points: 8-12
Sanity Test: Blue
Attack: 2 WP attack
Defense: Firearms, unarmed attacks, and blunt weapons only inflict 1
WP. Edged weapons inflict full damage
Zombies are corpses reanimated by magic or prepared by voodoo ritu-
als. They have no real minds of their own and are directed by the sorcerer
or shaman who created them. Zombies are stopped by counter-magic,
the death of the animating wizard, or hacking the zombies into little quiv-
ering bits. Only edged melee weapons have any effect. Zombies stagger
and stumble under unarmed strikes, blunt weapons, and gunfire, but only
complete dismemberment destroys them. Zombies never fall unconscious
and merely collapse in a festering heap when reduced to 0 Wound Points.
Zombies are too slow and uncoordinated to use weapons. They are
often used as servants and guards by evil sorcerers and voodoo high
priests. They may be "programmed" to come alive when certain condi-
tions are met, such as someone entering a room or taking an object from
its resting place. Use make-up and liquid latex to simulate rotten, decaying
flesh. A few latex zombie masks can also be used if quick and easy cos-
tume changes are required for actors. Tattered rags suit zombies fine, as
fe\V care if their zombie servants are models of haute couture.
final m olUiter Rote:;;
This has only been a sampling of creatures at the disposal of the Keeper.
Chaosium's Call ofCthulhu role-playing game is an excellent source book
on these and other nightmares from the Ohulhu Mythos. Witches, golems,
demons, psycho-killers, and other horror favorites are all waiting to be
designed and included in your own adventures.
As you've seen, many costume pieces used to build monsters can be
used over and over again. After a few games, the prop-room is well stocked
to mix-and-match pieces for a host of otheIWoridly horrors. It requires a
little effort to build these creatures, but the results are quite rewarding.
Lights, smoke, and other special effects are used to enhance the ch"amatic
appearance of these creatures. Remember that these creatures are best
encountered in dark, forbidding surroundings.
Give the players time to really get into their roles and they'll actually
"see" the monster before them. Capitalize on the value of surprise to blur
the players' senses. They'll almost believe they've truly run into aroaring,
clutching terror from beyond the stars. 1ftr
ehDpter 5: CreDtures 01 the Mythos 145
146
6
eW:iider:i P:iYclliC libilitie:i
T:
iS chapter presents several advanced rules structures not required
for basic game-play. These rules offer expanded game options
that may be introcUced upon the approval of the Keeper.
Outsiders are player characters set in dramatic and often villainous
roles. The line is not clearly defined, but certain characters have a dis-
tinctly more sinister cast and may require special handling. In their sim-
plest form, Outsiders are a means to reduce the number of NPC actors
and allow very unusual roles to be offered to players. In other cases,
entire games or campaigns can be built around groups of Outsiders. These
games often cast players in the roles of cultists and servitors of the mythos
engaged in secret wars and following the gradual Joss of their humanity.
Psychic powers occupy only a small role in traditional Mythos tales,
but are more common in contemporary horror. Keepers should be very
selective in allowing characters with Psychic abilities. These abilities should
be rare and introduced only if there is a solid reason for being in a game.
In some cases, Psychics and paranormal powers occupy a central role in
a script. In others, Psychics may merely be one of multiple sources of
information and assistance that players must correctly employ during the
evenmg.
l'he eutl>ider
As live-action role-playing evolved over the years, many gamers have
demonstrated acting and maturity that permit the Keeper to confi-
dently assign Outsiders to certain players. Many scripts may use no NPC
actors at all, and employ players in the roles of heroes and villains alike. As
stated earlier, some Keepers may chose to build games or whole cam-
paigns around these anti-heroic character types.
Outsiders are dangerous, insane, and typically opposed to the goals of
most other characters in the game. They hide their true natures behind
veils ofnorma1cy. Many stand as upright pillars of the community, while
worshipping ancientgocis and committing terrible acts in the dark of night.
As stated earlier, the term "Outsider" is one of convenience. The lines
of character division are not firmly established. Some characters clearly
qualify for the rules and considerations applied to Outsiders: a mythos
cult leader, a half-human hybrid horror, an occult researcher who lost his
mind and hlllllanity when delving into the dark arts. Other characters are
questionable: a sadistic prison warden, a serial killer, or a diabolical Nazi
ehupter 6: Out:iiders ta Psychic ltbilities
officer. Should these be considered Outsiders or just villainous bastards?
Very specific rules apply to Outsiders, particularly in regards to Sanity
Tests and brushes with the supernatural. The Keeper makes the decision
as to which characters these rules apply.
The challenge Outsiders present to garne balance is obvious. When
designing the role, you must be sure to include a number of disadvantages
and weaknesses to balance out any special powers, spells, and lore the
Outsiders may have at his disposal. Even after the strengths and weak-
nesses are combined, Outsiders are still more powerful than the "aver-
age" player. The Keeper should only assign Outsiders to garners who
have demonstrated their role-playing skills in the past andwill play the role
intelligently and maturely. As they are typically outnumbered, Outsiders
must step carefully to avoid attracting too many suspicious eyes until
their vile plans come to fruition.
Must Outsiders be evil? Not necessarily. They may well be tortured
souls who hate their inner nature. It is convenient to consider Outsiders
as evil and insane player characters and F a ~ a d e as the dark cousin of
Sanity. But not all characters may embrace this evil. This opens up the
door for complicated and fascinating characters.
Outsider characters have terrible secrets and utter blackness in their
souls. In their true state, when the f a ~ a d e of humanity is stripped away,
they can be cruel, bloodthirsty, and evil monsters. Fiends that the other
I'zu;ade
player characters would want to lock w.vay
in an asylum or prison, or to just put down
with a bullet like a rabid beast. Certainly
there may be Outsider characters that hate
what they have become. They labor to
maintain their f a ~ a d e and live as normal a
life as they can. These unhappy souls
wrestle continually with the darkness
within, femul of what they will do when
they lose control of themselves.
One of the most immediate differences behveen "normal" characters and
Outsiders is the handling of Sanity Tests. Otaracters who are irrevocably
insane or immersed in the dark lore of the Cthulhu Mythos simply don't
think like most humans. Most Outsider characters have built up a thin
veneer of sanity, a f a ~ a d e that hides the true darkness of their souls and
allows them to pass in normal human society. Beneath this f a ~ a d e boils
terrible violence, evil, and depravity.
When normal humans encounter horrific sights and are confronted
148 Clhulhu hive Srd EdilioB
with awful secrets, their
minds become unbalanced.
Fear, uncertainty, and pri-
mordial terrors rise from
the depths of their souls to
overwhelm their senses
and their capacity for ratio-
nal thought. When Outsid-
ers encounter these things,
it merely serves to awaken
dark lusts and reaffirm the
evil within them as the natu-
ral order of things. Their
fw;ade begins to peel away, exposing the blackness within.
Fw;ade is an alternate form of Sanity assigned to Outsider characters.
It functions in many regards like traditional Sanity tests. As an Outsider
character, you of Terror, just like normal characters.
This Shade your POW and drawn from the
chart in the . When encountering your shade
of terror, you dropping a
level, but The further down the scale your
character . it becomes to conceal the evil within
you.
Levels
Fine
Foreboding
Foul
Fiendish
Feral
Freaking Insane!
' .
Just as the Ohulhu Mythos the maximum Sanity Level, it
also limits the maximum level of a character can maintain. At
Level 2 and Level 4 of the Ohulhu Mythos the maximum for
a character drops by one level.
may also be restored over time, generally between game ses-
sions, although the Keeper may rule on small boosts that psychotherapy,
drugs or alcohol may give to an Outsider's level. The Keeper may
wish to rule that every time a character dips to Freaking Insane, the maxi-
mlllll level also drops by one point. This would function in the
same manner as Sanity for normal characters and represents the eventual
loss of all vestiges of humanity.
ehupter 6: Out:iiders ta Psychic ltbilities 149
ljorrorli Unveiled:
l'he RighhnZlre £)1 l'rZllllilJlogrificZltion
One of the strangest challenges some Outsiders face is the threat of
transmogrification. Not all Outsider characters are susceptible to
transmogrification, physical changes to their bodies as a result of the
darkness within them. Characters with mythos-tainted bloodlines and those
regularly using mythos magic are at greatest Keepers may rule that
some characters are so intrinsically evil that their physical bodies can no
longer conceal the horrors within.
When Outsiders drop to the lowest level the madness and
alien logic through their minds may unleash an uncontrolled rush
of energy that can warp their physical form. Transmogrification may also
occur from other causes. Dark patrons may grant monstrous gifts for
faithful service or inflict crippling mutations as punishment for failure.
Hybrid humans with alien or demonic ancestry carry a sleeping horror
within their very genetic code, waiting for an unknown trigger to bring
about a terrible transformation.
Transmogrification is a tool of the Keeper to uniquely punish and re-
ward Outsider characters. In most cases, the Keeper alone will determine
when it occurs and what sort of transformation takes place. It can be a
slow, creeping process, or it can come very suddenly. A sequence of
several such transmogrifications can yield different mutations, or they
may make an earlier alteration become worse.
How terrible a deed did the Outsider perform when he dropped all of
his Is there anything poetically fitting for the deed or uniquely
appropriate for a cult, such as fangs and talons for a ruthless killer, extra
teats dripping the Black Milk for a servant of Shub-Niggurath or a face
full of \Vfiggling tentacles for a worshipper of Cthulhu? Is the transfor-
mation a gift or punishment from the Outsider's patron deity? To what
extent do they deserve to be re\Varded or pllllished?
The point values listed with these examples help guide the Keeper's
decision. Some elements may be put in place when the character first
enters the game. The player does not select changes taking place after
character creation. Instead they are chosen according to whatever dark
logic or grim irony the Keeper has in mind. This includes changes ocought
about as rewards from supernatural patrons. Remember that what consti-
tutes a "gift" in the mind of the patron may not . same for which the
player was hoping. That covering of fur and sub-
stantial damage in combat, but the . walk the
streets unless swathed in heavy That's
just part of doing business with the
150
The sample transmogrifications
listed below are classified as either
limitations with a negative point
score, or powers with a positive
point score. Unlike the advantages
and disadvantages discussed in
Character Creation, this point score
has no direct relation to attribute,
skill or experience points. It is in-
tended to balance the powers and
limitations of Outsiders that expe-
rience physiological changes. Limi-
tations must always exceed pow-
ers gained by the character. They
should be assigned in supporting
combinations, when ever possible.
For example, a character that
gains claws, fangs, and infrared
vision may gain a total of 3 points of urmatural powers, but may be as-
signed 4 points of limitations from his inhuman appearance and a ne\V
killer instinct. A vampire-like character may gradually acquire eternal life,
fangs, night vision, and immunity to firearms for 7 points in powers. As
these powers develop, he might also suffer the penalties of dead flesh,
bloodthirst, sleep of the dead, repellent to animals, and creature of the
night for a Keeper-determined total of 9 points of limitations.
Outsiders with a dormant alien genetic code, such as a deep one hybrid
or child ofa human and the Outer Gods may have a pre-determined set of
changes just waiting for the right triggers to take place. The character will
gradually transform into a deep one or a hideously furred and tentacled
monster. The same principle of pre-determined changes may apply for a
human whose eating habits and circle offriends grawally degenerate him
into a ghoul. 1)pically these chains of "programmed" transmogrifications
cease once they have nm their course. Subsequent critical losses o f F a ~ a d e
are unlikely to trigger further changes in these inhtunan or hybrid species,
but will serve to further remove them from the chance of ever controlling
their actions and passing amongst humans.
When creating Outsider characters who have already experienced
transmogrification, such as the Goffn Hupadgh Shub-Niggurath, vam-
pires, hybrid-beings, and others, the Keeper may permit the player a "ceil-
ing" point score of powers they may select and either choose appropriate
limitations for the player or allow the player to choose them himself.
Don't forget that the point total oflimitations must exceed the point total
of powers! The Keeper assigns all subsequent transmogrifications.
ehupter 6: Out:iiders ta Psychic ltbilities 151
l'he eutliider Zlnd etherli
The prospect of a fe\V interesting powers or monstrous features may
appeal to some players, but these gifts come with a heavy price. The less
human an Outsider becomes, the further he must remove himself from
human society. Unable to seek solace and stabilization in the routine of
human existence, he is eventually forced to shun contact and
live alone or amidst others like himself.
This makes recovery ever more difncult
for the Outsider to distance himself from his
means a more frecp.1ent descent
tured soul is opened to further changes, g
into a warped, inhuman beast of pain and madness.
vive to reach that stage. Most commit suicide, are
humans or are prudently slain by members of their own"cult long
they reach that level of degeneracy.
At first glance, the introduction of transmogrification seems to open
the field for Outsider "power-garners" who push their to its IQIN-
est limits in the quest for new supernatural powers. Disgruntled players
might complain that when Outsiders loose control they gain special abili-
ties while all the investigators get is a drool cup and sponge bath courtesy
of Arkharn Sanitarium. This is not entirely the case. Many limitations are
truly horrible curses to bear. Outsiders will soon find that being a monster
may not be all for which they hoped. Players are expected to role-play
these limitations to their fullest, otheIWise the Keeper has numerous means
to demonstrate just what a hard, cold world this can be to the Outsider.
The Keeper need not allow a transmogrification to occur every time
the Outsider slides down to uncontrolled madness. Over time, most cult-
ists and servants of the Great Old Ones develop minor limitations such as
degenerate appearance, deformed, and repellent to animals, and perhaps
minor powers such as enhanced senses. For most of them, this is as far
as the changes go. Not every character is genetically predisposed to
transmogrify under the influence of eldritch power and darkest madness.
Many Outsiders may not survive long enough to experience more dra-
matic changes. Every time an Outsider falls to Freaking Insane on the
chart, he has lost all control of the madness that rages within his
soul and becomes a dangerous psychopath under the control of the Keeper.
The actions an Outsider performs during these periods maywell get them
caught, imprisoned or killed. Aplayerwho elects to "roll the dice" with an
Outsider character and purposely plunge himself repeatedly into this state
of madness in hopes of developing supernatural powers takes a terrible
risk with his character's life.
Although mythos cults labor to bring about the return of the Great Old
152 Clhulhu hive Srd EdilioB
Ones, most members are still lucid enough to realize that they are out-
numbered and outgunned. Secrecy is essential to survival lllltil the Old
Ones return to reward the faithful. Some cults nurture one or hvo mem-
bers as blessed servants "touched" by their dark patrons. Constantly driv-
ing these poor souls into greater and greater deprivations, the leader may
develop these beings into horrible monsters at the beck and call of the
cult. Useful in their awful rites or as convenient means to dispose of
pesky reporters and investigators who snoop too closely, these horrors
are usually so far gone that the cult leader himself maintains only nominal
control of their actions.
If rank and file members of a cult were purposefully their
bodies toward such terrible mutations or had inadvertently suffered the
effects of transmogrification cUe to lost they would pose a sig-
nificant of attracting undue attention to the cult. The leader might
decide that members too far gone were significant risks and send others
to capture or kill the Outsider in order to protect the cult.
This "fall from grace" within a cult might form the basis of a compel-
ling shadow campaign, in which the players are Outsiders sent out to hunt
down and destroy a horribly mutated member of their cult. Along the way
they must take every opportunity to conceal the evidence of its terrible
crimes and any clues leading back to the cult. Or, a few unfortunate
players may seek to conceal the extent of their monstrous alterations
from their brethren lest they end up and hunted by human soci-
ety and their former cult alike. Only a very few cults, such as the Goffn
Hupadgh and the Temphill Cult, truly bask in the "blessings" of
transmogrification. All understand the necessity of concealing their muta-
tions or safely dwelling far from the eyes of man.
Players must understand the terrible price to be paid for any powers
resulting from these unnatural changes. Good role-players may relish the
rich opportunities of playing the pain,
torment, and the hungry, bright-eyed
madness that haunts the victims of
transmogrification. These players can
add a wonderful depth and spice to
Cthulhu Live games and shadow cam-
paigns. Power-gamers who neglect the
limitations and constraints of role-play-
ing such monsters may need the Keeper
to organize a reminder for them.
Police, mythos hunters or hysteric mobs
can serve to remind the Outsider just
how human society reacts to something
it fears or doesn't understand.
ehupter 6: Out:iiders ta Psychic ltbilities 153
J.imitZltiolUi
Following are some of the limitations that can be suffered by Outsiders.
Bloodthirst COSt: 1,2, or 3
Aterriblefetish and fixation on blood dominate the Outsider. His thoughts,
expressions, and deeds reflect the need to physically ingest blood to sur-
vive. Ifthe blood of any animal sates this thirst, it is a one point limitation.
It is hvo points if the blood must be that of humans, or a three-point
limitation if the thirst is exclusively for the blood of humans the Outsider
finds sexually attractive. The blood normally must be fresh and sucked
directly from the body of the victim. If"cold blood" from medical stores
will suffice, the cost may be lowered at the discretion of the Keeper. The
Outsider must consume a number of wound points of blood each day
equal to half his permanent CON score. Otherwise his CON temporarily
drops by one. Once the Outsider resumes feeding, CON is regained at a
rate of one point per day. The accursed creature will die should its CON
ever reach zero from lack of fresh blood.
Cannibalism Cost: 1,2, or 3
Much like Bloodthirst, this
transmogrification is not only a
sick fixation but also a physical
need to conSllllle hlllllan flesh. The
cost of this limitation is adjusted
according to how specific the vic-
timsmust be andwhetherthemeat
may come from corpses, may be
stored in a freezer, or must come
The can-
niballoses one point of CON per
day when no meat can be found,
but regains this at one point per
day once his diet is resumed. As-
sumingthe Outsider need not have
freshly killed victims, a single
corpse can feed most cannibals for
five to seven days.
Creature of the Night Cost: 3
The Outsider's body absorbs too much energy from slllllight or is dan-
gerously sensitive to certain wavelengths of ultraviolet light. Exposed to
full daylight, the character's CON drops by one point every five seconds.
154 Clhulhu hive Srd EdilioB
If the sky is heavily overcast, the he or she loses one point of CON per
minute. If the character is brought into a dark place, all losses are re-
gained in 12 hours. If CON reaches zero, the Outsider dies. Some Outsid-
ers may experience damage at a slower rate than what is described, while
a few may burst aflame at any exposure to direct sunlight. Adjust the
limitation cost accordingly for these cases.
Dead Flesh Cost: 3 or 1
The Outsider suffers the ghastly curse
of undeath. His soul and intellect are
bound to a body he still controls, but is
no longer alive. At the Keeper's discre-
tion, the character maybe given the ben-
efit of an additional five to ten wound
points added to his WP total. This ac-
counts for the extra physical trauma that
must be inflicted on the character's body
in order to bring him down. The Out-
sider maintains the temperature of its sur-
roundings, making him difficult to spot
by infrared detection. The character is
an immobile husk in sub-zero tempera-
tures. The body is unable to heal itself
and is in a constant state of decomposition, particularly in hot climates.
The Outsider may resort to chemical preservation, refrigeration, weird
science or arcane magic in order to slow their physical decomposition.
Ghastly surgical techniques or magical healing must be employed to re-
store damage from physical attack or decomposition. Ifthis affliction is
combined with another limitation that allows the Outsider a chance to
specially preserve or heal his undead body, such as Bloodthirst, Devourer
of Souls or Sleep of the Dead, then Dead Flesh only warrants a reduced
cost limitation of 1.
Deformed Cost: 1
While recognizably human, the character's body is severely deformed.
He may suffer unnatural bone grmvths beneath the skin, club-like limbs,
limbs that are double-jointed or jointed in unusual locations, a hunchback,
and similar deformations.
Degenerate Appearance Cost: 1
The Outsider's body betrays the signs of a degenerate, inbred or cor-
rupted bloodline, telltale signs of the insidious influence of the Mythos. He
may be uncommonly hairy with a stooping, Neanderthal-gait and a satur-
ehupter 6: Out:iiders ta Psychic ltbilities 155
nine face, a waxy albino with rat-like features and sharp, darting eyes or
perhaps display the characteristic bulging eyes, thinning hair, and sloping
forehead of the "Innsmouth-Iook." While not truly deformed, the Outsider's
appearance is decidedly llllwhoiesome, even shocking, and not soon to be
forgotten.
Devourer of Souls Cost: 3
As the bloodsucker thirsts for blood, the soul-
eater hungers for souls. The character con-
sumesthe life force of humans and leaves their
bodies as dead, empty shells. The release of
the victim's soul is often accomplishedthrough
intense physical sensations such as sex or ex-
treme torture. The Outsider drains the souls
from lovers or drw.vs out the life force of howl-
ing victims through brutal and sadistic physi-
cal torment. Everyweek the Devourer of Souls
must drain souls with a POW total
greater than the Outsider's cOinbim,d
and CON. If the soul-eater does not
necessary sustenance, it loses five
week until it reaches zero and dies. Lost points can be regained
victims.
Frightened of Holy Sym bois Cost: 2
Although there is no scientific reason, such as those penalties suffered by
Outsiders with non-terrene flesh, the character's own personal guilt, feel-
ings of damnation and deeply ingrained superstitions from his former life
make him frightened and even physically affected by the presence of holy
s)ITlbols from his own culture. The character becomes dizzy and nause-
ated when confronted by such symbols and may flee in terror if boldly
presented by individuals demonstrating strong personal faith. The Out-
sider cannot bring itselfto enter temples and holy places and may imagine
physical pain when splashed with what it perceives to be holy water. Only
an Outsider that believed strongly in a conventional religion before being
drawn astray by the vile revelations of the Mythos can suffer this limita-
tion. It will not occur among Outsiders that were atheists or from differ-
ent world cultures.
Influenced by the Star Cycles Cost: 1 or 2
Like the Great Old Ones themselves, the Outsider's life is dominated by
astronomical patterns. This is typically combined with other limitations
and powers that define the effect of the stars on the character's life. The
156 Clhulhu hive Srd EdilioB
Outsider may suffer a rush of killer instincts or experience an involuntary
during certain phases of the moon, gain certain powers when
specific stars are visible above the horizon or be forced into a dormant,
death-like sleep during seasonal changes of the star patterns. The Keeper
determines if the limitation is serious enough to warrant a one or hvo
point disadvantage.
Inhuman Appearance Cost: 1,2, or 3 (cumulative)
The character is a hideous aberration, a hvisted and horrific monster that
cannot walk the streets without extensive clothing or veils. More than
mere deformations, the Outsider is hvisted by distinctly inhuman features
such as glowing eyes, extra limbs, tentacles sprouting from the body or
face, insect-like limbs, organs pumping outside the skin, gibbering mouths
on their body, or a host of other
nightmarish mutations. The
Keeper determines the cost of this
disadvantage based on how diffi-
cult it is to conceal or how hor-
rific it may appear to the human
observer. This transmogrification
may occur multiple times, cumu-
lating limitation points as the char-
acter is hvisted into something
closer to his dark masters. The
Outsider's appearance will likely
trigger Sanity or tests
among others.
Killer Instinct Cost: 1 or 2
Aggressive hunting instincts dominate the character, making the urge to
hunt and kill an uncontrollable desire. Such an instinct is typically tied to a
certain type of victim, or certain times of the day or month. The exact
point penalty varies depending on how indiscriminate the instinct might
be. When confronted by a suitable victim in the appropriate environment,
the Outsider drops a level if fighting his instincts. If the pursuit
is initiated, the character will not stop until the victim is dead or escapes
the Outsider.
Non-Terrene Flesh Cost: 3
The Outsider's physical body has altered to such an extent that it shares
many traits of the Great Old Ones themselves. Regardless of the character's
physical appearance, be it normal or monstrous, their flesh also extends
into several dimensions unseen by mortal eyes. The character is now
ehupter 6: Out:iiders ta Psychic ltbilities 151
vulnerable to hyper-spatial manipulations created by the magical science
of the Mythos. In practical terms, this means that the Outsider may be
unable to penetrate portals sealed by the Elder Sign and may be impris-
oned by the hyper-dimensional fields created by certain glyphs, pentacles
or spells. Certain spells will force the Outsider to another's bidding or to
physically drive them from the dimensions we inhabit. This limitation is
often used to account for powers such as unusual resistance to injury,
invulnerability or regeneration.
Repellent to Animals Cost: 1
The character radiates an aura or miasmic stench unpleasant to hlllllans
and violently repellent to animals. Strong cologne may mask the odor to
all but the most sensitive of human noses, but no amount of perfume or
disinfectant can conceal the unnatural conuption of the Outsider's body
and soul to animals. Most creatures bark, yowl, chirp, and madly seek to
flee the character's presence. If cornered or unable to escape, the animal
may violently attack the Outsider, heedless of its own safety.
Sensitive to Electricity Cost: 1, 2, or 3
The Outsider's body is especially sensitive to electricity and will become
dizzy and nauseated ifnear electrical machines that are switched on. Even
being in a room with an electric light makes the character uncomfortable.
Electric current passed through the Outsider's body inflicts twice the
normal damage. This limitation costs merely one point during games set
in periods earlier than the 1920s, but can become a very severe limitation
in the modern world. Wound points inflicted by electricity require twice
the normal healing time.
Sensitive to Fire Cost: 2
The character is particularly vulnerable to fire and terrified of open flame.
Fire does twice the normal damage to the Outsider, and he suffers an
158
automatic loss of
F a ~ a d e when con-
fronted by flames. The
Outsider cannot light a
fire or carry atorch. He
becomes physically ill
and panics if in close
proximity to a large
fire. Wound points in-
flicted by fire require
twice the normal heal-
ing time.
Clbulbu hive Srd EdiliolJ
Sensitive to Metals (silver/copperlironj Cost: 1
The Outsider experiences no ill effects from proximity to the substance,
but suffers twice the normal damage from weapons made of or plated
with the specific metal. The Keeper determines the metal from which the
Outsider suffers this sensitivity. Wound points inflicted by these weapons
require hvice the normal healing time.
Shape Shifter Cost: 3
A raging beast dwells within the Outsider's
heart, overtaking his psyche and hvisting his
very form when emotional control is lost.
Whenever the character dips to Feral or below
on the chart, the animal within breaks
through and transforms him into a bestial hy-
brid state. The Keeper may also decide if the
change is triggered by intense emotions of ec-
stasy or sadness or by other influences like a
star cycle. The character may come under the
Keeper's influence and control when in his al-
tered state or the player may be allowed to
direct his own actions. The Outsider usually
changes back only after his bestial desires are sated or sufficient time
passes that his emotions are fully subdued. Players with Outsider shape
shifters typically carry they don when the animal seizes control.
Sleep of the Dead Cost: 2
The Outsider is forced to spend at least eight hours per day lowered into
the earth, preferably in his 0\Vl1 grave, or suffer a loss of one point of
CON per day. Not uncommon among characters that have died but now
exist in a ghastly undead state, they must constantly return to the grave
and die again. The CON loss is fully restored after a full eight hours in the
earth. Some characters meet this need by sleeping in a bed of earth con-
tained in a coffin or aboveground tomb. This limitation is common among
Outsiders whose undeath allows them resistance or imulnerability to cer-
tain types of attack.
Sou I Trap Cost: 2
The Outsider's very soul and life force is transferred to another object or
thing such as a statue, a gemstone, a painting, a building, a standing stone,
a tree or even an animal familiar. If the soul trap is damaged or destroyed,
the Outsider is injured or killed. Some arcane spells may this
form of soul bondage, and this limitation is often used to offset advan-
tages such as regeneration or invulnerability to weapons
ehupter 6: Out:iiders ta Psychic ltbilities 159
Powerli
Following are some of the powers that can be enjoyed by Outsiders.
Amphibian Cost: 1
Gills grow on the Outsider's body, allowing him to live undeIWater indefi-
nitely. Typically growing on the neck., special efforts such as high collars
or scarves may be required to conceal this mutation. Although the Out-
sider can breath underwater, his body is not necessarily able to withstand
the incredible pressures of the deepest seas.
Com manding Voice Cost: 3
The creature can speak with a
special timbre that makes all
peopJewithin earshot listen up
and obey. This presupposes
that they understand the lan-
guage the creature is speaking.
If not, they just feel that they
ought to obey if they knew
what to do. The victim must
actuallyhearthewords and the
voice, leaving deaf characters
immune to this power. If the victim has a lower POW than the Outsider,
he or she may be given simple instructions or hallucinatory visions. The
victim will not perform extreme acts against their will such as suicide,
killing an innocent or a loved one, unless the Outsider has a power greater
than hvice the victim's own. This power is obviously most effective when
planting suggestions and hallucinations in the minds of victims in order to
drive them mad or indirectly lead them to commit acts they would nor-
mally refuse. This is definitely a power that requires Keeper adjudication.
Drain Lifeforce Cost: 2
The Outsider is able to siphon energy from another living creature to
benefit yourself. If you physically touch another player, you can drain one
MP every five seconds. You are able to build up your own :MP total up to
three times your normal limit, and maintain this "supercharge" for up to
12 hours. The victim begins to feel tired, sick, and depressed after MPs
are drained w.vay. It is not a pleasant experience and usually this sort of
life force drain takes place with the sick, dying or emotionally traumatized
to hide what is happening to the victim. If multiple points are drained at
once, the victim drops one Sanity or F a ~ a d e Level for every three :MP
sucked away.
160 Clhulhu hive Srd EdilioB
Enhanced Endurance Cost: 2
The Outsider is an inexhaustible automaton.
He needs amere hvo hours sleep a night and is
capable of great feats of physical endurance.
He may walk or run for miles and ceaselessly
perform physical labor. In combat, the char-
acter hasno restrictions on the number oftimes
he can use Evades or special attack options.
Enhanced Senses Cost: 1
The Outsider has extra hearing, sight,
taste, and tactile sense. He can track like a
bloodhound, has the eyesight of an eagle, has
the sensitive touch ofa blind man, and imme-
diately recognizes anything he tastes.
Eternal Life Cost: 2
The Outsider does not age and is unaffected
by all but the most virulent strains of
No special skills or heightened ability scores
only the benefit of eternal life. If the
exceptionally long time, the Keeper ""'n ...
to spend during character creation. If true eternal not in alignment
with the Keeper's vision of the character, the Outsider may still be aging,
but at such an imperceptibly slow rate that their lifespan now spans hun-
dreds or even thousands of years.
Increased Attribute Cost: 3
One of the Outsider's attributes, EDU, CON, DEX or POW, is exception-
ally developed andincreasedby 10 points. Recalculate secondary attributes
as necessary. Such unnatural development comes with a price and the
Keeper is encouraged to assign an appropriate limitation to balance this
power. Perhaps the Outsider only experiences this attribute increase while
shape shifting, or the character must cope with insect-like limbs or an
unnaturally swollen cranium.
Infrared Vision Cost: 2
The Outsider sees heat radiation as a color. It may see in complete dark-
ness with appropriate considerations. Extremely cold environments may
hinder its ability to navigate without a heat trail to follow, and extremely
hot environments may make it difficult to differentiate living creatures.
Depending on the outside temperature and possibility of other confusing
trails, the Outsider may be able to expertly track a living creature by its
ehupter 6: Out:iiders ta Psychic ltbilities 161
heat signature, if it gets on the trail quickly enough. In game, the player
maybe handed a small flashlight to see his way around in a dimly lit room
or be given guidance on heat signatures by the Keeper.
Lightning Reflexes Cost: 2
The Outsider normally acts before all others. He ackls five points to his
DEX score in combat to determine when he acts in the Declaration and
Resolution phases. These extraDEX points are not applied during normal
skill tests, but only in combat or during DEX-based Resistance Tests in
which reaction speed is a factor.
Natural Weapons Cost: 1 or 2
The character has claws,
fangs, tentacles, tail, horns or
some other kind of extremity
that works as an efficient
weapon. Exact damages are
left for the Keeper to deter-
mine, butthe Outsider typically
is given an appropriate limita-
tion such as shape-shifter or
inhuman appearance to ac-
count for these physical
changes.
Night Vision Cost: 1
This benefit means that the
character's eyes are particu-
larly well suited to darkness
and make maximum use of
available light in the visible and ultraviolet spectrums. Some visible or
ultraviolet light is required for this power to function. The character can-
not see in total darkness. In game, the player may be handed a small
flashlight to see his way around in a dimly lit room.
Protective Skin Cost: 1 or 2
The Outsider has a natural defense such as scales, thick sk.in or dense fur
that defends it against physical damage. Acost of 1 allows a natural armor
score of 2 points that are subtracted from all melee attacks and may be
linked to the Degenerate Appearance limitation. Upgrading to a power
cost of 2 allows a natural armor score of 3 points against all melee and
firearm attacks, but is likely to result in the Inhuman Appearance limita-
tion.
162 Clhulhu hive Srd EdilioB
Psychic Powers Cost: 3
The character is granted the same pO\Vers of extra-sensory perception as
someone with the Psychic advantage. The Outsider is granted 10 skill
points with which he can purchase Psychic skills. Additional skills and
skill levels may be purchased through experience or by skill points in
initial Outsider character creation.
Regeneration Cost: 3
If the Outsider is injured, he heals unnaturally fast. He can regenerate
wounds at a rate of 1 WP per five minutes. Damage resulting from a
source to which the character may be particularly sensitive, such as fire
or silver weapons, will not regenerate and may require prolonged healing
times. The character can be killed if reduce to a total of negative ten
wound points, otheIWise he will keep coming back, given sufficient time
to regenerate.
Resistant/Invulnerable to Electricity Cost: 1 or 2
The Outsider's body is resistant
to high voltage electricity and suf-
fers one-half damage from elec-
tric shock. For a two-point cost,
often paired with the limitation of
Non- Terrene Flesh, the Outsider
is completely immlllle. Millions of
volts could be sent rippling through
its body with no ill effects. Such
characters may be capable of re-
taining a limited electrical charge,
jolting and injuring those who
touch them before the charge has
time to dissipate.
Resistant/Invulnerable to Fire Cost: 1 or 2
Physically resistant to high temperatures and open flames, the Outsider
suffers only half damage from intense heat and flames. For a two-point
cost, the character is practically immune to any heat source short of a
gigantic blast furnace or the heart of a star. Typically such an individual
will have the limitation of Non-Terrene Flesh to account for invulnerabil-
ity.
Resistant to Poison Cost: 2
The Outsider's body is capable of isolating and neutralizing any poison-
ous substance that enters its body and is immune to all but the most
ehupter 6: Out:iiders ta Psychic ltbilities 163
virulent poisons and diseases. He or she may neutralize toxins and vi-
ruses, but may still be affected by secondary damage effects. The char-
acter may still experience pain or even bum damage from ingesting strong
acids or suffer radiation damage after eating plutonium.
Resistant/Invulnerable to Radioactivity Cost: 1 or 2
Suffering only one-half damage, the Outsider is highly resistant to the
effects of radiation. For a PNo-point cost and possibly the limitation of
Non-Terrene F l e ~ , the Outsider is totally immune. He or ~ e wuldllhr4
the depths of a nuclear reactor or an atomic wasteland. After
exposure, such an Outsider may radiate an unhealthy level of ",1; "
from its own body and could be tracked by the readings of a Geiger
counter.
Resistant/Invulnerable to Weapons Cost: 2,3, or 4
The Outsider is resistant or even unaffected by most physical weapons.
For a PNo-point cost, the character suffers half damage from a substan-
tial group of weapons, such as all me-
lee weapons or all firearms. He is a
physically tough creature, but still some-
thing of this world. For a three-point
cost, he is immune to the effects of ei-
ther melee weapons or firearms. For a
cost offour points, immunity is granted
to all but select weapons; such as those
made from silver, iron, wood, or en-
chanted weapons. Higher levels of im-
munity are typically associated with the
Non-Terrene Flesh limitation. No Out-
sider can be immune to all physical
weapons. There is always something
that can kill it.
Vision of the Spheres Cost: 2
The Outsider sees beyond the veil and tracks shapes, movement, and
disturbances in extra-dimensional space. He may be able to see the move-
ment and possibly even the appearance of invisible monsters or creatures
lurking just outside our physical dimensions. The character can recognize
magical or enchanted items, spot extra-dimensional gateways or caches
hidden within the folds of space. He is able to recognize places where
They broke through of old, and where They will break through again.
While this power has its advantages, over the long run it may be terribly
damaging to the Fw;ade of the Outsider.
164 Clhulhu hive Srd EdilioB
Pliychic POWerli
Magic changes the world around us by manipulating arcane scientific
principles and hyper-dimensional space. Psychic powers are connected
to this broader understanding of reality, but draw energy from another
source. It is well known that most humans use only a small portion of
their brains. Vast, lllltapped mysteries remain locked w.vay and inacces-
sible to most people throughout their lives. These hidden chambers of the
mind are open for a very few individuals. With concentrated practice,
they can train their minds to manipulate the world around them by the
force of their wills.
The Psychic TalentAdvantage defines the basic potential of these powers.
It may be purchased during character creation with the approval of the
, or it may be Mitten into the details of a pre-generated character.
, ·Pp'wers gift discussed in the Outsider rules grants this same
use these powers, the character must train his
Psychic Skills.
the Keeper when he wishes to use
functions much like any other sk.ill test. The
the results he wishes to achieve. The Keeper makes a
-how difficult the sk.ill would be to for a
although obviously this tends to be much more subjec-
tive than estimating diffic.ulty ratings for mundane sk.ills.
The Keeper calculates the success score of the test by multiplying the
psychic's POW by the specific psychic skill level. He applies anymodifi-
ers that seem appropriate; stressful suITOlmdings, possession of a foc.us-
ing talisman, strength of will or emotional release surrounding the object,
event or item in question and other factors which might influence the test.
Whether the test succeeds or fails, the psychic expends a variable number
of Magic Points. This simulates the mental strain of tapping into these
powers. As with magic tests, psychic who have expended all of their
Magic Points may begin to use Wound Points in their place. This repre-
sents pushing the psychic's mind and body to extreme limits and could
manifest itself in such ways as bleeding from the eyes, ears, or nose.
PliYchic lkillli
The purchase and use of psychic skills in game terms is almost identical
to normal sk.ills. The one pre-requisite to buying any psychic skills is the
Psychic Talent advantage or if the character is an Outsider with the Psy-
chic Powers gift. Skill points are used to purchase psychic skills in char-
acter creation, just like the more mundane Combat, Academic, and Trade
skills.
ehupter 6: Out:iiders ta Psychic ltbilities 165
Psychic skills represent major disciplines of pOlNer. As the character
increases skill level by training his talents, basic tests become easier and
more difficult tests become possible to achieve. A player may elect to
purchase skill specializations, starting at sk.illievel three, as a cost of one
skill point per specialization. Ifthe test falls within the psychic's area of
specialization, the test is made effectively at one sk.illievel higher.
Channeling
__ -, Your talent reaches out to commune with
spirits of the dead. The easiest to reach are
unquiet spirits lurking near important places
in their life or the location of their death.
Greater effort is required to contact restful
spirits, pulling them from their afterlives
against their will. Even without a formal
test, you are able to sense the presence of
dead spirits around you. With a focused sk.ill
test you maybe able to see the spirits, speak
with them, or even force them into an ec-
toplasmic manifestation that may be seen
and heard by others who do not possess
your gifts. Aritual focus, a seance, helps to
combine magic points of participants to
perform more difficult skill tests. Since the
difficulty and cost of forcing a physical manifestation is so high, some
psychics allow spirits to temporally enter their bodies to more easily speak
to others in the room. This practice can be very dangerous if the spirit
turns out to be a hostile one. Channeling has a variable point cost, set by
the Keeper. Suggestions are 2 MP per minute to view a spirit, 3 MP per
minute to view and speak with a spirit, 5 MP per minute to force a mani-
festation.
Example Specialties: Calm Spirits, Reveal Secrets of the Dead, Mani-
fest Spirit.
Cloud Mind
The Domination and Illusion sk.ills force emotions, thoughts, and images
onto another person. This sk.ill projects an aura that dampens your pres-
ence to a degree that you are frecp..1ently overlooked. Other humans in the
room simply don't notice you unless they have an equal or greater POW.
Your passing will still set off security alarms and you appear on film
reviewed again at a later date. Animals and non-human monsters are not
deceived. Guard dogs bark wildly and strain at their leads, but you remain
unseen to their masters. The aura is dispersed if you run out of magic
166 Clhulhu hive Srd EdilioB
points, attack someone, or cause a loud noise that shakes the other char-
acters out of your influence. The psychic wears a prominent white sash
or scarf while projecting this cloud. The Keeper must explain the signifi-
cance of the sash to other players prior to the game. Players are expected
to be good sports and role-play their actions as if unaware of the psychic
creeping through their midst. Magic point cost is 6:MP per minute, minus
the psychic's sk.illievei.
Example Specialties: Day, Night, Urban.
Divination
You can use your talent, usually in conjunction with a ritual and various
tools of augury, to gain insight on future events. It is a challenge to deal
with in game terms but not impossible. Predictions the Keeper provides
you will be in line with events expected to happen as part of the script, but
circumstances may occur which alter the expected outcomes. The more
specific the information requested, the more difficult the Keeperwill con-
sider your test. Ifa difficult and specific ques-
tion was asked and you are successful in your
test, the Keeper will make an effort to steer
events toward that outcome. Sometimes it
might be better not to ask too detailed ques-
tions about the future. The Keeper may have
to sacrifice the lives of other players to force
an outcome divined early in the game. Such
are the mysteries of the universe. Divination
typically requires an expenditure of 3-5 :MP
depending on the specificity of the question
and time to role-play the augury. High-level
psychics may not need focus rituals for their
divination.
Example Specialties: Tarot, Rune Stones,
1 Ching.
Domination
A·MAlS0N·DlE1.! .
You have developed your talent in the direction of forcing your will onto
another living creature and forcing it to do your bidding. At lower levels,
the target must be able to hear your voice and usually be able to see your
eyes in order to establish dominance. Others in the room will hear you
make these suggestions although only the target is directly influenced. "I
think you should give me your weapon," "We need to enter this building,"
"These are not the books you're looking for." Humans must be able to
hear the suggestion in a language they can understand. At higher levels (4
or 5) you may be able to focus your domination through your eyes alone.
ehupter 6: Out:iiders ta Psychic ltbilities 161
The Keeperwill whisper instructions or pass notes. Animals may be domi-
nated through your eyes alone. The more unreasonable the suggestion,
the more difficult the domination effort becomes. Suggestions to kill a
friend or commit suicide are extremely difficult to project, but sugges-
tions of suspicion and mistrust are must easier to implant. Domination
typically requires an expenditure of 3 :MP. If the target's POW exceeds
that of the psychic, one extra MP is required per point of POW differ-
ence.
Example Specialties: Animals, Plant Emotions, Multiple Targets.
Illusion
You are able to project visions from your own
mind into the minds of others. The easiest
illusions involve only a single sense; sight,
smell, hearing, taste or touch. Multiple senses
are brought into play for complicated illusions,
making them more difficult to perform but
more believable to the target. No evidence
has been shown that very realistic illusion of
a "killing blow" actually causes injury or death
to a target. At the worst, a very realistic illusion of death may cause the
target to pass out. However illusions could be used to indirectly bring
about the death of another. Projecting the illusion of a solid floor over an
open pit, an empty road over an oncoming truck or the image of sugar on
a package of rat poison are afe\V examples. The Keeper sets the difficulty
category based on the complexity of the illusion. Magic point cost is two
points per minute for an illusion engaging a single sense. One extra point
per minute is added for every other sense engaged in the illusion. The
Keeper may just relate minor illusions verbally, but efforts should bemade
to stage complex illusions as if they are really happening. Otaracterswith
a POW equal or greater than the psychic may see through the illusion.
Example Specialties: Auditory, Visual, Multiple Targets.
Psychokinesis
This spectacular ability moves objects by force of will alone. Small ef-
fects are possible with only a little training, but much more effort and
practice is required for larger items. The Keeper determines difficulty
levels ofthe tests. Afe\V suggestions are:
No Sweat - Rolling a pencil across a desk
Simple - Sliding a small object across a table
Easy - P u ~ i n g over a vase
Routine - Flicking a switch across the room
Average - Causing a gun to jam
168 Clhulhu hive 3rd EdilioB
Challenging - Slamming a door
Difficult - Lifting a book or 9TIall object in the air
Extreme - Pushing or tripping someone
Superhuman - Hurling an object as a weapon
Impossible - Throwing an opponent across the room
This geill costs 2 MP for objects up to 5 pounds in weight. The weight
doubles for each extra MP invested; 3 MP for I Olbs, 4 MP for 201bs, 5 MP
for 401bs, and so on.
Example S(:.eclaIUes: Push, Lift, Throw.
Psychometry
You read psychic and emotional residue from locations, objects, and indio
viduals. You sense that a specific location is "meiancholy," feels "violent,"
"hostile," "peaceful," or other emotions left behind. You are able deter-
mine if an item is enchanted and the relative level of power. The true
accuracy of the impressions may be questionable. An ancient battle or a
murder that took place decades ago may leave background emotional
traces that are misleading, as maya recent tragedy or any strong positive
or negative emotions. The feelings can bemisledor colored bytbepsychic's
preconceptioos or own emotional state. If you believe the rusty knife to
be bloodstained, then you may sense it to be a source of evil or painful
emotions, when it is completely innocent. You must be able to handle the
object or physically visit the locatioo to obtain a reading. This talent may
be used for impressions from an object about
the current situation of the owner, as often
used in missing person cases. When using
the 9cill to read impressions from a human,
you are able to gaze at the target for a fC\v
seconds until you perceive their psychic aura
as a shifting, colored nimbus. The brightness
of the aura provides a hint to the owner's
POW, while the color might indicate the emo-
tional stale and physical health of the sub-
ject.
Example Specialties: Current Events,
Past Events, Human Aura.
Pyrokenesis
You are able to focus your willpower on an object and excite the mol-
ecules into faster and faster movement. This allows you to increase the
temperature of an object or even start fires. Strong judgment calls from
the Keeper are required as to what this talent can do and the difficult
required, but some sample guidelines are:
CbDpter 6: Outsiders ti Psyc.ic ltbilities
No Sweat - Increase temperature 10 degrees Fahrenheit
Simple - Increase temperature 25 degrees Fahrenheit
Easy - Increase temperature 50 degrees Fahrenheit
Routine - Increase temperature 100 degrees Fahrenheit
Average - Inflict painful 1st & 2nd degree bums (1-3 WP)
Challenging - Ignite small, easily flammable objects
Difficult - Ignite large flammable objects
Extreme - Set fire to living creatures
Superhuman - Melt stone and metal
Impossible - Massive, high-temperature conflagration
A variable amount oftime is required to bring the talent to full effect as
Remote Viewing
the molecules are stimulated. Magic point cost
for this talent is a minimum of three points, but
the Keeper should increase the cost for larger
and less easily combustible targets. Raising the
core body temperature of a human will be at
least three or four steps higher than the costs
listed above cUe to the mass of tissue required
to heat. Raising ahuman's core temperature 10
degrees or more will lead to unconsciousness,
brain damage, and ultimately death.
Example Specialties: Heat Liquid, Heat
Metal, Burn Wood.
You enter a trance and perceive distant events, or connect to the mind of
another and view their surroundings at that time and place. The distance
separating the psychic and the target location determines the difficulty of
the test. Positive modifiers include prior knowledge of the area viewed or
a personal connection with the individual used for viewing. The simplest
execution in game is for the Keeper to whisper details viewed to the psy-
chic to pass on to the other characters. A nicer simulation is to outfit the
psychic player with a walkie-talkie that has aplug-in earpiece. The Keeper
may stand across the room or even in another room and radio the vision
into the ear of the psychic, who can really play up their trance and de-
scription of what they are "seeing." Several minutes may be required in
your trance to establish a connection with the location or person to be
viewed. Once the connection has been made, Magic Point cost is 2 points
per minute, plus 1 for locations over 10 miles w.vay, plus 2 for locations
over 100 miles w.vay, plus 3 for locations over 1000 miles away, and so
on. The vision is often a little out of focus and additional :MP may be
required to read letters, symbols or make out small details.
Example Specialties: View via Animal, View via Kin, Read Text.
110 Clbulbu hive Srd EdiliolJ
Telepathy
This talent allows you to read an individual's surface thoughts and emo-
tions or to communicate with another person through thoughts alone.
The higher the success score of ~ i l l i e v e l multiplied by POW, the more
information may be obtained. If the target knows that someone is trying
to read his thoughts and chooses to actively resist, the target's POW is
subtracted from the psychic's before the calculation is made. A mind
reading attempt costs 3 :MP and the Keeper will relay any pertinent infor-
mation. By concentrating and expending 2 l\1P, you may send a short
message (one or hvo sentences) to one other individual. This may be
written down on a scrap of paper and relayed to a member of the game
staff, who delivers the message to the recipient. The cost to send a mes-
sage is only 1 MP if the receiving person has the Telepathy skill as well.
Example Specialties: Read Memories, Read Surface Thoughts, Project
Thoughts.
cthulhu lfuiing:
l'he lIJythwa Zlnd the P15ychic
The CallofCthulhu opens with a descrip-
tion ofa worldwide mania ofnightmares,
weird visions, insanity, and religious re-
vivals that afflicted the world from March
23rd to AJXil2nd, 1925. Psychics are far
too sensitive and vulnerable to effectively
deal with the mind-numbing horror of a
powerful, alien consciousness. This sen-
sitivity may manifest as a drop of hvo to
three sanity levels during the duration of
any major Mythos influence ooleashed in
the world. This includes such events'
R'yleh rising above the Pacific dep.ths
an Outer God physically
Earth.
Psychics also suffer worse -when they encounter
Mythos horrors that are malignancy. Apsychic's
Sanity Test is made at one stronger when encountering
one of the following entities for the.fii st time. The test is made at regular
levels on any subsequent encounters with the same entity or type of crea-
ture. Entities of great psychic malignancy include all Outer Gods, all Great
Old Ones, Cthonians, Star Spa\Vl1 of Cthulhu, Lioigor, Flying Polyps,
Hounds of Tindalos ... and others as determined by the Keeper. ~
ehupter 6: Out:iiders ta Psychic ltbilities 111
112
"I

Ti
iS chapter details the art of stagecraft. After the character sheets
are finished and after the script is written, the event still has to be
run. There are a number of tricks of the trade in this chapter to
assist the Keeper and his staffwith location design and decoration, special
effects, make-up techniques and safety concerns. Good stagecraft is an
important factor of any game. This chapter addresses just a sampling of
the many elements which fall into this art form.
l'he Playing lirea
Locations available to your group have a major impact 011 game play.
Atmosphere, accessibility, safety, legality, and a degree of isolation from
the outside world are required. You can't expect to play Cthulhu Live
wherever you choose.
Legality and safety are your most important recp.1irements. Abandoned
factories and moonlit cemeteries make terrific settings but aren't always
proper locations for games. Entering old houses or abandoned buildings
without the owner's consent is trespassing. Creeping through cemeteries
with flashlights and fighting running battles behveen the graves may be
great fun for the players, but it's considered illegal and in bad taste by the
general public.
Contact the rightful owners of the property for permission to use it for
a game. Explain what would be happening, when, and how many people
would be present. Don't be surprised if your request is denied. No one
wants to be the target of a lawsuit if a player is injured on the premises.
Many look at live role-playing games with some sk.epticism and mis-
trust. Murder mystery parties are more widely known and better accepted
than live role-playing games. When negotiating with people who may not
be familiar with LARPs, you will have much better success describing it
in terms of a murder mystery type event. If you can't obtain permission
to use an area, don't sneak out to play. Games are meant to be fun. Don't
ask for trouble. Look for another location that is almost as good and can
be enhanced with a little work.
Old houses, factories, and caves can be spectacular locations if
obtain permission to use them. They must be inspected
make sure they're absolutely safe. Rotting floors and
pits, and the danger of weakened construction can be
locations are very tempting, but you must thoroughly·
ehDpter 1: 3tDgecrDH 113
hazards or look for safer places.
Only after an area is thoroughly inspected
and approved should you consider it a gaming
location. Prominently seal dangerous areas. Mark
them as off-limits to players and support staff
alike. Since the Keeper usually accompanies the
investigators, he's there to pull back any play-
ers straying into danger areas.
Remarkably good adventures can be set in a
single play-area. Amedium to large-sized house,
a large basement area, or rooms in a hotel or
convention center offer great flexibility. Live
role-playing requires planning and special con-
siderations unnecessary in traditional role-play-
ing games that take place entirely within the imagination of the players.
Ideally, Cthulhu Live adventures take place within a single evening and
within only a few locations. A classical unity of time and place is most
manageable. Many game sessions may be played in three to four hours.
If you use several different locations, find ones fairly close together.
This facilitates moving staff and players around and prevents major time
lags. An advance party of staff should arrive at the site at least fifteen
minutes before the players. They'll make sure the area is clear and set up
any special props or effects. After the players and Keeper depart for the
next location, a small clean-up team should stay and handle any props or
trash left behind. Multi-location games obviously require a larger support
staff and several autos.
Decorating the Play Area
The best term to describe decoration for Cthulhu Live is "theatrical
minimalism." Each location should have enough props and decorations to
add an air of authenticity without bogging down game play or causing
unnecessary headaches for the Keeper. Players love searching for clues,
no matter how obscure or well hidden they may be. Any book that looks
remotely suspicious, wardrobes, cabinets, and closets are all likely to be
rifled by player characters. If you play in someone's apartment, move
anything you don't want the players to touch into an extra room or closet.
Mark "off-limits" doors with a small sign or a strip oftape. Tell players
before the game to ignore the existence of these marked doors.
The best locations are furnished with only minimal decorations, to
which you introduce whatever books, amvork, and game props are re-
quired. Anyone familiar with the theater understands this minimalist ap-
proach quite well. Stagehands don't have time to relocate the Smithsonian
every time the lights go out.
114 Clhulhu hive Srd EdilioB
A few chairs, a table, a bookcase, lamps, and a few
walls are great for studies and living rooms. Books on
occult, mysterious artwork and strange clay statues can
adventure or merely serve as red herrings to mislead the plaj>ers.
books are far more impressive than dog-eared paperbacks. Keep a look
out in flea markets and used bookstores for old hardbound books. If you
have the perfect prop book, but only have it in a paperback edition, con-
sider using cardboard, paper, and leather to create a hardbound cover.
Add a few detailing touches like carpets, a nice clock or a hat rack to
the scene.
If the script calls for scene changes at a single location, think about
reusing props in different ways. Dramatic changes can be
with simple rearrangements and the addition of small, detailing JXops. A
simple table in one scene becomes a desk with the addition of a pen-set
and a few small photos. Cover it with a and it's an operating table.
Add pillows and a blanket and it's a bed. The table becomes an altar when
covered in black cloth and decorated with candlesticks and a dusty, old
book.
Shuffling tables and chairs and changing the detailing props turns a
conference room into a dining room, a hospital ward, or a research lab.
Look for old photographs, inexpensive art prints, and medical and chemi-
cal charts to dress up the walls. Diagrams from a copy of Gray's Anatomy
can be incrementally increased at a until you have a large mo-
saic. Arrange personal computers, television sets, printers, painted boxes,
and assorted gadgets into a bank of research equipment. A computer-
literate gamer can produce an interactive slideshow, Flash or HTML pro-
gram that allows characters to explore databanks and personnel files. The
computers can spill out reams of confusing calculations or valuable clues.
There's more to
Cthulhu Live than just
indoor adventures.
While monsters are no-
torious for lurking in
cellars, closets, and
even under your bed,
there's a whole wicked
world out there for the
players to explore.
Awoodlandclearing
or your 0\Vl1 back yard
transforms into a cem-
etery with a dozen or
so Styrofoam slabs
ehDpter 1: 3tDgecrDH 115
carved and painted to look like tombstones. Some creative design-work
on a tool-shed turns it into a mausolelllll. A large sandpit or vacant lot
becomes an archeological dig when you set up a grid with wooden stakes
and wine. Dig a few deeper levels here and there. Scatter broken pottery,
old metal scraps, and a few interesting looking stones around the pit.
Erect tents, or reasonable facsimiles, around the area of the dig.
Besides thinking about what can be added, also consider what should
be removed. Adventures set in the 1920s shouldn't have televisions or
computers sitting around in plain view. Move or conceal them. The same
goes with color photos, stereos, digital clocks, and other blatantly anach-
ronistic decorations. The removal of out-of-place items from the game
area is fully important as adding necessary props.
Prop:; Zlnd the :fine llrt 01 Icrounging
Getting your hands on good props for Cthulhu Live can be challenging.
Tragically few stores carry evil alien sculptures, blasphemous tomes of
forbidden lore or large electron microscopes as part of their regular in-
ventory. Home production of props is the best means to save money and
build the specific items required. The fine art of obtaining interesting items
and raw materials at minimal cost is a subject near and dear to the hearts
of Cthulhu Live gamers.
Opportunity scrounging is a continual process; it could even be said to
be a state of mind. This process goes on continually. Depending on your
schedule, you could make the rooods of prop sources every week, every
month or even once or wice a year. These could be flea markets, yard
sales, thrift stores, flea markets, junkyards or even dumpsters behind
interesting businesses. Anywhere that interesting or unique items and
materials could be found. Identifying good props amidst junk is simply a
matter of training the eye and building up a "creative awareness."
The directed scroooge is a process that takes place after completion of
the script. The game staff goes through the script, identifying props that
116
are not in current inventory. The
directed scrounge is a much more
intense process than the opportu-
nity scrounge; a focused search
through all the local scrounging
resources for as many of these
specific items as possible. It is
important not to delay too long
since some prop building or prop
buying must wait for the scroung-
ing results. Scrounging procrasti-
Clhulhu hive Srd EdilioB
nation delays the
game's production
schedule. We all
know how much
Keepers love to be up
late the night before
game, frantically as-
sembling props and ~ l
costumes.
The first thing
scroungers are hunt-
ing for is set dressing.
For groups that regu-
larly run games set in
specific time periods, it's worthwhile to amass items like picture frames,
old photographs, vintage telephones, old glasses and decanters, books,
and knickknacks to add that period touch to scenes. It's not necessary to
be an absolute stickler for historic detail. Players are unlikely to know if
an item was manufactured in 1941 or 2006, as long as it looks like it
wouldn't be out of place in the time period of the game.
Become familiar with the look and feel of the period through old cata-
logs, art books, and films. Old magazines are terrific set dressing items
and the paper quality used in high-end magazines of the 1920s and 30s
have helped copies survive surprisingly well to the present day. Vintage
set dressing is typically found in flea markets, thrift stores, and garage
sales.
Keepers running modem-era games have a much easier job with set
dressing but still reap the benefits of successful scrounging. If you will be
building a secret lab or government facility, junked monitors and key-
boards are a lot less expensive than the real thing. Nobody cares if a
panicking player knocks one off a desk.
The opportunity scrounge is a good source of inspiration. Who knows
what strange scenario ideas an old photograph, a small figurine, or a
tattered book might provide? Many artists use "found" objects to spark
the creative process, or seek ideas in seemingly random sources. In the
same way, the act of opportunity scrounging itself can be a source of
first-rate ideas when an amazing prop find gives birth to an entire game
scenarIO.
Unusual forms, shapes, and raw material are another primary target of
the opportunity scrounger. Blocks and sheets offoam rubber, styrofoam
packing forms for shipping electronics, cardboard boxes, sheets of pi as-
tic bubble-wrap, lumber, plywood, pieces of harchvare, scraps of wire
and plastic tubing, PVC pipes and connectors, old tarps and scraps of
ehDpter 1: 3tDgecrDH 111
fabric, broken electronics, and circuit boards. These are the basic com-
ponents and detailing features for building homemade props. Many of
these items may be purchased inexpensively at large hardware and build-
ing supply stores, but you should always scrounge as many items as
possible to maximize your game budget.
Don't be afraid to ask the staff of electronics and building supply stores
about items they will be throwing out anyway. This is a great means to
obtain Styrofoam packing forms, wire and circuit boards, and scraps of
lumber and plywood. Many companies throw out fantastic items that are
unused, broken or replaced with updated models rather than going to the
trouble and expense of organizing sales or formal giveaways. Successful
scrounging is often an example of being in the right place at the right time.
Be alert to the llllUSUal. Alien entities won't produce technology or art
that looks like ours. If the Mi-Go or deep ones designed a computer, it
would look very little like a human device. Be on the lookout for objects
with unusual ~ a p e s . It doesn't matter if the item is a piece of industrial
garbage, a broken toy or an ugly crystal knickknack; if it's got odd, jar-
ring angles or weirdly sinuous curves, it can be transformed into an
otheIWoridly artifact.
Getting do\Vl1 and dirty is the motto of the hard-core scrounger. You
would be surprised what you find just cruising around your town the
night before trash collection. Televisions, stereos, and other household
electronics are just the tip of the iceberg. Serviceable speakers, electronic
components, motors, switches, and other parts can be pulled out of many
of these.
Large, junked household appliances might be hard to take with you,
but having the right tools on hand allows you to extract the powerful
electric motors in washers and dryers to power various homemade props.
The compressor inside a refrigerator can be used to create a cheap source
of compressed air for special effects. Besides hardware, there are count-
less items of building supplies such as solid foam insulation, PVC pipe,
copper tubing, and lumber. Look for a house undergoing remodeling.
There is always great stufflurking in the trash so don't be afraid to look.
Make sure that your city or state doesn't have laws concerning curbside
118
scrounging. It is a good principle to ask
the owner of the house for his permission
to take the items you are eyeing.
Another hardcore scrounging technique is
the sport of dlllllpster diving, ideally around
industrial parks and technology companies
rather than private neighborhoods.
Dumpster diving in industrial parks is simi-
lar to curbside scrounging but produces
Clhulhu hive Srd EdilioB
some amazing things
that aren't usually
found in your neigh-
borhood. Most cities
and states have indus-
trial parks housing
high technology and
precision mechanics
compallies. These
firms discard compo-
nents that don't pass
quality controls, re-
sulting in a boon for
prop designers from
high tech electronics
to machined mechan-
ics. As with Ulrbside scrounging, check your local laws to see ifit is legal
to go diving behind these industrial parks. Don't be afraid or embarrassed
to ask the company about salvage. Since companies are charged accord-
ing to the weight in their dumpsters, they will grant permission in most
cases. Play it safe when dumpster diving; always dive with a buddy, wear
durable clothes and gloves, watch out for sharp items, and wait at least an
hour after eating.
Thrift stores are packed with all sorts of goodies that the avid prop and
costume designer is looking for. Racks upon racks of old clothing line the
walls of thrift stores and consignment shops. This clothing can be pur-
chased very cheaply and altered to fit your needs. Everything from wed-
ding dresses to old pinstriped suits can be found. Thrift and consignment
stores near large military installations are a wonderful source of uniforms.
Many thrift stores stock items like glassware and household items and
many have old computers and electronics. Besides getting a great deal on
these items, you are helping out charity groups in the process.
Hidden within your local newspaper is a weekly listing offlea markets
and yard sales, a manifest of possible prop and rw.v material suppliers. A
good rule at a flea market is to first hit areas where venoors have their
wares on the ground or on blankets rather than tables. They are usually
facing a lower overhead and price haggling tends to be easier. For recur-
ring events like flea markets, get on good terms with partiUllar vendors.
If someone has piles of old books, laboratory harmvare or used military
equipment, he or she may know where to get the kind of thing you're
looking for, even if it's not immediately available. Negotiating price is a
little more difficult at yard sales, unless it's a moving sale and everything
must go.
ehDpter 1: 3tDgecrDH 119
Each game group is going to have its own internal scrounging sources.
The staff should always canvas individual players for special contribu-
tions they might have in the own garage or from their jobs in the real
world. You might be surprised what sort of items your players can scrounge
from their own jobs.
The Internet is final frontier of modern scroungers. If you want it,
whatever it is, you can find it in cyberspace. There are many online auc-
tion houses that provide countless useful and hard-to-find items. Since
you will be purchasing the items sight unseen, deal with reputable sellers
with high positive feedback scores whenever possible. Several surplus
companies reside in the vastness of the Internet, where one can get al-
most anything. Run an online search for the Defense Reutilization Man-
agement Office and visit the DRMO web-sites for a truly amazing selec-
tion of surplus military uniforms, equipment, andharmvare. Surplus com-
panies often sell in bulk, so read descriptions carefully and be sure to note
the condition codes of these items. There may be federal or state surplus
offices in your area that you can visit and rummage through first hand for
props, so be sure to check your local phone book as well as the Internet.
Don't think that the scrounger must find everything in perfect condi-
tion or must find props that fit the bill exactly. Scrounged items are often
just the raw materials for prop-builders to transform into more elaborate
projects. A well-prepared scrounger will carry a mobile toolbox with dif-
ferent screwdrivers, pliers, wire-cutters, scissors, gloves, a pocketknife,
and a small flashlight to help him in his endeavors and for extracting
components from larger junked appliances.
A well-stocked toolbox is a must for any prop-builder, along with a
selection of good adhesives. Super-epoxy and white glue are standards,
but for sheer finger-burning insanity, a hot glue gun is a must. Liberality
with hot glue is perfect sticking unlikely things together. Flat black paint is
a key item, for repainting odd-colored items or for use as an undercoat
for later colors. Epoxy putty is good for modeling additional details, or for
filling in scrapes and gouges.
Whether it's searching arOlmd your neighborhood or surfing the net,
the fine art of scrounging can help you get the raw materials to construct
some great props. It doesn't have to cost a fortune to create some im-
pressive props. The efforts of scrounging will more than payoff in the
long nm. As you hone your scrounging ~ i l l s , the biggest challenge you
will face is that pack-rat instinct so common among Cthulhu Live play-
ers. Don't get so carried away that you end up with closets, attics, and
basements overtlowing with junk that may never be used, but seemed too
good a find at the time to pass up. Always keep your available storage
space in mind, and put thought into what items are really worth saving if
not for immediate use.
180 Clhulhu hive Srd EdilioB
'.
Zlnd ether Kitchen l)elightli
games are enhanced by expendable special effects such as
. and ectoplasm. Most theatrical supply shops charge
,Pollars for a pint of good stage gore. Why buy these
. they can be made in the greatest of all laboratories,
with fake blood when using it in a game. It can very
easity ruin clothing, carpets, and furniture. Always be consider-
ate and responsible with your players and the location in which you are
playing and use fake blood in controlled circumstances with adequate
preparation and planning to minimize any physical or personal property
damage.
Standard Stage Blood
Mix 160z of clear com syrup with
10z water and 10z red food color-
ing. Mix well and add a few drops
of blue food coloring to darken to
an acceptable hue. Agood all-pur-
pose stage blood, this recipe is also
edible. It is very sticky, however,
and will stain clothing and carpets.
A darker version of this recipe
uses equal portions of clear corn
syrup mixed with dark com syrup,
red food coloring, and just a drop
of blue. If you are interested in cre-
ating the effect of dried blood, mix
equal portions of your stage blood
with chocolate syrup. This grabs
fabric and dries well.
Washable Stage Blood
Making blood that doesn't stain clothing and sk.in is a bit more work.
These recipes are for external use only and not for internal consumption.
Heat 160z of water in a large pot, but do not bring it to a boil. Add two
teaspoons of Arrowroot and stir until the water begins to thicken. Pour in
a small amount of children's washable red paint until the desired color is
reached. Add a few drops of brQlNn paint to darken. Pour the
mix into a glass bottle or jar for storage. If the blood thickens, you can
thin it with water. This recipe washes out of most fabrics but is not
edible.
ehDpter 1: 3tDgecPDH 181
Anotherwashable recipe is to use a clear liquid detergent such as Woolite
or other translucent detergents free of additional dyes. Test a small amount
of this detergent on the to ensure there will be no allergic reaction.
Thin the detergent with a small amount of water and add children's red
and brown paint as described above. Obviously, this blood is
also for external use only, but washes out of fabrics quite well.
Edible Bloods
. do?ens of alternate edible blood recipes available, commonly
.or vegetable oil as a base, with everything from food
fiuit punch as a coloring agent. Not all of these
lIClllarlV tasty and a vegetable oil base is dO\vnright nasty.
Ollt nann you. If you want a nice drinkable blood, thaw one
can of white grape juice and slowly stir in red food coloring until
the desired color is reached. Add a few drops of blue and possibly yellow
food coloring for an optimum hue. The blood mix will be very thick and
strong, but can be thirmed with water if necessary. This mixture will stain
clothing, but it's tasty and can be guzzled oown during a ritual to the
general disgust of all present.
Chunky Blood
If you want to make a truly vile mess, such as exploded brains or bile and
pieces of lung coughed up in a gory spray, combine one of the above
recipes with elements such as whole pieces and pulp of pink grapefruit,
chunky peanut butter, and grape or strawberry jelly. Beloved effects of
splatter-punk fans everywhere, you may frighten and gross-out many of
your players. But then again, that's not always a bad thing. Be careful
with fabrics, as almost every edible blood mixture will stain.
Blood Special Effects
Applying gore to NPC actors as an extension of their make-up or costume
is the most obvious use for stage blood. Whether it's a butchered victim
of cult atrocities or a creature slathered in blood from its last meal, stage
blood is a wonderful medium and basic special effect. Many groups will
want to stage even more spectacular and shocking scenes, moving us
into the realm of blood packs, sponges, bottles, and syringes.
A simple blood pack can be created with a pouch made of plastic wrap
or the comer ofa plastic bag. Carefully fill the pack halfto three-quarters
full with stage blood. Fold the opening shut, lay a piece oftinfoil across it,
and use an iron on low-heat to melt the plastic and fuse the bag shut. Tape
the blood pack to an actor's body beneath his clothing, or sew hidden
pockets inside their clothes. A sharp slap with an open hand will be enough
to split open the pack and create a spreading stain of blood. Perfect for
182 Clhulhu hive Srd EdilioB
staging gunshot wounds on your NPC actors or for splitting open as they
tussle with a Mythos horror.
Blood sponges are used in much the same manner as a blood pack.
Dampen a piece of sponge and squeeze out all the excess water. Soak it in
fake blood and put it in a plastic sanchvich bag. These are a little safer for
the actors than blood-packs, and less likely to pop open by accident. On
the other hand, their strength is also their weakness, and your actor may
find himself frustrated when he can't produce his blood fast enough.
Blood sprays and arterial wooods are best with a length
of surgical tubing, a syringe, or a small squeeze bottle. Tape the surgical
tubing along the actor's body to the point on the body where you want
wound to occur and conceal it under the actor's clothes. Fill a syringe or
plastic squeeze bottle with thin stage blood, and securely fasten the surgi-
cal tubing over the nozzle. When the actor is ready, a strong, sharp squeeze
should send the blood jetting out in a crimson spray. Prepare several tests
of this effect in advance, to be sure you have adecpmte force behind the
blood or that the tubing isn't too long to reduce the intended effect.
ehDptep·. 1:
thick, edible ooze that is perfect for multiple uses. A
the mouths of zombies or Glaakeen in the ad-
Decay, Deep One secretions left on a victim,
much more.
183
Heat one-half cup of water in a pot. Bring the water to a boil then
remove it from the stove. Pour in three packages of unflavored gelatin; let
it sit for about a minute, and then stir slowly with a fork. Acki about a-half
cup of clear com syrup and stir well. Slowly add a little extra water and
continue stirring until the mix cools to prevent the gelatin from setting. To
color the mix, add food coloring before adding the com syrup.
This slime will keep for several days if stored in ajar at room tempera-
ture. Besides smearing it on items or letting your NPC actors regurgitate
and drool this nasty looking stuff, consider using the surgical tubing and
sQJeeze bottle/syringe techniques discussed with stage blood to create
gangrenous, suppurating wounds, and vile, slime-oozing orifices on your
creature's bodies.
Cornstarch Slime
Cornstarch makes a classic, sticky, messy slime. It is insanely simple to
make and consists of nothing more than dry cornstarch, water, and op-
tional food coloring. Start with two parts cornstarch in a bowl. Drop in a
few drop offood coloring, and slowly add one-part water. Mix with your
hands to thoroughly wet the starch. Add the water slowly, constantly
checking the consistency of the mix. A few drops too much and you'll
suddenly go from slime to starch-water. For a slightly less sticky recipe,
mix equal amounts of cornstarch and baking soda and slowly add water.
Cornstarch and Glue
For a very special effect, try mixing cornstarch with white glue. Start
with cornstarch in a bowl, add white glue and stir until you have a thick
slime. Using a plastic drinking straw, you can blow the starch and glue
mixture into translucent bubbles that you can set carefully aside until they
harden. These bubbles can make great egg-sacs for llllearthly creatures.
Ectoplasm
Our final slime concoction is one of the most difficult and potentially
dangerous recipes. This recipe uses SOdilllll Borate, commonly known as
Borax, which is toxic if swallowed. Do NOT eat, drink, or otheIWise
ingest anything in this recipe. Pour one cup of warm, but not boiling
water into a glass jar. Slowly stir in 2 teaspoons of Borax. Close the lid
and ~ a k e well until the Borax is dissolved. In a separate jar or bowl,
combine two parts water with two parts white glue and mix well. After
the glue and water are combined, add just one part of the Borax solution.
Adjust quantities used in these proportions depending on the amount of
ectoplasm desired. Any leftover Borax solution may be saved for later.
Keep mixing the solidifying blob for about 10 minutes. It will thicken to a
putty-like consistency as time elapses, and eventually you will have to
184 Clhulhu hive Srd EdilioB
knead it like cook.ie dough. If you wanted to color it, add afe\V drops of
food coloring to the final mixing process. This goop will last a long time
provided it is stored in an airtight container to prevent it from drying out.
Candy Glass
A few advanced Cthulhu Live groups may want to create candy glass
bottles, objects or windowpanes for use in their games. Be extremely
careful when making candy glass. The liquid gets extremely hot and will
stick to your skin like napalm. Only use a large, strong copper or steel
pot, rather than anything clad in altunimun. Mix 4 cups water with 2 cups
white corn syrup. Bring to a boil on the stove, and stir in 2/3 teaspoon of
cream of tartar and 1 cup sugar. Cover and let it boil for about 10-20
minutes. If you want colors, add some food coloring just before pouring.
Mix the color into the liquid well, or it will produce uneven swirls in the
glass.
Carefully pour into your molds or onto a large clean cookie sheet for
candy glass panes. Swish the hot mixture around inside your molds so
that the interior is thoroughly coated, then pour any excess liquid out and
allow it to cool. Candy glass is most often used to mold bottles, and
bottles are hollow. You won't be doing your actor any favors by trying to
oceak a solid chunk of crystallized sugar over his head. If pouring the
candy glass onto a cookie sheet to make a glass pane, be sure not to make
the pane too thick.
Look through stagecraft catalogs for candy-glass bottle molds. You
can try to make your own by pressing a bottle into clay and creating hvo-
piece bottle molds that can be fired in your oven. Spray the inside surface
of the mold with a non-stick cooking spray and clamp the hvo pieces of
the mold securely together before pouring in the hot candy glass. The
longer you allow the candy glass to cool, the easier it will be to release
from the mold.
Shrunken Heads
The Jivaro tribes of South America are well known for the practice of
collecting and shrinking the heads of their enemies as grisly trophies.
Called "tsantsa" by the Jivaro, these heads bring prestige to the warrior
and trap the avenging souls of their victims. A staple of pulp horror,
shrunken heads are great props for Cthulhu Live games and are easily
incorporated into strange auctions, bizarre occult collections, or as curios
sitting on the bookshelves of eccentric world-travelers. Mythos villains
such as the diabolical Tmo- Tcho tribes are perfect candidates as collec-
tors of shrunken heads, and a few grisly trophies found during the game
add just the right touch to make players' skins crawl.
When real shrunken heads are prepared, a slit is made in the back of
ehDpter 1: 3tDgecrDH 185
the severed head and the is carefully peeled
from the skull. The skin is boiled in plain water
for about half an hour, reducing it to about half
the original size. After drying, anyremainingflesh
is scraped w.vay and the slit through which the
was removed and the mouth are sewn
Several small rocks are heated in afire and rolled
around inside until cool. They are reheated and
the process repeated until the skin has
too much to accommodate the stones. Hot sand
is used to continue the shrinking process. The
is rubbed with charcoal dust, darkening it
so that the previous owner's avenging soul will
not be able to see out.
By the time the shrinking process is the tsantsa is about the
size of a man's fist. Three palm pins are placed through the lips and tied
together, and red seeds are often placed under the eyelids. A small hole is
made in the top and a string is passed through so that the tsantsa may be
worn. Cthulhu Live players are strongly advised to explore alternate means
of creating heads for your games.
There are several ways to model a head. Anice replica can be
crafted from doll hair, clay or papier-mache all available from a craft
store. A better-looking and much more fun process involves carving and
shrinking an apple. Find several of the largest apples you can from your
local grocery. Remove most of the peel with a vegetable peeler, leaving a
little peel at the top and bottom. Carve a face into the apple with a small,
sharp knife. Make the nose, mouth, ears and other features oversized,
since reduce them substantially. Trynot to gouge too deeply
into the apple, since deep cuts will be magnified after shrinking. Use tooth-
picks to carve the details then round and smooth the surface of the "head"
using a rag or paper towel.
Immerse the head in a solution of 112 cup salt, 5 cups of water and 2-
3 tablespoons ofiemonjuice. Let it soak for 24 hours then remove it from
the solution. Straighten out a paper clip or stiff wire andforrn a small loop
in one end. Pierce the apple from top to bottom with the wire, bend it at
the bottom to support the weight of the fiuit, and hang it with a string
through the loop in the wire. Let it hang in a dry place for 2 to 3 weeks. If
you live in a very humid environment or are in a hurry, place the head on
the center rack of a warm oven (200 degrees F) until dry. Darken the
head with charcoal or shoe polish and coat it with a clear matte polyure-
thane finish to keep moisture from damaging it. For an even more authen-
tic appearance, sew the lips with cotton strings and paste on strands of
doll hair.
186 Clbulbu hive Srd EdiliolJ
Make-up l'echnique15
The following section presents several basic make-up techniques that will
help Keepers enhance the appearance ofNPC actors and players. Numer-
ous books and online references exist, but these pages contain a solid
foundation of make-up techniques for live-action gaming.
Burned Flesh
Bums are ghastly physical injuries. Whether they are from flames, road
rash, chemicals or radiation; bums are painful and horrific. Burned flesh
make-up techniques are important additions to the Keeper's arsenal of
gore and terror.
A simple first-degree burn is very simple and takes merely seconds to
apply. Red make-up or powder applied to the area with a stipple sponge
will achieve a raw, blotchy appearance. Perfect for earlywaming signs of
contamination by dangerous chemicals or radiation exposure.
For a fast and nasty looking char burn, lay on a thick smear of petro-
leumjellymixedwith yellow food coloring. Use a stipple sponge to apply
red and black make-up or powder around the area. A small amount of
water with a hint of yellow or red food coloring can be sprayed on the
wound to bead on the petroleum jelly and look exceptionally vile. This
technique is perfect for small burned patches or stripes, perhaps from an
application of hot irons or wounds from alien tentacles dripping a caustic
slime. Larger burned surfaces can be created with a smear of petroleum
jelly mixed with ashes. Prepare a jar in advance so that the jelly can be
quickly applied and the edges finished with make-up and a stipple sponge.
Wounds and Wound Filler
A generous application of fake blood is always a fast and easy way to
simulate wounds. Some additional technicp..1es may be employed for the
more realistic and gut-wrenching simulation of traumatic physical inju-
nes.
Gelatin is a good mUlti-purpose effects com-
pound since it's cheap, readily available and easy
to apply. This is not prepared like your mother's
gelatin dessert. Combine three packets of
unflavored gelatin to a gradually added amount
of liquid until you have a thick mixture with a
consistency like applesauce. Water is the most
common liquid, but this can be replaced or com-
bined in solution with drops of food coloring
for translucent color or drops of liquid makeup
or acrylic-latex paint for solid color. Texture can
ehZlpter 1: 3tZlgccrZlH 181
be added to the mix with the addition of sand or breadcrumbs. Snippets of
thread or string add a veiny appearance. Heat for fifteen seconds to a
minute in a microwave. The longer the time it cooks, the smoother but
hotter the mixture. Work quickly to sculpt scars or the edges of a wound
with the gelatin before it cools. Be sure the actor tests the temperature for
comfort and safety. After it cools and solidifies, the gelatin can be further
treated with makeup, liquid latex and wound filler.
Wound filler is a medium you can mix ahead of time and store for use
during the game. It can be made with a thick gel or liquid such asKY Jelly,
petroleum jelly, or com syrup, blended with coloring and some sort of
inexpensive thickener to add texture, cohesion and color. This thickener
is a matter of personal taste, but old coffee grounds and a little flour are an
easy and inexpensive option. Wound filler can be used to build up both
bums and gashes, and is essentially a base medium to simulate raw and
exposed tissues.
For the simplest of techniques, the wound filler compound may be
used to sculpt welts or the spreading maw of an open wound. A liberal
dose of fake blood helps disguises the filler and is a means of setting up a
fast wound effect without adding additional and more elaborate tech-
mques.
For more realistic looking wounds, the wound filler is used for the
purpose its name suggests, a dark, unpleasant looking substance or tissue
exposed by the open wound. Afe\V short segments or splinters of plastic
PVC pipe cut lengthwise can be set into the wound filler if you want
exposed and shattered bone. The edges of the wound and the ragged flaps
of skin must be simulated with gelatin, latex or the addition of other com-
pounds.
Plastic wax, mortician's wax, and nose putty work best with oil based
make-ups and you need some sort of "scaffolding" to help these putties
adhere to the Typically the skin is brushed with spirit gum and stuck
with cotton that is then whisked away. The adhering wisps of cotton
anchor the putty, which is sculpted to This scaffolding is also
useful when coated with latex. If the skin is stretched while latex is being
applied, the skin wrinkles. The cotton can be left thick on the for
bone structures and coated with liquid make-up.
Latex can be used to create cuts and lacerations, tears, and dead flesh
associated with burns or open wounds. Painted on layer-by-layer, semi-
wet, it can be pulled out in strings and re-attached, or textured using
stippling for irregularities while drying. It can also be used with various
"texturizers" such as sand to achieve irregularities on the skin.
Raspberry tea bags can be used as a special trick to make fairly realis-
tic puncture or bullet entry wounds. Lay the damp tea bags on the skin
and down the edges with liquid latex. The natural red and purple
188 Clhulhu hive Srd EdilioB
pigments in the tea soak into the latex, giving you a highly realistic and
nasty looking "puncture wound" that simply needs to be blended around
the edges.
Zombies and the Living Dead
For the simplest make-up techniques, all you need is black and white face
paint from any costume shop. Your actor needs to wash and gently dry
his or her face before beginning, cleaning dirt and excessive oils from the
skin. Apply a smooth base coat of white over the face, ears and neck. You
will eventually want to cover any other exposed flesh, such as hands and
arms, but those may be saved for last to minimize make-up smudges on
clothing.
Apply black make-up around the eyes. Cover the upper eyelids and
continue up into the eyebrows. Add touches of black make-up below the
eyes, and in the hollows of the cheeks. Don't apply too much black make-
up; just some narrow lines and small patches will do, since we will soon
blend it. Isolate any other characteristics to accentuate on the face. If
your actor has eyes, make them seem small and beady by creating
deep, dark eye . Ifhe or she has a wide face, make it seem nar-
rower by and the natural lines and hollows
around the
Blend tht:
piece of sponge to cre-
ate transitional areas ·
of shadow under-
neath the cheekbones
and in the temples.
The underside of the
nose, hollows of the
throat and area be-
neath the chin should
be shadowed. Cover
the lips with either
straight white or a
mixture of black and
white paint. Consider
having the actor down
a spoon-full of grape
beverage powder to
stain the tongue and
mouth purple.
ehDpter 1: 3tDgecrDH 189
When applying make-up to hands or other areas of exposed flesh, be
sure to apply a similar shading technique. Colored make-up powders in
tones of blue or green will add to the cadaverous appearance. Veins may
be traced on the face or hands with a blue make-up pencil. The use of
fake rotten teeth or special effects contact lenses will enhance the effect.
Avoid using bright stage blood on an "old' zombie. Experiment with dif-
ferent blood concoctions or darken the stage blood with chocolate syrup.
To create a more complex effect you need white, black, gray, green,
brown and red make-up, black lipstick and liquid latex. After the actor has
washed his or her face, cover their lips and trace the lines of their face
and hollows of their eyes with the black lipstick. Wipe the make-up lightly
with a cloth, removing the excess lipstick but leaving a base of black in
the deepest lines of the face.
You will now use latex to create textured effects on the actor's face.
The effect should be that of dead sk.in begirming to rot or sag off the
bones, even ifno open wounds are visible. Dab a small amount of petro-
leum jelly onto your fingers to keep the latex from sticking to you while
you apply it to your subject.
Spread liquid latex over the cheeks and forehead while holding the skin
taught. Release the sk.in tension as the latex dries, so that it wrinkles and
creates a shriveled and aged appearance. When the latex has been allowed
to dry, tear small holes in it by moving your finger in a circular motion on
its surface. This will create open sores and other blistering wounds.
The bottoms of the nose and earlobes allow space for rotting effects.
Build up the area with latex as though the septum and lobes continued
further oown but were now rotting through. Try soaking shreds of tissue
paper in the liquid latex, using this to build up three-dimensional effects
before the latex dries. This works very well when building up a false nose
that ends abruptly as if rotten off.
Rolls of latex or latex-soaked tissue can create bulging veins on one
side of the face and neck to simulate a pooling of blood after death. Thin
shreds of latex can be awlied to the opposite side of the face with spirit
gum to simulate peeling skin and weathering of the exposed side.
You may apply make-up when the latex is fully dry. Gray or pale-green
are great base colors. Apply the make-up carefully with a sponge to the
entire face, ears and neck. Apply darker gray and black to darken the eye
sockets and hollows of the cheeks and throat. Highlights may be applied
to the eyelids, cheekbones, chin, eyebrows and forehead.
Apply brown and green to the edges of edges of exposed sores, veins
and other marks. A light coating of blue may also be used on the veins.
Work black and dark red into the inside of exposed sores and wounds.
The bottom of the nose and chin should be darkened with gray or brown.
Consider matting your subject's hair down with hair gel or with fake
190 Clhulhu hive Srd EdilioB
blood to continue the visual impact beyond just the face.
Once the face is done, tum your attention to any other exposed flesh.
On the hands, cover each knuckle with latex. When dry, rub it in a circu-
lar pattern to tear holes that will be colored with black and dark red. The
natural wrinkles on the actor's sk.in will look like exposed muscle tissue.
Highlight the edges with gray or green.
Rotting fingernails can be simulated with a thin covering of latex. For a
more elaborate look, all of the subject's fingernails could be concealed in
latex with fake nails attached on a few fingers, peeled back and left hang-
mg.
The final step is costuming. Clothing that is too small for the actor will
create a bloated look that is realistic for the freshly undead. Clothing that
is too big for your subject gives a withered, cadaverous look that is per-
fect for old and shriveled zombies. Otoose the look that best compliments
your make-up.
Thrift stores are the best source for clothes to rip, stain and ruin for
your zombies. Consider how the person died. Was it of natural causes? A
nightgown or hospital smock might be appropriate. Murder? Bullet holes
or a protruding knife handle in their back would be simple but effective.
Were they attacked by the living dead? A bite on the ann or shoulder is
easy to simulate simply with the subject's clothing, or latex effects ap-
plied to create grisly wounds.
Pre-making a number of living dead outfits increases the visual impact
and turn-around time for the game staff. Mount shirts on simple body
frames made from cardboard boxes and newspaper. Tear holes where
you want wounds and apply fake blood or dark red paint to the fabric
around the wounds. Mounting
the frames upright allows real-
istic flow patterns to stain the
cloth.
Pants and shoes can be simi-
larlyripped and stained. It may
be appropriate to stain some
with "grave mold" or rub the
clothes with dirt. The staffmay
want to create and keep sev-
eral sets of zombie clothes on-
hand. Even if the zombies have
to be organized quickly, using
simple make-up or even latex
masks, the use of pre-prepared
zombie clothing will ackl agreat
deal to the effect.
ehDpter 1: 3tDgecrDH 191
Ghouls
An old favorite of Cthulhu Live games, ghouls can be simulated through
several techniques. The fastest and easiest technique is to use a Nosferatu-
inspired vampire mask. These latex masks come in various styles, but
typically feature pointed ears, a sharp chin, and huge teeth. Apply black
cream make-up around your actor's eyes to minimize the contrast be-
ween the mask and the actor's skin. The actor should dress in whatever
ragged clothes that are the costume, in order to identify what areas of the
body need make-up. Starting with the neck and working down, apply
white make-up to highlight the contours of the actor's body, such as
collarbone, pectoral muscles, ribs, knees, and so on. Be sure the neck is
adequately covered to minimize the contrast behveen the mask and the
actor's skin.
For the next step, blend black make-up with white to create a dark
gray make-up cream. Shade the recessed areas of the actor's body, be-
ween the ribs, above and below the collar cone, around the edges of the
biceps, and similar areas. You can accentuate bone and muscle structure,
whether the actor has a defined body or not, to give the ghoul a strong,
sinewy appearance. Make the ghoul's arms and legs appear longer by
exaggerating muscle length and decreasing width through careful shad-
ing. If on a budget or under time constraints, apply baby oil to your
subject's body and sprinkle talcum powder or flour to achieve a pale,
splotchy appearance.
Finally, apply brO\Vn make-up in splotches to the chest, arms and legs
192
to simulate dirt and grave mold.
Fake blood gives the ghoul a nice
"well fed" appearance. Immedi-
ately before the ghoul enters
game-play, spraying the mouth of
themaskwith amist of water adds
a wet and realistic sheen.
If you want to explore other op-
tions than latex masks, you will
need to drastically alter the actor's
appearance through make-up. A
cheap set of novelty plastic vam-
pire teeth fills their mouth with
fangs and often stretches the
mouth into a contorted, muzzle-
like appearance. Since you are not
tied down to the black and white
color scheme of the mask, you can
experiment with greens and yel-
Clhulhu hive Srd EdilioB
lows, or blues and grays. The
make-up patterns described
above can be used with any
light/dark combination of col-
ors. Lengthening the subject's
face and jaw-line with shad-
ing and highlight their fore-
head, nose and chin. Use a
bald sk.in-wig or swim cap to
hide the actor's hair or slick it
down with hair gel.
Costuming for ghouls is a
tricky balancing act, remain-
ing decent without making the
ghoul seem modest. If the actor and players in the game are comfortable
with partial or complete nudity and you are playing in a controlled envi-
ronment, then this is not a problem. OtheIWise you need to focus on an
unplanned, tattered appearance. Take a scrap of cloth and make a simple
loincloth. Or, use an old shirt and trousers from a thrift store; cutting,
ripping, staining and painting it until they are mere vestiges of their former
shape and color. Fray and rip the edges to your satisfaction. Remember
that ghouls are living, sentient creatures and would be much more practi-
cal about their rags than a zombie or living dead. Streaming and tattered
rags would become snared in roots and masonry within the burrows. A
ghoul would be more likely to tear away its shirtsleeves completely and
probably rip its trousers down to mid-shin length to maximize movement
but still protect its knees from cuts and scrapes.
Latex monster hands and contact lenses enhance any ghoul, but are by
no means required. A useful prop would be a large beef bone from the
butcher's section of a supermarket. Tell them it's for your dog! Instruct
your actor to crouch low to the ground and adopt a fast, loping gait.
Building II Mytholi Yome
Ancient grimoires and books offorbidden knowledge are often key script
elements and important props. A well-made and realistic tome is not just
good for disturbing your relatives and visiting neighbors, but a cherished
game prop that can be used again and again.
Some prop builders hand-write and illustrate their tomes in hard cover,
unlined artist books available from an office supply or art supply shop.
The book may be "aged" prior to hanffivriting the text, or afteIWards. The
appearance of a hand-written tome is outstanding and in many ways su-
perior, but the time and effort required is considerable. This technique is
ehDpter 1: 3tDgecrDH 193
superb for short diaries, letters and notes, but a large Mythos tome may
take months of labor. Personal computers, quality laser printers, and text
resources accessible on the Internet offer a much easier alternative.
The Text
The simplest solution is a simulated
ter combinations filling pages and pages
fantasy font for your computer and transform to
an old college thesis into an encrypted tome of evil.
meaningless and untranslatable '
to the players, it may
an encoded diary or
Languages that do not employ Latin letters, such as Greek, Arabic,
Heoce\V, Russian or Otinese, fall into a similar category as cipher manu-
scripts. Very fe\V players are likely to read these languages, so an appro-
priate computer font transforms almost any text document into a Greek
manuscript or Arabic tome.
Building an English language tome is easier than many people realize
due to the tremendous resources available on the Internet. The text of
several books claiming to be the true Necronomicon have been published
on the Internet and are freely available for download. Other Lovecraft-
related sites host ongoing projects where individuals contribute their own
original texts as extracts from Mythos tomes. Other sites contain online
libraries of hermetic magic and alchemy. A number of complete Mythos
194
tomes have already been as-
sembled, these and new ones
continue to be distributed be-
ween Cthulhu Live players. In
short order, anyone can as-
semble literally hundreds of
pages of occult and Cthulhu
Mythos lore.
Building Mythostomes in your
native language requires fore-
thought and planning. It must
be rich enough for repeated
use. You must ckl some editing
and original lNfiting to smoothly
bridge the transition between
the cut and pasted texts. En-
translations of works such
as the Necronomicon, lvfyster-
ies of the Worm, Cultes des
Clhulhu hive Srd EdilioB
Goules, or The Bookof
Eibon are generally
considered to be ency-
clopedic in scope. De-
pending on the binding
technique employed,
pages may be added,
subtracted or altered
between games. The
plarming to create tomes
which players can read
and use through mul-
tiple games is consid-
erable but the final product is very rewarding and a proud possession of
any game JXoduction staff.
Smaller, specialized books are easier to handle. Cthulhu in the
Necronomicon, the Sussex Manuscript, indiviwal volumes of the Revel a-
tionsofGlaaki and similar tomes are loaded with detailed information and
built into a very usable source for specific games or campaigns. The
challenge with specialized books is maintaining the mystery for experi-
enced players, so that when they do find volume seven of the Revelations
ofGlaaki, they don't immediately jump to the conclusion that Y'Golonac
is waiting around the next bend in the plot.
A way around these issues is offering foreign language tomes that
replicate original editions or earlier translations of a Mythos work. Living
languages such as French, or German are easier to build since
there is so much material waiting for plunder. The likelihood of players
knowing such living languages, however, increases the risk of seeing
through your text as an obvious contrivance and creating unwanted com-
edy relief when your investigators realize the hoary old copy of
Unausprechlichen Kulten is actually composed of German independent
film reviews.
Dead and obsUlre languages are excellent choices. Players may recog-
nize just enough words to know that the book isn't complete gibberish,
and little enough to worry that they're missing something important. More
information on adapting foreign language texts will be detailed
Finding Texts Online
Before searching for materials, there are a few important questions that
should be considered. What book are you creating? Who wrote it? Is it
the original, a good translation, or a corrupted and inacUlrate translation?
In what time period was it written? How large is the text?
Once you've determined the basics and you know what language you'll
ehDpter 1: 3tDgecrDH 195
be using for the tome,
use a translation dic-
tionary or an online
translator or dictio-
nary on the Internet to
assemble keywords.
Collect a list of for-
eign keywords related
to your subject mat-
ter, as these will prove
invaluable for search-
ing the net for the ap-
propriate texts.
The number and
diversity of E-texts
available online is
staggering. When
looking for foreign
language texts, refine your search to materials from the right time period
in which your work was written, and as close to the right subject matter
as you can. Mixing modem texts with medieval ones can be awbvard but
occasionally chilling in their own right. Aplayerwho can read a little bit of
the foreign language may suddenly point out how one chapter deals with
the nature of the four classical elements in respect to alchemy but the next
paragraph deals with nuclear thermodynamics and the particle accelera-
tion of materials ejected from stellar masses.
Copy online materials suitable to your needs into files for subsequent
editing and layout. Save relevant graphic images for digital insertion into
the text, or as references for hand-drawn copies on the printed page.
Locate and search through magic and occult web-rings. Many sites on
these rings maintain online libraries of choice materials that won't be
found in mainstream E-text archives.
Refining the Text
By now, you've hopefully found more than enough material for your
monstrous tome of forbidden lore. It's time to customize and modify
your raw material. Foreign language religious texts are the easiest candi-
dates for The Word Replacement Game. Use your word processing pro-
gram to find and replace certain recurring words with the names of Myth os
and occult entities and locations.
Keep your replacements consistent and logical. Replace place names
with new place names, for example, and make sure that the names and
places are appropriate for the content of your tome. If working on a
196 Clhulhu hive Srd EdilioB
religious text, try to replace all references to God, Allah, Jupiter, Apollo, or
whomever with the likes of Azathoth, Nyarlathotep and Yog-Sothoth.
Replace angelic names with Great Old Ones and saints with suitable his-
torical characters or monsters. Location names be replaced with
care. If the context is referring to a nearbytO\Vn, Yuggoth might be a poor
choice, but Irem may be ideal.
Keep conjugation in mind, but make it work to your advantage. In a
Latin text, for example, Jesus Christ is a prime candidate for becoming
Hastur the Unspeakable. But "Jesus Christ" will appear in a variety of
forms, from Jesu Christos, to simply Christi. Work backwards by taking
the longest forms of the name you can find, such as Jesu Otristos, and
replace that with the full blown "Hastur quo Ineffabilis". Work your way
through shorter and variations on the originallllltil you get tired of
using simply "Hastur." Don't forget to include the occasional "Quo Reqis
intus Fulvus" (The King in YellO\V).
Keep in mind items in the original that will now be associated with the
new text concerning Hastur. Jerusalem becomes Carcosa, Nazareth be-
comes Aldebaran, and so on. Use your translation dictionary to replace
such verbs as glorious with noxious. This can be carried to any extreme
you choose. Joseph and Mary will appear in the text in relation to Hastur
with reasonable frequency. Joseph may make agood Cthulhu, while Mary
might be one of several names replaced with Shub-Niggurath. Where
applicable, it's a good idea to keep any gender, real or imagined, consis-
tent with these replacements. The source material, the targeted outcome,
and your own patience and creativity will largely determine the degree of
neurosis you take in these sorts of replacements.
Getting ItAIl Down on Paper
Consider the binding technique you will use prior to layout and printing, to
ensure proper margins and spacing in the document. One-inch margins
are fine for most binding technicp..1es, but 1.25" to 1.5" side margins may
be required for others. Layout the text into major sections with appropri-
ate titles and paragraph breaks first, then decide what font you will use
for printing. Will it be a "hand-Mitten" tome? Then select a hanffivriting
font in an appropriate script ranging from elegant calligraphy to a barely
legible scrawl. If the book was printed, what was the time period? Find a
nice gothic black letter or similar moveable-type font from years gone by.
Determine the most appropriate font size. Hanffivriting fonts
always be set at a larger size than moveable-type fonts. Eighteen to twenty-
six point fonts are a reasonable size for most "old tomes." Line spacing
can be adjusted on most word processing programs. Try this option out
when creating "hand-written" tomes, since this causes font characters to
spill over one another in a cramped and authentic appearance.
ehDpter 1: 3tDgecrDH 191
Once the new font and size are selected, you'll have to go back through
for final tweaks and changes. Make sure page breaks fall at logical places
in the text. Adjust formatting and paragraph spacing accordingly. The title
page will be the first thing your audience looks at, so it ~ o u l d look good
and translate to your native language as accurately as you can manage.
Chapter/Section Headings ~ o u l d make as much sense as possible and
ideally pertain to the subject matter of the section.
You will probably want illustrations in your tome. Insert digital images
in the text, or leave windows and blank spaces in the text during layout.
After the pages are printed, strange magical characters and creepy origi-
nal ink drw.vings can be made in these spaces. Flip through role-playing
books for appropriate monster drw.vings, occult books for elaborate magi-
cal seals and characters, or old art books for horrific etchings and wood-
block prints. These images may be photocopied, cut out, and pasted into
those blocked out spaces on the page. You may then photocopy the pasted
page to create a clean single sheet for your master copy.
Scan through the file at least once more before printing, looking for
sections that don't fit, word replacements that were skipped or should
now be reexamined, and any other items that stick out as being unsuitable
for one reason or another. Proceed with confidence that your familiarity
with the project will allow you to pick up and fix much more than your
players will usually be able to spot.
Final details should be dealt with now. This may include replacing spe-
cific letters, such as "u" being represented by "y' in medieval Latin, and
eliminating inappropriate numerals or text characters. Check the copy
carefully. Some punctuation marks are not in certain fonts. When all is
finished, it's time to fire up the printer and run off a master copy. Make
several back-up copies of the word processing file and store them in a
safe place. Always maintain both the printed and the electronic original.
Photocopy your single-sided original into a double-sided format. Visit
your local copy ~ o p or spend a little time "working late" at the office one
night. You can photocopy your tome onto parchment paper, but the aging
process detailed in the next section produces wonderful results with stan-
dard white paper.
The Aging Process
Fill a large pan or casserole dish with a strong mix of water and instant ice
tea. Layout an assembly line consisting of a stack of your photocopied
pages, the tea dipping station, and a cookie sheet covered with several
layers of paper towels. Immerse the pages, one by one, in the tea. Soak
the pages thoroughly and hold them over the dipping station to allow
excess tea to run back in the pan. Stack the wet pages on the paper
towels.
198 Clhulhu hive Srd EdilioB
When these pages are wet, they are extremely delicate. Do not attempt
to separate individual pages from the wet stack or you will tear them. The
preferred drying technique is simple f r e ~ air; gradually splitting the stack
into smaller bundles as the water naturally evaporates. This technique
may take a week or longer for large tomes, although the process can be
hastened by setting the pages on or near a low temperature heat source
such as a radiator. If placing them directly on a radiator, use a low heat
setting and an intermediate buffer such as several layers of f r e ~ paper
towels. Tum the drying stack of pages over every six to eight hours. The
tea inside the pages will seep down with gravity, leaving your bottom
pages excessively dark if you don't periodically tum the stack.
Binding the Pages
There are a number of ways to handle the binding. An authentic but labor-
intensive technicp..1e involves sewing the pages together and mounting them
in a hard cover binding. If you plan on using this technique, consider
getting the edges of your pages punched at a copy shop for spiral binding
before aging them. Be very careful in the aging process as this border will
be very delicate when wet. After the pages are dry, use unwaxed dental
floss or heavy thread to sew the pages into bundles using the pre-punched
spiral binding holes. These sewn pages, or several bundles of them, will
then be mounted into the cover.
An easier and very effective technique is to age the pages, dry them,
ehDpter 1: 3tDgecrDH 199
and then assemble in a tight stack. Use hvo pieces of plywood and several
clamps to press the pages tight together, with the inside edge or the pages
slightly protruding from behveen the plywood. Fan the edges lightly with
a thumb and use a hot glue gun to bind the inside spine of the pages.
Gut the pages out of interesting old hard cover books, or obtain new
hard book covers with a gummed spine and flaps from library supply
companies. The gummed flaps of these "archive" covers fold part way
over the margins of the first and last pages, effectively hiding the stitching
or staples. You can accomplish the same effect for tomes mounted in old
book covers with hot glue or very strong craft glue.
You might want to create a binding that can be broken down at a later
date to insert new pages, or to replace pages damaged during game-play.
Use a paper puncher and screw-post binders to assemble the pages. Page
alignment for punching holes is easier when done before the aging pro-
cess. The screw-post binders can either penetrate the cover itself, creat-
ing the look of decorative rivets running along the sides of the spine, or
the screw-post binders can attach the pages to the cover by means of
interior flaps.
Finishing Touches
The cover can be as simple or as elaborate as you desire. Cover it in
leather with metal edging and clasps from a hardware shop. Coat the
cover with a modeling compound, sculpt it into terrifying relief shapes
and paint it as appropriate. Use paint brushes or air to and
detail the surface.
tinting some illustrations with watercolors. Keep the paint
"",lors are subtle and out. You may prefer an
manuscript with brighter colors and even gold-gilt
dark green and gray paints and smudge the edges of
pages with this "mold" and "milde\V". The same
paint can simulate dried blood.
,m"l om," as an ongoing project. If you stumble across ominous
quotes when reading a book. or watching a film, you can scrawl
them· the margins of the book or leave footnotes next to certain pas-
sages and illustrations. Remember that the tome might have passed through
many hands. Sorcerers and scholars may have jotted down notes and
observations in the margins. Perhaps a few pages are damaged by fire or
smeared with spilled wax.
Burying your tome in the backyard for a week or hvo or taking uncon-
ventionalliberties with a raw, bloody steak before tossing it on the grill
can achieve more extreme effects. Just remember that you're going to
have the live with an overly authentic mildewed and reeking tome after the
game is finished.
200 Clbulbu hive 3rd EdiliolJ
Maximizing l:Iame !.oczJtiOmii
Whether you are running one-shot games or campaigns, always consider
how to get the maximum use out of each location. If transportation re-
sources are limited, most games will be held in a single location or at
several sites within walking distance. This necessitates a reasonably pri-
vate venue, since everything from casual conversations to gun battles and
grandiose occult rituals may be staged at that single location.
Many ne\V possibilities are opened if transportation is not an issue and
the game timeline permits players driving to multiple sites. Every pre-
planned combat sequence, ritual, monster attack, or other acts of high
weirdness and public disturbance ~ o u l d still be conducted in a private
setting. Don'trisk. arrest, negative pUblicity or even physical harm to your
players by foolishly planning events and actions that are inappropriate or
dangerous in public. But some game scenes, particularly in a contempo-
rary setting, are very effective when held in public locations.
Common sense, discretion and respect for other people are paramount
when in public. Unlike medieval fantasy live-action games or horror games
with a dark urban punk setting, players in most Cthulhu Live games tend
to dress conservatively or even semi-formally. Suits, dresses, conserva-
tive shirts and slacks are commonly worn, although there are always
exceptions. Even if 1920s or 30s vintage attire is worn, it is unlikely to
drw.v negative attention and typically warrants nothing more than a few
ehillpter "1.: tstillgecrillH 201
curious glances. Scenes in public are best with no more than a half-dozen
players to minimize attention, so larger groups may need to split up and
take care of at different locations.
Discrete meetings to gain information or critical items make effective
use of public areas. Send the players to the local public or university
library in order to conduct research. An NPC posing as the curator of the
"rare-book collection: can be waiting at the scene to meet them. If the
prop book is not considered to be ooder tight control, file your prop on an
appropriate shelf in the library and slip a few dummy cards into the cata-
log files so that players must look up the book's location.
The players may need an artifact from a rare bookstore, occult or
antique shop. Speak with the owner of the store in advance. Explain that
you are playing an interactive game like a murder mystery and ask ifhe'd
be willing to let the players show up for a few minutes on a certain day
and time. If the owner proves cooperative and seems to enjoy the idea,
arrange to have the artifact somewhere in his shop for the players to find
and purchase with play money. Many small store merchants find the idea
charming, but always ask permission before staging a scene in their shop.
Meetings to exchange information, artifacts, photographs or a brief-
case full of play-money might take place in public parks, hotel lobbies,
restaurants, bars, nightclubs and so on. Perhaps the players are told to
meet an old man playing chess in the park. The players may meet a hard-
boiled detective or junkie stool pigeon in the back booth of a greasy spoon
diner. If staging a scene in a restaurant or bar, be courteous to other
clientele and encourage actors to order something to eat or
drink. Plan the scene likely to ()fder at least a drink. Let
202
your use of their facility.
awell-cressed
are to
structions. They may have previ-
ously been given a claim check and
must go to recover a briefcase or a
coat with something important
stuffed into the pocket. If in a nice
hotel, be quiet, discrete and do noth-
ing that will upset the management
or paying guests. If the game staff
is staying at the hotel, during a con-
vention game for example, consider
Clhulhu hive Srd EdilioB
guest rooms as ad-
ditional locations.
Secret documents
or critical artifacts
can be left in a
room safe or a
safety deposit box
at the front desk.
Recovering the
safety deposit box
key and gaining ac-
cess to that infor-
mation may be an
important goal.
Mysterious keys used to open bus station or airport lockers are easily
incorporated in live-action games.
A room in a budget motel isn't that expensive to rent as one of several
game locations. Perhaps the players are sent to meet a fugitive hiding in a
fleabag motel, only to find him butchered in the tub with gore splashed
across the bathroom walls. This could serve as the starting point of a
murder investigation, with players taking photographs of the scene, col-
lecting fibers, dusting for prints and looking for clues that take them to
the next scene in the game.
If you rent a motel room for such a scene, be respectful of the prop-
erty and don't do anything that will damage the room. Stain your own
"blood-soaked" sheets with paint and allow them to dry completely be-
fore the game. A dramatic "wet" gore scene is best staged in a tiled bath-
room, but members of the game staff must stay behind to clean up after-
wards. Do not leave a staged gore scene behind for the housekeeper to
find the next day! Your address and credit card information are kept on
file by the management and the authorities might not be amused after
being called in to a presumed murder scene. Of course it might be part of
the players' job to clean up the murder and conceal evidence that it ever
took place. What a perfect time to build a corpse prop, fitted with internal
blood packets in the limbs, for the players to Sa\V up and smuggle out in
plastic bags!
Museums, art galleries, science and technology exhibits are fine loca-
tions. Don't forget wharf side docks near ramshackle old warehouses or
back alleys in the heart of the city. The game staff is expected to use
common sense when selecting locations and times of play. In other words,
staging a game scene outside a dO\vntown crack house at one o'clock in
the morning is not a wise decision.
While it may sound repetitive, you cannot stress enough the impor-
ehDpter 1: 3tDgecrDH 203
tance of discretion, respect and common sense to your players and game
staff whenever game scenes will be featured in public areas. Role-playing
games are meant to be fun and creatively stimulating social events. Don't
allow irresponsible or immature players to ruin agame and generate nega-
tive pUblicity for our hobby by perforrning any dangerous, illegal or stupid
actions. Keepers have every right to throw players breaking such rules
out of the game. The timely appearance of "game cops" is a less extreme
but very effective measure against players their limits. The Keep-
ers and staff members keep toy police badges in their pockets, stepping
into game-play to arrest, disarm or hassle players threatening to cross the
line during play in a public area.
IDtely Dnd lecurity in ethulhu .Live
Keepers and game staff for Cthulhu Live events assume multiple roles.
Besides being directors, prop-managers, and storytellers, they also take
the role of safety officers. The Keeper and his staff must concern them-
selves with both the quality of the story, as well as the well being of the
players.
Identify potential trouble spots in the story. Are there any actions or
rituals in the script thatmaybe JXoblematicwhen perforrned?Walkthrough
your playing areas with the script. Is there anything in the area that has
the potential ofaccidentallyhanning a player or staffmember: statues that
can be knocked over, falling paintings, small furniture in the way, and so
on? Can the setting support the total players and staff without being too
small and constrictive?
Inspect the game setting one last time just before the event, especially
if you're playing in someone's home. Is everything valuable and fragile
put away? Put the things that could hurt someone under lock and key.
Warn players about problem spots in the house; plan the game in all the
safest places in your home. It is the responsibility of the host to ensure
everyone has a safe and enjoyable experience. Please keep in mind that the
host also has a legal obligation to see that the environment provided is safe
and secure. The host, ifnot already the Keeper or another member of the
staff, be included in planning the event.
Props bring another question of safety. Weapons are usually the first
things to come to mind. Announce before every game that non-consen-
sual physical contact will not be tolerated. Don't be afraid to kick some-
one out of your game if you think they'll contribute to an unsafe environ-
ment. Show everyone what weapon props will be used. Never use real
weapons as game props. Realistic looking weapon props maybe alright in
a tightly controlled game environment, but never allow players to bran-
dish realistic looking weapon props in public.
204 Clhulhu hive Srd EdilioB
Show the same concern when
working with special effects and
costuming. Light, music, sound ef-
fects and smoke might all be a nui-
sance to your neighbors. It doesn't
hurt to check your municipallw.vs
about quiet times in your to\Vl1. You
might want to tell your neighbors
that you are having a small event at
your home and they ~ o u l d call you
directly if the have any concerns.
Courtesy and sensibility are keys to
having a successful game event.
If the police are called, the host
and Keeper should be present to
speak with them. Explain what is
happening in simple terms without
going into too much detail. Most police are content to just know that there
is no real problem and "it's just one ofthose murder-mystery parties." If
they want more detail, give it to them. If they heard there were weapons,
show him your props and script. Show the means you've taken to ensure
everyone's safety. If the officers make any comments about excessive
noise or lights, listen to their suggestions. Quiet things down if they ask.
The concern of the police is that no lw.vs are being broken and people are
safe.
A couple examples include the infamous "summon cops" spell inad-
vertently cast by a Keeper through the ignition of a giant, flaming elder
sign cut into an open field. After showing the police the careful safety
precautions and advance planning that were taken and reassuring them
that this was just one of those "murder mystery" games, everything was
comfortably resolved. The same held true after a conversation with an
officer checking up on a group of players roaming all over College Hill in
Providence, Rhode Island, late one night. Once he was assured it wasn't
a roving gang and the intentions were innocent - if a bit unusual- the
game continued.
The Keeper and staff of a Cthulhu Live event ~ o u l d have the safety
and security of the players and environment on their minds at all times. It
is their job to provide a safe environment for the players, just as it is the
player's obligation to be careful and responsible during play. The key is
just exercising common sense. Live-action role-playing is great fun and a
fantastic way to enjoy the traditions of Love craft ian horror. It only takes
a few careless incidents or negative pUblicity to spoil the hobby for every-
one, so please be smart and safe when you play Cthulhu Live. ~
ehDpter 1: 3tDgecrDH 205
Clhulhu Live 31'd Edilign
Chfi:Dt
BIJ:ilc Ke:iolutlon
Multiply Skill level by suworting stat score (EDU, DEX, CON, POW)
and compare to diffiUllty score target determined by Keeper. Variable
modifiers may be introduced at Keeper's discretion. Unskilled attempts
test at half the rupporting stat score. If the players score is 50 or more
points less than the test success score, a critical failure may result
Dlrnculty
1 - No Sweat
2 - Simple
3 - Easy
4 - Routine
5 - Average
6 - Challenging
7 - Difficult
8 - Extreme
9 - Superhuman
10 - Impossible
Team Efforts
Success Score
5
11
18
26
35
45
56
68
81
95
Player with highest skill is the team leader. He can manage up to one
additional person per in the team effort. Leader 's skill level and
supporting stat are multiplied as normal. Team members with the correct
skill contribute half their supporting stat (00 multipJiersused) to the leader's
score. Team members without the correct skill contrioote only three points
each to the score of the team leader.
l'e:.tS
POW Shade of Terror Sanity Level Fa'Yade Level
18-20 Red Solid Fine
15-1 J Orange Shaken Foreboding
12-14 Yellow Spooked Foul
9-11 Blue Scared Fiendish
1-8 Green Screaming Feral
0
Stark. Raving Mad! Freaking Insane!
Permissioll grallled to photocopy for perso"aI use
Combutl
Deciaration Phase - Announcing intent. Counting up from lowest to
highest DEX.
Resolution Pilase - Completing announced actions. Counting down
from highest to lowest DEX
Standard Combat Actions
Allack - Melee or ranged attack armounced.
Defend - Put all efforts into deflecting damage.
MQve - Move to another location.
E"'ade - Extra burst of speed to evade melee or flee.
Hold - Hold an attack until opportune moment later in phase.
Aiming - Careful aiming of ranged weapon to increase damage.
PeljormAclioll - Miscellaneous actions and ~ i l l use.
Special Attacks
(Must have appropriate skill specialization!)
Disann - Knock opponents weapon out of his hands.
Tlm:: m Weapon - Throw a weapon to cause damage.
Mighty Blow - Additional damage from powerful melee attack.
Lightning Strike - Attack faster than usual, but at reduced damage.
Improvise Weapoll - Use an improvised weapon as a skilled attack.
Trip - Drop opponenl to ground.
Knockout - Render opponent unconscious.
Two Weapons - Dual weapon attacks at base damage.
Marksman - Accurate aimed shots for extra damage.
Double-Tap - Double-shot with a single weapon.
Run & Gun - Move and attack at base weapon damage
at the same time.
Trick S;'ot - Fancy 9100ting at !ileciaJ target locations.
Automatic Weapoll - Skill with full-auto weapons.
Quick Draw - Draw and fire in the blink of an eye.
Armor
Armor
Leather
Otainmail
PlateAnnor
Light Ballistic
Heavy Ballistic
Defense
1
3
4
3
4
Noles
No defense against firearms
No defense against firearms
Defense 1 against fireanns
No defense against melee
Defense 2 against melee
Permissioll granted to photocopy for personal use
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39
,

~dition

'.

To lj.P. hovecroft. Hoberl E. Ijowurd.

Hoben W. Chumbero. Clurh &hJOIJ §mifh.
Dad all the other bards of lhe lIJ'ytha.5 who.se 'l]J:jion;5 huve in.sptroo fhLs wOl'it

By Robert "Mac" McLaugillill
and tile SkirmisJur Game Development Group

30 Edition
By Robert iill1ac" M cLmlghlill
mid Ole Skirm islur Game Development Group

Publl:5bcr/ ldttol'-ID-ehlcf: Midlael J. Varhola
Layout ODd J)ulgn: Michael 1. Varhola, Robert "Mac" McLaughlin, Geoff Weber

Il\lrmlo:sbcr Publl:ihlag lWe P.O. Box 150006 Alexandria, VA 22315-0006
Wcbdc: wWll(skirmisher.com

Interactive Forum: www.skirmisher.comlforum

:t:maU: cth ulhulive@Skirmisher.com
Copyright 2008 by Skirmisher Publishing LLC. All rights reserved. Published under license from Otaosium Inc.
Images throughout this book courtesy of Chaosium Inc., Kettle of Fish Productions. MindGame Productions. PST Productions, Mantra Design Studio, Celephais Foundation, Dover Publications Inc., Chrif1.ian Matzke, David Meiklejohn, Robert McLaughlin, Geoff Weber, Ridlard Alan Poppe, and various other sources lost to the ages. Cover image by Geoff Weber and based on "The Kitah-al Azif: The Original Necrooomi con," a tome and functional piece ofart by and available from artist Richard Alan Poppe (w-ww. t hestygiandepths. com) .

First Skinnisher Publishing LLC E1ectrooic Editioo: May 2008 SKP E 0814
II

'TZlble 01 Content:»
llckDQwledge.mcnta v
vi

Introduction
Chapter 1: Chara.cter Creation
Chapter 2:

page 1

Playing the Game
Chapte.r 3:

page 4t

l\unnlng the Game Chapter 4: magIc Chapter II: Cl'utura 01 Ihe IBythoa Chapter 6: Outald.el'a Ii Payehle 1I:blllllca Chapter t: 3tZlgecralt Keeper Cheat Zheot
Player ehZlI"Zlcier :ihe.e.t

page 69

page 83

page 113

page 14t

page ltS page il06 page il08

III

i. .

Donna Brandt. Steven Dustin. Special thanks to the H. Teegarden. John FairHoiton. Mike Tice. Michael 1. Sara Pope. John Lawless. Eric Kesler. and TonyWilson. Phil Harbin. C. Jeff Campbell. Jason Sullivan. Tristan Petts. Neil Knight. Mike Varhola. Greg Stafford. Andrew McNeill. Mark Evans. Eamon Honan. Will Thrasher. Dan DePalma. Tod Gelle. Forster.P. Christian Petersen. Sincerest thanks are due to Julia McLaughlin for her love and support for the author. Cindy Schneider. Christian Matzke. Mark Shireman. Steve Gallaci. and too many others to name but whose valued efforts and contributions have added a great deal to the Cthulhu Live tradition. Brian Phillips. Todd"Bully" Phillips. consisting of Greg Agostini. Earl Geier.liclmowledgement:i li s with any work of this size and scope. Eric Rowe. Thanks to Mythos Artist Richard Alan Poppe for providing us with the tome used to create the cover and for several of the images that appear throughout the rest of the book. Matt Rambo. Nigel Tonk. Misha. Emily Harris. Adam Scott Glancy. Ian Fagan.J. C. Giles Blackmore. Laurent Vidal. Thanks to all the individuals who have helped contribute to the Cthulhu live tradition these past years. Adam "The Cthulhu Kid" Gastonguay. Michael Garrett. Thanks to artist Geoff Weber for his gargantuan efforts during the final phases of production for this book. Thanks to the Cthulhu Live 3rd Edition development team. And thanks to Fantasy Flight Games for their assistance during the production of this book and to Charlie Krank. andParke. Thanks to Jasen Ward and Tori Ward and Mantra Design Studio for their contributions to this book and for partnering with us to develop an interactive companion CD for Cthulhu Live 3ni Edition. Matt Cowger. Peter Devlin. James Holloway. Andy Gates. David Salmon. Cynthia Hamori. ~ Introduction v . Asa Nodelman. Scott Nicholson. and to the latter for the many images they provided for use in this book. including Richard Bermett. Lynn Willis. and Justin Wright of Otaosium Inc. Russ Charles. Mike Goodman. Gavin Hutchinson. Adam Crossingham. Shane Ivey. Paul Michael Janousek. Matt Start. Thanks to Sub Rosa and members Jason Susalla. Jerome. LovecraftHistorical Society and the CeJephais Foundation for their truly ground-breaking efforts in live-action Lovecraftian game experiences. George Burruss. Darrell Hardy. a great many people have contributed to making it what it is and the publishers in general and the author in particularwQuld like to recognize their contributions and efforts. Gordon Olmstead-Dean.

brings dynamic 11e\V changes to player sieills. and teamwork to combat dark and alien forces from the stars and from outside our known concepts of reality. and many other aspects of the game. The intent is to accommodate the requirements of live role-playing. Keepers. but no one can foresee every eventuality. and locations. Players have the opportunity to handle ancient relics. The game comes to life around you. Experienced role-players will notice that the rules of Cthulhu Live are streamlined and simpler than traditional role-playing games. sanity tests. The number of players. depending on the complexity of the adventure and the number of players available. The design of the entire rules system is to facilitate smooth. Inspired from the stories of Howard Phillips Lovecraft and the group of writers known as the Lovecraft Circle. Even new actions not covered in the rules maybe easily settled and adjudicated by the Keeper. Adventure scripts are typically written to cover the most likely courses of action. and face otheIWoridly horrors in real-time interactions. the masculine gender is used throughout most of this rulebook. Adventures in Cthulhu Live are a form of interactive. waiting to reclaim what was once theirs. Cthulhu Live is based on the role-playing game Call ofCthulhu. Players can often take the game in new directions and create interesting new twists to the established plot.:Introduction nco This new 3rd edition set of rules. The unpredictability of the game is part of the fun. Each session involves at least one game master .known as the Keeper of Arcane Lore . but of course there are no such restriction on the gamer's gender. Gamers may create new skills and tests they feel are necessary. The book incorporates best practices and ideas culled from liveaction groups around the world. props. These ancient horrors wait just beyond the perception of our science and our senses. vi ~ hUlhU live is the official live-action version of the immensely popular Call ofCthulhu tabletop role-playing game published by Otaosium Clhulhu hive Srd EdilioB . wits. rather than on a table or in your mind. and support staff vary from one adventure to the next. Live-action role-playing is unlike many games you may have played before. and a few members of a support staff who assist the Keeper and perform the roles of Non-Player Characters (NPCs). Cthulhu Live allows players to use sieills.a variable number of players. improvisational theater. with numerous players. For convenience. costumes. combat rules. Neither dice nor pages of complex tables are used in this game. unintenupted role-play. page through tomes of blasphemous secrets.

werewolves. ghosts. Many groups may even prefer to run a ser ies of action-based.The horror of CtillliJm Live does not limit itself solely to the Lovecraft Mythos. monster bashing adventures such as hooting vampires or fighting an army of the living dead. e.. Cthuihu Lh'e is designed to fully ~pport traditional horror and supernatural advenlures. and other terrors.11 . Welcome to the world of Clhulhu Live! lick. ts .. insane killers. ow ledge . demons. vampires. living dead. The game system includes rules for psychic powers.

vIII .

You'll have to rely on your natural charm. Stats are a series of numbers that indicate physical and mental capabilities. No Otarisma score is used. fast but frail. or afflictions that add personality. Most characters have Stat scores forming a bell curve around human averages. Play your character to his or her strengths and avoid situations that will trap you within your weaknesses. and Luck. They represent unusual quirks. special abilities. when interacting with other characters.ChZ1pt~r 1 eharacter ereation T: e character is your alter ego in the Cthulhu Live universe. Skills represent fields of knowledge and physical training your character has learned through life. A score of 20 is typically the maximum for a human. You must use your own wits to solve the puzzles with which you're confronted. Advantages. This is especially the case with extreme characters who typify strong but dumb. Skills are purchased from a pool of available points derived from your character's stats. In other games you may have the chance to create your own character. and Skills. Be sure to chose your stats carefully and build them up according to your vision ofthe character you wish to create. Disadvantages. Magic Points. These four primary stats determine secondary statistics such as Wound Points. brilliant but sickly. Dexterity. Some players are terrified of having Stat scores less than 10 but having both strengths and flaws in characters make them more interesting. Average human ability scores are between 8 and 12. A few Statistics seen in many role-playing systems have been omitted from Cthulhu Live. During most games the Keeper provides you with a pregenerated character designed specificallyforthe adventure at hand. No Strength score is used. Constitution. or possessed of great psychic potential but physically disabled. Primary Itati:litiCli Your character's mental and physical capabilities are defined by the following four Stats: Education. Constitution reflects the overall fitness and health of your character. talents. Advantages and Disadvantages are optional rules often used when players create their own characters. Exceptionally high or low scores are not as common but are not unknown. Stats also help determine the number and quality of your sieills. and personal handicaps that might arise during the game. ehupter 1: ehurZlcter ereution 1 . and Power. A character is defined by Statistics (or Stats). or lack thereof. No Intelligence score is used.

It is important when the Keeper determines the effects of poisons.50 Points Best of the Best .ed to play very average characters or may be allowed to create seasoned adventurers. players may be ask. Most investigators are considered a cut above average when they begin. translating foreign languages. or the performance of delicate operations.55 Points EDUCATION (EDU): Knowledge and learning capacity.ills.45 Points Experienced . strength. Adventurer Experience Level Average Person . Someone with a CON of 20 probably eats arsenic for breakfast. POWER (pOW): Your willpower. It contributes to the pool of skill points available for academic and trade skills. DEX-related actions include picking a lock andrepairing miniature mechanical or electronic equipment. Depending on the type of game your Keeper has in mind.40 Points A Cut Above . Someone with a DEX of 1 can't walk and chew gum at the same time. and toughness. diagnosing diseases. resisting possession. psychic combat. sleight of hand. and other times when your character relies on his innate psychic and magical talent. The Keeper considers your DEX when settling the outcome of all actions requiring agility. it is a factor in the pool of skill points available for combat skills. and spiritual awareness.The Keeper defines how many points you have to distribute among the four stats. mind reading. electrical shock. psychic strength. Characters 2 Clhulhu hive 3rd EdilioB . A character with aDEX of20 could be a phenomenal stage magician or an Olympic gymnast. An EDU of 1 JXobably means the individual was raised by wolves. recalling historical facts. CON establishes Wound Points and is a factor in the pool of points available for combat sk. POW comes into play when performing magical or psychic feats. A character with a CON of 1 passes out after one beer. CONSTITUTION (CON): This is physical health. A 20 EDU is a certified genius. radiation exposure. DEXTERITY (DEX): Agility and manual dexterity. EDU is a factor when determining the success of a great many actions in Cthulhu Live. The Keeper considers Power when judging tests of spell casting. and all other Skill Tests when a character uses his acquired knowledge and "book-learning". and other instances when you depend on physical toughness. EDU contributes to the pool of skill points available for academic and trade skills.

At the start of the game. They are regained behveen games if your character survives. Magic Points represent personal reserves of magical and psychic energy. :MPs are equal to your POW. LUCK POINTS (LP): Luck Points are determined by your POW/4. You are now in dire need of medical attention and will die ifnot treated soon. dropping any fractions. They fare better when confronted with horror and the supernatural. expending MPs in the process. Luck Points are very precious and should be used wisely. This allows you to conwct a skill test at an effective level six or higher. Your Wound Points are equal to your CON score. this is a rating of how many wounds you can sustain before falling unconsciousness or dying. A person with a 1 POW is frightened by his (lINn shadow. You may choose to expend Luck during any skill test. MAGIC POINTS (MP): POW is arating of your willpower and magical awareness. These should be ehupter 1: ehurZlcter ereution . WOUND POINTS (WP): Critical in combat.with high POW have strong willpower and great self-control. If you are reduced to zero or fewer WPs. or to give you a reasonable chance of success in what would otheIWise be an unskilled test. providing a guide for role-playing your character's state of mind. Magic points are regained through rest and meditation. lecondary ItatilitiCli There are several secondary stats that are used cUring the game. SANITY: Your mental stability and a guideline for how you react when confronted with arcane horror. Someone with a POW of 20 could be a celebrated psychic or march straight into the depths of Hell without flinching. During the course of an adventure. For this reason. you may attempt psychic or magical actions. you fall unconscious to the floor. Some magic items or ghastly rituals may boost a character's Magic Points to unnatural levels in excess of his POW score. There are six levels of Sanity. allowing you to test at one level higher than your actual rating per Luck Point expended.

however you drop one level of Sanity. freeze in terror. seeing lesser ~ades ofterror three times will still crop you a level of Sanity. Raving Mad! A higher POW allows you to better cope with fear. Consult the chart below and note the indicated "Shade of Terror" on your character sheet. colored pieces of paper inside or near the object or colored cards held up by the Keeper.listed on your character sheet. Watch for one or more colored ribbons. wildly attack the object of your fear. If confronted by your "Shade of Terror. Events and horrific revelations may rattle your Sanity and lower your level. Sanity Levels Solid Shaken Spooked Scared Screaming Stark. . the Keeper may also loudly call out several colors. If the room is dark or the action chaotic. In other words. frightened. and irrational you ~ould play your character. Even the boldest adventurers suffer the gnawing effect of fear and stress on their nerves." you are temporarily overcome with fear. even if you don't encounter your own Shade of Terror. . Most start the game out as but some disturbed characters may begin the game further chart. withdraw into a fetal position. You flee from the scene. you typically regain some measure of selfcontrol. the more erratic. allowing you to check off new levels as you move up or down in Sanity levels. During the game. Your character also drops one level of Sanity for every three times he encounters something frightening but successfully retains his self-control. whatever seems appropriate for your character and the situation in which the loss of control occurs. After several minutes. you may read unsettling truths or see horrific sights. The lower you go. POW 18-20 15-17 12-14 9-11 1-8 4 Shade of Terror Red Orange Yellow Blue Green CllIulllu IJlvc 3rcl Zd1110.

along with the number of points a player must pay to gain each of them. You have a natural affinity for art. Disadvantages are handicaps for the player or problems that will likely affect them during the game. • No player should chose more than 5 points worth of advantages and 5 points worth of disadvantages. Artistic: 1 point You are creative and imaginative. consider if you wish to take any Advantages or Disadvantages for your character. Each has a point value associated with it. Blue. imposing certain costs for character benefits but granting bonuses else\Vhere for character deficits. lldvzmtZlgeli Zlnd l)iliZldvZlntZlgeli After assigning basic stats. These are entirely optional rules. and Green players. Advantages are benefits to your character and you give up stat points to buy them. A Yellow result panics Yellow. taking disadvantages for your character gives you a fe\V extra stat points to allocate however you would like. • Keepers must make sure that players role-play any disadvantages they take. but the Keeper has the final word. Players carmot conveniently forget their character's disadvantages during the game. muebaptel' 1: ebal'uctel' ereatlon . An Orange result panics all players except those with the Red Shade of Terror. that is his decision to make. • There are a few guidelines players and Keepers need to keep in mind: Advantages and Disadvantages are optional. he may suggest that Advantages and Disadvantages be used to temper excessively ambitious character design. these elements are usually taken into account within the script itself and Advantages and Disadvantages rules are not required. As a result. but remember that your character panics at his own Shade of Terror and all others higher on the chart. Advantages Following are a list of standard Advantages. This is the greatest potential for misuse of this rules option and Keepers should make sure that players are willing and able to abide by any disadvantages selected and role-play them faithfully. When Keepers design pre-generated characters. If a Keeper wi~es to have none of these in his game. In most cases the Keeper will arrange for several colors to be displayed or called out. or to not allow a specific advantage or disadvantage.Remember that each shade of terror builds on the ones below it. If the Keeper allows players to create their own characters. but before purchasing skills. Typically these are used when players create their own characters. Advantages and disadvantages directly affect your stat points.

this entity may provide help when times are tough. Connected: 2 points You may be the child of a u. protected a Buddhist monastery from destruction at the hands of marauders or offered kindness to a stray cat that was a particular favorite of Bast. Clearance: 1 point You have been granted a high security clearance as a result of your job and a favorable background investigation. some politicians. You may detail the background history of this advantage. Having a clearance does not always mean you have a need-to-know specific information. or writing and can procUce original and compelling works. Clearances do not grant unrestricted access to all classified material. or once saved the life of a federal agent.illievel one.sic. the nephe\V of a Mafia boss. Special permissions and a need-to-know are also required for approved access. or the revelation of dark personal secrets that can be used for blackmail orto discredit the government will result in a clearance being frozen or potentially revoked. Clearances can be fragile things. senator. you or an ancestor did something that met with approval from some benevolent. but your Keeper determines any specific effects during the game. It also allows the individual to make an unsk.S. Your character has clearance for Top Secret information and perhaps even certain special access programs. Blessed: 3 points At some point in the past. Overt signs of mental instability. It allows an individual to test at one level higher than their Fine Arts Skill would normally permit. At some point in the near future. Typically this will take the form of a miraculous twist of fate that saves the character's bacon on one single occasion. You have a powerful connection 6 Clhulhu hive Srd EdilioB . Typically a clearance will be granted to certain military and government employees. supernatural intelligence. erratic behavior. and some various technology and engineering contractors working for a government agency. Perhaps you restored lost sacred stones to a shrine of Shiva.illed Fine Arts test in a field they normally do not possess at sk.

Your name and face are recognized and many average people feel honored to make your acquaintance. disarming a bomb when only seconds remain. Fame: 1 or 2 points You are well known in your chosen profession (1 point) or possibly to the general public at large (2 points). the Keeper makes a big deal about singling out the player and letting all the others know who the character is and what is publicly known about them. government. You may be able to organize special favors or perhaps gain access to restricted areas or information if you encOlmter a fan and play your cards right. your character always seems to perform better when in dire physical peril. Remember that this advantage is not a be able to communicate with your cormection in . This have a connection through birth or a chance unlike the Networking and Streetwise skills that reflect years relationships and culling personal favors . bypassing an electronic keypad to escape a shoggoth flowing dQlNn the hallway.vay car under hostile fire. Gifted: 2 points You have a natural affinity for the invisible world and have 5 extra Magic Points than your POW would normally provide.with the law. Of course being so widely recognized can sometimes work in your disfavor. I· these .v on this connection to aid you in can be very helpful in gaining access to restricted files. During the player orientation and rules briefing. or assistance_ your transgressions. provided they are recklessly dangerous acts or take place during dramatic scenes when you have an audience. but your friends will always say you lived life to its fullest. getting your . This can be of great benefit for psychics or those dabbling in magic. You perform test resolutions at one sleill level higher than your actual level. ing a safe haven. attracting unwanted attention to your movements or being easily identified during times when anonymity is a blessing. you are not hampered by the doubt or hesitation experienced by most people. Even then it maybe denied ornot immediately Daredevil: 2 points With a flair for the dramatic and a risle-taking. Landing a damaged plane on ajungle strip during a tremendous rainstorm. Your actual life-span may be limited. ehupter 1: ehuructer ereution 1 . repairing a get-w. devil-may-care attitude. having judicial charges dismissed. or the criminal urldelW~ d and may be able to drw. of jail.

Your code of honor. lock. drugs. and toxins. Your character is naturally lucky and is entitled to an additional five luck points in addition to their basic allocation. he'll steadfastly charge into a hail of gunfire or square off against the blackest denizens of Hell. soldiers. Nerves of Steel: 3 points Your character is arock. fine craftsmen. or innate death wish is such that you are allowed to make B Clhulhu hive Srd EdilioB . High Tolerance: 2 points Possessed of a very hardy constitution. chugs. All tests against poisons. Unflinching in the face of danger. points equal to their POW/4 for use through the game. This Advantage is very helpful for musicians. natural bravado. a model of discipline and self-control. The careful use of luck points gives characters a better than usual chance of success or the opportunity to perform unskilled tests as if they were sk. Nearly all ~ill tests require some sort of sensory input. and similar substances are conducted with a +5 to the base CON score. Only certain ones should gain additional benefit from acute senses. Keepers will rule on what tests can or cannot use this Advantage. you will pay only one skill point per level.Gift with Languages: 2 points Your character has a natural affinity for languages. Your character spends only one skill point to do so.smiths. regardless of the level purchased. Keen Senses: 2 points Your character makes skill tests benefiting from highly acute senses at one skill level higher. Lucky: 3 points Most characters receive Luck. You must still spend one extra skill point to buy a linguistic specialization.illed.. For example most characters will spend three points to increase a language skill from level two to level three. hunters. your character has a high tolerance for alcohol. and other professions in which sharper than average senses are a clear benefit. When buying and increasing ~illieveis in language ~ills.

Perhaps you were born into money or are a self-made millionaire. This ability is the basic potential of using Psychic powers. Stinking Rich: 3 points You have the benefit of a fat bank account and a nearly endless supply of wealth. If the character's POW exceeds their CON score. you are allowed to ignore the first failed Sanity test of the game.Sanity tests at one Shade of Terror higher than what would normally be permitted by your POW. They may collapse in condition when the danger has passed if the natural CON. you may a~ for help within their means. have been awakened in your own mind. At some point during the game. P~chic Talent: 3 points Your character possesses a rare natural potential. This advantage means that you have full control of your financial assets. Your character gains +5 to his or her Wound Point total. Flashing your wealth in certain settings may attract a dangerous criminal element. but you have a higher maximum score that your CON would typically provide. they may use their POW to calculate points for combat. Psychic skills will be addressed later in the rules. Although envied or resented by some. A dilettante character without this advantage. If your POW already places your character in the highest level for Sanity tests. for example. The character stubbornly resists pain and loss by virtue of their iron will. you are able to bankroll many elements of a Mythos investigation and have a certain amount of influence by throwing your name and money around. hungry for what you possess. lying dormant within most humans. Mysterious powers. may live off a trust fund that takes care of ehupter 1: ehuructer ereution 9 . Owed a Favor: 1 point Someone owes you a favor. Robust: 2 points You have always enjoyed a robust health and resistance to injury. A great deal oftraining is required to develop specific psychic skills and use them in the game. typically a non-player character of the Keeper's choosing although it might be another player character. Wound points regenerate normally.

Players are encouraged to role-play elements of a hidden or repressed emotional disturbance. but you should embellish the details considerably in a rambling discourse when relating the information to other players. mental. With 2 points you have traveled the entire world. or sexual abuse. Sights and situations that may not affect other players will begin to lower your condition on the Sanity chart. Abused: 2 points You suffer from the effects of past physical. During the game you may ask the Keeper some basic questions about objects. The Keeper will give you any basic facts that you know. Strong: 2 points Your character is stronger than expected for his size and ackls +5 to his CON score on any test measuring physical strength against an inanimate object or comparing strength on strength test with another character. or sights may trigger outbursts of violent rage or tearful collapse. along with the number of extra points a player gains for acquiring each of them. You may determine the details of the abuse. You know. " Disadvantages Following are a list of standard Disadvantages. "I'm no expert in the matter. but this looks like a Mesoamerican carving from the Olmec culture. names. hiking in the Tuxtlas Mountains and experimenting with peyote when I ran into this old Indian shaman. and locations encountered. At 1 point your traveling experience is limited to a single continent (specified at the beginning of the game). I was in Mexico a few years ago. Details of your wealth and its capabilities should be negotiated with the Keeper.his or her needs but may be unable to divert Daddy's millions to fund some cockamamie expedition into the Sahara. words. 10 Clhulhu hive Srd EdilioB . but you have difficulty interacting with others in various social settings. It will be up to the Keeper to decide if you know anything related to your question and generally it will just be cursory information. Well Traveled: 1 or 2 points You have been around the world and back again. Certain actions. otheIWise your Keeper will direct loss of sanity levels to reflect your troubled emotional state. As a result. you may call upon regional knowledge gathered in your travels.

Blind: 3 points You are totally blind or retain very little sight. Your Keeper determines the exact point cost of this limitation. or death. and personal honor. Any test resolution requiring sight is automatically"unsieilled. morality. and even then it is still not the clearest. Those seeing this as an easy way to pick up stat points should be forewarned. even if it means injury." TheKeeperwill expect you to role-play this disadvantage appropriately during the game. imprisonment. Examples such as "never kill the innocent or an unarmed opponent. the Keeper may keep some skills secret from the player until such time that they are required and at that time reveal the "forgotten" sieills and their levels. Safety concerns permitting. you suffer an immediate loss of one Sanity level and perform all skill tests at one level lower until the transgression is righted. You will never willingly act contrary to this code. If accidentally tricked into betraying this code." or "always protect the helpless" are excellent codes for a character to select. the secret disadvantage picked by the Keeper will usually be a major one and manifest itself at the worst time possible. Details of ehupter 1: ehuructer ereution 11 .ill tests such as translations or knowledge and recognition tests at one skill level lower unless you are able to be just a few feet away from the object. Code of Honor: 1 or 2 points You live by the tenets of a strict code of conduct. depending on how stringent your code of honor may be. you committed an awful transgression: a dark crime. the best way to play this during agame is to provide a set of blackout glasses for the player and let him or her truly play the game without sight. The Keeper picks one additional disadvantage. You will perform vision related sk. and basic social competencies remain. Codes such as "never harm a bunny" or "always look both ways before crossing the street" are not likely to be approved. You are practically helpless if you loose your glasses or contact lenses. Bad Eyesight: 1 point You need corrective lenses to have functional eyesight. Dark Past: 2 points Sometime in the past. for no acklitional points.Amnesia: 2 points Your long-term memory is gone and only functional memories like abilities. a terrible betrayal." "never tell a lie. or perhaps even an affront to humanity itself. Optionally. and keeps it secret until this unknown disadvantage suddenly manifests itself during play. This can be a fascinating challenge for an experienced role-player. sieills.

Your Keeper will ask you to select a primary focus of your intolerance and it will need to be something that will become a point of contention during the game. your statements and actions may make your character very unpopular with other player characters and NPCs. but your Keeper may have some fiendish ideas in store for your future. Despite the number of stat points this can provide. You must always be alert. most likely during this game! Be careful choosing this limitation. people will eventually figure you out and regard you with some mistrust. Of course you often end up having to spin more yarns in order to prevent your other lies from being discovered. economic status. This can be quite a disadvantage when trying to tell other characters about something you've actually seen or when trying to get assistance from players or authorities that've already dismissed you as a conSlllllmate liar. race. you cannot read or write in any of them. Their opinions. age. it allO\Vsyou several extra points in your ability pool. behavior. habitually telling alie instead of the truth whenever it seems practical. religion. makes you feel good. Typically you may not advance past level two in any academic & trade skill with exceptions determined by the Keeper. You vocally disapprove of people of the wrong sex. it can become a major handicap in learning many sieills and should be taken only after careful consideration. Habitual Liar: 1 point You are apathologicalliar. Illiterate: 3 Points Regardless of how many languages your character knows. and backgrounds are all Mong. Intolerant: 1 point Your character thinks everyone else is Mong. but you are concealing a dark secret from the other players. for one day your past is likely to catch up with you.your past may be worked out with the Keeper. or profession. or provides an immediate and easy way to get out ofa negative situation. While a hero amongst your bigoted friends. 12 Clhulhu hive Srd EdilioB . Unless you are really good or really lucky. helps you look important.

an unnatural fetish. . he or she will ask you to help them in some way within your means. Persecuted: 1. you will decide how to repay the debt or if you choose to renege on the favor and earn their animosity. a predilection for picking fights regardless of the odds. possession of occult artifacts. Obsession: 1 point Some goal. power over others.ed WNay in a shuttered room. Your character be a result of :YOLlj. Perhaps your grandmother was a Marsh from Innsmouth. You are constantly compelled to pursue your desire. typically anon-player character of the Keeper's choosing or it might be another player. or your great-great grandmother was burned at the stake during the Arkham witch-trials. Ch'''D. money.:lllgi. this disadvantage will bring the Mythos to your doorstep and its implications may strike deeper than you might think. or perhaps an illegal drug habit. especially when they have barricaded themselves in against the night and have grown just a little too trigger-happy. This could be sex. You mayor may not want to reveal this heritage to your fellow players. At some point during the game. The point value of this disadand setting of the game.Mythos Heritage: 3 points A sympathetic connection to the Mythos exists at some point in your family's past. the love of a specific person. When they approach. 1. or object is a compelling fixation that drives many of your actions. and you must make at least one serious attempt to acquire this during the game. an ill-rumored sibling was always kept lock.J" or other sources vantage varies aClCO\dJrlgj minority that is mistrusted and The source of this persecution may r. Sooner or later. sexual orientation. how 13 Chople.msbeliefs. an eccentric uncle was notorious for his strange old boocs and depravities. or numerous other obsessions as approved by your Keeper.:leJ Ifrc. alcoholism. You will be expected to role-play this odious habit throughout the game. Examples may include chain-smoking cigarettes or foul cigars. Odious Habit: 1 point Your character has a particularly annoying habit that is likely to rub others the wrong way or prove to be a disadvantage during the game. Failure to pursue your obsession during a key moment may result in the loss of a Sanity level.Otion . person. laughing hysterically or whistling off-key during any stressful situation. Owe a Favor: 1 point You owe someone a favor.

and to what degree this persecution may actually affect you during the game. your character begins the game with acute paranoia. Requiring a cane and being unable to move at faster than a walk may be a one-point disadvantage. you make all skill tests at one level lower when in the presence of what you fear. based on the obstacles the player may face with such ahandicap. The exact phobia and point value will be negotiated with the Keeper. or 3 points Your character is physically handicapped to a degree that affects your movement and motor coordination. you drop two levels of Sanity and must flee the area or risk going catatonic with fear as long as you are in the presence of what scares you. For a three-point disadvantage.obvious your membership is to this minority. The Keeper determines the exact point value for this disadvantage. an openly Jewish character in Nazi Germany should be given a three-point disadvantage. manic-depression.2. Phobia: 1. You also lose one maximum level of Sanity and may never rise to the "Solid" level on the Sanity chart. multiple-personality disorder. you are expected to faithfully roleplay any limitations and difficulties your character would experience. or confined to a wheelchair for the game. Physically Handicapped: 1. you immediately drop one Sanity level and suffer the same skill test penalty as described above. or 3 points You have an unreasonable fear of something and can pretty well count on experiencing it during the game. 2. You may be an amputee. Whatever is chosen should be role-played throughout the game and be an ever-present part of who you are and how you interact with others. 14 Clhulhu hive Srd EdilioB . a victim of Polio. Psychosis: 2 Points Suffering from a condition of mental illness. Being confined to a wheelchair may be worth a three-point disadvantage cUring game play. As a one-point disadvantage. As with all disadvantages. As a two-point disadvantage. For example. or another psychosis. You may only be given a one-point disadvantage if you have cleverly concealed your identity and remain in hiding.

OO $ 10.Sickly: 2 Points Physically weak and sickly. Whether you actually perpetrated the crime. Other players mayor may not know your fugitive status.00 Skills are specialized fields of knowledge learned by your character. WANTED • I ~ -_~ = . Academic & Trade Skill Points = (EDU+POW) x 2 Combat Skill Points = CON+ DEX Skills are divided into fi ve levels of knowledge. DIlJ..JNGER _ ---$ S. speeds the time a ta!ic 15 . or a mere victim of circumstance. your identity is known to the authorities and they are looking for you. while others reflect hobbies.oOQ. You have two separate pools of purchase points. an innocent patsy. bounty hunters. it is time to purchase skills. Some skills may be applied with more than just me of the primary statistics during the game.:. one for Combat Skills and aile for Academic & Trade Skills. and government agents will be dogging your trai l.000 .. special interests and odd bits of knowledge acquired through life. Many are connected with your chosen profession. are wrongfully accused. you have no luck points at all to use during the game. r·-:-~1: JO HN I IERB£RT '. an escaped con. or perhaps wanted by a powerful and dangerous governm ent con spi racy. After assigning Stats and choosing any Advantages or Disadvantages for your character. Each additional level you raise a skill increases your chance of &Iccess. Wanted : 2 points You are a known fel on or somehow wanted by the authorities. You may be a cr iminal on the run. Details should be worked out with the Keeper. bUl poIice. Unlucky: 2 Points Born under a bad sign. however skills are broadly divided into Combat !icills and Academ ic & Trade skills for the purposes of character creation. you beg in play with 5 Wound Points less than your CON score would nO lTllally provide.

Level hvo sk.Master: The character is among the top indiviwals in that area of knowledge.ml to the new level of the skill.ill level with DEX when performing a delicate surgical renm"nt capabilities based on common knowledge in the " "'. How are skills used in the game? Skill levels are used as multipliers for your base four stats when attempting a skill test.ill points (1+2+3+4=10) These skill levels are ratings approximating your character's training and experience. A player may use his Medicine sk. This is discussed in greater depth in the Test Resolution rules.Apprentice: What one might call a "solid grounding" in an area of knowledge.ill costs one skill point. Their level of knowledge could obtain a full-time job in a related industry.Journeyman: This sk.Expert: A recognized expert in their field. Occasionally the same skill may be called upon to modify different stats for different tests. is within your abilities to perform or how difficult the action will be to accompli~. 4 .can be accomplished and may even provide specialized areas of expertise within the skill category.oH'character. perhaps after a little more education or on-the-job training. Skill levels are purchased at a cost ecp. and so on. EDU and DEX are the most common stats used during tests but CON and POW may be used on certain occasions. Three points are spent to rise to a level three sk.ill when trying to find out more information about the Knights Templar.ills cost an additional hvo points. They absolutely know what they're doing and are sought after for their experience.ill at level 4 must pay a total of 10 sk. The Keeper may ask for the total of your DEX multiplied by your level in the Locksmith skill when picking a lock. or with some rudimentary training in the field. Remember that this escalating skill cost is paid for every level purchased. 3 . S . a character starting the game with a History sk.ill.. You might apply your EDU times your History sk. 2 . A level one sk.ill is something the character could probably do professionally. a hobby-level interest. A character with a Medicine-3 from the generally more knowledgeable and capable than a Clhulhu hive 3rd EdilioB . Skill Levels 1 . The Keeper always has the final decision as to whether or not a task. Thus. The list of skill levels describes general rules of thumb to consider when equating your level to actual capabilities.Novice: A basic knowledge. equivalent to what one might learn about a subject in a mediocre grade school.ill with EDU to diagnose a rare disease. but may apply his Medicine sk.

~ €~~~:~:~ ~:~e: of2 in Mathematics.ill specialization. The costs to increase skill levels remain the same. Several specialty examples are listed with most sk. The Accounting skill. They also ensure that character has leamedon advanced education.character with Medicine-5 from the 17th century.ill modifier of 6 if the test falls within an area of sk. the capabilities and difficulty ratings to accomplish specific actions may be different. better training and superior resources allow advanced cultures to learn more facts and achieve greater success. Aplayerwith a History sk.ill may have areas of specialization. The following pages list a broad array of skills with an explanation of how they can be used. a 17th century doctor would also require the same years of study to become a master during his own era. Using professional packehupter 1: ehuructer ereution 11 . Any playerwi~ing to develop a ne\V specialization must have Keeper approval. This allows a character with a skill level of 5 to actually test with a sk.ills.. Skill specializations represent individual areas of interest and personal focus. a professional area of expertise. You are not required to purchase specializations. for . they are employed differently in the game and discussed in greater detail in the Combat rules. any skill tests that fall within this personal field of expertise will be taken at one sk. Any pre-requisite stats or skills will be detailed in the description. It costs one extra skill point to purchase a specialization. Players may purchase one specialization at level 3 (which is considered to be a basic professional-level of knowledge) and may purchase one additional specialization at each level thereafter. The last part of this chapter presents a collection of professional skill packages and their purchase cost.illievel higher. Some skills may be purchased at will. Very challenging one pre-requisite.ill of3 and a specialization in Mediterranean history conducts a skill test at 4 x EDU when trying to identify an Etruscan artifact. On rare occasions this is a minimum Stat lfiirem"nlts are basic entry skills that must be learned skill can be purchased. But just as a modern doctor spends years of training to become a master in his field. Other ~ills have pre-requisites before they be learned. More information. Virtually any sk. Skill Specializations Nearly all skills will have a suggested list of specializations. While Combat skills also allow specializations. Pre-requisite skills have been advanced and skills more expensive to ones. but they allow greater personalization of your character and can prove valuable investments when chosen wisely. If you choose to purchase a specialization within a skill.

Example Specialties: Tax Shelters. Anthropology This skill pertains to the study of human culture around the world. The investigator understands complex monetary transactions and may search contracts and accounting books for clues to how a person or business made its money and how the money was spent. to recognize prominent cultural and religious icons.ages is a quick and easy way to build your character. Archaeology A character uses this skill to identify the time period and source of ancient and pre-historic artifacts and human remains. Keepers may allow additional ones ifneeded or desired. An archaeologist has a better chance of identifying ancient relics or guessing at the purpose of unknown artifacts. The skill includes the organization and operation of archaeological digs and the recovery. Academic & Trade Skills Following are the most commonly used skills for Cthulhu Live. Accounting This covers general accounting and bookkeeping procedures. Requirements: Mathematics-2. care. Elements overlap with the History ~ill but Archaeology extends more into physical remnants than just the historical overlay of who did what and when it happened. It is used to glean information on the practices and beliefs of various societies. Polynesian Culture. The anthropologist may make simple predictions of an individual's behavior based on what the character knows about the person's background and beliefs. Example Specialties: African Culture. Spot Fraud. Chinese Culture. and checking financial ledgers for inconsistencies and embezzlement. Conversely it can also be used to try and cover up financial misdeeds and appropriations of funds. and 18 Clhulhu hive Srd EdilioB . Additional ~ill points are frequently left over so that you may increase some skills or learn others to personalize your character. analyzing business deals. as well as to identify the cultural or ethnic origins ofa particular individual. Embezzlement.

Requirements: Mathematics-2. Anthropology-2. For game purposes. the formation of galaxies. lager. flowers. Black Holes. Comets. winemaking will also be considered part of this sk. Example Specialties: Microbiology. you may produce beer. Advanced levels move into the prediction of cosmic and planetary cycles. this skill represents a basic back yard Astronomer. Ancient Mesoamerica. At lower levels. spirits. Burial Sites. leaves. and you recognize which are toxic. Requirements: History-2. Biology is a wider spectnun discipline of all living things and how they interact with one another in their native ecosphere. and fungi. and the orbits of planets in our solar system. Fungi. You know information on the natural habitat and growth cycles of most plants. You can recognize most flowers. and current perceptions about life on other worlds. Astronomy With this sk. or may have special medicinal or commercial properties. Succulents. Example Specialties: Mars.ill you can calculate which stars and planets are overhead at a particular date or hour of day or night.ills. If the character has the opportunity to study an archaeological site thoroughly. Biology A broader study of life sciences than Botany or Zoology. Requirements: Biology-2 Example Specialties: Orchids. safe to eat.limited restoration of delicate remains. stellar life cycles. and the identification of unseen stellar bodies by the behavior of surrounding stars and planets. With the right raw materials and equipment. Example Specialties: Imperial Rome. You know the names of important stars. or any other alcoholic drink in quantity. molds. Nevertheless. Biology is a prerequisite for advanced life-science sk. Mammals. when eclipses and meteor showers occur.ill. Brewing You are skilled in the ancient craft of brewing and distilling. Botanist You have devoted great effort to the study of plants. Information gleaned from biology skill tests is much less specific than tests through Botany or Zoology and the specializations chosen should be broader. he may make deductions about the culture of the former inhabitants. Reptiles. A master brewer is required to overehupter 1: ehuructer ereution 19 . and plants known to mankind and make educated guesses about those that are unknown.

telecommunications. man-made objects. Bridges. ensuring proper materials and supports are used to prevent collapse and that adequate facilities andflO\V exist for light. air. The skill can also be used to manufacture drugs. Example Specialties: petrochemicals. Example Specialties: Subterranean Architecture. poisons. and maximize the range of radio trans- 20 Clhulhu hive Srd EdilioB . With the proper chemicals and equipment. Chemistry Given time and the proper equipment. Whiskey. load bearing capabilities and design elements of large. factory scale brewery. and power. Urban Planning. you can analyze and identify ahost of unknown chemical compounds. You are able to set up and repair communication arrays. Example Specialties: Beer. Communications This skill represents knowledge of modem radio. You can identify structural weakness and damage that may not be obvious to the general public and can suggest means to repair or support these weak-points. tested against the drinker's CON to avoid severe intoxication. The civil engineer plans construction projects above and below the earth. Alcohol distilled by an amateur can be potentially dangerous. You can examine blueprints and construction documents for design flaws or unusual techniques and materials used in the construction. Acids. or worse from even a small sample. Requirements: Mathematics-2 and Physics-2. Civil Engineering You are familiar with materials. you can concoct explosives. Designer Drugs. Wine. You can make predictions regarding the chemical reactions of various compounds before they occur. Distilled spirits are assigned a toxicity of 30 minus (EDU x Skill Level) of the brewer. water. establish satellite up-links. Low levels of the brewing skill allow one to produce bootleg alcohol and moonshine. or acids. and satellite tedlllology. gases. temporaryblinciness.see a proper.

Requirements: Electrical Engineering-2. Conspiracy Theory You are an authority on modern conspiracy theories. hidden truths behind the governmental machine or merely enjoys these paranoiac fantasies as intellectual games and curiosities of urban folklore. and plant elaborate computer viruses. simple programming.missions. but will instead provide erroneous information that may mislead or confuse the investigation. Cryptography You are trained in the complex craft of secret codes and ciphers. Computers Low levels of the skill represent a basic comfort level with computer use. The character can access guarded files. bypass computer security programs. With enough time and the right technology. intercept andjam radio transmissions. Studying an unknown cipher. Example Specialties: Secret Societies. Secret Histones. Advanced skill levels take the character into advanced programming and hacking techniques. Given the appropriate equipment. Artificial Intelligence. Your character is familiar with the best techehupter 1: ehurZlcter ereution 21 . At higher levels. you can track and establish line of bearings to signal emitters. Requirements: History-2. Electronic Encryption. Assassinations. Signal Tracking. you can digitally alter videotapes and voice recordings or may tell if others have tampered with or altered such recordings. Nework Security. and Website construction. Skill tests generally take the form of knowledge checks. It is left up to the player if your character actually believes these dark. and set up telephone wiretaps. What role did the Mafia play in Kennedy's death? What is the significance of the Holy Grail to the Merovingian dynasty? What does the Skull & Bones Society have to do with the New World Order? The Keeper never tells you if you fail a test. Example Specialties: Hacking. you can make educated guesses to the nature or technique of encryption. you can construct your own bugs and listening devices. Requirements: Mathematics-2. Example Specialties: Satellite.

The Keeperwill also require the player to have a source of knowledge: ancient writings. Navajo Code. New characters are rarely allowed to buy this sk(ii~ll~:~ acter creation. The character loses one maximum Sanity level atMythos skill levels 2 and4. Cryptozoology This skill defines speculative theory of unknO\Vl1 animal life. Given enough time. This skill may provide valuable insight into the biology and life cycles of some lesser Mythos races. The study of the Sasquatch. and other mysterious creatures fall into this skill. that some codes simply cannot be cracked through conventional cryptographic analysis. the Kraken. as do theories of sentient aquatic and subterranean races. Requirements: Mathematics-2. If provided with solid facts regarding a strange or hostile ecosystem. Enigma.. membership in a cult or secret society. Example Specialties: Medieval Ciphers. maya character typically leam this arcane ocanch of study. Only between adventures. such as the depths of the ocean or even an alien planet. and may require knowledge of older dialects to be properly translated. the Loch Ness Monster.. Thus a character with Cthulhu Mythos-2 can never rise higher than "~aken" and a character with Cthulhu Mythos-4 will never rise above 22 Clhulhu hive Srd EdilioB . a deranged sage. Cryptozoology is generally dismissed as a crackpot field of science and not respected in most academic circles. Example Specialties: Yeti. Requirements: Biology-2.". It should be noted.' ~ mission. you have a reasonable chance to decode most secret messages coded by normal ciphers in any language known to your character. the Jersey Devil. ter surviving an encounter with the eldritch nightmares of the Ohulhu Mythos. you may develop theories about life forms that could survive in these environments. however. What they might eat. capabilities. Lake Monsters. af. Cthulhu Mythos This is a special skill that may only be purchased with the K. and weaknesses. their life cycle. Extinct Species. Many occult texts are written in ancient ciphers.niques for deciphering a coded text.

Disarm. You are familiar with the use of cutouts. Elder Things. Structural Demolition. 23 . and similar actions. You have a reasonable chance of identifying the purpose of an unknown piece of technology. This sk. Espionage Your character has been trained in the art of espionage by a national intelligence service or secret society. This skill is used to bypass alarm systems. Xothic Cycle. cults. Example Specialties: Improvised Explosives. your character can build. repair damaged radios and transmitters. and warning signals to minimize ehupter 1: ehuructer ereution . you understand how to shape and place explosive charges to achieve their maximlllll destructive effect. or at least how to tum it on! In modem adventures. Special tools may be required for some attempts. Electrical Engineering Possessing experience with the construction and repair of electrical equipment. dead-drops. As a demolitions specialist. booby-traps. but a sk. You are not necessarily able to repair or construct these devices on your own. Like the chemist.ill also encompasses basic Electronics. Demolitions This skill represents knowledge of the manufacture and use of explosives. Household Electrics. You know the best techniques and locations for planting these devices and may use this same knowledge to sweep a room for bugs and hidden cameras. Example Specialties: Radios. You can set up and operate a traditional cell-structure secret organization. You are familiar with the capabilities and use of cutting edge surveillance technology. a character with the Demolitions skill may attempt to prepare simple explosives with the proper material and equipment. while minimizing unwanted damage."spooked" 011 the Sanity chart. hot-wire cars. this sk. repair. Example Specialties: Ghoul Lore. The knowledge goes further. Alarm Systems.illed electrician can improvise basic tools.ill is often used to recall details about specific entities. or modify electric gadgets. to include the construction of bombs. and shaped charges. You may identify advanced explosive compounds and may attempt to disarm bombs and explosive traps. and non-human races.

Example Specialties: Surveillance Devices.1e. and other simple medical tasks. Cooking .Marble.Art Deco. With the proper equipment.Violin. Bronze. Music . but a number of different ones related to the history and techniques of the arts. Piano. Beat Poets. Japanese. Modernism.ill. Military Intelligence.Shakespeare. Sculpture. FlrstAid This skill is a basic understanding of how to treat shock. Forensics You can perform autopsies to identify the manner and · death of a corpse. A successful use of First Aid restores 1 + Skill Level Wound Points. Guitar. making ballistic tests of murder weapons. Lacerations. Literature &Drama. A character may benefit from this treatment only once per combat encounter or accidental injury and may not be healed for more points than were inflicted by that most recent injury. and Cooking are all examples of Fine Arts sk. The character can identify works of art and recall basic facts on the person or culture that produced it. Example Specialties: Burns. Improvisational Theater. Flne Arts Not a single sk.compromise of the organization and to keep members anonymous to those outside their own cell. Architecture . Middle-Eastern. Sculpture . for example. Realism.ills and must be purchased separately.Impressionism. chemical residue. The longer the body has been difficult the task will be. Gunshot Wounds. Example Specialties: Painting . You may use your skill to test for basic knowledge pertaining to military and political science: certain weapon capabilities or details about a particular group of political radicals. Music. First Aid can be used to revive unconscious characters. and trajectory analysis. bind wounds. set broken bones. One additional point may be healed if the type of injury falls within amedic's areas ofspecialization. He knows the nuances of technique and performance. Bauhaus. Architecture. Counter-Terrorism. Prints lifted from a 24 Clhulhu hive Srd EdilioB .. Barocp. Literature & Drama. Clay.French. Painting.

Expended benefits are regained at a rate of one benefit per half-hour of game-play. faking signatures. and other trace residue may be chemically analyzed to help identify the circumstances of the crime or nature and identity of the perpetrator. Your character is given one gambling "benefit" for every skill level. move a roulette ball up to hvo slots from its final position. You are also adept at spotting forged or otheIWise unusual documents. Black Jack. add or subtract up to hvo points in blackjack. Ballistics. and is a competent draftsman.traced through hard files and online data banks. Fingerprints. Currency. but must cross the fingers of one hand and keep that hand in your pocket throughout that particular game/hand. Example Specialties: Roulette. Poker. or check to see if another gambler is using his skills to cheat. you may call a benefit as normal. You are able to play in such a way as to substantially increase your chance of winning. Forgery Your character is capable of forging most documents. Requirements: Fine Arts (Usually Engraving or Painting)-3 Example Specialties: Art Forgery. A successful forger is a remarkably skilled indiviwal who simply chooses to apply his talents to less than legitimate pursuits. or if you want to increase the odds and keep your real benefits held in reserve. You may expend one benefit in order to do one of the following: draw one extra card in poker. plus one extra benefit if the game is one in which you have taken a specialization. Gambling The professional gambler studies the major games of chance with an eye to making a living. Another professional who suspects a gambier of cheating may ask to see the concealed hand at the cost of one of his own benefits. You may elect to cheat by calling "phantom" benefits if you have used your allotted number. An incredible amOlmt of detail and knowledge is required on the part of the forger to fool officials and experts examining his work. and know how to cheat if you feel your luck needs a little extra help. ehupter 1: ehuructer ereution 25 . get another throw in craps. Identity Papers. Fibers. tissue samples. When you want to cheat. Requirements: Police Procedures-2 Example Specialties: Trace Evidence.

Third Reich. You recognize potential landslide areas. or building firearms. Hypnosis can be very helpful when treating the insane and for recalling forgotten memories and details about past events. Requirements: Mechanical Engineering-2 Example Specialties: Ammunition. meteor strikes.:~. Fossils. removing serial numbers.'onalities. Gun Repair. Example Specialties: Dating Stratum. underground springs. It could be 26 Clhulhu hive Srd EdilioB . Gunsmith You can identify the make and capabilities of just about any firearm.~~~:':!~ fill in missing gaps and you will generally find working on a major find. and hollow-point rounds.. Civil War. and identify rocks and minerals. Aquifers. Automatic fire conversions. Given a proper workshop and machine tools. recognize fossils. and other events that created singular effects and interruptions of long term geologic progress. Your character may produce accessories such as silencers. or events. armor-piercing. altering. Anthropology and Archaeology ~~j'. and be given limited post-hypnotic suggestions to help overcome their fears or hang-ups. therapists. A character must either willingly submit to hypnosis or have his will weakened by drugs. You may perform illegal gunsmith operations such as converting semi-automatic weapons to fully automatic. earthquake zones. brass catchers. artifacts. You can identify unusual mineral deposits or physical phenomenon and drw. you are capable of rep airing. Knowledge of a cutlur.v conclusions that may indicate ancient water flow. ! : quires that it be recorded somewhere. They may remember experiences pushed into their subconscious. Hypnosis Hypnosis is alimited but potentially effective skill for psychiatrists. You may produce specialty weapons and ammunition such as incendiary. and places that are likely to contain caves. and oversized magazines. perform funny tricks.Geology This slcill permits your character to tell the approximate age of rock stratum. Example Specialties: U. and oil deposits. Medieval. Your character can recall background information ". and stage magicians. seismic activity.S. and reactivating deactivated weapons. cultures. History You are knowledgeable about important events through ""onted history. Your knowledge remote and primitive cultures or civilizations with few records.

Examples Specialties: Business.. Requirements: Mechanical Engineering-I. cannibalized parts. Rewiring. Suggestion. cut through legal papeIWork and red tape and research former case decisions. Criminal. Example Specialties: Duct Tape. or reference in a library.potentially dangerous ifthere are good reasons that the person pushed certain memories into the dark recesses of his mind! Coupled with experimental drugs. Electrical Engineering-I. Hypnosismay serve darker ends for interrogation and post-hypnotic suggestion to procUce "sleeper" agents and assassins. and other odds-and-ends. but can figure out quick fixes and temporary solutions from scraps. Higher levels of the skill increase the amount of information generated in a search and may provide additional connections and clues beyond the basic cp. You may ascertain the legality of various actions. newspaper. He is not able to build new pieces of equipment. brainwashing techniques. but this skill can be very helpful in a tight spot. Trauma Therapy. Requirements: Library Use-2. You may need to employ charm or bribery to get into certain restricted cases or rare-book collections. assuming that the reference exists. Motors. The jury-rigged piece of equipment will not be functioning to its optimal levels and is in danger of breaking down again at any time. Personal Injury.1ery. This ehupter 1: ehuructer ereution 21 . and mental and physical torture. Jury-Rig Your character has a knack for figuring out quick. Requirements: Psychology-2. Example Specialties: Repressed Memories. makeshift repairs when time or proper parts are in short supply. Law Your character has an extensive understanding of the legal system. Past-life regression is an ooproven and controversial Hypnosis therapy that could easily be tied into a game. Library Use Use of this skill enables you to find a given book. In modern games. it may be used to search for information on the Internet as long as the player has Computers-lor higher. You can use your knowledge of Law to gain access to certain restricted areas and filibuster with the best of them.

Many other skills require some basic mathematics training. Modem speakers ofa language typically have difficulty with translations more than 500 years old. Specific Libraries. Example Specialties: Rare Books. Higher levels of the skill decrease the time needed to pick the lock. Mathematics Basic levels cover fundamentals of math. Calculus. Mechanical Engineering You have a special understanding of mechanics. You can identify and 28 Clhulhu hive Srd EdilioB . bookbinding. Cajun French. Periodicals.skill also may be used to test for knowledge about rare books. Higher levels move into the realm of abstract equations. Example Specialties: Statistics. Old Engli~. Padlocks. With the proper tools (or reasonable improvised ones) you may attempt to pick any mechanical lock or crack the tumbler sequence of combination locks. If the lock resists your attempts to pick it. Electrical Engineering and/or Computers would be needed to defeat electronic lock systems. High Security Locks. Geometry. and calculus. at least you will also be familiar with more drastic approaches such as drilling and shattering the bolts and tumblers. Characters are assumed to speak their native language at level three with no sk. By the time your character reaches level three he is reasonably fluent but retains a slight accent. The Keeper may require a medieval or ancient dialect to be learned as a specialty. Example Specialties: Safes. and advanced theoretical mathematics. Locksmith Your character has studied the assembly and design of mechanical locks. geometry. Example Specialties: Medieval German.ill point expenditure required. depending on the difficulty category of the task set by the Keeper. Linguistics This skill allows your character to speak andread aforeign language. Some geographic regions have dialects that can be difficult for even a native speaker to follO\V without additional study. selected when the Linguistics skill is acquired. A level one language is extremely basic. non-Euclidean geometry. algebra. and limited information about authors and publishers.

with a very narrow focus. Example Specialties: Artillery. Using the sk. hydraulics. Orthopedics. and has knowledge of drugs and their effects on the hlllllan body. your character will have a pretty good idea of ways to sabotage machines so that the source is diffic. while attempting sk. Special tools may be required for some tasks. Clockworks. weapons.ill. Medicine While the First Aid skill is applied to physical wounds and trallllla. and more specialized forms of health care.ult to locate or may take a period oftime to occ.ill in a very well equippedmedical facility might increase the success rate of the sk. Additional sk. treat poisoning. improvised munitions may be constructed by the character. BioOtemicalOperations. Booby-traps and crude. special equipment. It is a multi-disciplined field. may create competent battle plans and analyze friendly or hostile plans for obvious weaknesses. Example Specialties: Hyctaulics. Radiology. Internal Combustion Engines. Requirements: Biology-2. military forces. Regular use of this skill assumes access to basic equipment and ctugs that might be recp. tactics. First Aid-2. deliver babies. and equipment. and the fundamentals of their use. internal illness. Unconventional Warfare. and large machines. vehicles. Your character has been trained in the tactical application of combined arms strategies. Example Specialties: Surgery. Your character may diagnose diseases. Chemistry-2. ehupter 1: ehuructer ereution 29 . Historical queries may be made in the scope of battles. but you understand how it works and its basic capabilities. :Military Science This field of study represents familiarity with military history. and personalities.ills may be required for competent use of the equipment.repair a variety of machines and mechanical devices. Your character recognizes and identifies the capabilities of all manner of military hardware.1ired. Expertise may be applied to large items such as motors. Medicine deals with disease.ur.. In addition to constructing or repairing mechanical items. equipment.ill tests without proper equipment or in sub-standard and unsanitary conditions will increase the difficulty. down to fine mechanical items such as clocks and watches.

Example Specialties: Body Control. If you become may become reoriented through the use of this skill. and on limited oxygen. You of seeing and being seen. Requirements: Psychology-2. The job requested may be illegitimate in nature. but Nehvorking drw. Advanced levels of the ~ill allow the mystic to enter a comatose state that may be mistaken for death and to survive an extend period of time without food. Networking Your character has developed nehvorking to a fine art.Mysticism Your character has pursued advanced esoteric studies that allow his mind to exert greater control over his body and perhaps even the world around him. Business. It is said that mysticism opens doorways to manipulate the world around the mystic through magical traditions. It is indispensable for military operations.vs upon professional contacts while Streehvise tests against the underworld and criminals. making connections with influential p"'ple. You may link them with specific cultures. Skill tests will be made to see if you know someone who can do something for you or your friends. rituals. Your character recognizes occult paraphernalia. This skill allows the character to enter a meditative state that regains one Magic Point per ~illievel every 10 minutes. and compass navigation. Animal Empathy. water. Navigation Your character is familiar with map reading. magic grimoires. Media. Occult Beyond the primary world religions exists the world of the occult. cults. Example Specialties: Cartography. Naval Novigati\" tion. polar coordinates. and codes. Nehvorking is similar to the Streetwise skill. The character may also reduce his heart rate and body functions to slow the effect of poisons or resist the effects of drugs. and secret societ- 30 Clhulhu hive 3rd EdilioB . Divining. you may know someone really good at the ta~ that can get on it as quickly as possible. Even if there is no favor owed and some manner of payment is required. but the contacts the character knows are notionally legitimate. Requirements: Occult-3. Successful use ofthis skill allows pilots to correctly plot their course and scholars to identify and decipher . Specializations: Politics. making sure you are remembered and always try to help connect people with others in order to build favors and appreciation of your talents.

psychokinesis. This skill does not include knowledge of the Cthulhu Mythos. bulldozers. and other construction vehicles. their life cycles. Operate Heavy Machinery This skill represents familiarity with the operation and maintenance of heavy machinery and vehicles to include tractors and fann equipment. Example Specialties: Cretaceous Era. ~. for what it was intended andwhat its presence signifies. extra-sensory perception. It also includes the operation oftanks and large militarytruck. Pre-Cambrian Era.an!ple Specialties: Earth Movers. parapsychology was still a fledgling field. You are familiar with the life common millions of years ago. capabilities. Example Specialties: Voodoo.s. While the actual application of this skill is very uncommon in game-play. and life ehupter 1: ehuructer ereution 31 . The skill includes the organization and operation of paleontology digs and the recovery.. it may reflect part of the professional education of many characters. and limitedrestoration of delicate fossils and remains. Alchemy. Jurassic Era. care. You may know the origins of an occult artifact. but it can be very useful since the Mythos often is intertwined with traditional occult beliefs or may be at their deepest roots. Geology-2. hyperdimensional physics. Agricultural studies prehistoric life forms. As a paraphysicist. Hermeticism. specializing in non-Euclidean geometry. You can study the remains of unknown pre-historic creatures and make educated guesses about their life cycle. you are the true scientist of parapsychology. and place in the pre-historic ecosphere. Requirements: Biology-2. and weaknesses. Military Vehicles. The psychical researchers of the late 19th and early 20th centuries were most often occultists or dilettantes with no formally established norms for experiments or research procedures. Paraphysics During the 20s and 30s.ies.

Example Specialties: Infrared. and inertia. Paraphysics provides the ability to perform modem experimental parapsychology in the lab and in the field.. velocity. i ~ri. Physics-2. and a on the cutting edge of modern sCience. You may be a ~eptic and spend your time studying spoon benders and other psychic claimants before dismissing them through careful experimentation. Spirit Manifestations. Genetic Memories. Canoes and rowboats do not require this skill.~~~~~l~aw~{S~:~O~f~gravity. photographing things not always visible to the naked eye. Unified Field Theory. You may develop your own film and enlarge or enhance photographic prints. Pilot Aircraft This actually represents three separate piloting skills that must be purchased separately: Pilot Airplane. applications of the theory theories. but larger sailing 32 Clhulhu hive Srd EdilioB . Your character may also try and determine if a photographic image has been altered or faked. atwhich time basic maneuvers and functions may be considered automatically successful during daylight hours and clear weather conditions. quantum mechanics. physics. Pilot Helicopter. chaos theory. Night-flying. Actual skill tests against EDU and DEX are typically required for all basic maneuvers until you reach ~illleveI3. Physics You have an excellent of the scientific principles that move and shape our universe.energy fields. This doesn't necessarily mean you are a believer. Requirements: M:ltH<m'"tics··2. and Pilot LTA Craft (Lighter than Air). Example Specialties: Psychic Powers. Pilot Boat This ~ill represents seamanship and the proper handling of water-borne craft. Photography Nearly anyone can take snap-shots and tum them into a lab for development. mass. Astrophysics. Trick Photography. Requirements: Mathematics-2. Example Specialties: Stunt Flying. Low-Light. Dog-fighting. You may be able to develop special photographic lenses or film emulsions that catch invisible light waves and radiation. Example Specialties: Quantum Physics. Your character has an extensive understanding of the science and application of photography.

fishermen. Your Keeper should be sure that when you select skills. Narcotics. you include skills that justify your character's continued employment. residue. grade-school teachers. In time. photograph. and have a sharper than usual eye for fiber.vessels. You character can properly bag and protect fibers and trace evidence to minimize contamination. Psychiatry Psychiatry and psychoanalysis are long-term treatments and therapies of mental illness. Submersible. and countless others. steamships. it may allow individuals to control their phobias. Tanker. the sounding of depths. You are also familiar with the basics of the legal system. Your character can recognize and is familiar with the capabilities of a wide variety of firearms and melee weapons. butchers. homemakers. and other powered craft require this field of study. Example Specialties: Speedboat. Example Specialties: Vice. Police Procedures This is the science of detective work. but not to the extent of a character with the Law skill. identify potential clues. You are familiarwith most criminal modus operandi and the legal requirements for setting up a clean arrest. although not necessarily skilled in their use. Remember that a skill level of 3 is considered to be a basic professional competency in a skill. Your character is familiar with standard police procedures and crime scene analysis. collect. Homicide. Your character is familiar with ocean currents. and catalog evidence in accordance with proper procewres for admission into atrial. You can dust for prints. Sometimes creative players can come up with surprisingly intelligent and entertaining uses of their professional skills in game. ehupter 1: ehuructer ereution 33 . You can properly seal off crime scenes. and trace remnants. magazine editors. and the handling of large vessels through storms and into canals and harbors. gardeners. although someone with the Forensics skill must conduct the actual analysis. ~~g1 1 tm~ 1 Proressional Skills This is a catch-all for any profession which requires specialized knowledge and training to perform but might not be addressed in any of the other skills listed in this book.

Requirements: Psychology-3. Within the context of a game. Requirements: DEX 11. You also use this skill when attempting to escape from ropes. this represents a number of different skills that stand by themselves such as Baseball. Example Specialties: Pick Pocket. 34 Clhulhu hive Srd EdilioB . Golf. Successive treatment over a long period oftime may gradually cure phobias or neurosIs. Not only in the realm of the academic. writers. their experiences and factors that contributed to their mental illness. Like Fine Arts. If the player has the Gambling Skill. characters may use this knowledge of the human psyche to temporarily calm a neurotic or psychotic patient and permit the individual to regain some degree of rational control. and artists also use Psychology.ill represents an understanding of the workings of the human mind and emotions. he may add one extra gambling benefit per level of Sleight of Hand when gambling with cards. It may be used to detect mannerisms that indicate when someone might be lying. or other physical constraints. Given time to conduct observation. You may perform elaborate card-tricks and feats oflegerdemain. Lacrosse. This sk. such professions as detectives. Example Specialties: Profiling. It is knowledge ofhQIN outside influences affect a person's behavior and how to manipulate the emotions of a person or a group of people. you guess an individual's unspoken desires and needs. Soccer.fetishes. and even more serious conditions through better understanding themselves. Card Tricks. handcuffs. Sleight of Hand Your character has developed his manual dexterity and speed to a remarkable degree.ill allows your character to study an individual and tell ifhe is overtly psychotic or unbalanced. Bask. Sports You are an athletic individual with a skill-set developed for a specific sport. Lie Detection. straitjackets. Detect Motivations. Psychology This sk. Multiple Personality Disorders. Example Specialties: Phobias.etball. Sexual Disorders. This skill may be used to pick pockets or steal small items unnoticed. Escape Artist.

Upon a successful skill test. Example Specialties: Baseball. A Fencer may be allowed to use his skill when armed with a rapier or sharpened epee. With a successful use of the Survival skill.Putter. or shelter. Survival This craft represents the skills and knowledge required for wilderness survival. rockslide areas. Your character knows the names and properties of street drugs. At the Keeper's discretion. Very harsh environments like the desert or arctic may cause even more damage at the Keeper's discretion.you recognize the junkie. and others by small clues that others wouldn't notice.illed characters suffer 1 Wound Point every day they remain exposed to the elements without proper food. and recognize dangerous flora. and local hangouts. find potable water. the oodercover cop. Golf . Kicker. A player may use his Baseball skill when throwing small objects or fighting with a large club.ill is used to test for knowledge of criminal personalities and the infrastructure oflocal mobs: their business fronts. and more. ARugby or Football player may use his skill as an alternative to Brw. You know how to hoot and scavenge for food. You may build simple traps and snares and find cardinal directions from the sun and stars.ill. your character either knows the information or knows of a street contact that does. This sk. You can imJXovise shelter and clothing. Slugger. drugs. Italian Mob. Your character has limited knowledge of statutes and the legal system. A Sports skill defines some of the hobbies of a more physical character or may even serve as the professional skills of an athlete. Streetwise Years of rough living in the asphalt jungle have given you an intimate knowledge of the criminal undmvorld and how to get things done outside the law.ill in select combat situations.vling. They may not regain Wound Points through rest. Unsk. Catcher. for example. Receiver. a character avoids damage from exposure and is able to regain Wound Points ehupter 1: ehuructer ereution 35 . Long Drive. fauna. Chipping. and glacial cracks. You are capable of distinguishing people by "type" . Street Drugs. reporting chains. Example Specialties: Russian Mob. the Keeper may allow creative. the dealer. you may test your Streetwise skill for knowledge about the local black market and how to obtain illegal weapons. stolen goods. but also how far beyond the boundaries of the law the local police are allowed to go. alternative uses of the Sports sk. FootballTackle. water.and others. and natural hazards such as quicksand.Pitcher. Since it requires not only knowledge of rules and scoring but also a substantial amount of coordination and physical sk. The Keeper decides if such creative skill use maybe employed andifanypenaltieswill be applied in these circumstances.

Many factors influence the success of this ~ill. Judaism. Drugs increase the chances. . Arctic. size of the creature. or humans. holy places. Sunni Islam. The character may also extend the benefit of his skill to as many as five unskilled companions.as normal while living off the land. Your character knows special symbols. It includes a general knowledge of all primary world religions. Torture Interrogators typically employ a hail of loaded questions. This is the scientific study of UFO theories and reports. appropriate WOlmd Point loss to the prisoner. Greek Orthodox. script ~ould detail this loss. in an attempt to stop the torture. Hindu & Bucklhist but specializations may be taken to enhance tests for a specific faith. Weather and soil conditions. Example Specialties: Big Game. Christianity. Both interrogaare likely to drop Sanity levels from a torture session. Example Specialties: Desert. EXallipie Specialties: Forced Confessions. monsters. and hvisting logic to trick prisoners into revealing information against their will. Such interrogations are role-played out behveen players. modem UFOlogy is fast becoming a serious academic discipline. Humans. Drugs. torture may be used to wring information from sealed lips. the Persinger-LaFroniere Field Fluctuation hypothesis. the Keeper or the game script determines ~lodlifi. Note that information especially physical torture. While they may disagree on the nature of 36 Clhulhu hive Srd EdilioB . Example Specialties: Catholicism. and others. Predators. UFOlogy Generallyregarded with suspicion and subject to ridicule.ethe information or choose to continue. Islam. vegetation."s . Electro-Torture. and notable historical figures. It will be up to you belli". UFOlogists are often split into diametrically opposed camps: those who support the extra-terrestrial hypothesis. Theology The Theology skill represents a detailed familiarity with the character's religion of choice and should be included in the templates of any learned holy men. traditions. and the time elapsed will all affect your success. The Keeper assigns modifiers based on what you intend to do. Depending on the urgency of the situation and the personal ethics of your character. accusations. Track Your character uses this skill to follow trails left bypassing animals. Tropical. isn't necessarily the truth. the geophysical and earthlights hypothesis.

all pursue their research with scientific precision and objectivity. but it could be used with the Keeper's approval in a more serious game to justify cramatically advanced scientific developments beyond the boundaries of conventional science. Medicine. Mathematics. designing radios to converse with lost civilizations deep within the earth. Biology.Astronomy. Physics-2. this skill represents a twisted genius and inspiration found nowhere else in the field.-== Life. Example Specialties: Abductions. Chemistry. the Weird Science skill is a must for all mad scientists and misunderstood geniuses. This includes a smattering of knowledge in such diverse fields as Physics. Aliens. Requirements: Mathematics-2. Typically this skill ismore at home in a pUlp-genre game. to include theories that they themselves do not support. UFOlogistswill be familiar with thevarious theories and possible causes behind these sightings. Interdimensional Vortex. Geology. carefully giving a wide berth to paranoid ravings and conspiracy theories that discredit the academic value of their work. and hyper-spatial theory. your character may use Weird Science to design and create bizarre and fantastic applications of traditional scientific skills. Example Specialties: Time Travel. Weird Science Inspired by the weird science of pulp fiction. or Physics.UFOs. Whether transplanting brains from humans into gorillas or creating golems from mixed body parts. It reflects the special spark of inspiration that catapults your character far ahead of his colleagues. Theoretical Technology. building faster-than-light rocket ships or intelligent robots. Artificial =. inventing death-rays or harnessing anti-matter. Requirements: Level three in at least two of the following skills. or bending time and space through non-Euclidean geometry. ehupter 1: ehuructer ereution 31 . Geology. At the Keeper's discretion. experimental science.

1\'10Weapons. Specialties: Disarm. Example Specialties: Marine Mammals. Typically this sk. Requirements: Biology-2. Here we present a basic overview and description of combat skills. The zoologist can identify animal species known to mankind.Zoology This ~ill represents the study of living creatures from amoebae to zebras. Trickshot. Specialties are purchased in the same way as those for academic and trade skills. weighted chains. You may also identify any unusual physical changes or aberrant behavior in a species and try to determine the source. 38 Clhulhu hive Srd EdilioB . rocks. Trip. whips. Archery This skill covers the use of bows and crossbows. bar stools. Evade The Evade ~ill is used to gain a burst of speed and extra distance when escaping combat situations or trying to avoid melee combat. nunchaku. Specialties: Marksman. Trip. although they operate differently in the game. three-sectional staves. Lightning Strike.ill encompasses more unusual martial arts weapons or multi-sectional and flexible weapons whose use is more complex than rigid melee weapons. hooked swords. tracks and habitat. improvised weapons such as bottles. Simians. and habitat. mugs. flails. Specialties: Mighty Blow. Standard ~ill specialties are listed with each skill but their use will be detaii"d in tile combat rules. Information gathered from the Zoology field is even more detailed than what could be learned through the Biology ~ill as your character is much more focused on the animal kingdom and specific species. their behavior. Brawling This skill represents rough street fighting and the use of small. Throw Weapon. Improvised Weapon. and other handy objects. With this skill you may study an unknown species or individual creature and make educated guesses about its lineage. Knockout. Arachnids. Com bat Skills Information on combat rounds and combat resolution may be found later in the rules. etc. Exotic Weapon Unusual and complex melee weapons are covered by this skill. diet.

Run & Gun. Throw Weapon. is familiar with contemporary rifles and ~otguns. Knockout. Trip.. hatchets. Trip. . 1\vo Weapons.Handgun Your character is familiar with the use of all manner of contemporary pistols. etc. They are very useful when building characters for both Keepers and players. . Q. Lightning Strike. Knockout. Rather than define a complete set of stats and skills for each archetype.iick Drw. Mighty Blow. In most cases.h""'. Mighty Blow.Knockout. Lightning Strike. Throw Weapon. These archetypes may be modified as desired and are merely suggested skill set guidelines. Auto-Fire. Lightning Strike. Run & Gun. spears.v. if applicable. Marksman. Specialties: Disarm. Specialties: Disarm. He has trained his body into a very effective weapon. Small Melee Weapon The character is skilled in the use of small. ample skill points will still remain to increase these skill levels higher. ehupter 1: ehuructer ereution 39 . Specialties: Disarm. Skill point cost will be listed in academic & trade (A&T) skill points and Combat (C) Points. Specialties: 1\vo Weapons. Trickshot. Trickshot. nightsticks.. Double-Tap. kung-fu. calculate the skill point pools available and purchase one of these professional archetypes from their available skill points. axes. buy skill specializations and purchase additional skills ofpersonal interest. The character has studied karate. Large Melee Weapon Swords. large clubs. or another formal martial art. .faltie" Marksman. '!\vo Weapons. Mighty Blow. Keepers or players creating characters for the game may allocate stat points as theywi~. and other large melee weapons fall into this category. ProleliliionZlI l'emplZlteli The following Professional Templates speed character creation and build realistically designed skill sets for characters. sword canes. a basic package of common skills and the requisite point cost for the set is presented. fast melee weapons such as knives.

LibraryUse-I. Networking-I. Mathematics2. First Aid-I. Mathematics-2. Archeology-3. Gambling-2. Evade-2. Library Use-2. Mechanical Engineering-2. Conspiracy Theory-I. Handgun-2. Fine Arts: Music1. FineArts: Haute Cuisine-I. Track-3. Linguistics-2. Geology-2. Police Procedures-I. ARTIST (A&T: 17) Skill~ of the following: Fine Sculpture-3). Jury-Rig-2. Locksmith-3. History-I. Survival-3. Medicine-3. BURGLAR (A&T: 21 C:9) Skills: Electrical Engineering-2. Long Gun-2. First Aid-2. Psychology-2. Nehvorking-3. Chemistry-I. BUSINESSMAN (A&T: 22) Skills: Accounting-3. Psychology-2. Law1. Biology-2. Professional Manservant-3. FirstAid-I. Psychology-2. Sleight of Hand-2. Otemistry-2. Small Melee-2. Brewing-3. BIOCHEMICAL RESPONSE & CONTAINMENT TEAM (A&T: 23 C: 10) Skills: Biology-2. Library Use-I. Mechanical Engineering-2. BUTLER (A&T: 21) Skills: Accounting-I. Demolitions-I. Mathematics-2. Survival-I. History-2. Networking-I.ACCOUNTANT (A&T: 18) Skills: Accounting-3. Psychology-I. (Three of the following: Anthropology-I. Occult-I. Streehvise-2. Law-2. BIG GAME HUNTER! EXPLORER (A&T: 24 C: 10) Skills: Anthropology-2. Mathematics-3. Nehvorking-2. First Aid-2. Library Use-I. Photography-I. Psychology-I. Physics-I. Library Use2.v-I. Linguistics-2. LibraryUse-2. Navigation-2. Survival-I. Psychology-I. Navigation-I. AUlHOR (A&T: 22) Literature-3. Linguistics-2. Evade-3. Law-I. Lw. Long Gun-3 (Auto-Fire). Military Science-I. Library Use-2. Theology-I). BOOTLEGGER: (A&T: 19 C:7) Skills: Brawling-I. ACTOR (A&T: 18) Skills: Fine Arts: Drama-3. ARCHAEOLOGIST (A&T: 22) Skills: Anthropology-2. History-2. Long Gun-3 (Marksman). Handgun-2. 40 Clhulhu hive Srd EdilioB . Photography-I. Streehvise-2. Linguistics-2.

4\ . CULT LEADER . DOCTOR . Networking-2. Ocrnlt-I.MYTHOS CULT (A& T: 33) Skills: Anthropology· I . Navigation-I. Linguistics-2 . History-2. Conspiracy Theory-I . Hypnosis-2. Chern· istry-I . Occult-2.I. Psychiatry-3. Ohulhu Mythos-3. Streetwise-I . Library Use-l . Mathemati cs-2. Psychology-3. DOCTOR . Liocary Use-3. CON MAN (A&T: 21) Skills: Gambling-2. Evade-3. Navigation-I .GENERAL PRACTICE (A&T: 22) SkiDs: Biology-2. Psychology-3. Psychology-I. Law-I . CULTDEPROGRAMNIER (A&T: 22) Skills: First Aid-I . Mechanical Engineering-I .MEDICAL RESEARCH (A&T: 24) Skills: Biology-3 . Medicine-3. Sleight of Hand-3 .CHAUFFEUR (A&T: 20) Skills: Electrical Engineering-2. Fine Arts: Literature-2. Medicine-3 (Surgery). Astronomy-I . First Aid-3 . Professional Manservant-I. Hypnosis-2. Networking-2 . Medicine-2. Library Use-2. COMMANDO/ SPEClALOPS (A&T:23 C: 16) Skills: Demolitions-2. Torture-I. Mechanical Engineering-2. Olon· istry-2. Psychology-2 (1\vo of the following: Fine Arts: FaSlion-2 . Sleight of Hand-I . Fine Arts: Painting-2). Police Procedures-I. Ocrnlt-l . Library Use-2. History-2. FirslAid-2. Professional Driver-3. Linguistics-2. First Aid-3 . Occult-I. DOCTOR . Streetwise-2. History-2. Histocy-2. Locksmith2.SURGEON (A&T: 24) Skills: Biology-2. Psychology3. Library Use-2. Espionage-I. SurvivalI. Small Melee-2. Military Science-3. Long Gun-3 (Auto-fire). PhotograJily-2. Fine Arts: Music-2 . Handgun-I. CULT LEAD ER . Theology-I. Occult-2. Psychology-3. Espionage-2. Jury Rig-2. Con spiracy TIleory-3 . Library Use-I . Ch=istry-2. DILElTANTE (A&T: 21) Skills: Gambling-I . Martial Arts-2. Sleight of Hand-I. Torture-I.I. Handgun-2. First Aid-2. CONSPfRACY THEORIST (A&T: 23 C:7) Skills: Computers-I . Military Science-I. Hypnosis-2. MatJlematics-2 . Electrical Engineering. Psychology. Chemistry-3 . Streetwise-2.POPCULT (A&T: 21) Skills: Anthropology·l . Library Use-2. First Aid-2 .

Martial Arts-2. Streetwise-I. HJP1osis-2. Small Melee-2. Police Procedures1. Navigation-I. Police Procedures-3. Mechanical Engineering-2. Forensics-3. Military Science-2. Survival-2. Police Procedures-2. Streetwise-I. Locksmith-I. Linguistics2. Linguistics-2. Library Use-2. GUERILLA (A&T: 20 C: 13) Skills: Brawling-2. Sleight of Hand. Theology-I. Photography-I. Psychology-I. Small Melee2. Chemistry2. Espionage-2. Handgun-3. First Aid-I. Library Use-2. Brawling-I. Long Gun-3 (Marksman). Fine Arts: Engraving-3. Psychology-2. Mathematics2. Handgun-2. Theology-2. HITMAN (A&T: 24 C:16) Skills: Demolitions-2. Sleight ofHand-2. Police Procedures-I. Espionage-2. History-I. Locksmith-I. History-3. Gambling-2. Gambling-2. LibraryUse-2. Operate Heavy Machinery-I. Small Melee-2. Occult-3. Medicine-2. Gunsmith-2. Law-2. HOOLIGAN! GANG MEMBER (A&T: 18 C: 12) Skills: Brawling-2. Psychology-2. Mechanical Engineering-2. Demolitions-I. HISTORIAN (A&T: 20) Skills: Anthropology-2. Electrical Engineering-2. Library Use-I. Mechanical Engineering-I. Handgun-3. Locksmith-I. Electrical Engineering-I. Psychology-2. FE:MME FATALE! TORCH SINGER (A&T: 21) Skills: FineArts: Music-3. Evade-2. FORENSIC PATHOLOGIST (A&T: 25) Skills: Biology-2. Forgery-3. Botany-2. Mechanical Engineering-2. Gunsmith-I. Psychology-3. Linguistics-2. GANGSTER (A&T: 25 C: 10) Skills: Accounting-2. FARMER (A&T: 16) Skills: Biology-2. Mechanical Engineering-2. Streetwise-3. Small Melee-2. Small Melee-2. Gambling-I.EXORCIST (A&T: 23) Skills: History-I. FBI SPECIAL AGENT (A&T: 24 C: 12) Skills: Accounting-I. Mysticism-2. First Aid-2. Streetwise-3. FORGER (A&T: 21) Skills: Chemistry-I. Mathematics-2. Operate Heavy Machinery-3. Photography-I. Long Gun-3 (Auto-fire). Street\vise-3. Handgun-3. Gunsmith-I. Track-2. Liocary Use-3. First Aid-2. Law-2. Liocary Use-2. Linguistics-I. Locksmith-I.2. Zoology-2. 42 Clhulhu hive Srd EdilioB .

Jury-Rig-2.2. Biology-I. Martial Arts-3. Historyehupter 1: ehuPZlcter ereution 43 . Geology-2. Library Use-I. Electrical Engineering-2.CASE OFFICER (A&T: 24 C: 9) Skills: Communications. Professional: Funerary Arts-3. Fine Arts:Literature-2. Linguistics-2. INTELLIGENCE AGENT . MYSTIC (A&T: 20) Skills: History-I. Survival-I.2. Linguistics-2. Espionage-I. Psychology-2. Handgun-2. Streetwise-2. PALEONTOLOGIST (A&T: 22) Skills: Biology-2. Mathematics-2. First Aid-I. Otemistry-I. Military Science-3. Geology-I. Networking-2. Long Gun-3 (Auto-fire). Law-3. Streetwise-I. Psychology2. LIBRARIAN (A&T: 20) Skills: Accounting-I. Handgun-3. First Aid-I. Mysticism-3. Mechanical Engineering -1. Computers-2. Demolitions-I. Cyptography-2. Electrical Engineering-I. Psychology-2. INTELLIGENCE AGENT -SIGNALS INTELLIGENCE (A&T: 23) Skills: Communications-3. Photography-3. Psychology-2. Library Use-2. Military Science1. MILITARY OFFICER (A&T: 21 C: 10) Skills: First Aid-2. Theology2. Small Melee2. Mathernatics-2. Library Use-2. INTELLIGENCE AGENT -NON-OFFICIAL COVER (A&T: 24 C: 15) Skills: Anthropology-I. Mathematics-3. Photography-I. Military Science-I. Photography-I. Small Melee-2. Streehvise-l. Locksmith-2. Theology-I. Psychology-3. Cyptography-2. History-2. LibraryUse-2. Library Use-4. Hypnosis-2. First Aid-I. Handgun2. EspiOl1age-3. Navigation-2. MECHANIC (A&T: 20) Skills: Electrical Engineering-3. Electrical Engineering. Military Science-I. Mechanical Engineering-3. Evade-2. MORTICIAN (A&T: 20) Skills: Biology-2. Mathernatics-2. Theology-I. Operate Heavy Machinery-I. LAWYER(A&T: 24) Skills: Accounting-2. Psychology-2. Mathematics-2.IMAGERY INTELLIGENCE (A&T: 23) Skills: Computers-2. Occult-3. Espionage3. Operate Heavy Machinery-2. History-I. Navigation-I.INTELLIGENCE AGENT . Physics-I. Espionage-I.

Mechanical Repair-2. Photography-I. PARANORMAL INVESTIGATOR (A&T: 22) Skills: Anthropology-2. Survival-I.2. Mechanical Repair-I. Zoology-2. Locksmith-I. History-3. Clhulhu hive 3rd EdilioB . LibraryUse-I. Physics-4. Law-2. Hypnosis-2. History-2. Survival1. Streehvise-3. Library Use-2. Psychology-2. PILOT (A&T: 18) Skills: Electrical Repair-2. Occult2. First Aid-2. Library Use-2. Psychology-4. First Aid-I. PRIEST (A&T: 21) Skills: Anthropology-I. LibraryUse-I. Track-I. Biology-4. First Aid-I. LWN-2. Photography-I. Psychology-3. Navigation-2. Law-2. Psychology-2. Small Melee-2. Library Use-2. Photography-I. PARAPSYCHOLOGIST (A&T: 22) Skills: Anthropology-I. Police Procedures-3. Psychology-2. Hypnosis1. Psychology-I. Sleight of Hand-3. Hypnosis-I. Hypnosis-I. PRIVATE INVESTIGATOR (A&T: 24 C: 9) Skills: Brawling-2. Photography1. Chemistry-4. Psychology-2. POLICE DETECTIVE (A&T: 24 C: 6) Skills: Handgun-3. Geology-4. PSYCHIC CHARLATAN (A&T: 22) Skills: Electrical Engineering-I. Jury-Rig-I. Occult-I. History-I. POLICE OFFICER (A&T: 18 C: 9) Skills: Handgun-3. Navigation-I. Police Procedures-2. PROFESSOR: (A&T: 26) Skills: LibraryUse-3. Linguistics-4 Mathematics-4. History-4. Theology-4). Library Use-2. Mechanical Engineering-I. POLITICIAN (A&T: 21) Skills: History-2. Mysticism-2. Paleontology-3. Photography-I. Psychology-3. First Aid-I. Paraphysics-3. Library Use-2. Occult-3. Linguistics-2. Electrical Repair-2. First Aid-I. (1\\'0 of the following: Anthropology-4. Streehvise-2. Law-I. Networking-3. Streehvise-2. Law-I. Mathematics-2. Library Use-2. Law-4. Psychiatry-3. Psychology-2. Library Use-2. Locksmith-2. Theology-3. Networking-I. Handgun-3. First Aid-2. Track-I. Police Procedures3. PSYCHIATRIST (A&T: 22) Skills: Anthropology-I. Psychology-2. Library Use-I. Physics-2. Occult-I. Pilot Aircraft-3.

SOLDIER (A&T: 18 C: 10) Skills: Brawling-I. Psychology-2. First Aid-2. Paraphysics-I. Math- Skills: Computers-2. Survival-2. History-2. .tics-2" Paleontology-I.GEOPH puters-I. Botany-I. Electrical Engineering-I. Track-I. Zoology-I. Photography-I. Small Melee-3. ~ ehupter 1: ehurDcter ereution 45 . Streetwise-2. Psychology-2. Mathematics-2. Com\l.Ih"ITu. Photography-2. Psychology-2. Mathematics-2. Survival-2. SCIENTIST Cryptography-2. Hypnosis-2. Mechanical Repair-2. 3. Computers-I. Psychology-2. UFOlogy-3. Occult-I. Networking-3. Fine Arts: Literature or Drama-2. Cornputers-l. Police Procedures-3. Occult-2. Conspiracy Theory-2. Psychology-2. Physics-2.BIOCHEMIST Chemistry-3. SCIENTIST . Hypnosis-I. Sleight ofHand-3. Mathematics-2. SlREET PREACHER (A&T: 23 C:8) Skills: Brawling-I. Small Melee-I. Mechanical Engineering-2. THEAlRICAU LITERARY AGENT (A&T: 20) Skills: Accounting-2. Llt)fmV ics-3. Military Science-I. SCIENTIST . Navigation-2. Torture-2. Physics-3.Ma. 23) Skills: Chemistry-2. Linguistics-2. Psychology-I.ASlROPHYSICIST (A&T: 23) Skills: Astronomy-3. First Aid-I. Physics- SCIENTIST . Long Gun3 (Auto-fire). Military Science2.l E ematics-2. Phys- SECRET POLICE (A&T: 22 C: 12) Skills: Espionage-2. Library Use-I. Locksmith-2. Streetwise-I.REPORTER (A&T: 22) Skills: LibraryUse-3. UFOLOGIST (A&T:23) Skills: Astronomy-I. Evade-3. Conspiracy Theory-I. Geology-I. Locksmith-I. Large Melee-I. Computers-2. Geology-3. LibraryUse-2. FirstAid-I.Iectric:. Handgun-3.LibraryUse-2. STAGE MAGICIAN (A&T: 23 C:7) Skills: Demolitions-I. 1. Fine Arts: Drama-2. Streetwise-I. Networking-3. History-2. Operate Heavy Machinery-2. Biology-3. Streetwise-2. Small Melee-I. Theology-3. Small Melee-3 (Throw Weapon).

46 .

During free-play periods when the investigators roam and explore at will." Ask "Captain Johnson" about his experiences with the American Expeditionary Force in France.1estions about persons or objects encountered. Stay in character and think about what your investigator would do in such situations. He resolves skill use and anS\Vers cp. takes notes. don't break the spell by talking to your friends about the latest movies. You'll work with the other players. The less you act like yourself.ChZlpt~r Z Playing the 6mne Y OU may assume the role of an investigator probing the blackest realms of madness and alien horror. often describing subtle feelings and impressions intruding into the investigators' minds." leaning over your shoulder and whispering thoughts.. doubts. Set your day-to-day world behind you and lose yourself in these few hours of illusion. The Keeper is the narrator. inhuman master. Sometimes the Keeper becomes an "inner voice. and more like the character you play. He and the game staff put a great deal of effort into preparing each adventure. "Professor Armitage. and you'll immerse yourself in your character to a greater degree than in most role-playing games. or facts known only to your character. He ideally steps in only from time to time to resolve special actions. You may even play an everyday person thrust llllwillingJy into a terrible situation in which horrific revela- tions threaten your life and sanity. During most of the game. You may suddenly find him beside you. If he's been tied up with other players or another situation for awhile. l'he Keepu The Keeper of Arcane Lore is the grand puppeteer of the evening's story. Or. This is live-action role-playing. and ensures monsters ckm't miss their cues. listening to your conversation with another player. using your wits and skills to meet the challenges that lie ahead. the Keeper shadO\Vs the players. The Keeper is an "invisible" entity and his presence should be ignored. letting the players drive most of the story development. Discuss the impact of early 18th century witch trials upon modern views of pagan religion with your colleague. he may make a quick "reality check" and quietly ask what ehupter 2: Pluying the 6:Zlme . the more fun and realistic the game will be for everyone. before moving on to another part of the room. Encourage others to live-out their alter egos in a similar fashion. the role of one who will ingJy embraced the bleak despair surrounding the Mythos and serves an insane cult or a dark.

ills. He is just keeping his finger on the pulse of the game to anticipate any upcoming situations that may require his presence. The most common occasion when normal time ceases and frozen or artificial time begins will be during a combat situation. or if you have game related questions. Besides helping the NPCs stay in their roles. 48 Clhulhu hive Srd EdilioB . The Keeper may have observed a dangerous act and must address the situation. it allows the KeqJerto know what is happening behveen the players and what inforbeen released. If the Keeper calls a freeze on play. fears. If you want to use a sk. This may be used from time to time as a "blink oftime" staging device if creature has suddenly materialized and needs to be led in from a side room before allowing the players to open their eyes and resume normal play. but his judgments are final. you can always ask them for help with rules issues in a pinch.your character thinks about the situation or may be planning to 00. In most games there will be personal relations. That NPC should try to update the Keeper at . The game staff should minimize freezes on play since they interrupt the flow of the event. He may call a freeze on play and ask all players to close their eyes. sk. The Keeper then leads the players through combat in a slow motion. opportunity about what happened and what information was player.ill. talk quietly with the Keeper. jealousies. Every character is a potential ally or enemy depending on their motivations and how they connect with your 0\Vl1 persona. motivations. must be recognized as the ultimate authority in the game. The Keeper or any player can loudly call out "combat!" and all play freezes. and even hatreds scripted into the background of characters to drive the plot fOIWard. He'll be fair. Don't get involved in pointless arguments. your questions of the Keeper. and background information. stop everything and wait. Interact with these individuals as the character they are playing. complete with abilities. artificial time detailed in the combat rules. goals. or more likely have been provided one by the Keeper. It is preferred to let these NPCs remain in character and to ask. React to them in the same way your own character would react. If members of the game staff are playing the roles of non-player characters. If you have a legitimate problem with one of his decisions. If the Keeper is unavailable and you can't wait can ask an NPC an "out of game" question about the rules or YOllw'itha skill test. desires. take the Keeper aside and disUiSS it without disrupting play. ether Characterli Most of the characters with whom you interact are players just like you. They might have created their own alter ego for the game.

. If your stat ehupter 2: Pluying the 6:Zlme 49 . Players never know the exact difficulty catKeeper may consider a specific piece of information ~ oQs.During some adventures. The Keeper ask.ill test or it may be script. Explain the intended action. many Keepers assign malevolent or insane characters to experienced players or first time gamers they believe can maturely and fairly play such roles. Be sure to have your character card handy if you haven't committed your memory.s you for your skill level and one of your stat scores he will use to resolve the test. NPCs provide clues. or for the roles of individuals with too much knowledge or power to be fairly assigned to players.ill to gain information from an unusual tribal relic. Don't waste time fumbling for your character card K ~!ep'" asks for this information. Perhaps you want to use your Lockpicking sk. or your Anthropology sk. members of the game staff may be used to play the roles of non-player characters. plotting the destruction of the prying characters and hatching plans to unleash ancient evils on an unsuspecting world.ureor there may be hidden modifiers at work. so don't be surprised if you later see the same person in a totally different role. Other NPCs might be the villains. The staff members may play several NPCs. and valuable background information. assigns a difficulty category to your sk. lUling lkilhi A Keeper or cooperative member of the game staff is needed for most skill tests. local color. NPCs are generally used for minor parts too small for a player character.ill to open a locked room. If the game script permits.

EDU and DEX are the most common stat scores used for tests. POW generally will be used for tests involving willpower or supernatural acuity. this is a reasonably of simulating foreign languages in game...~~O. It is more commonly used as a score to score comparison such as several players trying to push a door closed against a creature or a poison resistance test comparing a players CON against a toxicity rating of a drug or poison. It is up to the Keeper ifhe simply lets tests succeed or fail or ifhe prefers more imaginative failure results. translating a document. the door remains locked. the machine breaks do\Vl1 five minutes later and now the gears are totally stripped. but occasionally two or more characters want to speak in a shared language to hide their conversation from other players.i~:re~s~i~'~::. surgically removing a strange larva nestled inside a living patient. or Linguistics skill. Keepers resolve skill use to translate documents. It is paired in the game with the Cthulhu Mythos or Mysticism skills when players attempt to use magic and with various other skills related to psychic abilities. preparing a complex chemi- cal compound. a character cannot speak the common language of the others and Ir. EDUwill be used for tests requiring a check for nearly all knowledge related questions and ta~s. While an artificiality. you will have succeeded in the ~ill test.~. you can try to pick the lock even if you don't have the Locksmith skill.:.el~qu~. the machine is still broken or your patient dies. the forensic samples you tried to analyze are now contaminated and inadmissible in court. although CON and POW are used on some occasions. or health but is rarely paired with skills. ~)eakiIIg Unskilled Attempts. If you are locked in a cell by a group of mysterious men. Sometimes it is obvious if you fail a skill test. Those who lack the proper --0-" asked to not listen in and role-playas if they could not words spoken. endurance. This is fairly intui- tive. in this mannerforrn an "L" with u and raise it beside their face.~.score multiplied by your skill level equals or exceeds the target number for that difficulty category. You may not have much success 50 Clhulhu hive 3rd EdilioB .:i~. identifying a relic. repairing a delicate piece of equipment. the old diary you translated as saying that the basement contains a buried treasure was actually a warning against a terrible undying horror buried in the rootcellar. and Luck It is possible to attempt unskilled actions in the game. DEX is used on most tests in which manual dexterity and minute physical details maybe involved. In some cases you may fail a test but not realize it. picking a lock. Some characters have at least one foreign language. Team Efforts. Or. CON will be used for tests that require an evaluation of strength.

he can attempt to restore power in the old house as ifhe had a level two in the ~ill. This even allows a player to test at higher than level five. Don't just point at a mysterious statue and announce that you want an Archaeology skill test. Test how hard ehupter 2: Pluying the 6:iI:lme . the Keeper often increases your chance of success if you're doing a really goodjob of role-playing. There are PNO ways to increase your chances. at least the character will use his full stat score. for example. Players don't have very many luck points. As a tip to players. however. but a little nudge in the right direction is alwayswe1come. and even someone who purchased the Lucky advantage should spend his luck wisely. The most challenging skill tests are virtually impossible for one player to accomplish on his own. You can sacrifice some of your luck points when making either skilled or unskilled tests. Rules covering team efforts are discussed in greater detail later in this book. Pick it up and examine the craftsmanship. There is no skill multiplier for unskilled attempts. It's hard to "team-pick" a lock. Another way to increase your chances would be to have more than one player work together on the same skill test. Some ~ills and tests may not be conducive to a team effort approach.unless the lock is a very simple one or you have an exceptionally high DEX. It may not be a huge increase. but two or three heads are usually better than one when it comes to problem solving. Team efforts apply additional points toward success on a very difficult problem. This means that usually only the very simplest ofun~illed tests have much hope of success. Each luck point you put into a test allows you to make it as if you were one level higher. such as a level three chemist burning three luck points in a heroic effort to develop a critical vaccine and making the test against his EDU with a multiplier of 6 (Chemistry-3 + 3 Luck points). Ifa player without the Electrical Engineering ~ill spendsPNo luck points. If making an unskilled test. the Keeper applies only one half of the appropriate stat towards reaching the required success score. Although a level one ~ill isn't much of a multiplier.

speak with your Keeper and his staff about the game and your role. Keep bugging the Keeper for your character ifhe or ~e is dragging their feet. tap to see if it's hollow. and motivations of your character. tie some rags around your wounded friend's ann and help him drink some water. and a nice jacket are much more convincing for a character in the 1920s than jeans and a tee-shirt. you will be assigned a pre-generated character woven into the game script. jeans and a tee-shirt may be appropriate. Most of the time. skills. Be sure the Keeper has approved your character and any special props and equipment you had in mind. By getting your character in advance. Pre-assignment allows time to study the abilities. a simple white dress shirt.the material is with a thumbnail." This applies to all skills. you can certainly find out the time period and geographic location in which the event is set. OtheIWise you might spend all week building amini-gun and rocket launcher. a gang member. You will be able to find interesting costume items and personal props. Being II Better Kole-Plllyer Before the event. A little creative browsing at consignment shops might provide a great deal of your basic costuming needs. and pull a notebook from your pocket to check your 'journal. Putter arOlmd for a while with that electrical or mechanical device. The Keeper rewards good role-players when they need just a little help to succeed. slacks. If your character is a motorcycle rebel in the 1950s. discuss your character concept with the Keeper in advance so you can arrive fully costumed and prepared for the event. just to be told that your vision of a parapsychologist mercenary won't be allowed in the game! Although the Keeper and game staffwill not want to release too many details about the game. An excellent acting job enhances the illusion that the Keeper and support staff worked to create. Pre-assigning characters before the game is strongly recommended. Your professor of archaeology will be in completely different attire when on a dig in North Africa than when in between classes at Miskatonic University! 52 Clhulhu hive Srd EdilioB . Be sure that costumes reflect the correct geographic location. You occasionally can create your own character from scratch. get down and scratch around that lock with a paper clip. If you create your own alter ego for the game. Even if you don't have convincing vintage clothing to wear. or even a contemporary college student. you'll have a better opportunity to have a role that suits your preferred style of play and a greater chance to make small changes or adjustments with your Keeper's approval. Try to wear clothing to the event that is appropriate for your character concept.

Think as he might think. handcuffs. and a DEX ofI2. a medical bag. and skills. a magnifying glass.s." or "I want to try to pick the lock on this door. skill tests. eyeglasses. I have an EDU ofI4. You should always carry a small reference card with the full character data. and other professional or unusual items on or near their persons. perhaps you are ehupter 2: Pluying the 6:Zlme 53 . cigarette cases. Become familiar with your character's ability scores. fountain pens. Players need only a basic understanding of ability scores. make-up mirrors. and telling him your requisite scores during skill tests. Some characters may carry tools. If you see your Shade of Terror when finding a dismembered corpse. I have Locksmith at level three. and react as he might react." Fall into the magic of role-playing. Small items such as cigarette cases and lighters. while the Keeper and game staff handle rules issues. You ckm't need to be an expert with the Cthulhu Live game rules to enjoy the game. and similar items that are easy to carry and may even prove useful during the game. Small personal props for ladies include purses. pocket-watches. handkerchiefs. eyeglasses. flask. consider various small personal props. small se\Ving kits. Although the Keeper carries character data sheets. Try to become your character. "I'd like to use my level two Arabic to translate this parchment. lock-picks. and combat basics. In addition to the clothing your character is wearing.An attempt at costuming goes a long way into putting yourself into the role of your character and bringing other players into the excitement and atmosphere of the event. pocketknives. and other items are perfect for gentlemen. you can save him a great deal of time by having your character card handy.

a work of interactive fiction with certain rules and constraints. Absorb details about your character's background. run away. and inflame the other players with a sense of the dramatic. and flee the scene. Don't wait for the Keeper to remind you that you lost your Sanity test. and secret agendas might well cause assumptions. wild-eyed. since Be never forget where the game ends and ~icked from the sight of a ghoul in the house. or a reporter? How might these change behveen a person in the modern day. . you would do well to study them. you are likely to scream in horror. or unusual personal cp. It is not unlikely that elements of these "current events" will drift into conversations with other players. and foes. delve into the mysteries of the unknown. comments. Your role-playing will make the game much more fun for yourself. the 1940s. unless something in the game world prohibits your leaving. enemies. Unless the game is held in a very secluded location. a lWNyer.1irks. but know where acceptable limits are drawn. game staff. or concerns might be characteristic of a doctor. a military officer. What observations. They are likely to make an appearance. Circumstances. Affect an accent if appropriate. face alien horrors. Never forget basic rules of safety.. It might even be all right to flee outside. or the 1920s? What historical events might be going on outside the immediate game that impact the life of your character or peak his interests? An economic depression? A foreign war? Internal political troubles? Recent scientific or medical breakthroughs? All these things outside the sphere of the game still bear a significant impact on your character. Play your role to the hilt. and living in that particular time period. Immerse yourself in your character. to' run screaming up the stairs and hide in another room. If your character information mentions specific allies. and emerge shaken but victorious or go down in agory and dramatic end. and beliefs to change. don't forget that there may be other around who are not involved in the game. or huddle in a comer. Always remember that this isjust a game. professions. It helps to know your friends. If your Shade of Terror is encountered on a lumbering monstrosity from the stars. Put yourself in the head of that character. 54 Clhulhu hive Srd EdilioB . or goals. It's not agood move to continue running across the yard and race down the street waving a toy shotgun and screaming at the top of your lungs. Consider mannerisms or habits that reflect cultural origins.overcome with nausea. But have fun with the game. desires. working in his specific profession. Abide by the rules and requests of your i:he best interests of all players. But human nature is a fickle thing. Respect the property in is played and respect the peace and quiet of neighbors or . and sobbing in fear.

But as soon as any player pulls that trigger or swings that weapon. shouting orders at gunpoint. combat rounds must be announced and action freezes. artificial time units divided into a Declaration and Resolution Phase. Players can always threaten each other in normal. Many games develop tense stand-offs in which players talk each other into lowering their weapons. Even if you are not involved in a combat action. They may be ~ocked at how fast bodies start dropping once combat is initiated. so please freeze your actions and stop conversations to allow the action to be handled quickly and efficiently. be courteous to those who are by allowing them to fini~ the combat quickly.Combat! Combat in Cthulhu Live is not a major portion of the game. brandi~ing knives. Combat rules in Cthulhu Live are brutal and deadly. Cthulhu Live runs combat in combat rounds. Many of the lesser Mythos races are vulnerable to physical injury as well. but it is as important as skill tests and sanity checks. Any player can announce the initiation of combat by loudly ~outing "Combat!" Others who hear the call should freeze what they're doing and echo it so that all players know artificial time has commenced. slow motion. Combat can be resolved fairly quickly if everyone cooperates. real-time game play. and so that the Keeper and the combatants can be heard. Many of the horrors encountered during the game cannot be vanquished physical violence. Players ~ould consider alternatives to violence whenever possible. but the human servitors of the Great Old Ones bleed as red as any investigator. It is important to stop your actions and conversations to prevent groups of players from becoming out of synch. Safe replication of combat is achalJenge in alllive-actioo games. threatening to harm a hostage. ehupter 2: Pluying the 6:Zlme 55 .

Com bat Rounds
Each combat round is divided into hvo phases: Declaration and Resolution. The Declaration Phase is when players announce their intended actions during that round. The Resolution Phase determines the results of the actions.

Declaration Phase
When the Keeper or anypJayer calls combat, everyone freezes. The Keeper announces the Declaration Phase for the first round of combat. The Keeper
slowly counts from 1 through 20 or more, passing from the lowest to the highest DEX scores. When the Keeper calls out your DEX score, you declare your intent for the combat round. Lower DEX players must declare their actions first, rising up to the highest DEX score among the combatants. It is important that the players around you hear your declared action for the round. After the first round or so, the Keeper will know the range of scores and may start his count at 7, 8, or at whatever the lowest DEX score happens to be. You can declare the following combat actions: Attack: A ranged or melee combat attack. This also includes use of special attacks that will be discussed later in this chapter. If a special attack is being used, it must be declared during this phase so that the intent is clearly communicated (Trip, Knockout, Disarm, etc.). The target of the attack should be identified through aiming your firearm or indicating a melee opponent with whom you are engaged. Defend: You place your efforts into defending against a melee attack. You may defend against a thrown weapon, but not bows or firearms. Move: You intend to move during the combat round and possibly engage another target in combat. Evade: You intend to break away from a melee opponent or flee from the combat encounter. The Evade action adds a burst of speed, allowing your character to move sooner and farther during the Resolution Phase. This action may be taken a number oftimes equal to your Evade levelootil your character is winded. After combat and a ~ort rest, the character is restored. Hold: You hold your attack up until the end of the Resolution Phase, waiting for a target to enter your field of fire or within melee combat range. If the attack is not taken before the next Declaration Phase it is lost. Aiming: Available only for firearms and bows, the nals a slower and more deliberate missile attack that tional damage in exchange for taking place later in the The target must be in a direct line of sight from the tirr1e,ith

56

Clhulhu hive Srd EdilioB

declared until the instant the attack is resolved. Perform Action: A catchall term for drawing weapons, skill tests, casting spells, or other complex actions. These are assigned a number of rounds to complete by the Keeper. In some cases, a player attacked before the action is completed loses their place and must restart the action from the beginning.

Resolution Phase
When the Keeper has counted from lowest to highest DEX and all characters have declared their actions, then it is time to move to the Resolution Phase. The Keeper starts at 20, or whatever the highest DEX score happens to be, and begins to count downward. When your character's DEX score is reached, you attack or begin performing your action. Remember that the Declaration Phase counts up from lowest to highest for announcing intent. Then the Resolution Phase counts do\Vl1 from highest to lowest in performing the action. This does mean that high DEX characters have an advantage in initiative and reaction over those with lower DEX scores. Players must faithfully abide by the declared action. They must not change their action when the Resolution Phase arrives.
Attack: The basic attack action inflicts a variable amount ofWOlmd Point damage on your opponent. When the Keeper reaches your DEX during the Resolution countdown, you annOlmce "Bang!" or "Slash!" and the number of points damage the attack causes your opponent. Remember that YOU have to announce the damage caused. Your target won't know how much damage you inflict and the Keeper can't keep track of everyone. It is up to you to tell them. Normal attacks inflict Wound Points equal to the base damage of the weapon plus your sk.illievei. There are a fe\V advanced attack options available as skill specializations. These may inflict extra damage, allow you to strike sooner, or create a special outcome such as knocking out or disarming your opponent. The special attack must have been announced during the Declaration Phase. You can't switch from a standard to a specialized attack when the Resolution Phase arrives. Specialized attacks and their effects will be discussed later in this chapter.
ehupter 2: Pluying the 6:Zlme

51

Defend: If you have chosen to defend, you apply the points normally used for an attack toward blocking incoming damage. You may block melee and thrown weapon attacks but not ranged attacks by firearms and bows. Take your weapon's base damage and add your sk.illievei. This is deducted from the next incoming melee attack with an announcement such as, "Defend! Six points!" If more than one opponent is attacking, you may put all your points into a single defense or divide them bet\veen multiple foes. Incoming Wound points that exceed your defense are taken as normal damage. You may apply your defense anytime in the resolution phase, allowing you to also defend against an opponent with a higher DEX than your own. If you block amelee attack with a rifle, it will be considered a large melee weapon for defense point calculation. Pistols are considered small melee weapons when used to block attacks.

Move: By declaring a move action, you intend to change your position during the Resolution Phase with the possibility of making an attack of opportunity. When the Resolution Phase countdown reaches your DEX level, you may take one normal step. You can take one step at each count until the Keeper ends the Resolution Phase or you come within melee Melee range is defined at just slightly more in the Resolution Phase countcombat range, you may attack at your base modifiers or special attacks are allowed as this of opportunity. (high DEX) individuals to take several movement steps position themselves behind cover before a slO\Ver opponent is able to fire. If this occurs, the opponent's ranged weapon attack is lost for this phase. They are unable to ~ift quickly enough to anew target and must aim their weapon again during the next combat round. Evade: When you don't think a move action will be enough to save you from attack, you might consider an Evade. Evade is a combat skill that may be purchased like any other. During a fight, Evade is used to provide an extra burst of speed. If an Evade action was declared, you begin moving during the Resolution Phase at the count of your DEX plus your Evade skill level. Thus, a character with a DEX of 12 and an Evade sk.ill level of3 will begin moving on Resolution Phase count 15 instead of his usual count of 12. He also moves three steps farther during the phase. Hopefully the quicker action and extra steps might be just enough to move him behind cover before an opponent fires a weapon, or enough to outdistance his opponent. Unlike the Move option, Evade is a purely defen58
Clhulhu hive Srd EdilioB

sive action and a character may not make amelee attack of opportunity if he comes within melee range of an opponent. The Evade action may be used a number of times equal to your Evade skill level before a short rest is required. Hold: When declaring a Hold action, you signal the intent to save an attack until later in the Resolution Phase. You might be covering a doorway with a firearm or waiting around a comer to clobber any opponent who walks up. The attack may be taken any time during the Resolution Phase following your standard DEX count of action. Base weapon damage only will be inflicted. The attack is lost ifnot taken by the end of the Resolution Phase. Aiming: If an Aiming action is declared, you commit to a slower and more deliberate ranged attack. Your attack will not take place on your standard DEX count during the Resolution Phase, but at a later COllllt of your choosing. Unlike the Hold action, which waits for targets of opportunity, your target must be sight from the time the action is declared until the attack is resolved. If enough time is spent aiming, additional Wound Points are inflicted. The Aiming bonus can only be applied to firearms and bows. Since aiming is a unicp..1e action, it cannot be combined with any other special attack rules. Your character begins to zero on the target starting at your normal DEX COllllt in the resolution phase. You may fire at any subsequent DEX count, butno extra damage is inflicted until you hold the aim for a number of counts greater than your normal attack score total. One additional WP is inflicted for every count spent aiming past this total, limited to a maximlllll of five additional Wound Points. For example: a character with a DEX of 13 and a Handgun-2 skill might normally inflict 6 Wound Points damage with a4-point pistol. When aiming, he can fire on his regular DEX count of13 for normal damage. He begins to inflict additional damage if the aim is held for more than six counts. Ifhe fires atDEX count 7, he inflicts 7 WP damage. Ifhe fires at DEX count 6, he inflicts 8 WP damage. He would be able to inflict a total of 11 WP damage, the +5 maximum, ifhe held his aim until DEX count 3. Perform Action: Performing a
~ill

test, starting to cast a spell, drawing 59

ehupter 2: Pluying the 6:Zlme

Weapon Unarmed Attack ClubiWrench Knife Hatchet Baseball Bat Fire Axe Sword Pistol Base Damage Skill Requirements 1 Brawling or Martial Arts 2 Small Melee 3 Small Melee 3 Small Melee 3 Large Melee 4 Large Melee 4 Large Melee 4 Handgun Rifle 4 Long Gun Shotgun 5 Long Gun Automatic Weapon 6 Long Gun wi Automatic Weapon Specialty Thus. Any character can pick up a melee weapon and attempt to strike an opponent. Each specialization costs one extra skill point beyond the base cost needed to reach the new level. Com bat Skills & Specializations During character creation. your character only inflicts the base damage when using it. all characters have the opportunity to skills. or is attacked before the action is complete. to a level-five master of the art. Every weapon in the game has a base damage value. Combat sk. you cause the base damage plus your skill level when attacking with the weapon. Combat skills also open up a number of special combat tactics through skill specializations. It is even easier to aim a firearm and squeeze the trigger. The following chart lists a few example weapons. but others may be introduced into the game with Keeper approval. If you have learned the appropriate combat sk.ills are also ranked from a level-one novice. You do not need a combat skill to use a weapon in combat. In addition to the academic and trade sk. Typically if a plrtYor II!< attacks.weapons. This will usually be Mitten on a piece of tape or a label stuck on the handle of the weapon. the rupted and must begin again. any character picking up a pistol can attack with a base damage buy 60 Clhulhu hive Srd EdilioB . If you do not have a specific combat skill for a weapon.ill.ills. players may purchase combat skill specializations that offer special tactics and abilities. or other miscellaneous actions may be declared and given munber ofrOlmds till completion by the Keeper. At levels three and above. Learning combat skills increases the damage your character inflicts by improving their control and accuracy. there are a variety of combat skills available to learn and pursue to advanced levels.

A player with both the Marksman and 1\vo Weapons skills with a handgun may not use them in the same attack. EW. The following chart lists a number of weapon specializations and their effects. Otaracters advancing to higher skill levels may begin to purchase weapon specializations. HG-Handgun. MA. LM. MA-Martial Arts. If a character had learned the Handgoo skill at level 3. LM Br. LM SM. SM. EW. SM-Small Melee.of 4 points. SM. These allow advanced attacks not available to an unsk. Disarm: This is a special attack on an opponent's weapon or weapon hand that forces them to drop their weapon. EW. LM SM. It adds an additional burst of speed in combat for breaking out of melee or fleeing. EW. LM MA. Ar-Archery. Only one special attack may be used at a time. MA. SM. It is described in greater detail in the next section. EW.iick Draw Available For" MA. HG HqLG. LM fr Br.Ar HG HqLG Hq LG. EW. The Evade skill may be purchased like any other skill. EW. MA. SM.illed character. EW.Exotic Weapon. LM Br. Ar LG HG "' Br-Brawling. LM-Large Melee. LG-Long Gun. Others may be created with Keeper approval. Specialization Disarm Throw Weapon Mighty Blow Lightning Strike Improvise Weapon Trip Knockout 1\vo Weapons Marksman Double-Tap Run & Gun Trick Shot Automatic Weapon Q. he would be able to inflict 7 points of damage with his attack (Base 4 + Skill Level 3). Unless your opponent perehupter 2: Pluying the 6:Zlme 61 . but must chose one or the other.

.forms a defend action that would completely block one of your normal attacks (base damage plus your skill level). Some creatures may be invulnerable to this attack due to their size. The base damage will typically be two or three. Only the base damage of the weapons is inflicted by the attack. non·tlUnlan creatures are impervious to this attack. not at. knife pommel. Marksman: Only applicable for ranged weapons. but you can now apply your Brawling skill to this improvised weapon to inflict more damage than with your fists alone. The Keeper may request that you carefully toss your weapon underhanded near. Unless your opponent performs a defend action that would completely block one of your normal attacks. no legs.. he must drop his weapon. Base weapon damage is caused by this attack. weight. It may allow you to land a blow before your opponent attacks or flees from the encounter. ThrowWeapon: You may accurately throw a small or large melee weapon for full damage at opponents up to 20 paces away. or benefit Knockout: A strike to your opponent's head wilih ' " ject. The attacks may be directed at a single target or two different ones. you are able to inflict 62 Clhulhu hive Srd EdilioB . Two Weapons: Your character can fight effectively with amelee weapon or handgun in each hand. Trip: This is a special attack designed to trip or sweep an opponent's legs from under them.·~! that would completely block one of your n scious. he falls to the ground and forfeits any action that round. you are able to use almost any substantial object as an improvised weapon. You only inflict the base damage of the weapon with no damage modifier from your skill level. Mighty Blow: This special attack may be used only once per combat encounter. Improvise Weapon: A specialty of the Brawling skill. your opponent so that the weapon is out of your hands and close to the target. It allows you to inflict the weapon's base damage and twice your skill level as a damage modifier. attacking at your DEX plus your combat skill level. as dictated by your Keeper. etc. Lightning Strike: You strike faster than usual in the Resolution Phase countdown. Unless your oppo)rn~e~n~t~e:7tt~:. No damage is caused by this attack.

Double. Auto-fire: This specialization represents training and experience with fully automatic weapons. This attack may be used only once during each combat encounter. It is required to effectively control bursts of fire. you may take one single attack at base weapon damage.Tap: Your character is trained to be able to snap off hvo rapid shots at a single target. etc. The higher than usual base damage of an automatic weapon already takes a burst of shots into consideration. This specialization allows you to fire an accurate burst. The first shot causes base damage plus your skill bonus and the second shot causes base damage only. but it may only be used with the handgun skill. Remember that it cannot be used in addition to an aiming action bonus. a rope. an object in another player's hands. Naturally hvo shots are expended from your weapon's ammunition. Trick Shot: You may use this action for special effects shots that are not specifically at a living opponent such as a fuse-box. inflicting the base weapon damage of an automatic ehupter 2: Pluying the 6:Zlme 63 . This can be a very effective combat technique. From the time you begin movement until the end of the resolution countdown. It may also be used as a "called shot" to an opponent's ann or leg that inflicts base damage and disables the limb. Run & Gun: You are trained to fire your weapon while moving and still retain a reasonable degree of accuracy. since aiming cannot be combined with a special attack.the weapon's base damage and hvo times your ~illievel as a modifier. This is ideal to use for aggressively entering a room or flanking a target behind cover.

armor may occasionally appear in some games.ill will heal Wound Points. This amount is deducted from an incoming attack. Ifa player has suffered cumulative damage to take him below negative five wounds or if an opponent takes the time to administer a coup de gras. The following chart lists a variety of armors that might appear during a game and the number of WP absorbed. 64 Clhulhu hive 3rd EdilioB . If the medic has a sk. Only one application of First Aid may be applied per combat encounter. not three. Armor Although uncommon. A character may heall WP plus his First Aid sk. the character is dead. Damage and Healing Incoming Wound Points damaged are subtracted from your character's total. Quick Draw: Your reflexes are so developed that you can snatch your weapon from its holster and fire from the hip in the blink of an eye. In other words. if your character was struck three times during a single combat.illed player may still heal a single point after binding the wOllllds. even if they have the Long Gun skill. Without this specialization a character can only cause the base damage of the automatic weapon. You draw on your normal resolution count and fire on the next count at your base weapon damage.ill specialization related to the type of injury. An unsk. you can draw and fire in a single combat round. laceration. etc.weapon plus your Long Gun sk. He may die ifnot treated with FirstAidwithin three minutes of collapse. he may one have one First Aid treatment.illievei. This typically is relevant only during campaigns of multiple games with the same characters. additional Wound Points are regained at a rate of 1 per week or 1 per three days of straight bed-rest. then one additional WP may be healed during the treatment. blunt trauma. It may be old-fashioned metal plate and chainmail or it may be modern ballistic armor. bum. he drops unconscious and bleeding. Instead of requiring a separate special action to draw your weapon. After First Aid has been applied. An application of the First Aid sk.illievei. When a player reaches zero wound points.

you drop the dynamite at your feet. Perhaps they are badly injured or shielded from the worst of the explosion by a column.Armor Leather Otainmail PlateArrnor Light Ballistic HeavyBallistic Defense 1 3 4 3 4 Notes No defense against firearms No defense against firearms Defense 1 against firearms No defense against melee Defense 2 against melee Armor adds an additional level of complexity and Keepers might want to minimize its presence in the game. Declaring a throw action. he may require the player to sacrifice some or all of his remaining Luck Points. Skills such as Otemistry and Demolitions create homemade explosive compounds with ment and chemicals. It also creates a personal ri~ for the thrower. If the Keeper grants such a lucky escape. the fuse is now burning. players near ahigh explosive detonation are killed immediately. throw it near your target but not directly at them. You will be unable to move for a number ehupter 2: Pluying the 6:iI:lme 65 . When throwing the dynamite prop at another player or a creature.e not Cthulhu Live games. Nevertheless. Hand grenades and single sticks of dynamite may be thrown during combat. Access to explosives· some individuals can obtain them through their tacts. regardless ofthe amount of damage penetrating the armor. You may also wait to throw until a later count as the fuse bums down. If you light a stick of dynamite. Explosives and Grenades When confronting Mythos horrors. The Keeper may always permit some characters to survive a blast.. Creatures are typically more resilient to physical trauma but may suffer injury or death from explosions. explosives a. you may toss the dynamite prop at your normal DEX count cUring the Resolution Phase. there is an the use of high explosives. Allowing the fuse to bum down decreases the likelihood your target might move out of the blast area. The Keeper may have armor lose one point of defense value per attack taken. or pure dumb luck. Keepers should not lightly allow for Rules for large explosions are intentionally kept loose. Itwill explode at the end of the next combat round. so getting rid of it quickly would be a good idea. Lighting a dynamite fuse or readying a grenade and pulling the pin require a special action that takes a full combat round. If you are attacked and suffer more than three WP damage. Smaller explosives and incendiaries are easier to detail in the rules. heavy furniture. Generally.

releasing the spoon and allowing it to "cook-off' before throwing. It is up to the Keeper ifhe prefers a straight 1:1 66 Clhulhu hive 3rd EdilioB . Each firearm should have a number of shots noted on the prop. you'll drop the grenade and better hope you have time to get away before it blO\Vs. heavy furniture. The Keeper may reduce damage if he feels the player is protected or covered by walls. The damage drops by three WP for every pace bet\veen a player and the center of the explosion. Common applications include using luck to increase damage inflicted or reducing damage taken. Keepers have the option of introducing ammunition and reloading rules into the game. Guidelines for applying Luck in combat are looser than with sk. a "spoon" or lever that flies offwhen the grenade is thrown or can be released when still holding the grenade in your hand. submachine-gun. Anyone standing directly on top of the prop suffers 21 WP damage. Three combat rounds are required to fully reload a revolver or shotgun. Luck in Combat Players can use luck points to adjust their success in combat. the countdO\Vn begins. It is usually easiest for Keepers to assume that reloads happen automatically when needed without limitations on ammunition or reloading times. Ammunition Tracking expended ammunition is an optional rule in Cthulhu Live. but does not obligate you to throw the grenade during the next phase. but then may take a step on each subsequent count. typically on the same label or piece oftape noting the base damage of the weapon. On the "zero count" of the Resolution Phase. You may delay throwing the grenade. or assault rifle. or other objects sheltering him from the blast. The combat rules are harsh enough that extended gun-battles are rare. the grenade or dynamite stick explodes. Try to put as much distance as possible between yourself and the explosion. Remember that the base damage of automatic weapons assumes a three-round burst. Once the countdown begins. If you suffer 3 WP damage and drop the grenade. A special action taking a full combat round is required to reload a semiautomatic pistol. The spoon enables you to pull the pin in one phase. Grenades have an extra safety besides the pin. If you are attacked and suffer more than three points of damage.of counts equal to WP suffered. the grenade countdmvn and subsequent explosion function like the dynamite countdmvn discussed earlier. If a scenario benefits from limited ammunition and a more realistic approach to firearms.ill tests and the Keeper evaluates each instance to see ifit will be allO\Ved. or otheIWise release the spoon.

But if a player you fully trusted places a pistol to the back of your head and says. Shooting out a light or managing to trip an opponent are two examples. It's not economical. radiation. llllconsciousness. or other effects. a penalty to skill tests." or if your character is drugged and another player kneels down to cut your throat. The strength of the toxin is compared to the character's CON score. Poison & Drugs Characters are at risk. Final decisions by the Keeper are best guided by what is dramatically appropriate. "Combat! . When one player so completely gets the drop on another that there can be only one outcome. hallucinations. drugs. Luck points may be burned to increase a character's DEX for one round at a 1: 1 ratio. players should respect the principle of sudden death. and other toxins may be encountered during the course of a game. but the Cthulhu Live universe is a harsh and unforgiving place. blinmess. Poison. A bullet striking a flask in the character's breast pocket and rewcing the damage taken by five points is a typical example of the later. It's harsh when it happens to you. there is more room for crazy ideas and incredibly unlikely circumstances. but might allow a player to squeeze off a shot a split second before his opponent. These will be assigned a strength and effect by the Keeper: a Toxicity Rating. to dangers besides just physical injury. ~ ehupter 2: Pluying the 6:iI:lme . The Keeper is expected to maintain balance in all aspects of the game and should never feel bad about telling a player that his requested use of luck is too unlikely or unrealistic to be allowed. you should consider conceding the kill without going through the full mechanics of combat. The script details the results of toxins and results may include lost WOlmdPoints. Luck could be used for a specialization attack if the character normally lacks it. or if he will allow an adjustment of several WP per luck point. Sudden Death Beyond the basic combat rules. This is fairly subjective. the character suffers reduced damage or effects. As the rules for applying luck in combat are looser.ratio for Luck and wound points. Ifthe CON score is higher than the toxicity rating.

68 .

No Sweat 2-Simple 3 -Easy 4 -Routine 5 -Average 26 35 Difficulty 6 . especially if there are physical actions involved.ChZlpt~r 3 Running the eiame T. he notifies the Keeper.Superhuman 10 . iS chapter is designed primarily for Keepers and members of the game staff. Success Score 5 11 18 Success Score 45 56 Difficulty 1 . the player may be expected to roleplay the skill use. and some tips on staging and organizing game events. and any outside influences and elements such as darkness. and similar factors. Keeper and Staifresponsibilities. a "success score" for the test can be determined using the chart below. high-stress situations. weather. as are a host of special events that impact the characters' bodies and minds. The Keeper considers the test attempted. but helpful for the Keeper in deciding if a player succeeds in his attempt. These success scores are approximations. Resistance Tests. Health Tests. and Magic Tests are all examples oftests the Keeper and players may resolve during a game. how relatively difficult such an effort would be. lack of proper equipment. Consider ranking the attempt bet\veen 110 with 5 being what you might consider an expected performance level by an individual performing the ~ill professionally. but there is nothing wrong with players learning more about the inner workings of the game. Most skill-related actions are resolved by Tests. It will discuss the details of Test Resolution. Sanity Tests. l'eQ Kel>olution The rules of Cthulhu Live are designed so there is no dice rolling. Skill Tests.Impossible 68 81 95 ehupter 3: IWDDiDg the tiZlme 69 .Difficult 8 -Extreme 9 . In many cases.Otallenging 7 . This would slow the game to a crawl and be a distraction from live role-playing. Skill Tests When a player wishes to test for the success of skill use during the game. Depending on how difficult the Keeper ranks the attempt.

its history. it is possible for EDU and Combat skills to be applied for unique and specialized knowledge tests. His EDU stat would be used with the sk. and calms his patient with reassuring words." then he stands around hvid~ dling his thumbs. . Luck Points may be used to effectively increase slcill level on a specific test. Most knowledge-based tests such as translating a language.ill to remember the capabilities ofa particular military aircraft. although they may be appropriate in unusual circumstances. While uncommon.The Keepermultiplies the player's slcillievel by the most logical Statistic to support the test. or breaking a code use the EDU stat. POW and CON are rarely used in slcill tests. "I'm going to use my First Aid slcill. He may need to apply his DEX against the same skill to repair it. If the test falls into an area of a sk. For example. tears up rags to bind the injury. A player may use his Military Science slcill and DEX to build an improvised booby-trap. Tests that would require fine motor skills and careful coordination such as picking a lock. Remember that unslcilled attempts have no slcill modifier and test at only half of the character's supporting stat. Or. The Keeper decides whether or not a test falls into a player's chosen specializations. allowing unslcilled attempts to test as skilled or allO\Ving some players to effectively test at a level higher than five if enough Luck Points are spent. he makes afar greater contribution to the at- 'I 10 Clhulhu hive Srd EdilioB . identifying a relic. a characterwatching a Buddhist Monk fighting off bandits awlies EDU and Martial Arts skill to identify the Monk's style of fighting and what that might indicate about his order.ill specialization. the player is allowed to test at one level higher.. performing delicate surgery. It helps motivate players to help support the illusion of the game and rewards those who really contribute to the experience. If the player cleans a comrade's wounds with a damp cloth. Bonus for Good Role-Playing An exceptional role-playing job can earn the player a helping hand by the Keeper. or repairing a watch use the DEX stat. a character might apply his EDU and Long Gun skill to learn about the Martini-Henry rifle. Sometimes different stats may be applied to the same skill. It's disappointing to have a player say. A player may use his Mechanical Engineering slcill andEDU stat to determine why a car engine won't start. and its capabilities.

tighten bolts. If he is repairing a motor.. the players may not be immediately aware of it. and against First Aid and EDU to prevent subsequent infections and complications from the surgery. Complex Skill Tests Some actions are fairly specific and success or failure can be determined by a single test. A Good Samaritan with no First Aid or Mediskill tries to remove a spear lodged in his friend's belly.1ire a series of tests to complete very complicated tasks. let him rattle tools. or critical tasks into a series of complex tests. players sometimes try to perform tests they simply business attempting. If one of the tests in the sequence is failed.jngie Physics test! ~~~:~:. " . chip away at some corrosion. and actually pretend that he's doing something constructive. Typically a five-point bonus to a character's skill test result is a fair offering from the Keeper. single skill test. A doctor may be required to test against his Medicine Skill and EDU to diagnose a condition. You may prefer to keep the game running faster and smoother with a simple approach to test resolution. The Keeper ~ould consider splitting extremely elaborate. but they are an optional game element. against Medicine andDEX to perform surgery to address the problem. or you may prefer amuch more realistic and intricate game with many skills and multiple tasks to achieve results. Aklutzwith a DEX of 5 and no Electrical Repair or Computer skills attempts to repair a ehupter 3: IWnning the tiil:lme 11 . ambitious. The bonus ~ould not be so high as to unbalance the game.a::side. Don't let players find a chunk of ra\\' plutonium and think they can build an improvisednuc1ear device with . The project may have a critical mistake in its results or a fla\\' may manifest later. Keepers mayrecp.mosphere of the game. The vast majority of actions in a typical Cthulhu Live game can be resolved with a simple. Complex tests add much more realism.

The player with the highest skill level always becomes the team leader. but ~ould be unpleasant. Additional damage points may be inflicted on a patient or he simply dies. A group of players wi~ to repair a ~ort-wave radio damaged in combat. The leader is a player with an Electrical Engineering ~ill of 4 and 12 DEX. The test fails and something bad happens. The team leader multiplies his ~illievel and supporting stat as normal. Assistants with the correct sk.badly damaged computer system. 1\\'0 other assistants do not have the correct skill and only contribute three points each to the total. An armchair anarchist with only a smattering of Otemistry decides to prepare his own nitroglycerin from a recipe found in a book. Toxic fumes may fill the room. the Keeper can help things out by calling out the appropriate Shades of Terror when needed.ill add half their supporting stat score to the team's total. This is commonly resolved with the use of colored ribbons attached to a creature or corpse. Assistants without the correct sk. The team effort generates a success score of 65 points (48+5+6+3+3). Team Efforts for Skill Tests Team efforts increase the chance for players to succeed in very difficult tests. The players ~ould never know Success Scores required for tests. The equipment might be irreparably damaged or burst into flame. Your knowledge check resulted in information that will get you in serious trouble or create a major incident if acted upon. Everyone is assigned a specific Shade of Terror based on his or her POW score. It may be a colored tab of paper stuck onto an ancient doclllllent or in an envelope tucked behveen the pages of a tome. The Sanity Test ~ould be one of the easiest tests in the game as each player handles the resolution and results. only at a lower level than the team leader.ill may contribute only three points to the team's total. but their own common sense should help them decide if they ~ould attempt something or not. He can coordinate the efforts of four other players. 1\\'0 of the assistants have the Electrical Engineering ~ill. The results of a critical failure will be left for the Keeper to decide. He can coordinate the efforts ofa number of assistants equal to his skill level. Their DEX scores are 10 and 13. In low-light situations or if there maybe color-blind players in the group. A difference of 50 or more points between the success score and the character's skill test results in a critical failure. When confronted by the 11 Clhulhu hive Srd EdilioB . so they contribute 5 and 6 points toward the total. San ity Tests Certain terrifying visions or revelations may require players to make a Sanity Test against their Shade of Terror. The leader contributes 48 points (4xI2) to the effort.

Of course his Sanity Level has dropped one category. but generally recp. In a less serious game. If a player is confronted by three Sanity Test situations without confronting their own Shade of Terror. they will drop one level of Sanity and be expected to role-play their new state of mind accordingly. Players with high POW are less likely to confront their Shade of Terror and lose control. he or she could be assumed to recover Sanity levels at one level every six hours.ill may be allowed to restore one Sanity level per game session for each skill level they possess. Once a player is removed from the threatening or fear-inspiring situation. As the game progresses. they will have dropped one level on the Sanity Chart.appropriate ~ade during a Sanity Test. or in an unusual game setting such as having players cast in the role of children. typically behveen games. usually five to 10 minutes. they become increasingly jittery and erratic lllltil eventually descending into madness. but they still feel the build-up of fear.. a player suffering a panic result from confronting his Shade of Terror will calm down and resume normal play. The Keeper may allow limited opportunities to recover Sanity levels during the game. After players calm down." tokens that restore Sanity levels tied to certain special props in the game. Another system the Keeper might use would be "pink cards. the player panics. Regaining Sanity Levels After a brief period oftime. Regaining Sanity levels is possible during game play. Alcohol and some drugs are the likeliest candidates for pink card props. These may be items such as a bottle of scotch with three small pink cards taped to the bottom. Players with the Psychoanalysis sk. representing three doses of liquid courage to bolster a player's nerves.1ires a longer process of rest and recuperation. a pink card prop could even be a teddy bear! Keepers should be very judiehupter 3: IWnning the tiil:lme 12 .

his maximum level of Sanity will drop to Spooked. Health Tests come in an endless variety. his maximum Sanity level will be Shaken. Ifused at all. In time. Curing Insanity When a player dips to the level of Stark. the Keeper makes a Health Test to determine the outcome. In other words the first time a player is institutionalized and recovers. If he loses his mind again in another game and is once again put under psychiatric care. he will suffer reduced damage or perhaps no ill effects at all. A severe radiation leak may permit players to operate for a munber of minutes equal to their CON before going blind and an13 Clhulhu hive 3rd EdilioB . This toxicity rating is assigned by the Keeper or detailed in the game script.ill tests until the drug wears off. These character types are called Outsiders and will be discussed later in much greater depth. The extent of treatment required and its success is left up to the Keeper. He or she may become a slave of Mythos-related horrors or their own evils consuming their soul. very few ~ould be found in the game. he or she is virtually unable to function in any normal or helpful capacity in the game. Once a player has been treated for his madness and begins to recover Sanity levels. using the Facade chart instead of conventional Sanity levels.cious in their use of pink cards. the character may end up surrendering to the darkness. these characters may be reintrocUced as villains in a game. No player should be allO\Ved to regain more than two Sanity levels through pink card restoration. radiation. Ifa player's CON is equal to or greater than the toxicity rating. Some characters may be deemed incurably insane or only exceptional care and treatment maybe able to bring any hope of improvement. In other cases. or electrical shock. Poisons may inflict wound points equal to the toxicity rating minus the character's CON. he will have lost one maximum level of Sanity. The Health Test When investigators are exposed to toxic substances. Raving Mad. A ctug may be tested against CON to determine if the player falls unconscious or merely suffers a penalty of minus one skill level on all sk. The player will not begin to recover Sanity levels until undergoing psychiatric treatment. A Health Test is really nothing more than comparing the CON score of the character to a toxicity rating of the specific threat.

His Cryptography skill of 4 and EDU stat of 12 yields a result of 48. the Health Test is a very flexible and quick means for a Keeper to measure a character's CON against their physical health and well-being. In essence. the Keeper may compare the total of their CON scores versus the total CON scores of players holding the door. and constantly resolve Skill Tests and rules issues. or even playing a game of chess behveen masters. Very simple Resistance Tests can be made by direct comparisons of stats. from applications of brute force to competing efforts behveen player skills. you'll have the toughest job in the game. If several ghouls try to force their way into a room. make sure monsters are awake before their big scenes. Later another player finds the coded message and attempts to translate it. He cracks the code of the first player and the Keeper presents him with the original message text. Know the Rules . The Keeper keeps the original message a note that the players Cryptography skill level 3 andEDD stat of yieJded a result of36. You ensure that NPC actors understand their roles. Resistance Test Whenever the Keeper needs to resolve a variety of miscellaneous actions. Players look to you as the ultimate authority. The basics are simple and the Keeper is free to adapt the Resistance Test however he perceives the situation. Test Resolution rules are fairly simple and flexible. keep players under control. l'he Keeper 01 llrczme J. the Keeper may assign a number that the players Oll" a total of CON scores pu~ing against it. You need to be comfortable enough with game mechanics to make quick judgment calls. ehupter 3: IWnniug the tiil:lme . A similar application works well with building and disarming bombs. If players wish to roll a boulder away from a cave entrance. designing computer security measures. When players wish to skill tests that cannot be resolved through Keeper may use the Resistance Test to compare player may wi~ to encode a secret message and the him to write the actual message and a second piece string of letters and numbers.ore If you're the Keeper.Understand the Cthulhu Live rules system. It is a lot of work but very re\Varding when your efforts payoff in a good game session. the Resistance Test can be used. Players come up with their 0\Vl1 ideas and questions.other five minutes past that before succumbing to a lethal dose. Veryfe\V skill tests are detailed in the script.

Planning should begin at least a couple weeks prior to agame's execution.Cthulhu Live is as much of an interactive. Be a Decision Maker .Make sure players don't get out of hand and commit foolish. The Keeper is a good person to negotiate issues outside of the game. and special effects are tested. Remain in Control of the Game . improvisational theater piece as it is a role-playing game. diaries and letters are Mitten. props are built. destructive. Always keep other Keepers and the staff informed of changes! Be Flexible . Always be open to player input but don't allow yourself to be pressured by players when you know you're right. The Keeper and Game Preparation The Keeper and staffmemberswork together to prepare for a game event. and negotiations with a game convention staff for function space and promotion are fine examples. but it's only a guide. improvisations. or exceptions. and become familiar with special effects. You're the guy holding this show together. but the Keeper is areliable point of contact for questions. Don't be afraid to make changes and modifications based on player actions. costllllles. A comprehensive understanding of the adventure is critical to make these changes logical and believable. modifications. and props required. take a look at the play area. costumes are selected.Know the Adventure . or dangerous acts. The script is modified to suit the play area.Understand the adventure and how each character contributes to the plot. Arranging for the use ofa building or wooded property. Ifplayers choose unanticipated actions. try to move the game in a direction that supports their choices. Don't be afraid to make a decision and run with it. The Keeper and staff adapt and improvise to cover gaps during plot changes. The script is a valuable tool. The Keeper is the master of the game and his decisions are final. If the adventure calls for scene changes at a single loca- 16 Clhulhu hive Srd EdilioB . Everyone takes part in recruiting players. Allow the characters greater control over their (lINn lives and deaths. Discuss the game. Never feel confined by the rules if they are getting in the way ofthe game flow. Give the staff time to study the script.You are the Keeper and you are the one who makes rules decisions. Try to maintain a free-play environment whenever possible.

They will provide you with information that may cause a plot change.tion. This is where the Keeper's creativity comes into play. retire into the shadows. Provide background material that they suddenly "remember" during the game. Is the game in a number of adjacent guest rooms or in one or more function areas of the hotel? Contact the hotel prior to arrival and a~ for maps or diagrams of the fllllction rooms. Make the most of this information to plan your game before arriving at the convention. Quietly describe certain sensations and feelings to the players as required. Drift from room to room. Don't expect to pull everything together overnight. rehearse the changes so everything runs like clockwork. Stay with the players but don't get in their way. Communicate with the convention staffwell in advance to learn where the game will be played. checking on how the game is progressing. You set the stage and introduce the adventure to the players. Only a handful of Skill Tests are really outlined in a game script. Spend time explaining the rules and be certain everyone understands how ~ills and combat are resolved. The Keeper During the Game The Keeper usually speaks for a few minutes at the beginning of each game. Remain alert to scheduled special events. The Keeper must decide whether ornot to apply modifiers to a player's chance of success. An imagiehupter 3: IWnning the tiil:lme . Keep in touch with your staff. it's important to rehearse before you present the adventure to the players. If time permits. Players frequently call for the Keeper's attention and ask details about certain objects and people. With convention games. the Keeper and support staff may not be able to see the play area until they arrive on site. During the rest of the game. Just as with a theatrical play. They are your interactive audience. Test special effects and practice costume changes to avoid unpleasant surprises. consider running volunteers through a few rounds of combat so players see how the combat and combat ~ill specialties work. The basics of tests and skill resolution are fairly straightforward. however there are endless opportunities for skill use by creative and inquisitive players.

a~ at the end of a Resolution phase if the players are ready to re-enter real time play or if another round of combat is required. The steps for creating a character are actually quite easy when using the templates included in this book.:~th an~g.an~~y"~contemporary ~ faiths. the player might recognize it as the work of one Allison Kinkaid. At that point you can start counting Declaration phases from the lO\Vest and Resolution phases from the highest scores to save time. The church housed a rather obscure sect who had more in common with . When a player a~s about the picture. you may try to accommodate and improvise if you feel the ideas are good and in keeping with the general intent of the rules. She went mad after her husband was lost at sea. 18 Clhulhu hive Srd EdilioB .~. Guide players if they are confused with possible combat actions. oversee the process and help any players having difficulty. the Keeper takes controL and move~ Players freeze actions and stop conversations so Keeper. make something up.native Keeper brings excitement and mystery into a game through ~ill test results. there may be a small watercolor of a church hanging on the wall.. The Keeper should conduct the combat sequence as quickly and efficiently as possible. For example. Character Eieneration If the game allows for players to create their own characters. With the Fine Arts skill. The History ~ill may identify the old Ashton Hill dmrch in Boston that burned do\Vl1 under mysterious circumstances in 1896.a~t on . New templates should make sense in terms of professional education and ~ills.. If they have special ideas. Callout the phases and time counts loudly and clearly. The most important thing is to move combat along very quickly and minimize the amount of time spent in combat rounds. The Keeper guides players who want to design their own templates. She spent her final years in an asylum. It has nothing to do with the game. a Rhode Island artist of the last century. As you detect that combat is about to wind do\Vl1.. you'll learn the range of DEX scores. Feel free to make up· Ii information to encourage players to use and staffmembers about any major imprc>vi.he. cursing unseen spirits she claimed were circling and taunting her. : . The Keeper and Com bat The Keeper or any player can call for combat is annOlUlced. After the first round or hvo. It'sjust there...

dreams. or if certain skills will be critical for survival. advise the players accordingly. How and where did they grow up? What are their political and religious beliefs? What led them into their current profession? Did they experience notable successes or failures during their life? These questions and others help players better understand and identify with the roles they have chosen to play. Other characters have goals and agendas different from their comrades that bring about conflict.Prompt players to detail the background history of their characters. ehupter 3: IWnning the tiil:lme 19 . Be sure that players select a variety of professions and skills to best tackle the challenges ahead. The complete abilities and skills of the characters. Many pre-generated characters have dark secrets they are afraid to reveal or personality flw. Pre-Generated Characters It is fun for players to create their own characters and backgrounds. consider employing the optional Advantages and Disadvantages to help them create characters in balance with the game. background history. When players create their own characters. A few characters possess special knowledge and insight into the adventure at hand. After years and countless games.vs that surface at inopportune times. If certain professions need to be represented to logically connect the players to the game. and intrigue. The use of pre-generated characters allows for a richer gaming experience. and knowledge are all detailed on sheets ready to hand out. allowing them to guide their fellows through the pitfalls and horrors that wait during the game. secrets. personal possessions. but most Cthulhu Live games use pre-generated characters. inteIWeaving character goals and desires into a lmtt tapestry of hopes. the use of pre-generated characters has proven successful time and again.

ill use and when providing hints. or special insights during the game. Start with an overall concept of the campaign before detailing indiviwal adventures. comments.ills and abilities through experience.The Keeper has the lUxury of being intimately familiar with pre-generated characters. and campaigns permit players to build up their sk. It's good to throw in something new as a wild goose chase or simply as a break in the campaign. Pre-generated characters reduce the size ofthe game staff by casting players in roles that would otherwise be reserved for nonplayer characters. Keepers need not feel obligated to use the Advantages and Disadvantages rules. This allows better and more complicated games to be played by smaller groups. Not all adventures in a lengthy campaign need to be interrelated. Players also have a chance to find costumes and small personal props for their role. Certain villains or allies may reappear in subsequent adventures. Because pregenerated characters have strengths and weaknesses already interwoven with the script and the other characters. More complex plots can be developed over the course of several games. Special items and bits of information obtained in one adventure may not be fully utilized until much later. he can decide who is best suited for certain roles. If the Keeper already knows the players. 80 Clhulhu hive Srd EdilioB . Familiaritywith the characters helps the Keeper make better decisions on sk. questions about their history and motivations. Players can devote their efforts to hunting do\Vl1 and destroying a particular cult. They may find themselves led deeper into plots and conspiracies of cosmic proportions. This is impossible with characters created by players shortly before the game. Assigning pre-generated characters in advance allows time for players to digest the information and ask. Kwming CampaiglUi Campaigns are a series of related adventures with the same set of player characters.

~ ehupter 3: IWnning the tiil:lme 81 . it is also a really cool item to have and may become akey prop in a future game. based on the degree of contribution each player makes and the challenges they overcome. Even if the entire party is wiped out. It's a smart idea for players to keep a diary that details their adventures. Experience POintli Players in campaigns welcome the chance to improve their characters with Experience points. Only the players who really did an excellent job role-playing or contributed a great deal to the success of the group should be w. If the player is a decent writer. Experience points not spent after a game may be saved for use at a later date. Some Keepers don't allow players to purchase new skill levels or increase stat scores without a certain amount of downtime beween adventures. Allow players to generate new characters or introduce other gamers into the campaign.1ire the journal. the experience points function like ~ill points during character creation.. Again.ill to level wo. Use whatever method best suits your campaign. very few original characters may survive to the end. The same three points may buy three new skills at level one or one ~ill at level two. Keepers may assign experience points as they wish. In fact. Stat scores may be raised by one point by spending three experience points. Experience points maybe used to increase skill levels in the same manner that skills were purchased during character creation. Or.If the campaign is a long and dangerous one. Three experience points may raise a ~ill from level wo to level three. a relative or police-detective might aCcp. Three experience points may buy a new skill at level one and raise a level one sk. not all characters will live to see it completed.varded four or five points. you may rule that the character was already pursuing his studies and the extra experience finally allows him to formally raise his skill level or add new skills. A general guideline of 1 to 5 experience points per game is suggested with 3 being an average re\Vard for most players. You now have a starting point for a ne\V group of investigators to continue the campaign.

abuJbu Live ,sl'd EditJoJl

ChZlpt~r

4

Magic
cane magic and superhuman psychic feats are part of the alter nate reality of Cthulhu Live. Magic draws on applications of biarre alien science and hyper-geometry to bend and re~Iape what we know as reality. Psychic powers are generated from the unexplored recesses ofthe human mind and will be addressed later in the rules. Powerful NPCs or very select player characters are likely to use magic. These powers are beyond the reach of most humans. Players may resort to magic when battling horrors from the Cthulhu Mythos, but this always comes with a price. No human may keep his sanity ifhe delves too deeply into eldritch sorcery. ~.

~

l'he Magic l'elil:
The Magic Test is resolved much like any other is a sk.ill test requiring knowledge of arcane traditions ., science to effectively perform. Magic in CthulhlJ Live is magic familiar to fantasy role-players. Characters don't fHI;1g o~ lightning bolts with gay abandon. Magic is the manipulation of the very fabric of reality. It is brought about through non-Euclidean geometric constructs, projecting the mind through maddening channels of alien logic, and bold petitions to unimaginably powerful beings existing beyond space and time. All spells require the expenditure of Magic Points, even if the spell fails. Magic Points measure a character's reserves of spiritual energy. If a character expends all of his Magic Points, he may use Wound Points in their place. This represents a character reaching into the deepest reserves of his strength to perform the ritual. The player may opt to role-play this through a simulation of ritual scarring and self-mutilation as he literally pours out his life-blood to complete the spell. Magic Points are regained through meditation and sleep. The Mysticism skill allows a character to regain one point per ~illievel for every 10 minutes of meditation. OtheIWise, all Magic Points are regained after eight hours of sleep. Some spells may impose a Sanity test on the players. Very disturbing and powerful rituals may cause an automatic loss ofa single Sanity level. Ohulhu Mythos and Mysticism are the modifying skills for the Magic Test. POW is the supporting stat. For the purposes of the test, the two skills are used interchangeably. A character with both skills will use the
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higher of the two when testing for the success of a spell. The Cthulhu Mythos sk.ill provides more information on the mechanics behind the spell being cast. The mental and physical discipline of the Mysticism skill enables a player to effectively interpret and follow the directions to perform a Mythos ritual. As with common skills, there is an expectation to role-play the effort. Many scripts incorporate the ritual as a major part of the game itself. Glyphs and sigils are chalked onto the floor, complicated lines dra\Vl1 in chalk or pO\Vder, and tongue-twisting invocations will be read aloud. An enterprising game staff might prepare for a bloody sacrifice depending on the ritual performed, the desires of the staff, and the relative seclusion of the game environment. That last factor is something to always be considered. Simulated rituals for Cthulhu Live should not be performed in public view. You will really scare and disturb indiviwals who may not be aware that what they are seeing is just part ofagame. Rituals should be planned to occur in the game when the Keeper is confident of privacy.

Controlling WIlDt You Call Up
A significant difference between Magic Tests and conventional Skill Tests are that many spells may require two separate skill checks. There may be two levels of success on a single spell. Simpler spells recp..1ire a single success score. The spell works or it doesn't. More complicated and powerful spells may require two different target scores against which the sk.ill level and POW are compared. In these cases of two skill tests for a single spell, the first determines basic success or failure. The second test determines ifthe caster is able to control the results. Therein lies the great danger of Myth os Magic. Sometimes it is much easier to call something forth than it is to control what you unleash. For example, a player discovers an ancient scroll. It contains the ritual to breach a dimensional gateway and summon a servitor of the Outer Gods. He has a Cthulhu Mythos Skill at level two and Mysticism at level three. His POW is 14 so he feels he has a pretty good chance of success. According to the Keeper's notes, this spell does require two tests. Casting the spell is an average test with a success score of 35. Controlling the results is a diffiUllt test with a success score of 56. Since Mysticism is the higher sk.ill, the test is conducted with Mysticism-3 x POW 14. The resulting score of 42 handily allows the player to open the dimensional gateway and call out into the void. Unfortllllatelythe player does not have a high enough score to effectively control the results. The spell may conjure forth a very angry servitor with no intention of even listening to the

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player. The servitor may attack the caster or go on a rampage through the local community. In extreme cases, the spell may have summoned multiple servitors or something much more powerful and dangerous than the player ever imagined. Because of the difficulty in controlling the results of Myth os Magic, sorcerers devote years of study in developing their ~illieveis. Many assemble a coven or inner circle of cultists to draw upon the benefit ofteam efforts and combined POW in controlling spell effects. It is the unwary or incautious individual who casts a spell beyond his means to control. He might have just enough ~ill and POW to open the gateway, but be unable to control the effects. Few player characters have advanced magical skills, making team efforts in attempting rituals a wise choice. There is a second level of defense for the players in the form of BindingiDismissal spells. These spells only affect certain types of creatures and obviously the players must have the spell in their possession in order to use it. The types of spells often appearing in a Cthulhu Live game will be discussed in greater detail after we take a look at what makes magic work.

Principleli at mythOli magic
Powerful magic rituals pulled from terrible old books offorgotten loreas archtypified by the Necronomicon - are a mainstay of Cthulhu Live. Servants of the Great Old Ones cheat death, project their minds through time, create magical gateways to distant places, and rip the fabric of reality itselfto draw horrific beings into our physical universe. But what power fuels Mythos magic? How can strange symbols and tongue-twisting phrases bring unspeakable horrors into our universe? How can these glyphs, angles, and curves chain them with invisible bonds? Very little in the Mythos universe is supernatural in the classic sense. The magic of the Ohulhu Mythos is a highly advanced alien science with a set of laws, theories, and applications far beyond the understanding of humanity. It relies on the precise manipulation of hyper -dimensional fields, barriers, energies, and gateways through the application of non-Euclidean geometry, alien logic, and untapped powers lying dorrnantwithin the mind. Just as marvels of our 0\Vl1 science might seem like magic to primitive
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Something sharing just one of our physical dimensions would be difficult if not impossible for our naked eyes to perceive. a physical object or entity must exist in one or more physical dimensions and at least one temporal dimension. although it could conceivably effect some limited change within our universe. Only when we cross through the plane of their hvo-dimensional universe. Zlnd four l>imenmolUi Consider a universe that exists in only two physical dimensions. Many Mythos entities exist in more than three physical dimensions. our senses perceive objects or entities that share at least hvo physical dimensions and at least one temporal dimension with us. often welling partially or completely in spatial dimensions that are to us unknown and unseen. There is much more to hyperspace theory than zipping back and forth behveen distant stars via wormholes or extra-dimensional folds in space. equally magical to us is the alien super-science of the Mythos. Mythos magic and the "secrets" of the Great Old Ones rely on the existence of multiple spatial and temporal dimensions coexisting with our own. This allows EDEs to appear or disappear in our three-dimensional universe at will. perhaps even taking a person or object with them into hyper -spatial realms. a flat world offlat inhabitants. consider how some EDEs may exist in several temporal dimensions at once. extra-dimensional entities (EDEs) can move through the alternate dimensions in which they exist as easily as we would walk across the street. Three. It may take days or even weeks. For those who really enjoy baking your brain with hyperspace theories. however. What may be a temporal dimension for us may be a physical one for certain EDEs. 86 Clhulhu hive Srd EdilioB . for them to physically traverse the countless miles that are measured as millennia in our temporal dimension. fun in l'wo. Remember that to be perceived by a human being or to affect objects within what we know as reality. This is certainly the case of the dreaded Hounds of Tindal os. As three-dimensional beings. we can stand back and watch events oofold in this universe without being seen by the inhabitants of this 2D world or being detected by their scientific instruments. Living within three spatial dimensions. Just aswe have the capability to move through our three spatial dimensions. Hyperspace is a fascinating branch of theoretical science. whose physical substance is so alien to our own. Sciencefiction films and novels often touch upon these concepts as a convenient means to break the limits of Relativity and facilitate interstellar travel.cultures. In this manner they travel from the misty depths of eons past in relentless pursuit of their prey. allowing them to move forward or backwards through time as easily as we might move along a straight line drWNn in the earth.

and expanding spheres. They would see a fifth circle appear for an instant as your thumb breaks into their world. Consider how many spells and rituals petition Yog-Sothoth. to facilitate opening gateways and bridges. the inhabitants would only see a series of four flesh-colored circles materializing and growing in size. bends space into a gravity well. An invisible natural force. only that which crosses their own physical dimensions. If you were to stick your hand through a hvo-dimensional universe. deafer example exists all arOlmd us. many-tentac1edhorror intersecting with our spatial dimensions. But it may not be able to enter our three dimensional spaces without assistance. Curious. The creature would appear as an assembly of shifting. One could imagine such a conglomeration of shifting. we look closer ehDpter 4: mDgic 81 . attracting our attention to his cries for assistance from beyond.ifiqpatial ~ not necessarily mean that travel into or through that The two dimensional world previously described may possible for your hand to enter. they only can see a mere cross-section of our total selves and never see us in our entirety. Even then. Remember that mere existence within a ~p". we might seems as gods due to our seemingly miraculous powers. welling not spheres we know but behveen them. watching us and hungering for the life it sees within. we can only travel easily in hvo dimensions. translucent bubbles as a colorless. We simply need some form of assistance to travel in that other spatial dimension we inhabit. It may be able to look into our world. That phrase alone. then almost immediately afterwards the first four circles would melt together into a single oblong form beside the newest circle. sorcerer living within our model of a hvo-dimensional an elaborate ritual for those "outside". Then these shapes would unite into asingJe. What might a creature existing in four or more physical dimensions look like as it crossed into our world? The answer is always good for a shudder. Perhaps some n~:~ta~~:~ 2D world prohibits or hinders your efforts to pass .do they become aware of our existence. Although we are three-dimensional beings. but have difficulty entering or moving about within our universe. an EDE may exist in multiple spatial dimensions. At no time can they see the entirety of your hand. To them. larger blob that would suddenly constrict as your wrist passed through their world. "the spheres the idea of our three-dimensional existence and the of anything that wells beyond those dimensions. in this case gravity. ~rink­ ing. ExactlythewayYog-Sothoth's physical manifestation in our world is described. In the same manner. It hinders our movements through the third spatial dimension but does not entirely prohibit it.

Forgetting events that have transpired just after they happen. Any written documents he had in his possession are now reversed. the sorcerer is fine. game that probes into the mysteries of Mythos magic haps a murder investigation finds a victim with and a driver's license in his pocket all in writing. lift him from his two-dimensional prison. except that his motor skills. screaming of terrible horrors BB Clhulhu hive Srd EdilioB .the body. the sorcerer has suddenly vanished from his locked room and miraculously reappeared on the outside. Bizarre details like this can be great introductions into . An autopsy reveals his organs to be on . the solid square surrounding him is inescapable. He's perfectly healthy. but his body has been flipped and turned over in a higher dimension. his mind is unaffected by the change. we reach down. He can see no visible means of escape in his flat universe. physical features. because these four simple walls are no boundary or limitation to beings that move through more than his two spatial dimensions. is that a person was somehow turned around in a temporal dimension.. To his two-dimensional viewpoint. To his jailers. Amused by his efforts. Or. and then returned to our own world. Perhaps other inhabitants of his 2D universe imprisoned him as a result of his blasphemous claims of invisible extra-dimensional entities and his attempts to traffic with these beings. just movement through a higher dimension. but bearing a sanity blasting vision of all that the future holds. although his thought and speech patterns are probably unaffected. A similar accident could occur to a human sorcerer traveling through an imperfect dimensional gateway or after being transported elsewhere by an EDE. Our two dimensional sorcerer used to be right-handed. The effect is irreversible unless he is again taken outside our three dimensions. Or. The sorcerer could be inadvertently turned over in an extraspatial dimension.and find him locked within the confines ofa two-dimensional cell. When he is deposited back into our world. turned back over the right way in a dimension that physically does not exist for us. Perhaps the individual now knows the horrid truth of everything that is to come. but seems to know nothing about the past. and deposit him back into his world outside the cell. in the course of moving him. but his body is now grQINing younger every day rather than older. and even his internal organs have been flipped as if in a mirror image. perhaps. Not magic. we accidentally turned him over in the third dimension. but now he's left-handed. We laugh from our vantage point. a ne\V inmate in the local asylum begins for·et~iu1r events that actually take place. A somewhat greater stretch of the imagination. but conceivably possible in the strange world of hyperspace. But oops ..

If some players are exploring the weird world of hyper-dimensional science. or constructs involving principles of non-Euclidean (hyper-dimensional) geometry may effect unseen changes outside our three-dimensional space. may create gates to other points in space. There is no sign of the bottle within the symbol. There is no pain. allowing them to charmel the ra\\' energy coursing through the universe into bending and warping physical space. A great deal may rely on the power of the individual. the bend is disrupted and the bottle reappears on the table. like heat off a Slllllmer sidewalk. Psychic powers that lie dormant within most of humanity are fully developed in their ancient and terrible minds. Reaching into the space above the symbol. As soon as they close the polygon. Perhaps there is a faint shimmer in the air where the bottle once stood. You can feel the bottle. Whatever untapped potential lies within the depths of the human mind. ehDpter 4: mDgic 89 .He knows nothing of his past and even forgets his predictions after they occur. By smudging the chalk and breaking the lines of the polygon. Offering us the seeds of our own destruction. Certain shapes may create folds. but this is a game after all. Actually the Keeper snatches the bottle away. mythOli magic in liction Certain drawings. Certain symbols. just a slight tingling. so to speak. Lifting the fence. What is merely a matter of thought to Them is all but impossible to our untrained and underdeveloped minds. Offering our ancestors the tools to alter reality and serve the whims of the Great Old Ones. they proceed to sketch the strange symbol around it in chalk. when used in the correct combinations. or holes within space that we are unable to see. perhaps they may discover a strangely angled polygon that creates an invisible bend in space. just the unintenupted tabletop. These graphic symbols and alien words maybe nothing more than aids to focus our intellects down twisted paths of alien logic and a means to force open new doors within our minds. Perhaps they weaken the forces keeping Them outside. just enough to allow Them to cra\\'l beneath it. It is known that these alien intelligences are far older and more advanced than mankind. Placing an object such as a bottle on a table. glyphs. buckles. the bottle winks out of existence. Such rituals may have been passed dQlNn in eons past by the Great Old Ones themselves. a faint voice drifting through the bends in space and drawing Them to where the gateway has been prepared. Complex incantations in a strange alien tongue maybe merely a calling out to those beings. even grab it and pull it back into our world. your hand seems to disappear.

This perfectly explains the practice of human sacrifice in occult and Mythos rituals. Numerology. The dark arts of Demonology or Voodoo may have direct roots in the contact and appeasement ofEDEs. What exactly is the human soul." After the soul is severed from the body. a tasty appetizer with a promise of more to follow. the human soul logically plays a central role in ocmlt traditions created by mankind. but severed from this tether and left free to wander after the death of the body? Perhaps seeking a ne\V host for reincarnation? Stubbornly pressing itself for brief periods into hvo or three of our physical dimensions and giving rise to the stories of disembodied spirits? Perhaps this energy construct that is the human soul is just as solid and appetizing in a higher dimension as a choice cut of meat is in our own world. but perhaps 1% of a forgotten alien science that causes certain rituals or spells to actually accomplish what they are reputed to do. desperate souls ever seeking a place to hide from their hoogry and relentless foes. it logically follows that elements of occult magic may have their roots in this same alien science.Myth015 Magic and the lupernatural As you can see in these examples. if you attempt to minimize the supernatural and look at it through the conception of alien science and multidimensional space? Could the soul be amanifestation of sentient energy. Researching too deeply into the fate of the human soul after death. existing on a plane just beyond our three-physical dimensions? Bound to a physical body and giving it a unique intelligence and personality in life. The mad. there may be nothing but a grim and unceasing flight from the ravenous pursuit ofterrifying EDEs through higher dimensions. Hermeticism. An appeasement to the creature. Swaying them to doing the sorcerer's bidding with all the weird and unearthly powers granted by their hyperspatial forms. The sacrificial cut frees the soul from the body. or 90 Clbulbu hive Srd EdiliolJ . investigators may find sanity-searing revelations about the "after-life. and other traditions may contain 990/0 superstition. Just as certain occult mysteries are confused or misinterpreted truths of the Mythos. What about the human soul? While humanity plays an insignificant role in the Mythos. possession of another. Our souls may literally be the sustenance upon which certain EDEs must feed in order to survive. This understanding is important if you intend to introduce elements of traditional occultism into an ongoing Cthulhu Mythos campaign. much of what seems magic or supernatural to our eyes is actually the workings of an advanced alien science. or some means to escape back into our world through reincarnation in a new body. releasing it to be devoured by the waiting EDE lurking on the other side.

curiously approaching to see what the player wanted. A common Calling spell for Deep Ones involves casting a large stone carven with symbols of intent into the ocean near one of their sunken cities. Sometimes an enchanted instrument may be used in place of this. The rituals are primarily verbal. but the term is used here to note spells to establish a non-physical communications link with a distant being or a being in another dimension of existence. Calling Spells These rituals call to nearby creatures physically living in our world. These are fairly simple. Who ever said there was peace or comfort in death? There may be no escape.forcing their way into our dimensions as bitter and haunted spirits. Occasionally some sort of sacrifice or gift may be prepared to curry additional favors with the creature(s). but the grim hunt relentlessly pursuing these souls. low-powered spells and the player needs to be near an area frequented by the creature he is attempting to call (e.. Spirits forcing possession of human bodies in an attempt to escape the horrors of the afterlife. but a general understanding of major spell types is helpful when Keepers design magic and rituals for their game.g. This could actually form the basis of a series of terrifying games. or runes around the caster may be required which open a worm-hole to carry the words farther than the player's voice could travel. the creatures approach with at least a neutral attitude to\Vard the caster. with only the comforting embrace of madness or utter oblivion waiting as solace for the hlllllan soul. The revelation of the nightmares following the death of the body would be a sanity-blasting revelation to the players. near a cemetery infested by Ghoul warrens or on a hilltop near aMi-Go colony). Ipell ClZlliliiliczJtiolUi There are several broad classifications of Mythos Magic. such as a special whistle that calls to Byakhee. Some spells may create a telepathic bridge or a temporary possesehZlpter 4: mZlgic 91 . glyphs. calling out phrases ofrecognition and friendship in a language ooderstood by the creature. If the players panic and attack or if the creature discovers it was called for no good reason at all. the attitude may quickly tum hostile. Contact Spells Sometimes the terms Call and Contact are used interchangeably. The spell appeals for them to approach in friendship and to speak with the caster. If the spell is performed correctly. a few symbols. A number of variations exist of each type. If the words must to be transported over great physical distances to a creature that can easily traverse them.

and verbal components are usually part of all summoning spells. In almost all cases. one to open the gateway and the second to control what comes forth. If the control test is successful. BindinglDismissal Spells These spells are separate rituals from summoning spells. creatures that exist outside of our time and space continuum. In this context of visions or mental communication with a Mythos entity. hvo success levels are required. Although beings conjured through summoning spells are typically more powerful than creatures brought forth by a Calling. A player may successfully cast a summoning and "control" the results ofthe spell. The player is trying to open a dimensional gateway to where the being resides and call it forth into our world. The B&D spell uses lines and symbols to create a hyperdimensional barrier extending into several dimensions occupied by the creature. or if it decides it just doesn't want to return from where itwas summoned. you might still be able to contain what you called forth inside the hyper-dimensional barrier. Many magic points must be spent and usually permanent points of POW must be invested into a gateway. and then the entity is summoned inside the containment area. forcing the creature back out of our universe. Even if the "control" part of the summoning is failed.sion like one might see from a spiritual medium. By adding or changing a fe\V additional glyphs to the binding construct. There is still a very real threat to character's mind. Summoning spells are used for beings that are not naturally a part of our universe. Contact spells provide less physical danger to the player. The B&D spell should be cast first. most gates are built to be 92 Clhulhu hive Srd EdilioB . Complicated lines. Due to the time and investment of POW. Other spells may conjure an incorporeal manifestation or allow communication in dreams. but the creature is still free to wreak havoc if the initial contact and negotiations go poorly. the hyperdimensional nature of these beings provides a weakness the player can exploit for his own safety ifhe has the appropriate binding/dismissal spell. Summoning Spells These are powerful spells performed via elaborate rituals. It is also a protection in case the interaction with a summoned creature goes badly. gate\Vay spells typically require very complicated non-Euclidean geometric constructs and symbols. A sacrifice or gift might improve their mood. Gateway Spells Spells that bridge remote distances through hyper-dimensional folds and singularities. symbols. the being will be at least neutrally disposed to the caster. the player collapses the hyper-dimensional prison into a singularity.

Other protective spells may deflect wound points from the player or defend against certain types of damage. but if the spell is botched or portions of the essential salts are lost. or concrete. A curse may manifest as a penalty to stat scores or a slow. Shriveling is a common offensive spell used to . only a hvisted and horrific mockery of the individual will be brought back to life. The resurrection spell may bring life back to a player. resurrect the dead. used to create a ward against mythos horrors. creatures that exist only with our own dimensions are unimpeded by these wards unless it is merely respect and fear of an indiviwal with apparent skills in Mythos Magic. As mentioned earlier. Spells to heal injuries. The Barrier of Naach-Tith and the Pnakotic Pentagram are other protective wards designed for different threats. Gateways typically remain open only a brief period oftime before closing. but leave it discolored. Protective Spells Some of the most useful spells for players are protective spells against extra-dimensional entities or to deflect physical harm. ehDpter 4: mDgic 93 . They are potent weapons and seals against Those from Outside. mythos magic is unlike the magic of fantasy games and literature. l'he Elder lign Elder Signs appear frequently in Cthulhu Live games. Since the wards create hyper-dimensional barriers. the gateway requires only an incantation and expenditure of magic points to pass through again. The Elder Sign is one of the best-known protective spells. or scaly. these star-shaped soapstone relics are not from this Earth. Provided that the geometric or physical construct remains intact. It is more subdued in results and darkly horrible in effect. Offensive magic spells are do exist. " wither an opponent. Offensive Magic an option. aqd Miscellaneous Spells A munber of minor spells appear in the game. Also known as the stones of Mnar.permanent constructions with stone. creeping sickness. A healing spell may quickly repair tralllllatized tissue. metal. Falling in the realm of protective magic. Usually they are relics found by the players and used to combat the encroaching horrors of the Mythos. and reveal hidden or invisible creatures. pockmarked. A dangerous assumption that may cost some players their lives is to think that magical wards affect all mythos creatures. whether caused by a spell or by close association evil object.

psychic probing. and baleful magic. Apply the cardinal rule of Mythos magic. The Elder Sign is a strange geometric construct. The stones of Mnar exhibit some sort of influence over certain Mythos entities. The tombs of many dormant Old Ones are reputedly sealed with Elder Signs. it is nothing more than an incredibly advanced alien science beyond the grasp of humanity. One version of the Elder Sign is depicted as a star-shaped figure with a strange glyph that resembles an eye with a pillar of flame as the pupil. perhaps engraved on a star-shaped or circular stone. he should downplay the importance and power of the mysterious Elder Gods. Although many claim the stones of :Mnar channel the power and magic of the Elder Gods as a ward against the Great Old Ones. whose angles and c. • ' . . Other versions of the Elder Sign look more like a stylized fern frond in the center of the star-stone. When found as a true stone of Mnar. the real source and extent of the stones' power is unknown. Elder Sign as amuchmore complex symbol of intersecting curves and angles. The barrier extends in dimensions other than those we inhabit. Large numbers of these star stones have proven useful in physically containing certain Mythos entities long enough for more direct means of their destruction to be brought to bear. who reputedly took the form of giant flaming pillars when they warred against the Great Old Ones.urves create a disturbance or barrier in hyper-dimensional space that is significantly larger than the symbol as it appears in our own three spatial dimensIOns. Other sources depict the . gentler Mythos of Derleth and Lumley. the stone itself is star-shaped with the flaming eye glyph graven in the center. Some sources claim this represents the Elder Gods themselves. If the Keeper prefers the colder universe envisioned by Lovecraft as opposed to the kinder. It is invisible and creates no tangible effects to humans or other creatures ~ I .these are common and important enough to warrant a separate discussIOn. but you might not want players flashing Elder Signs like crucifixes and regularly calling down the wrath of the Elder Gods to help them in their crusade against the darkness. Organizations such as the Wilmarth Foundation report the stones to be effective in turning the effects of dream sen dings. 94 Clhulhu hive Srd EdilioB .

welling solely within our three spatial dimensions. ancient books.such as Deep Ones. Many of the Great Old Ones. and almost all beings originally from outside our dimensions are composed of a non-terrene fle~ that extends into our own dimensional space but also into one or more dimensions unkno\Vl1 and unseen. Ritual magic can be divided into the three phases of preparation. hindering the movement of these creatures or forcing them to move around its area of effect. extending a distance directly or exponentially proportional to the size of the symbol. donning the appropriate vestments. and others . and effect. via cults. and word of mouth. It is merely a manifestation of advanced scientific principles. a fe\V alien races. The gravitational signature or specific atomic weight of the star stone of Mnar may warp this circular barrier into ahyper-dimensional sphere. Ghouls. angles. Experimentally altering or deleting elements of ritual in order to isolate the alien science at its core could create unexpected and disastrous results. Some Keepers may want to develop geometric formulas by which players can estimate the effective size of the barrier created in order to strategically place their signs or calculate the size of the glyph needed for their purposes.are not affected by Elder Signs. Preparation includes inscribing the proper circles. Creatures summoned from outside our universe and those composed of a non-terrene fle~ can be slowed or even trapped by the placement of these glyphs. ritual. The hyper-dimensional disturbance created by the Elder Sign becomes a physical barrier to this nonterrene flesh. The basic glyph may create a circular barrier radiating out in a plane parallel to the surface upon which it is inscribed. Elaborate rituals have been passed down through time. Certain occult scholars have undertaken systematic studies of the principles of Myth os magic. performing any ritual ehDpter 4: mDgic 95 . but recognize and respect the science and power behind them. The power of an Elder Sign may have nothing at all to do with the Elder Gods. it is still alien and barely comprehensible to even the most brilliant ofhlllllan minds. elder things. and other "magical" glyphs and wards. pentacles. How much of a ritual is directly related to accompli~ing the task and how much reflects accumulated elements of superstition and theatrical drama may never be knO\Vl1. and glyphs. although this is a dangerous venture. Hituam 01 lIJythOli magic Although Mythos Magic may be a precise and defined science. The same idea can be extended to explain the powers of the Pnakotic Pentagram. providing an invisible zone of protection around any human who holds or stands very close to the stone. Creatures who well entirely within our three spatial dimensions .

Skyclad. making them as straightforward or elaborate as they wish.The participants taint themselves. The final phase of ritual magic is the effects phase. Some games may feature uniquely different rituals that are worked into musical performances. Cleansed. drumming. smells like magic. The following list contains a number of ideas and component elements that may be incorporated into traditional rituals. consecrations. do you really want to take the risk of omitting certain elements just because you think they might not be critical? If it looks like magic. Some elements may be necessary to alter the participants' thought patterns or actually communicate with the beings on the other side. dances. Can be combined with layers of veils or in combination with clever body painting. or as elaborate as a bathing rite. Ifit ain't broke. along with the addition of specific ingredients and spell components. What happens now is based on how well the ritual was performed and the actual Magic Test. or sacrifices may be required. Fouled . and preparing any protective magic against the forces called upon. it is magic for all practical purposes. The second phase is the ritual itself. Most practitioners safely abide to the letter of the ritual. Much of the ritual reflects accumulated superstition grown up around the key components of the alien science.The participants have undergone some sort of ritual purification: this can be as prosaic as drinking only bottled water for a day before the ritual. Few human minds can truly understand the intricacies of hyper-spatial theories and applications. Some of the greater deathless sorcerers have long since blinded themselves or sewn their own eyes shut in the conviction that every action is in performance of a vast ritual. Keepers are encouraged to design their own rituals for games. any necessary Sanity tests and losses are taken.Participants are naked or nearly so. perhaps by drinking the blood ofan unclean animal.c1eansings. All manner of ritual chants. don't fix it. What parts are necessary and what parts are not? More importantly. sounds like magic.The participants are blindfolded or hooded. or desecrations. Blinded . elaborate puzzle-boxes. smearing their bodies with filth or engaging in vile sexual degradations. murmurs. or even architectural designs that complete a summoning or open a gateway when someone walks the corridors and staiIways in a certain pattern. 96 Clhulhu hive Srd EdilioB . Magic points are deducted. stage-plays. and the Keeper determines the results of the ritual. Other ritual elements create the JXoper timing for sequential actions to take place while others are merely there to amuse the cult leader or the entities summoned forth.

Bones. KohliCosmetic Dyes . you'll have to find your 0\Vl1 sacrificial victims.For burning or drawing circles.The participants paint their bodies and faces with elaborate invocations. FJ'{igies/Idols . Earthbom ehDpter 4: mDgic 91 .Used to cover the wizard with wards or to inscribe invocations on the flesh of a sacrifice.Are excellent components for scrying or JXojecting curses. Can be done with a toy dagger with red ink on one edge or a prop knife with a squeeze bulb of stage blood. Spread a thin layer of dirt or leaves. but beware. this practice is restricted to the leader of the group. glyphs. Also looks mighty impressive. SacrificialBlootVVicJim . Ritual Scripts. Inscribed . Scarred . Ritual SwortVStq[flWand . Use with extreme care and be alert to fire hazards.Glyphs inscribed on thin.Filledwith vile concoctions or the blood of a sacrifice. Powders. Generally.The participants let their own blood and elicit their own pain. SpecialArtifactslRelics. For this effect lay the player in a shallow hole. Chalice!CauldroniBowl. provide a reservoir of magic points.Gives a good fetish effect when strung on a thread or bound into strange figures. brittle paper for burning or eating during spell casting. VeilslHoods. and angles.Can be used to improve spell success.Can be used to strike a beat for group chants or to mark circles with the tip or a piece of sidewalk chalk set into the base. Incense . Don't forget where you bury your friend. Cover him with a plastic sheet. Real blades should be carefully handled. ancient traps. leaving a clear path for air or a breathing apparatus like a snorkel.Never neglect the other senses in creating a ritual experience.For shielding the identity and ritually represents mysteries of the unkno\Vl1 and the inherent blindness of humanity. Candles. Use kohl makeup pencils or actual body paints for the best effect. or stylized representations of the entities with which they have allied themselves.May provide conduits to the entity represented.Toy knives are best for ritual use in game rituals. Such artifacts may be elaborate.Perfect for setting the ritual mood. or provide other advantages such as an increase in effective skill level. or nailing to the door of an enemy.This book contains several wonderful formulas for do-it-yourself theatrical blood. glyphs. StonesiCrystaJs/Mitrors . On the other hand. Knives.The participants may bury one of their number alive for a period before the ritual.

By learning hO\V to purify. and the human spirit. The relevance and power of occult traditions is left to the discretion of individual Keepers. Echoing the correspondences of hermetic magic. Game scripts. reagents. and symbolic cardinal elements. ~~~~ Astrology Astrology is one of the oldest forms of occultism and perhaps the most widely practiced type of divination. Occult revelations are sought through elaborate scientific experiments. Ripe with mystery. and veiled understandings of the true nature of reality. and Leonardo DaVinci. Other games may step back from the Mythos and explore alternate realms of horror steeped in occult power. and ideas for cults.ill. the trappings and traditions of the occult underground are found in abundance. At best they are confused. Ageneral knowledge is assumed with the Occult sk. and the entire physical and spiritual universe. trying to establish a link behveen events on Earth and celestial phenomena. Many ancient cultures based elements of their religion and life cycle on the stars. The Occult skill is common among player characters. Astrologers study the movement of stars and planets. symbolic imagery and emotional triggers. Astrologer and magician once meant the same thing in the ancient Middle East. The reactions and results produced in these experiments reveal deeper occult truths. corrupted. these specific traditions are ideal for skill specializations. 98 Clhulhu hive Srd EdilioB . and secret societies may be drawn from these traditions. traditional oCUIlt practices are mere superstitions. building tremendous structures aligned to the seasonal movements and positions of heavenly bodies. as revised by the Greek. and science ever since the days of Francis Bacon. Alchemy Alchemy has been an important bridge between magic. base metals and chemical substances are used as symbols within mankind. combine. and symbolism. In games grounded in the Mythos universe. Astrology as it is primarily known today in western occultism is derived from the Otaldean and Babylonian systems.eccult l'raditiolUi lor <!thulhu . the occult world is a fertile grove of imagination. the animal kingdom. the alchemist seeks truth and the power to change himself and his environment.Live Although the alien horrors of the Mythos lie at the core of most games. andmanipulatethesemetals.

The Cabala employs a unique symbol ca lled the Tree of Life as an occult mystery describing the relationships and interactions of the universe. .. ~jI " universaf' man and ideal fonn of hu. '-.2 . The star cycles and planetary alignments have long been used to foretell the future.:::.. and the majesty of God Ten spheres..TI' the seven planets of antiquity. . Corre. ~.f\·)Ifi>~·t.~~ill nese.'~"~_r.Renaissance... Victorian.. although only fragments have survived to the present day.. Olmecs.-- . Considering the importance of the star cycles to many Mythos entities. of the sefiroth corresponds to the ~~1·rif/'fl" ~ !...\f~Y.:&Z~4K. or sefiroth..- if ~':':--'~\~-il'I'1 ~~~.l't..~~"::"#.".""'r. Incas. ~'. """ i.". while the left.:~ " . :-~ -i<f?4S. The central line " ~·)1\~:~~:·.·_ • .."' ''. man. _ r.r~· '~~~~f ~~.\j fixed stars.. great events. __ sponding to the spheres of the earth....__ L_.fw_<OTI(.x':: •.-.~~~_ ...F= hand pillar corresponds to the nega-... form the Tree of Life. The sefiroth are arranged in three triang les.'~:~7i":~ numbers...~tf ·~ "=I. '(i ~ ~ ._---. The right-hand side.~i ~o~~oe~ ~~': ~~y~:.<.. Cabala A key element of multiple occult traditions..cW':::~~~ ' . .of the body of Adam Kadmon.l"1.'.' . the Cabala (also Kabbala or QabaJah) is a mystical Jewish tradition originating in th e interpretation of scripture and language."'''''''''' Prime Mover.L\-~I . the SYOTT. Other wllures such as the Aztecs.r . with the tenth sefira left over at the bottom. ". and the sphere of the ''''''~r) :'):~ ""... Each of the sefirolh and every connecting line of lhe Tree are 99 . or pillar..t. Cabalists extract startling revelations and occult correspondences from the Torah and other religious texts. the sefiroth also repre"~". " ·NI. personal fortunes. Celts.f.:_ / world..... astrology may hold the key to shallering revela- tions. ~... is the uniting elements from the Prime "'···~_·\'·11\~ ~. :. .. .:."'1h~ manity.Lf$ . Through complex numerology and pennutations of the Hebrew alphabet... and New Age sages.i~'~~~1 ' &~k . ~. Chi~~X.:~ '.1. positive and the male.' " sent the basic building blocks of all -iL~. ' "._ oJI. and others developed ib their own astrological systems. The Tree is also a symbol .. connected by 22 lines.. and terrible disasters.:jl\.1("'" tive and the female.._... the .

or even oddball names and beliefs derived from the pulp horror fiction of an obscure writer in the 1930s. Demonology Demonology as it is known today is an offshoot of medieval cism.. chaos magick opens itself to any elements that are of personal significance to the magus. Demonology was later abandoned 100 Clhulhu hive Srd EdilioB . focusing his willpower to the manipulation of the world around him.". and many demons listed in these books are the deities and spirits of earlier pagan religions or clearly products of the fanciful and often lustful imaginations of the clergy.full of occult significance. These manuscripts explored the hierarchies of Hell and catalogued the powers and spheres of influence of the evil ones.. Chaos magick draws together diverse personal and cultural symbols that bear strong meaning to the user. Hokhmah. Yesod. Geburah. There are no ancient disciplines and laws of chaos magick. rituals. Not originally intended as a system of magic. and power words taken from films and television shows. The strange diversity of chaos magick and its potential for inadvertently piecing together bits of dissociated knowledge offers great possibilities for games set in the modern era. From the crO\Vn to the base. and talismans from whatever sources or inspirations bear personal relevance and interest. and Malkhuth. chaos magick is a stylish ne\V trend that rethinks the "laws" of magic and manages to end up pretty much where many Shamans or Voodoo practitioners have been for centuries. It is a raw and unstructured tradition in which the practitioner creates his 0\Vl1 magical theories. rituals. Binah. Chaos Magick Considered to be one of the youngest off~oots of the New Age tradition. Hod. Hesed. Original sources are suspect. Tifereth. the spheres are named Kether. the agents of Satan. The Tree of Life is richly symbolic and the ideas of the Cabala permeate nearly all western occultism. symbols and personifications of universal forces drawn from pop culture icons and dead celebrities.1"e~. Whether these are bits and pieces culled from older occult traditions. Netsah. medieval m'.m~ · sembled extensive studies of demons as a means to identify .

It forms the basis of almost every "high-magic" ritual system of the western world. m Magick Magick is the western ritual magical tradition refined by several major occult organizations during the last hvo hundred years. Who knows how many Mythos entities the monks may have come across during their research and what truths and key information may lie buried in the pages of demonology. is the statement from the Hermetic Smaragdine Tablet. Francis Barrett's The Magus. Legends state that the Hermetica contains information from the destroyed library of Alexanch"ia." Heavy with complex symbolism and C)~*F(":}Jl open to multiple interpretations. Hermetic magic is steeped in ritual and complicated actions and observances based on earthly and heavenly correspondences. Eliphas Levi. melodramatic posturing. "Thrice Great Heremes. which is echoed throughout the traditions of western occultism. Hermetic Magic The Hermetica is a collection of forty-hvo books written by various authors but fancifully attributed to Hermes Trismegistus. Greektraditions are derived and Middle-Eastern II 0 H / astrology. Hermetic 2? 'I' from The Hermetica. Neo-platonic thought (knowing the true reality behind illusions of the flesh). and "magical wars" fought beehDpter 4: mDgic 101 . ' V b connect all aspects of the lllliverse together. The political intrigues.. sparked a renaissance of hermetic thought during the 19th and early 20th centuries. "As Lf':J~nLi above. so below".by the Church and become part of occult superstition in such tomes as the Goetia and the Key of Solomon. the lost magical secrets and revelations of ancient Greece and Egypt. and Alleister Crowley were instrumental in refining the lore and traditions of ritual magick and laid the grounchvork that defines many ocmlt organizations that exist today. Conjuring demons for unholy bargains or using secret names to force them into service is a long-standing tradition of demonology. scandalous affairs. the Ordo Templi Orientis (OTO). the Hermetica sets forth a series of complicated correspondences that 8 9 : . d'Jon4 o . published in 1801. and Gnosticism (a highly refined secret and personal knowledge of the divine) brought back to Europe by the Qusaders. The Order of the Golden Dawn.

New Age occultism takes many forms. Occult ~ill tests in numerology may lead characters to all manners of strange conclusions or valuable insights. Numbers and equations may be extrapolated from virtually anything and analyzed by a numerologist to reveal secret meanings and indications of the true nature of a person. science. There is a marked trend of returning to primitive roots. place. language.tween these occult societies were quite a sensation in their day. New Age magic is a blend of multiple traditions from around the world. and witchcraft. The New Age movement concentrates on low and sympathetic magic. The Cabala and spiritualism are parts of the movement. The rivalry and competition between these magickians and occult groups continue into the 21st century. A basic understanding of numerological significance on the Keeper's part is very helpful to add agreater believability to such tests. and on the magic of personal willpower. He can keep himselfbusy and grate on his comrades' nervestirroughout the evening by continually analyzing the muneric symbolism of names. dates. A player who enjoys the symbolism derived from Numerology may learn the basics of this tradition and apply it during the game. New Age The most modem form of western occultism. architecture. High or ritual magic usuallyplays a very minor part. Numerology An integral part of the Cabala. numerology seeks occult revelation through mathematics and cryptography. Finding a common ground and new direction that unites ancient traditions into a movement for the new millennium or the Aquarian Age. but there are also strong influences from Hinduism. A complex branch of the occult arts. Hidden meanings and magical potential may be identified in art. shamanism. and measurements in search of an occult revelation. and the natural world through muneric correspondences. Theuse of crystals andgeomancy are common elements. 102 Clhulhu hive Srd EdilioB . as well as a discipline unto itself. or thing.

d. The raw. primitive emotions and emphasis on trances and dream states may open many Shamans up to Mythos insight and revelations. while others follow pre-Christian practices and represent themselves as a natural religion and philosophy ori- ented toward strength. resulting in the torture and death of countless innocents.o. Clcri"ianrites and symbols. Spiritualism is an occult tradition that remains popular to the present day. Z~~. and an aggressive evolution of the inherent power of man. dancing. dominance. and pacts with Satan.i~. and often ctugs in order to establish contact with spirits and gods.m~ut~.assume their physical form. Spiritualism A 19th century refinement of traditional shamanism. The spirits of the dead are among us. Some bloody crimes coupled with perversion of the Christian rites un- doubtedly occurred in the Middle Ages. meditation. heal the sick. the image of Gothic the Black Mass. see through the eyes oftotem animals. and into the present day.:. human sacrifices. Renaissance. The fear of Satanism spread by the d1UfCh has reached tragic proportions throughout history. He can walk between heavens and hells. watching over surviving loved ones. Shamans are the medicine men of many primitive cultures or tribal religions still found in the present day.anccsm in the traditional sense inis often in terms of a for- .u~~ac~l~servi ces ren- and defile. Modem Satanism includes groups who claim descent from anti-Christian cults. Shamanism combines rhythmic music. exorcise evil spirits. ecstatic oCUIlt traditions found throughout the world. Putting himself in a trance. ~adowing their ehDpter 4: mDgic 103 . and . Shamanism A common name for primitive. the shaman opens himself to channel the spirit powers.Satan ism Sat.in some beliefs .

the sinister reputation and superstitions surrounding Voodoo make thi s Caribbean tradition partirularly popular among horror writers.3rd l!dl1lo.ances of their death . Native American. Voodoo and Santeria African religions went underground in the slave cultures of the Americas. and possession by spirits. to include the well-known Haitian zombie rituals and traditions. AltJlOugh not inherently a path of black magic. TIle Voodoo cult of Haiti incorporales Oahomean. At seances. Necromancy occupies a key role. Although the effects of traditional Tantrism produce only personal or very localized effects. although its reputation has suffered greatly from the work of charlatans and confidence artists. Common elements include drumming and dancing to induce trance. . freeing latent powers within tJle practitioners. acknowledging a remote supreme being called Gran Met and a huge pantheon of lesser gods allled Ions .less dead. Spirituali&n reached its heyday in the 19tJl century. mediums voluntarily open their bodies to possession so that others may hear the words of the ~irits. resulting in a strange blend of African. and Mago tribal influences.) Ritualized sexual techniques transfer energy through the various chakras of the body. The use of Voodoo as a weapon of psychological terror by " Papa Doc" Ouvalier dur104 OiulAu Live .enemies. Tantri&n draws power from the ~iritual polarity between male and female . blood sacrifice. and Christian deities and occult traditions. or bound to places that heldgreat significance in their life or circums. certain people known as mediums are attuned to the spirit world and can communialte with the res. Tantric traditi ons were imported into western occulti&n during the 19th century and fonn the basis of modern sexual magic. lbo. represented by the gods Shiva and Lakshmi (a variant fonn of Kali . Invisible to most of us. Tantrism An Indian yoga tradition.

charms. Few factual details or unbiased accounts survived the centuries of inquisition and witch-trials. These traditions have resurfaced in the modem Wiccan faith and neopaganism occupies a key position in the New Age movement. and drumming. Vilified by Christianity. The Santeria tradition developed largely from the Yoruba tribe of Nigeria and is found primarily in Spanish-speaking areas. The spirits known as orishas include both ancestral spirits and many Catholic saints altered and adopted into the Santeria faith. divination.ing the 60s and 70s did little to improve this reputation. and angles. which grew into the pagan religious traditions of ancient European civilizations. or the black magic tradition of Macumba. The more immersive the Keeper makes the ritual. and many types of healing and natural medicine. circles. these pagan traditions were hunted to near extinction. Of particular interest would be Quimbanda. H: Mytho15 Magic Eirimoire The following pages list a sample selection of spells that occur with some regularity in Cthulhu Live games. the deeper the players will sink into the game. Rituals should be a chance for players to get involved drw. but is found in Portuguese speaking regions such as Brazil. and includes many tribal elements from the Amazon. Macumba comes from Yoruba roots.ving or chalking symbols. Most modem witchcraft movements date from the last century and are drawn from a collection of sources rather than a true historical pedigree. herbalism. chanting. Many more spells exist. The specific details of the spell or ritual are left up for the Keeper to design according to the needs of the game or just how hard he wants his players to work for their magic. The suggested MP costs. Sanity tests and difficulty scores are simply ehDpter 4: mDgic 105 . burning incense and grasses. calling upon the dark lord King Exu. especially midwifety It is rooted in the traditions of shamanism. Witchcraft Classical witchcraft combines small spells.

most of them can be called or contacted but not actually summoned. Difficulty 18.25 :MP to cast. Remember that few characters have the ahulhu Mythos or Mysticism skills. Not all Great Old Ones can be summoned from their resting places. their secret name. Aroutine ritual for a student of these mysteries may need a team effort and a lot of luck from unskilled characters. Difficulty 26. Yields 5 applications of a golden.suggestions and may be changed by the Keeper. is known. Black Binding . Ultimately it isup to the Keeper.5 :MP to prepare. These are suggested scores for basic success and full control of a ritual. Green. Some spells have two difficulty scores listed. The appearance of a creature from the ritual may result in acklitional Sanity loss. Those that can be summoned will have spells unique to each of them for binding and dismissal. Remember that the Sanity Test listed is for performing the ritual. magical dust that causes damage and great pain to creatures of non-terrestrial origin. Green.5 MP to cast. BindlDismiss Great Old One . and the needs of the game. Banishment ofYde Etad . Green. symbols drawn with special powders. BindlDismiss Outer God . A spell to contain and dismiss an Outer God. You may think the difficulty categories seem low. Rituals may be cast in many different ways with different costs and penalties. Baneful Dust of Hermes Trismegistus . Green. his ideas. After a week. Difficulty 18/26. Dust causes 8 WP per attack to creatures not native to Earth. Complicated and lengthy ritual involving concentric circles.15 :MP to cast.10 :MP to cast. Each of these entities has its own unique spell and set of symbols which must be found and learned separately. Difficulty 26. and the destruction ofa sigil representing a specific entity by fire. Green. A complicated liquid compOlmd is prepared and poured over a corpse or grave. Difficulty 45. the Black Binding is recited and the corpse rises as azombie 106 Clhulhu hive Srd EdilioB . Sends home most lesser and some greater trans-dimensional entities if their personal sigil.

Green. Dimculty 18/26. Bless Blade . TIlis spell the dark of the moon. POW resistance test for success. Green. Dimcult 18126.Iires endJantedwhistle and should be cast on nights when Aldebaran is above the horizon . Blue. still icy from the depth s of space. Himalayas. the Gray Binding at difficulty 18.3 MP to cast. DIfficulty 35. e . especially those over a century old. If ruccessful. Cast Out DevU . Call Deep One ----' 3 Green.leallv near a deep one city. j.MP to cast. Involves many components of African tribal magic. such as Appalach ians. Re<J.5 MP to cast. a to hear the rupplicant. Green. Green. DiITiculty 11/18. Matches POW of Exorcist against possessing entity in an attempt to cast it out of the body. Enchants a blade of elemental metal. cast. Dimculty 26.5 MP & 11>0 lnt or POWto cast. Requires specially inscribed stones to cast in the water. Moonlit nights are the best time . CauselCure Blindness . Cast at base or top ofa mountain range mined or visited by the Mi-Go. The Byakhee will flap down.glc tOY . Call MJ-Co . Blue. and some Central African peaks. to be capable of injuring or killing entities immune to nonnal weapons. Should be cast near at edge of ocean.5 . rouses the corpse after five minutes but it will be mindless and uncontrolled..10 MP to cast. such as iron or silver. The sacrifice of ofrit~lal rnts is reQJired. Cast near graveyards and crypts. Difficulty 18. No sanity loss for rnring.. but Blue test for causing blindness.servant to the caster's wi ll .8 MP to cast. Willing assistants may add half their POW. A simpler variation of this spell. Andes. u.ph:r 4: IDu. Call Ghoul . DiITiculty 11/18. Ritual takes up to an hour and requires POW vs. Green. Dimculty 26135. Call Byakhee .

or has his concentration broken. Contact Y'Golonac . Target is paralyzed during attack and suffers 3 WP per combat round.Variable:hlP to cast. the caster stops. target feels a large hand slowly crushing his heart. Success blocks the memory ofa specific event. Blue. Difficulty 18. A dangerous trap.Cause Disease . If successful. Green. Difficulty 35. Breaching circle requires resistance test of POW against POW of caster.1ires resistance test between POW of target and caster.5 :hlP to cast. Caster may invest as many MP as he wishes. target affiicted with a feverish illness that may or may not prove fatal. Failure causes the individual to vomit uncontrollably and be helpless for several minutes. although nightmares may linger if the event was especially terrible. Ritual requires five minutes. as willful contact with this malevolent being usually results in a psychic attack and attempt to possess the individual. Retrieving buried object or counter-magic breaks spell. Blue. Recp. Circle of Nausea . If caster oveIWhelms POW of target on resistance test.. Difficulty 18.1ires five minutes to inscribe circle on ground and fortify with four enchanted stones at cardinal points. Stones must have been previously enchanted with 4 MP spent on each.5 MP & 1 point of POW to cast.5 MP & 1 point of POW to cast. Recp.. Clutch of Nyogtha . Difficulty 35. Difficulty 26. wring which time a personal object of target is buried beneath a specially carved stone. Blue.1 MP to cast then 3 MP per round.4 MP to cast. Contact Cthulhu . Response is typically at night in terrible dreams and nightmares. used in a resistance test against target's POW. Often requires idol or other image ofOhulhu. Creates a powerful protective circle around caster. Cloud Memory . 108 Clhulhu hive Srd EdilioB . May be extracted through hypnotism. Caster expends 1 :MP to cast spell then another 3 MP per round until target dies. Difficulty 35. Yellow. The spell collapses when the circle is successfully breached. Green.

Green. or the caster chooses to end the spell. Caster may attack with his or her free hand after the spell has been cast. Green. Dust of Suleiman . the greater the cost in permanent pow sacrificed. Green. Required the dust from an Egyptian Mummy. An incantation is required while throwing the dust. Difficulty 35. caster deflects successive attacks by expending MP equal to damage deflected.Create Barrier of Naach-Tith . the time expires. Target must be within 10 yards.3 MP per round. Gates may take many forms. Each MP expended gives the barrier 2 points of pow.Variable sacrifice of POW to create. caster may direct the actions of the target. ehDpter 4: mDgic 109 . Keeper to determine cost. Traversing a gate costs :MP equal to pow needed to create the gate and causes a Green Sanity Test. With successful pow resistance test. victim begins to blister and suffers 2 WP. Until dropping hand. The barrier is a sphere 20 yards in diameter and be cast around the caster for protection or used to enclose an enemy. Difficulty 56. Blue.5 MP to create. which inflicts 10 WP per attack. During second combat round victim begins to smoke and suffers 4 WP.Variable :hlP to cast. Difficulty 18. During third combat round victim bursts into flames and suffers 6 WP that round and every round thereafter. Yellow. No creature may cross the barrier without defeating it on a pow resistance test. Create Gate . Difficulty 18. Difficulty 45. Death Spell . It takes one minute to cast and the barrier lasts 3 hours. Difficulty 26.6 MP per minute (or 1 per combat round). but the barrier falls when it is breached. Deflect Harm . pow may not be combined for this resistance test. as long as one hand is kept up to deflect attacks. The greater the distance traversed. Dominate . Spell may be broken if caster suffers damage and has concentration broken. Green. Caster invokes names of Outer Gods and extends hand toward attacker. Only one individual may be dominated at a time. this spell creates 3 doses of a gray-green powder that can harm beings from other dimensions. During first combat roood resolution phase.1 :hlP to cast then variable.

Summon Cthugha . the more WP healed the more extreme the change. If successful. an individual may have difficulty hiding these disfigurements from the outside world. If only part of the powder is available. The spell will reconstitute the salts and resurrect the person. is required. Hair. a POW vs. This spell and alchemical ritual reduces a corpse to its essential salts. Knit Flesh . Green.Variable MPto cast. The spell may be cast in any location. Green. Difficulty 18. The caster is able to heal wounds in a matter of minutes. and other attributes may develop.10 MP to cast. The restored flesh takes on unnatural colors and features. but fe\V other preparations are needed. A dagger made from a pure metal. Difficulty 45/68. Difficulty 26.Elder Sign . Difficulty 11.8 MP to cast. On the resolution phase of the second round. Difficulty 18/26.3 MP to cast. The powder is blmvn from a tube or sprinkled over the subject. Must be cast on a clear night when Formalhaut clears the horizon. warts. The spell activates a previously drawn or sculpted Elder Sign. scales. If successful. or may be used to create a ne\V Elder Sign with the sacrifice of 2 points of POW. In time. Difficulty 11. Blue. the caster blasts and blackens the victim. One WP is caused per:MP invested into the spell. Difficulty 11. a Shambler gradually assembles itself from thin air. If control is lost. A complete corpse is necessary. Difficulty 35/56. a monstrous and incomplete horror will rise. Resurrection . Only the truly insane would ever consider summoning the Daemon Sultan into our world. 110 Clhulhu hive Srd EdilioB . It must be cast at night. POW resistance test is made. using the spell but at 2 MP cost. Shrivelling . The activation of an Elder Sign. Typically this falls between September and November in the northern hemisphere. a bluish-gray powder. Blue. outdoors.20 MP to cast. is required to obtain full effect from this eldritch ward. in day or night.1 MP per dose to create. Green. Reciting the spell backwards returns the resurrected entity to the salts once again. Blue.Variable MP to cast. Summon Azathoth . Green.2 MP to activate but 2 POW to create. Creates a silvery powder that makes invisible things visible for the span of about 10 heartbeats. Blue. not an alloy. spending one :MP per WP healed. Powder of Ibn-Ghazi . Summon Dimensional Shambler . the caster takes the risk of destroying the planet. The spell takes two combat rounds to cast.

Blue. a single Servitor appears. Mayday. Difficulty 35/56. open area and cast under a cloudless sky Ahuman sacrifice must be designated for the god's taking.10:MP to cast. It should be cast on a clear night when Aldebaran is above the horizon. Green. If successful. Difficulty 35/45. A point of POW must be sacrificed to enchant each of the nine blocks. typically between October to March in the northern hemisphere. at least 10 yards high. A special stone altar must be consecrated prior to the summoning by bathing it in at least 200 CON points of animal blood. Summon Shub-Niggurath . ~ ehDpter 4: mDgic 111 . Halloween. Blue. This spell should be cast in the dark of the moon and within a deep forest. Blue. Walpurgis Night. taking up the piping call itself. A stone tower. Difficulty 45/56. During the summoning spell another 40 CON points worth of fresh blood must be spilled to appease the goddess. which should ideally be cast on traditional ritual nights: Midsummer's Eve. Difficulty 45/56. Nine monoliths of stone or concrete arranged in a "V" are required to cast this spell. Summon Hastur -15:MP and 9 POW to cast. Summon Servitor of the Outer Gods .15 MP to cast. An enchanted flute is required for this spell. must be constructed in a wide.Torches are required for this ritual to summon this being of living fire.15 :MP to cast. Summon Yog-Sothoth .

sJ'd EdltJoJl .ClbuJbu Live .

but these categories simplify matters for role-playing garners. although most facts have been twisted and confused through the eons. These ancient beings encourage their wor~ipers to set changes in motion that will free them once again from the sleep of millennia. Legends of these creatures survive in occult traditions across the world. Many humans and non-human races built cults around the Great Old Ones. Powerful alien beings descended to Earth from the stars when the planet was still young. man wove a protective veil of ignorance and an exaggerated view of his own importance in the cosmos. the Great Old Ones still exert their malevolent wills from their resting places. unforgiving lllliverse where man is but an insect beneath the feet of ancient evils striding between the stars. They warred arnong each other for eons and committed terrible abominations. he develops a grim alternate reality lying beneath the surface of everyday life. this dark universe crw. ehDpter 5: CreDtures 01 the Mythos 113 . lurking unseen in the dark corners of the earth or just beyond the limits of our five senses.ChZlpt~r 5 Creamre:a 01 the lHytho:a y. Even though dormant. But "after summer is winter." and the domination of Earth slipped from the grasp of the Great Old Ones. When this veil is swept aside and man witnesses the awful truths of the lllliverse. Many of the Great Old Ones fell into a state of hibernation. Some are still free. his mind usually plummets into the depths of blackest madness.and later expanded upon by other authors . Besides the Great Old Ones and their minions.vls with many other nightmare beings beyond man's comprehension or understanding. Categorieli 01 Creatureli Cthulhu Live uses a special set of categories to define the creatures of the Cthulhu Mythos. Lovecraft was not quite so concerned with organizing his nightmares into any clear hierarchy. roughout most of Lovecraft's stories. Long-forgotten races served the Great Old Ones and wor~ipped them as gods. These ideas put forth by Lovecraft .are collectively referred to as "the Cthulhu Mythos. They built cities and clig their lairs in the infant Earth. empty truth of his O\Vl1 pitiful existence. Others were apparently imprisoned by Elder Gods and various prehuman races." Lovecraft's vision was a cold. as the stars spun in the heavens to positions unfavorable to their waking existence. after winter summer. Unable to bear the horrible.

Yog-Sothoth desires to enter this plane of existence to feast on the life it contains. Few Elder Gods are known by name. The five pointed Elder Sign. Bast. Kthanid. the Outer Gods. They seem to be a race of gods neutral to. 114 Clhulhu hive Srd EdilioB . Meddling with the Outer Gods inevitably brings madness and death. They are not true gods. He is called the Key and Guardian of the Gate and is petitioned in almost every ritual of summoning. cold. a few creatures in Lovecraft's universe don't clearly fall into any of these categories and are designated as Unique entities. but they are often worshipped as deities by lesser life forms. idiotic monstrosity the size of a planet or small star. Elder Gods are rarely mentioned in the stories of the mythos. They maintain a healthy respect and sometimes a working relationship with other beings of the Mythos. respected and feared by the Great Old Ones. Independent Races usually have agendas of their O\Vn. a blind. While immortal. many of them are forced into periods of dormancy by natural cycles in the stars. and lies dreaming in his sunken city beneath the South Pacific. and possibly rivals of. Ohulhu is the most infamous of the Great Old Ones. The ruler of their hellish court is the demon sultan Azathoth. and Vorvadoss are a few exceptions. Finally. Nyarlathotep is an Outer God who has visited mankind throughout history. Nodens. depending on how strongly they are connected to a particular god or Great Old One. Non-human races are divided into Independent and Servitor races. writhing eternally in the center of the universe. but may only do so when the way is opened to travel from his usual domains behveen the universes. Examples include Father Dagon and Mother Hydra. Nyarlathotep is often a bringer of dark secrets and forbidden knowledge man is not yet ready to know.Great Old Ones are alien beings of incredible power and malevolence. Hypnos. Servitor races carry out the bidding of various dark powers and often enlist humans into the worship of the Great Old Ones. Some writers after Lovecraft used these deities as cosmic foils against the evil of the Great Old Ones and the Outer Gods. The Elder Gods should not be abused as a deus ex machina to pull the investigators' bacon out of the fire whenever they run afoul ofthe Great Old Ones. This isn't quite Lovecraft's original vision of a vast. Delighting in spreading madness and despair. Yog-Sothoth is a being conterminous with all time and space. malevolent universe. may draw upon the strength of the Elder Gods or it may be named in their honor as a protective talisman. Outer Gods are the true rulers of the universe and have little to do with humanity. Several Outer Gods take special interest in the affairs of mankind. Keepers wanting to add a ray of hope in the darkness of these adventures may choose to use this concept.

terror may:well be genume. the players are stressed by plot complications. Basic Body Types In Cthulhu Live. three-dimensional puppets controlled by members of the support staff.Making MOlUiterli Simulating monsters requires some work. nightgaunts. Y'Golonac. These • anthropomorphic • amorphous (alien) • giant • puppets Anthropomorphic monsters include deep ones. The game staff must pitch in to help the Keeper during pre-game preparations. As the game progresses. most creatures can be described" four basic body types. gugs. The screams of. Ahalf-dozen ropy tentacles lash about in the chaotic flickering of a strobe light. but are much taller than an average human. Hunting horrors or a being such as AtlachNacha would best be simulated through the use of giant puppets. as the unearthly terror rushes down upon them. These monsters are played by a single actor with appropriate make-up and costume pieces. Awell-crafted monster is a matter of personal pride for the Keeper and staff. Amorphous creatures include flying polyps. and similar monsters following the basic outline of a human form. Monsters in each body type larities and common costuming techniques. They are generally the easiest creatures to make. mi-go. zombies. and all entities that are blob-like or utterly alien. Suddenly. but with special costume items and effects to increase his size. formless spWNn. but are included in this group since the costume techniques are very similar. a cultist ambush. and other creatures that have a loosely anthropomorphic body shape. Dagon. shoggoths. Giant monsters include dark young. Creatures like the Great Race and cthonians have definite body shapes. ghouls. Tsathoggua. '!\vo or more actors usually play amorphous monsters. 10 feet across. Usually a single actor plays these creatures. Puppet monsters are large creatures whose design requirements necessitate the use of huge. the corroded portal in the basement swings open with a rush of smoke and they see an immense. These are usually complicated creatures to replicate but are very dramatic when they appear. slither into the room. heaving Shoggoth. ehDpter 5: ereDtures 01 the Mythos at 115 . and the loss of a few fellow investigators.

we'll run through a few basic techniques. and the depths of the eyes are often treated 116 Clhulhu hive Srd EdilioB . and liquid latex all prove valuable investments. and blue are all commonly used colors. black. red. The hollows of cheekbones. Once you know the basics. the shadows of the neck and throat. Pick up a bottle of white clown base from a costume shop. Buy the tubes of cream. and green are the standard colors and are perfect for almost any monster requirements. Brown. Don't throw anything away. Cream goes on and comes off much easier. Makeup Theatrical make-up is useful for human actors as well as monsters. Powders Powders take us into more advanced make-up techniques. black. you'll stockpile interchangeable costume pieces. Black. These are a few useful materials for monster making: • theatrical make-up "latex ma~s • large bed sheets • military camouflage nets • sheets of plastic bubble-wrap • an assortment of scrap foam rubber • foam "water noodles" • cardboard • spray paint Before we start talking about specific creatures. You'll need it when making ghouls and other pallid beasties. green. powders accent special features and provide for effective blending techniques. and brown. There are several cost-cutting techniques to maximize a gaming group's budget. purple. You'll use make-up on most anthropomorphic entities encountered by the investigators. it's easy to mix and match effects to create an endless variety of unsavory beasts. As you play more adventures.Useful Items Costume pieces are used in different combinations to create dozens of monsters. green. not the hard camouflage sticks. blood capsules. stage blood. plastic fangs. Base creams and powders of various colors. Packages of camouflage make-up are available in hunting stores and army surplus shops. Commonly combined with colored base creams. Base Creams The most common base creams you'll need are white.

Dab the colors on with a small sponge wedge. Latex Masks It's wiser and more economical to wait until the group needs a specific mask. rather than a blanket purchase of every one that looks remotely ehDpter 5: CreDtures 01 the Mythos 111 . blue. A dusting of red around the eyes ofa white-~inned mutant gives him a terribly fierce appearance. bullet hole. One technique is to make a "mold' out of tinfoil. Red. Coat the walls of the mold with latex and let it dry before peeling away the mold. will be adctessed this book. warts. Costume shops and suppliers sell wonderful. bone growths. Shape it into a negative impression of the object you wish to produce. Store them in shallow jars and apply the crushed chalk with a make-up brush or sponge. clawmarks. . Latex prosthetics simulate open wooods. . Shape the wet latex and paper into the desired cut. purple. Ambitious effects artists may try making their own prosthetics. ready-made prosthetics. Attach with spirit gum and add make-up and fake blood to create grisly effects. then let the ~in grow darker at the center of the bruise. Allow it to dry on wax paper. Use prosthetics to change the appearance of cheekbones. An alternative is buying boxes of pastel chalks and charcoals from an art store. If you're watching your budget. Tissue paper soaked in latex is perfect to fashion the edges of open wounds. special effects techniques. or whatever. horns. Crush them into a fine powder and you'll have a rainbow assortment of make-up. They're good. The secret is not to overdo the powder. Just a hint of color is required. Take care not to tear the prosthetic when and these pieces may be used many times. Lighter hues at the edges. including liquid latex.with powder. Attach with spirit gum and blend with make-up. and black pO\Vders are used to simulate bruises on actors. The subtle application of blue. and green adds a horrible cadaverous look to a corpse. purple. you should explore alternatives to the professional make-up powders. but can become rather expensive. Latex .

There are hundreds.Makeup techniques for such creatures are too complex for most role-playing groups. Vampires.A lot of useless junk. these run the gamut from rotting corpses to fresh victims with ghastly head wounds. we break them down into several categories.useful. Afe\V anthropomorphic creatures are hard to make with simple make-up. Some extremely stylized and creative were\Volf masks may offer possibilities as hounds of Tindalos. dimensional shamblers. and large. pointed ears.Wide-eyed madmen and scar-faced killers. Fish Creatures . A lot of great bargains are available immediately after HallO\Veen. Fish creature masks are your best bet when creating these salt-water fiends. lab mutants. but a lot of good stuff too. protruding fangs. These are usually not worth purchasing ooless you are building a body dummy and need a face for it. but there are great online suppliers from which you can order at any time. For our purposes. of masks floating on the market.Make-up can be used to represent the early stages of "the Innsmouth Look" but mature deep ones are tough to simulate. It's always good to keep a couple of these in stock. They never look as good as in the photos and a good make-up job is far superior. there are a few masks available representing the Nosferatu style of vampire. These are dead white with canine faces. However. Applyblack cream arOlmd the actor's eyes to minimize the contrast through the eye-sockets of the mask. Zombies . although a really good make-up job is hard to beat. These masks are ideal for ghouls. Zombie masks allow for quick costume changes. 118 Clhulhu hive Srd EdilioB . Masks are best for introducing werewolves into your games. these masks are usually a poor investment. Maniacs . Weird Stuff . Werewolves.Make-up and plastic fangs are probably best for vampires in your game. There are masks that make perfect gugs. but weird masks may fit the bill perfectly. ifnot thousands.One of the largest mask categories. Full head masks are best unless you combine the mask with a hood orwig. and even more bizarre things.

... Larger nets are perfect for building amorphous creatures. Plastic Bubble-Wrap Sheets of plastic bubble-Map can be found at office supply stores or mail centers.. used to seal the interior seam.or lO-feet-square are usually perfect for agame group. keeps the tentacle together.. Dye Bed Sheets r-:::.. mottled surface.. They are often found at military surplus shops or online.They are essential when creating amorphous and giant monsters. Smaller nets and "sniper" veils can be draped over the shoulders of deep ones as trailing seaweed. often rubberized to withstand inclement weather. Consider sewing strips of Velcro on the sheet edges so several can be easily fastened together..::..L __ _ _ _ _ _ _ _ _ _"~ v tion.. ~c. and the tracery of veins and arteries. warty appearance. Cut several slits in the sheet. .. Spray paint the tentacle to match the rest of your creature: mottled grays and bro\Vl1s... Besides tie \.. . Roll a piece of bubble-wrap into a long.. Paint whorls..~~~a!~J ~ ~- J ~ ~ Military Camouflage Nets These nets consist ofa nylon net r . ... The large sized bubbles are the most useful for costuming needs. . base covered with different colors of pattern-cut faocic scraps.:. textures. This creates a tl '~ I ~ rSJiitiPDI §II ~ ~ V· J dying. The texture of the bubble-Map gives the tentacle a vile knobby... ...:~~ iii ~ I_~ the sheets a dark color (gray or bro\Vl1) and try for an uneven appearance.. small nets that are 6. large enough for a head or ann. Experiment with tie dying the sheets gray then making a second tiedye pattern in brown. Fashioning the bubble wrap into large "helmets" or complete baggy ehDpter 5: CreZltures 01 the Mythos 119 .. All such nets can be used much like bedsheets. While large nets are hard to come by.. tapering tentacle to be slipped over an individual's ann like a sleeve. spray painting is another op.. but already come with a fantastic texture. Strong packing tape. or a hideous glossy red like raw meat with veins painted in blue and purple. . . blotched...

alien heads. claws. Proper tools for cutting foam rubber are uncommon and expensive. so look for a cheap supply. brightly colored foam tubes common in toy stores during the summer months. nylon. Flakes of paint will gradually ruboff with continued handling and use. try saving those monster pieces if you have enough storage space. alien heads. mottled appearance. With a little trimming and painting. The material is inexpensive. or plastic stretched over the frame. Take care not to cut yourself when shaping foam rubber with hobby knives! Don't worry about cutting perfect forms and precise edges. low-cost costume effects. easy to work with. and similar objects. mi-go. The diffiUlltyworking with bubble-wrap is that many paints do not adhere well to the plastic. wings. Making Wmgli Several anthropomorphic races require wings. Foam Rubber Some creature designs may require a lot of foam rubber. Pieces may need to be repainted after every few games.suits produces some very interesting. so you'll probably use scissors and hobby knives. 120 Clhulhu hive Srd EdilioB . You can either fa~ion the wings from cardboard. Foam "Water Noodles" These are long. or create an internal skeleton from stiff wire with lighhveight black cloth. pincers. They are used as floation toys and safe items for exuberant children to hit each other with around the poolside. they are perfect for creating tentacles and similar forms with enough stiffness to support their own weight. As always. you'll bend the wire ~eleton. The playing environment and lighting effects help to obscure the creature. Nightgaunts. and byakhee are several examples. Fashion the stuff into eyestalks. and creates very unusual resuits when painted. SeUlre the cloth with black tape. or other constructs and painted appropriately. The cardboard may be fa~ionedinto pinchers. The fini~ed pieces are painted to an uneven. Cardboard Sheets of cardboard are useful to have around. since you'll frequently reuse certain pieces. If the material is too heavy.

.. formless spawn. Use 2x4" pine boards to construct a set of stilts raising the wearer hvo to three feet in height.. ~oggoths. Each actor has at least one bubble-wrap tentacle orfoam-rubber/cardboard appendage (eyestalks.... Old belts can be trimmed and riveted for this pur~ pose. etc. Another option is to visit an '--------------'~ army surplus store and buy a nylon and aluminum rucksack frame. An advanced design would use hinged mounts for the wings with a spring linking them near the back of the actor.. It ~ould ehDpter 5: CreDtures 01 the Mythos 121 . You don't want ~eets lifting up to expose the feet of actors. It may be necessary to use more than one sheet. Drape the patterndyed ~eets over the actors. the wings flap menacingly. and the configuration of appendages.. The exact positioning of actors beneath the ~eet. Depending on the monster simulated.. Drape one of the pattern-dyed ~eets over the actor's body. since a lot of excess material is preferred. . depending how large the creature ~ould be.) to extend through a slit in the ~eet. they frequently snag on bushes and branches. and similar alien beasties is virtually identical.staples. Fash. The actor can lace his feet into the stilts and walk about with comparative ease. Consider a half-folded position unless the encounter occurs in a large room or open clearing. Velcro strips sewn on the edges of the ~eets are ideal to connect multiple ~eets together... When the actor shrugs his shoulders. depends on the creature in question. DJaking a Eiiant DJo~ter One method is to make a set of ~ort.. a few blocky foam rubber pieces can be built about the stilts into monstrous feet or hooves. DJahWng an HInorphou~ DJo~er The process of making flying polyps. Three to five actors are usually recp. Paint the frame black and mount the wings on the altunimun frame. or strategic stitching. ion the wings into either an open or folded position. Open wings are very impressive but can't be used indoors without breaking things. Ifused outside. pincers. Agood tecilllicp.. strap-on stilts...1e isto rivet and tape an old pair of lace-up boots to the stilts.1ired. Mount the wings onto a harness ~ to be worn by an actor.

Latex mask. Large hardware stores offer PVC pipe in a variety of lengths and diameters with a host of connecting angles andjoints. wrapped in cloth and sporting large foam rubber c1w. The frame should be equipped with shoulder straps. the costume piece used to cover ~ or conceal the actor's head. depends on the crea~ ture in question. unless you've padded the stilts and the actor's legs with cloth and foam rubber all the way up. Create a blocked-out. and can be assembled in a variety of different forms like a giant toy construction set. Be sure it is strongly secured and let the actor walk around in the skeleton to make sure he is not unbalanced. upper-body form of the monster and secure this sk.vs or pincers.eleton to the pack frame. or military surplus store. Build a framework for the creature's body from PVC pipe. ~ . The actor grips wooden crutches or broomsticks. The PVC is inexpensive. you start with a sturdy pack frame from a camping. waist belt. Make sure that the fabric sk.s. sporting goods. the actor uses these limbs to help his balance and stability as he walks about on the stilts. A second technique builds giant creatures by adding height above the actor rather than below him. or simply masses oftentacles are all possible options. Drape the framework with fabric appropriate to the creature being represented.irt is long enough to cover the • ~ "--------------------------------------------"" 122 Clbulbu hive Sl'd Edilio. especially if foam rubber pads are laced to his shoulders beneath the cloth. For this construction method. The crowning touch. and kidney pad for lower back support. The sheet increases the actor's body mass. Besides waving these around threateningly. foam rubber.hang low enough to conceal the upper part of the stilts. easily trimmed with a hacksaw. or ~ bubble-wrap hoods. This method allows for the creation of the tallest monsters of all.

These huge arms are often capped with foam rubber or cardboard claws and pincers. so the actor can see where he's going. to find the best level of interior tension for your needs. These spotters can also manipulate limbs by slender poles like a giant puppet. it is necessary to while seated. make a head from Styrofoam. to the top-heavy nature of this type of costume. If appropriate. Because of the height and weight of this type of construct. dyed to match the rest of your fabric. Limbs and wings can also be attached to the framework. Reverse the procedure to get out of the costume. it is possible to provide a skating helmet for the actor that connects via a free-turning vertical PVC shaft into the creature's head so it turns from side to side with the actor's head. Insert a patch of some see-through material such as cheesecloth. During game-play. it is important that one or hvo "spotters" from the game staff accompany the actor to help him maneuver. The team ~ould practice to ensure the safest performance. You can create moving arm joints for the ~eleton by threading the PVC with nylon rope. cardboard. these spotters ~ould be dressed all in black to minimize their appearance. ehDpter 5: CreDtures 01 the Mythos 123 . If you want to get really elaborate. and of the restricted vision. or foam rubber to attach to the top of the framework. The pack frame rests on the seat and the rest of the against a wall. The spotters then help the actor stand and the ~irt over him. The spotters hold up the "~irt" and the on the pack frame. Play with the slack before securing the rope.actor inside.

Keepers may easily invent new creatures. or covered in appro- priate materials. The Sanity Tests are mere suggestions and the Keeper may adjust tests as he sees fit. and Chaosium's Call ofCthulhu role-playing game. or import others from book. The information is by no means a complete treatment of potential stats and capabilities. Limbs may be built from chicken wire forms or PVC pipes. A dead specimen will also cause a lower Sanity Test than a live one. high-test fishing line will be used to manipulate the limbs from above. or black-clad support staff will manipulate the limbs from belO\V with slender rods. In a high-action game with repeated bru~es with monsters. three-dimensional puppets controlled by support staff outside the puppet rather than actors inside a costume. adjusting the danger of the monster as best suits the scenario. films. Limbs are painted.s. The chicken wire forms are covered with pattern-dyed sheets. ~----------~~--------~~ Vault 01 ljorrorli The following vault of horrors presents information on a small range of creatures likely to appear in a Cthulhu Live game. dark colored plastic sheets. Chicken wire can be used to construct large. Depending on where the puppet is situated. The mesh may be cut with wire clippers. puppet monsters are huge. burlap or another fabric. Keepers usually want to personalize creatures to their own game.Making a Puppet MOlUiter Potentially the largest of all simulated monsters. Jighhveight body forms for these puppets. bent to shape and combined bynvisting the clipped wire sections together. the Sanity Tests may become lower over time as the players become more familiar with the creatures. ~ 124 Clbulbu hive Srd EdiliolJ .

Old books cite the belief that when the web is completed. Thi s creature dwell s in a vast. They may fly through the air and through the vacuum of space. but the front legs are jointed and free to move under the manipulation of fishing line from above or by slender rods in the hands of black-dad game staff. In the di!'tant past. and little red eyes. or perfonn murderous deeds. remotely human face. under- ground dJasm. Atlach-Nacha lived beneath the continent of Hyperborea. Long legs can be made from PVC pipes and painted black. A nice design job can make this huge aradmid puppet a very frightening surprise! Byakhee (Lesser Servitor Race) EOU: 8-11 OEX: 13-15 CON: IS-20POW: 10-15 Wound Points: 15-20 Magic Points: 10-15 SanIty Test: Blue Attack: 5 WP attack Derense: 2-point armor from chitin plates Byakhee are a hideous race of interstellar beings often serving Hastur the Unspeakable. Now itmay dwell beneath South America. eternally spinning a fantastic web across the abyss. Byakhee are oflen summoned by humans to serve as steeds. This creature is replicated through the use of a giant puppet with a large chicken-wire body frame covered in black cloth orpiastic.Atlach-Nacha (Great Old One) EOU: 15 OEX : 12 CON: 50 POW: 30 Wound Points: 50 Magic Points: 30 Sanity Test: Orange Attack: 8 WP attack plus paralytic venom (CON 12) Defense: 4-point armor from fur and chitin plates Atlach-Nacharesembles a huge and hideous black spider with a strange. U5 . take part in occult rilUals. The rear legs should be built with locked and immobile joints. the end of the world will come.

You can buy a couple pounds of rubber fishing wonns to glue onto the mask and gloves. 126 . A little spray·painting or airbrushing of the wormswill finish the costume. anl'ts. ooly his head and hands need special treatm ent. Their sorcery is not hindered by their lack of speech. Th"u'.The exact appearance of the byakhee is unclear. but may write messages and communicate telepathically with their alien masters. and enchanted weapons do nonnal damage Crawling ones are a vile race of servitor beings that traffic with both the Great Old Ones and human wizards. In thisway.~u~an~d~~~~~ beings. Find a very cheap. and they are difficult to injure with bullets or melee attacks. Every. full·head latex mask. All crawling ones are capable of using magic. An actor playing a crawling one shou ld wear human clothes. Use some imagination when crealing y' of a byakhee appears in Ule photo facing the Crawling One (Lesser Servitor Race) EDU: 10-15 DEX: 4-8 CON: 12-15 POW: 18-25 Wound Points: 12-15 Magic Points: 18-25 Sanity Test: Blue Attack: By weapon type Defense: PhysicaJ weapons do half damage. magic. Another option is to make scores of worm · like strands on wax paper with a caulking gUll and apply them with epoxy when dry.e" as bearing similarities to crows. thing from stained rags to a business suit may be appropriate depending on the adventure. Fire.You 'll also need a pair of gloves. buzzards. Each crawling one is composed of thousands ofwrigglingwonns and maggots that hold the general Slape of a human body. They are in capable of speech. Qawling ones must use weapons in combat.

The skeleton is draped in a pattern-dyed sheet and topped with dozens of bubble-wrap tentacles. For an even larger dark young. Immune to acid.ptel' 5: Cr£Zltul'£s .. and darkness.. An exaggerated set of shoulder-pads slip over the actor's head. the forests. Deep One (Lesser Servitor Race) EDU: 8-15 DEX: 8-12 CON: 13-18 POW: 10-15 Wound Points: 13-18 Magic Points: 10-1 5 Sanity Test: Blue Attack: 5 WP attack.mss. inbreeding with the of deep gradually tum into deep e .Dark Young of Shub-Niggurath (Greater Servitor Race) EDU: 4-6 DEX: 10-12 CON: 25-30 POW: 20-25 Wound Points: 25-30 Magic Points: 20·25 Sanity Test: Orange Attack: 8 WP attack Derense: Fireanns do I WP damage. £ at 121 . The actor wears tentacles on his arms and drapes a pattern-dyed sheet over his body. TIley know spells related to Shub-Nigguratb. Build up the strap-on stillS with foam rubber and cloth so that they look like a stout pair of hoofed legs. electricity. These shoulder pads sprout dozens more tentacles and lengths of black rubber hose. and SpedaJ Defenses: I-point These vile baJ:ra<:hi. They accept sacrifices for ShubNiggurath and participate in cultist rituals worshipping the Black Mother. Pull a black-cloth hood over the actor's head to hide it in the mass of tentacles. u.·ve. and poison These enonnous black masses of ropy tentacl es and puckered mouths stride around on great hoofed legs. They often interact )Oojlybrids who vi llages.. ie~~:~. use the pack frame skeleton construction to create a looming.~an~~d Mother ill coastal Hydra. squared off body shape. Not pleasant creatures to encounter on an evening stro ll through the woods! The basics of the costume follow the guidelines for giant creatures discussed earlier.t .

it will then vanish completely atthe end of the Resolution Phase. clubs. The dimensional shambler begins to fade cilring the Declaration Phase and may not defend itself during that round. Latex fi sh-crea ture masks are the bes. Dimensional shamblers are large. Dimen sional shamblers may leave a plane at will. loose hide. In combat. TIle actor wears a dark body suit and can drape hi s shoulders with shreds of "seaweed". 128 . dimensional shamblers claw at their opponents or try to sweep them up in a bone-crushing embrace. and a terrifyingly insect-like visage . Experiment with dark imitation fur or a baggy suit made from bubble-wrap and painted. They have been known to seize victims or special objects and carry them away to other dimensions. choice if the script calls for these sea-dwellers. Dimensional Sham bier (Lesser Independent Race) EDU: 6-9 DEX: 8-12 CON: 22-27 POW: 10-15 Wound Points: 22-27 Magic Points: 10-15 Sanity Test: Blue Attack: 6 WP attack. bear-like creatures with thick. spears or tridents. The creature is vulnerable during these few seconds. Unless killed. They often participate in rituals with human worshipers of the Great Old Ones. chance of grabbing victim and disappearing Defense: 3-point rumor from thick hide These enigmatic beings spend litlle time at anyone planet. Deep ones attack unarmed with their claws and with simple knives . never to be seen again. Deep one priests know spells related to Cthulhu and the sea. but endlessly wander between the planes and worlds of the universe.ones are too diffiwlt to reproduce with s imple make-up . Look through the more off-the-wall mask designs to find an appropriate head.

They are the rulers of the deep ones and know all spells reo lated to Ohulhu. with huge foam rubber claws and green cloth or pattern-dyed &leets to drape the body. a large fi&t-like mask can be made from foam rubber or cardboard. A g ianl monster body design is used. If you're feeling particularly creative. This fearsome race came out of space about six hundred million years ago. the flying polyps seem content to remain there and devour the few beings chancing across them. although it may seem out of scale.Father Dagon and Mother Hydra (Unique Entities) EOU: 20 OEX : 13 CON: 40 POW: 30 Wound Points: 40 Magic Points: 30 Sanity Test: Yellow Attack: 8 WP attack Defense: 3-point armor from scales and hide Ancient deep ones grown to an enormous size. they rose up from their caverns and exterminated the Great Race. Flying Polyp (Greater Independent Race) EOU: 15-200EX: 10-15 CON: 25-35 POW: 20-25 Wound Points: 25-35 Magic Points: 20-25 Sanity Test: Orange Attacks: 8 WP Damage. Still dwelling in their deep subterranean haunts. Father Dagon and Mother Hydra roam the depths of Earth's oceans. A fish -creature latex mask is perhaps the easiest solution for the creature's head. Near the end of the Cretaceous era. Windblasts Defense: Only takes I point damage from any physical attack. They fought and were finally forced underground by the Great Race of Yith . These beings are only partly material. They have a monstrous plasticity and temporary lapses of visibil- U9 . and the summon ing and binding of lesser Mythos creatures. the deep ones.

lightning.ity. strip the flesh from their bones. 130 Clhulhu hive Srd EdilioB . and other foam rubber limbs are in order. fire. throwing out whip-like appendages and pseudo-pods at will. A flying polyp attacks with its tentacles. Keepers may rule that characters immediately adjacent to solid. characters within the area of the gale-force winds are unable to complete any ranged or melee attacks for the rest of the combat round. they're just chaotic growths of malevolent.1ired. otheIWoridly tissue. a polyp may channel a gale-force wind during the Resolution Phase at all characters within a IS-yard long. These creatures are replicated using the same techniques as for a flying polyp or shoggoth. instead of the standard pattern-dyed sheet.. with several actors beneath pattern-dyed sheets. 1\'10 or three actors are recp. Formless Spawn of Tsathogghua (Lesser Servitor Race) EDU: 4-6 DEX: 10-12 CON: 20-25 POW: 10-15 Wound Points: 20-25 Magic Points: 10-15 Sanity Test: Blue Attack: 6 WP Damage Defense: Immune to physical weapons. Fire. or to suck them into the polyp's lair. Actors may feel free to shift and roll beneath the sheet. The actors climb under the sheet and whip tentacles about through slits in the cloth. There is no firmly established description of a flying polyp. It also has the power of controlling incredibly powerful winds that it may use to knock over owonents. Instead of attacking physically. and magic inflict normal damage These amorphous lumps of viscous black. They are immune to all physical weapons and may only be injured by magic. chemicals or electricity. eyestalks. to increase the illusion of fluidity. 3-yard wide area. The tentacles should be painted black. A black sheet is preferred for the formless spa\Vl1.vards and knocked off their feet. In any case. slime are closely associated with Tsathogghua and are often found in his temples and in underground caverns. They are extremely fluid beings. Tentacles. They are created much like any other amorphous monster in Cthulhu Live. remaining crouched or prone. Characters within this area are immediately sucked toward the creature (into melee combat range) or are thrown violently bacl0. fixed objects grab onto the object and hold their position.

and may aJso use simple melee weapons. They are relatively intelligent creatures. but there are alternatives. Splintered bones and broken tombstones are neat ideas for a ghoul's weapons. Gof'nn Hupadgh Shub-Niggurath (Lesser Servitor Race) EDU: 6-9 DEX: 10-15 CON: 13-18 POW: 12-14 Wound Points: 13-18 Magic Points: 12-14 Sanity Test: Blue Attack: 5 WP attack or per weapon type Defense: I-point armor from fur and leathery sk. they'll eagerly add a bit of fresh meat to their diet when the opportunity arises. "Nosferatu" vampire mask. these creatures have forms reminiscent of satyrs with countless bestial and terrifying ehDpter 5: CreDtures 01 the Mythos 131 . The actor may be clad only in a loincloth or a few ragged pieces of clothing. loathsome .. Use a white base cream. . Comb the hair back with gel.Ghoul (Lesser Independent Race) EDU: 8-12 DEX: 10-15 CON: 13-18 POW: 12-16 Wound Points: 13-18 Magic Points: 12-16 Sanity Test: Blue Attack: 5 WP attack or per weapon type Defense: Firearms do half-damage These pale. Most cheap..s are the option. An appropriately stooped. Ghouls make unarmed clawing attacks or close to bite at their opponents.. loping gait and a veil of shadows are all that's needed to complete the illusion. apply powder and streaks "mold" to the limbs. to:get that leprous sk. The ghouls' language consists of gibbering and meeping noises.in tone. or simply lots of baby-oil and talcum .. They tend to roam in small packs. Known to dig into graves and mausoleums in search of food.in These horrific creatures were once normal men and women that were granted "favors" by Shub-Niggurath._ _ _. 1Wisted and bestial. plastic fangs drool a lot and cause his mouth to assume a S'Nollen.. despite their animalistic appearance. rubbery. humanoids dwell in tunnels beneath many of mankind's cities.

In return. they are certainly to be considered among the Black Goat's Thousand Young. the creature attacks with its two pincers. The Great Race can be fairly kind. This period usually lasts for about five years. Great Race of Yith (Lesser Independent Race) EDU: 20-25 DEX: 8-10 CON: 25-30 POW: 15-20 Wound Points: 25-30 Magic Points: 15-20 Sanity Test: Blue Attack: 4 WP attack or lightning gun for 12 WP Defense: 2-point armor from thick hide Members of the Great Race are a species of men tal entities that fled the destruction oftheir 0\Vl1 world and inhabited the bodies of arace of coneshaped beings in Earth's distant past. Dwelling within the depths of the forest. granted these gifts by the goddess for faithful service. Members of the Great Race are scientists and scholars devoted to the study of history. This technique isn't perfect and the victim often has dreams recalling what took place while he was in the past.both future and past. Fragments of humanity remain which may drw. permitting the captives to travel about and even meet other displaced victims like themselves. Members of the Great Race project their consciousness through time and swap bodies with other creatures. Sometimes they are created from unwilling humans who may have stumbled across Shub-Niggurath in a darkly playful mood. although the Great Race escaped their doom by projecting their 132 Clhulhu hive Srd EdilioB . Flying polyps destroyed the cone-shaped race at the end of the Cretaceous era. the visitors give them technological or magical knowledge.mutations. before the displaced entity is returned to its 0\Vl1 body with its memory blanked to forget what occurred.v the Gof'nn Hupadgh Shub-Niggurath to the fringes of human society to gaze upon the lives they formerly lived. Some members of the Great Race carry a box-like lightning gun that can be fired once per combat round. In combat. The displaced entity occupies the conical body of the creature and is asked to write down everything he knows about his own time. Often these creatures are drawn from the ranks of the Dark Mother's worshippers. In this way they move about and study other cultures. A cult on present-day Earth is devoted to aiding visitors from the Great Race.

minds into insect beings of Earth's distant future. amracters are much men likely to encounter amember of the Great Race inhabiting a hlllllan body for "historic research." In the unlikely event that investigators encounter a member of the Great Race in its cone-like body, one or hvo actors are required. You'll need pattern-dyed sheets, four tentacles, some nylon rope, stiff wire or PVC pipes and comer joints. The creature has four tentacled limbs. Small pincers top hvo of them; an eyestalk is on the third, and a small cluster of four reddish, trumpet-like appendages end the fourth limb. Fashion the wire into aring approximately six to eight feet in diameter. You can also use PVC pipes and corner joints to assemble a closed square about six feet to a side. This "hoop" is needed to shape the pattern-dyed sheets like an antique hooped sk.irt. Cut the rope and fashion straps suspending the hoop from the shoulders of the tallest actor. The hoop should float just above the floor. Fold the edges of the pattern-dyed sheets over the edge of the hoop and pin them in place with safety pins. At this stage the sheets may be gathered around the head of the actor and the sheets should be pulled down in a conical shape by the hoop. The actor(s) playing themember of the Great Race extend the four appendages through the top of the cone formed by the sheets ! and wire ring. It is possible to use hvo actors, each controlling two appendages. This requires the second actor to walk immediately behind the first, sharing the burden of the suspendedring. Cover the heads of the actors in black masks, or wrap them in excess cloth from the dyed sheets. A second option is with only a single actor. Make the eyestalk and trumpet appendage fairly short and mount them on the actor's shoulders. He uses his arms to control the hvo pincers. This option is less convincing than the first. Four independently moving appendages sprouting from the top of a fleshy cone is infinitely more disturbing than just hvo.

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Gug (Lesser Independent Race)
EDU: 5-8 DEX: 10-13 CON: 25-30 POW: 10-15 Wound Points: 25-30 Magic Points: 10-15 Sanity Test: Yellow Attack: 7 WP attack Defense: 3-point armor from thick hide These vile creatures worship the Great Old Ones with ceremonies so abhorrent they were banished long ago, beneath the earth's surface. They aren't picky about what they eat, and almost any creature smaller than them is fair game. Gugs are rarely encountered outside of their caverns in Earth's dreamlands. There are many places in our world where the borders of dream and reality are worn perilously thin, and these terrible creatures might wander into our world in search of prey. For some unknown reason, gugs are unnaturally terrified of ghouls and avoid these smaller creatures like the plague. Mortals venturing through gug-infested caverns would be wise to form an alliance with ghouls to accompany the party. The most striking thing about a gug is its ghastly head with a great fanged rna\\' that splits the skull from top to bottom and opens vertically instead of horizontally. Large staring eyes jut out on either side of the terrible mouth. Besides its strange skull, gugs have very unusual arms. Each arm forks into hvo forearms at the elbow, giving these creatures four large, hairy paws. Gugs are built on the basic, giant monster body. Modifications must be made to the arms to create the bifurcate forearms. The body is draped in a pattern-dyed ~eet. There is a latex mask currently on the market that is perfect for a gug. If you prefer to build your 0\Vl1, the head of a gug is best made with a thin ~eet of foam rubber, folded in the middle and pinned at the top and bottom to create the vertical rna\\'. Stretch black nylon across the inside of the mouth to hide the actor's face and add some yellowed fangs. Short eyestalks with staring eyes are attached to each side of the head.
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Hound of Tindalos (Greater Independent Race)
EDU: 8-11 DEX: 10-15 CON: 20-25 POW: 20-25 Wound Points: 20-25 Magic Points: 20-25 Sanity Test: Yellow Attack: 6 WP attack Defense: Mundane weapons do no damage These evil, hungry predators lived in Earth's distant past. They inhabit the angles of space and time, while mankind inhabits the curves. Because of their relationship with the angles oftime, the hounds materialize from geometric angles such as the comer of a room. They cannot pass through smoothly flat or curved walls. Hounds of Tindalos may know several spells, usually related to contacting alien races and the Great Old Ones. Some individuals experimenting with Liao, or the Plutonium Drug, have been known to send their minds so far back in time that they attracted the notice ofthe hOlmds. It may take days or weeks for the hounds to traverse the eons in pursuit of their prey, but they are relentless, lean, and athirst. The alien and extra-dimensional nature of the hounds renders them immune to physical weapons. Enchantedweapons and magic are required to battle the hounds. Advanced experimental weapons, perhaps particle beam weapons, may also be capable of injuring the hounds. A hound of Tindalos is best created with a tall, slim actor in a nylon body suit. The suit can be airbrushed with the ribs, spines, and bony . angles of the hound. Several "hell hound' masks on the market are perMany of these are very stylized, alien canine forms. Asecond choice be a white or gray were\Volfmask.. Use disturbing lighting effects smoke when the hound manifests itself. Black lights and ultramake-up do wonders to enhance a hound of Tindalos. These are xtremely alien and terrifying creatures.

Hunting Horror (Greater Servitor Race)
EDU: 5-9 DEX: 12-15 CON: 25-30 POW: 15-25 Wound Points: 25-30 Magic Points: 15-25 Sanity Test: Yellow Attack: 6 WP attack Defense: 3-point armor from hide
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Resembling enormous ropy black serpents with bat-like wings, hunting horrors are swift harrier-creatures of the Outer Gods. They also may be slllllmoned by sorcerers and sent to seek out blood and lives. These beings are dispelled by daylight. A strong enough burst of light may also drive these terrors away. Hunting horrors are best simulated by a giant puppet construction. Chicken wire is used to fa~ttion a head as one construction and approximately five feet of barrel-like torso as a second object. The forms are wrapped snugly in black cloth and five feet or so of black cloth forms the "neck" behveen the hvo constructs. Cardboard or chicken-wire and cloth wings may be mounted firmly to the body segment. An additional tail of black cloth, about 10 feet in length, should trail from the body. 1\'10 black-clad members of the game staff can manipulate the head and body by poles secured to the puppet. By stepping in and out, and using the rods to control the head, the puppeteers may direct the weaving, bobbing, striking actions of the hunting horror like a Chinese dragon.

Living Dead (Lesser Independent Race)
EDU: 2 DEX: 3-6 CON: 15-20 POW: 0 Wound Points: 15-20 Magic Points: 0 '. Sanity Test: Blue Attack: 2 WP attack plus toxic bite Defense: Firearms inflict 1 WP. Killed by destroying brain The living dead are caused variously by chemical spills, strange radiation,"" and numerous scientific experiments gone awry. Some unholy force gives them a blasphemous mockery oflife, and a rudimentary, reptile-like intelligence that ctives them to consume living f1e~. Their saliva contains the same toxin that gives them unlife. Any character killed by the living dead soon becomes one himself. The Keeper briefs slain characters on what they need to know to join the ranks of the living dead. Wounded characters may be required to take Health Tests against the toxin, or simply lose WPs over time until they receive some form of antidote or die. Living dead lose mobility and the use of their limbs when wounded by melee , weapons. Firearms never inflict more than 1 point damage. If reduced to 0 WP, they
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The only real way to kill them is to destroy their brains with a bullet or weapon strike to the head. Use make-up and liquid latex to obtain a suitably rotten appearance. They stay "dead" after two or three killing blows. and excessively wide mouths. or as dictated by the Keeper. These are easy creatures to create for a game. creeping pile of dismembered parts. The Keeper may make appropriate judgment calls based on the situation.drop in a quivering. When dealing with humans." When the players kill them. buy some inexpensive imitation fur available at any large cloth ~op. with cloven hooves. Simulate large groups of the dead by allowing actors several "unlives. If you can't sew a pair Q. Dress the actors in tattered clothing and they're ready to go. A man ofLeng looks like a traditional satyr. A few of the brighter men of Leng may know a few spells. They have no natural attacks and fight with normal melee weapons. The Moon-Beasts eat their plumper slaves and send the leaner men ofLengto act as their go-behveens with mankind. and maybe a little make-up to exaggerate the mouth and add a goati~ cast to the features. all that's needed is a turban. Melee attacks at the head may simply be announced in combat but at least four points must be inflicted in a single strike to crush the skull and destroy the brain. Man of Leng (Lesser Servitor Race) EDU: 9-12 DEX: 10-15 CON: 10-15 POW: 10-15 Wound Points: 10-15 Magic Points: 10-15 Sanity Test: Green Attack: By weapon type Defense: None These almost-human denizens of the legendary plateau of Leng were conquered by the Moon-Beasts long ago. This can be done using a trick-~ot firearm specialization or using the aiming rules to ~oot for 10 or more WP. just sew or even ehZlpter 5: CreZltures 01 the Mythos 131 . they wait for the undead mob to pass over and then rejoin the back of the herd. a robe. of pants from scratch. The Keeper should keep a compact case of white powder on hand to add a quick pallor to any new additions to the ranks of the living dead. To make an ooclothedman ofLeng. goat-like legs. For disguised men of Leng. or else pick out a few nice "zombie" masks. they conceal these deformities beneath long robes and humped turbans. tiny horns.

Extravagantgroups might like to play around with two or three extra pairs of skinny arms made from rolled up cloth. i Clhulhu hive Srd EdilioB . 138 1. They are supposed to be pinki~-gray in color and fight with large pincers.staple strips of the fake fur to a pair of sweat-pants. but a smart chemist could design a special film that picks them up. Ordinary photographic emulsions can't record them.--. Use spirit gum to attach a pair of small devil's horns purchased at a costume shop or made with liquid latex and a mold. but the legs bent slightly at the knees. Wings and foam rubber or carcBJoard pincers can be added to the actor. Actors should wear long-sleeved black turtlenecks and black pants. They speak human languages with a buzzing. Paint the helmet to look rather like a human brain. Mi -go usually appear in small groups. Walk with the back straight.= . Wrap the actor's body in a pattern dyed sheet or a tunic from painted bubble-wrap and belted at the waist. Mi-go look rather like winged lobsters with a convoluted mass where a head ~ould be. the smaller arms move as well. Use bubble-wrap to create a large "helmet" or hood for the actor to wear on his head. When he moves the big pincers. where they dug for mineral ores to support their technologically advanced civilization. tied tightly at intervals to simulate joints. They set up mining colonies in mountainous areas. Pin the base of these arms to the actor's side and connect them to his pincers with fi~ing line. Mi-Go (Lesser Independent Race) EDU: 13-18 DEX: 8-10 CON: 13-18 POW: 10-15 Wound Points: 13-18 Magic Points: 10-15 Sanity Test: Blue Attack: 4 WP attack by pincers Defenses: Firearms and impaling weapons do half damage These Fungi from Yuggoth are an interstellar race that descended to Earth from Yuggoth (pluto) in the Jurassic period. droning voice and are known to use human agents to carry out specific missions. .

. Tight black gloves and dark shoes are required.. Make a pair of wings. nylon stocking over his masked head. various levels for monstrous fonos Attack: per weapon type as human. the victim falls t helpless for three combat rounds. He appeared as a muscular man with jet-black skin to ancient witch-cults... os 139 .. as discussed earlier in th is chapter.. The creature's DEX and the victim 's CON are compared in a resistance test.ptel' 5: Cr£Zltul'£s of t . When dealing with humans. Hunt around for something to make liule horns. u. If tlle Nightgaunt wins. He may appear in any one of a thousand forms. with smooth . remote places to die. I ~ j Nyarlathotep (Outer God) Human Form (Monstrous Fonn) EDU: 50(50) DEX: 20(20) CON: 22(100) POW: 100(100) Wound Points: 22(100) Magic Points: 100(100) Sanity Test: None as human... This creates a smooth. £ myt . Nightgaunls may "tickle" their victims in combat. Pidc up a black ninja mask for the actor and pull a black.. if you' re a traditionalist. The actor wears a dose-fitting black suit.. NightgalUltsoften seize and flyaway with their victims.' Dancer's leotards and a tight turtleneck !'ttirt will do nicely. featureless face and still allows the actor to see what he's doing.Nightgaunt (Lesser Servitor Race) EDU: 5-8 DEX: 10-15 CON: 13-18 POW: 10-15 Wound Points: 13-18 Magic Points: 10-15 Sanity Test: Blue Attack: 3 WP attack or may "tickle" victim (see below) Derense: I-point rumor from hide Nightgaunts are black... he often takes the form of a swarthy man of middle-eastern appearance. 8 WP attack as monster Defense: none as human. the Crawling Chaos. work very well. the Messenger.. and Soul oftJle Outer Gods ..... . available at most martial-arts stores. They are stealthy and silent. dropping them from great heights or leaving them in horrible. oi ly skin and fealurele~ faces.... e .. Split-toed tabi boots. winged man-things . ' . They serve the Eld er God Noden s. varies per monstrous form The Black Man.' ' .Nyarlathotep is one tough customer. .. announcing their intent in the declarati on phase.. His other forms are the stuff of madness.

He has appeared time and time again throughout the history of mankind. Use free reign when designing Nyarlathotep's monstrous avatars. the 140 Clhulhu hive Srd EdilioB . They built black basalt cities and were known as fearsome sorcerers and scientists.000 forms are described in Mythos literature. Just design the nastiest creature you can imagine and you'll be doing fine. bringing turmoil and destruction in his wake. Madness and insanity are more enjoyable to Nyarlathotep than mere death and destruction. save for a few individual sorcerers or a warfed. Most of them are now long extinct. They may grab opponents and bite with their venomous fangs.His power is immeasurable although he is not omniscient. tempting men with knowledge they haven't the wisdom to use. No players can hope to best him in one of his monstrous forms. He delights in bringing suffering and chaos to the world. You may wish to duplicate some of those shapes. Thus cloaked. using the techniques described in these rules. The victim makes a Health Test against a toxicity equal to the Serpent Man's CON. transforming into a hideous creature that flies off into the sky. Serpent people may fight with any weapons available to them. He knows every virtually every spell imaginable and delights in granting dangerous knowledge to civilizations not yet ready for the responsibility. Nyarlathotep is good for an occasional cameo appearance or to use as the dark force behind dangerous cults. Special attacks and defenses are always possible. If the investigator fails. (' he looses an additional Wound Point every five minutes lllltil successfully treated. Several of his 1. including one that transforms their appearance into that of a normal human. Serpent people know a wide variety of spells. He's one of the most interesting creatures of the mythos. Nyarlathotep may also appear as a cruel. Serpent Man (Lesser Independent Race) EDU: 16-21 DEX: 10-15 CON: 10-15 POW: 16-21 Wound Points: 10-15 Magic Points: 16-21 Sanity Test: Green. His human form can be slain. Attacks: per weapon type or bite for 1 WP and poison Defense: I-point armor from scales This ancient race flourished in the Permian era. degenerated species living in burrows beneath the British Isles. or you may wish to design your own form. relentless harbinger of the End Times. often filling a Mephistophelean role.

The servitors play haunting pipes and flutes. They may be ehDpter 5: Creutures 01 the Mythos 141 . allows a very fast change to their true forms. or chemicals These amorphous beings seem to have a visual kin~ip with frogs or octopi. Since Serpent people often take the guise of normal humans. eyestalks.. Servitor of the Outer Gods (Greater Servitor Race) EDU: 15-20 DEX: 10-12 CON: 25-30POW: 20-25 Wound Points: 25-30 Magic Points: 20-25 Sanity Test: Orange Attack: 6 WP attack Defense: Only injured by fire. These creatures are often accompanied by an eerie piping music.sorcerous reptile is free to mingle in human society and go about his dark business. and these unearthly instruments are linked to their spell-casting abilities. A hidden tape recorder with suitably eerie tunes can be turned on when the creature makes its appearance. Let him wear a latex serpent or reptile mask to get a nice ophidian head-~ape. flowing robes. a mask. A servitor is created with one or two actors. and other appendages. They are dangerous to have around. enchantedweapons. Cover them with patterndyed ~eets and equip them with bubble-wrap tentacles. They know a variety of spells and often assist human sorcerers summoning more powerful entities.::?"'". or be summoned by human cults. Serpent people in their natural form are fairly easy to make. but it's hard to be certain because of their ever-~ifting forms. Regenerates 2 WP/round Among the most feared creatures in the Cthulhu Mythos. since these surly monsters have a rudimentary intelligence and have been known to rebel against their masters. shoggoths are protoplasmic servants bio-engineered by the Elder Things.(J"J. fire and electrical attacks do half damage.. magic.:s Shoggoth (Lesser Servitor Race) EDU: 3-5 DEX: 5-8 CON: 45-50 POW: 10-15 Wound Points: 45-50 Magic Points: 10-15 Sanity Test: Yellow Attack: 8 WP damage Defense: Physical attacks do 1 WP each. _. The servitors of the Outer Gods may accompany their masters. The statistics given for the ~oggoth are for one of average size. Cover the actor's hands in a green makeup cream. They often wear long.

much larger or smaller than this typical specimen. Shoggoths are big and three to four actors are required. Cormect several pattern-dyed sheets to produce one massive cloth. The actors fan out beneath the ~eetandextend tentacles through the slits. If desired, you may paint a number of small "eyes" on the sheet in UV paint to be picked up by a black light at the encounter location. The actors under the sheet can see their way about through the unused slits. Make sure they keep the ~eet taunt enough that the whole assembly looks like a shifting blob, rather than four guys under a dirty bedspread. A domed chicken-wire frame beneath the cloth may help keep a better shape to the whole creature and is an easy cheat for enhancing the size ofthe ~oggoth.

Tsathogghua (Great Old One)
EDU: 25 DEX: 15 CON: 50 POW: 35 Wound Points: 50 Magic Points: 35 Sanity Test: Blue Attack: 6 WP damage Defense: 2-point armor from fur and hide Tsathogghua dwells in caverns far below the surface of the earth, in the black gulf ofN'Kai. He has a fat, furry body and a toad-like head with large bat ears. His toothy mouth is extremely wide and his eyes are always half-closed, as if sleepy. He's one of the less malevolent beings of the mythos, but still terrible to anyone unlucky enough to stumble on his lair. Even though he spends much of his time asleep (or pretending to be asleep), Tsathogghua moves surprisingly fast when he wants to. A race of black, formless beings serve Tsathogghua and are likely to be found in N'Kai or in any of Tsathogghua's temples. Unlike most of the Great Old Ones, Tsathogghua doesn't appear bent on world domination. He seems relatively content to doze in his cavern, snacking on the occasional sacrifice or luckless spelunker.
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A single actor represents this Great Old One using the giant monster construction techniques. Tie a few pillows to the actor beneath the ~eet, to give him a paunchy appearance. If your gaming group has a large patch of fake-fur lying around from previous adventures, drape it over the actor's body. A few latex masks on the market may serve for representing Tsathogghua, but it's probably better to create a large helmet/mask. out of foam rubber. Add large ears, sleepy eyes, and a . .

Vampire (Lesser Independent Race)
EDU: 10-15 DEX: 10-15 CON: 15-20 POW: Wound Points: 15-20 Magic Points: 15-22 Sanity Test: Green Attack: per weapon type or bite for 2 WP damage Defense: See below; regenerates 1 WP/round These princes of the undead may fight with weapons or seize their victims and bite at their throats. Vampires may make psychic attacks with the intent to dominate their victims. So many legends exist about the vulnerabilities of vampires that details are left up the Keeper. The efficacy of crosses, holy water, wooden stakes, and normal versus enchanted weapons may vary from one vampire to another. Outfit your vampires as you choose. Even in this regard, ancient legends and modern films vary widely. Most vampires have fangs and pale skin. Others obtain their blood with knives and may even walk about during the day. Decide details about these monsters for yourself. If the characters are a fearless group of vampire hunters, details might even differ from one adventure to the next, just to keep them on their toes.

Werewolf (Lesser Independent Race)
EDU: 8-12 DEX: 10-15 CON: 15-20 POW: 10-13 Wound Points: 15-20 Magic Points: 10-13 Sanity Test: Blue. Attack: 5 WP damage Defenses: I-point annorfrom fur; regenerates 1 WP/round. May not regenerate damage from silverweap-

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indivi,jua,ls bear the curse

may be unaware and only transform
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when the moon is full. Some evil souls relish their powers and the taste of human flesh. They may transform to their animal states at will. Were\Volves fight unarmed with their claws or teeth. Whether or not the bite ofa werewolf spreads lycanthropy is left to the individual Keeper. Dress a were\Volf in ragged clothes and a frightening latex wolf-mask.. For these creatures, masks are recommended since good werewolf makeup effects are labor and time intensive.

Y'Golonac (Great Old One)
EDU: 30 DEX: 15 CON: 50 POW: 30 Wound Points: 50 Magic Points: 30 Sanity Test: Yellow Attack: 5 WP damage Defense: None Y'Golonac is a headless, bloated, pale creature walled up in a lost, subterranean ruin. It is a minor god, but an extremely malignant one. Y'Golonac has been known to come when its name is read or spoken in the presence of evil. Y'Golonac has only a small cult, but actively tries to increase his following among the most evil and perverted minds of mankind. An occult text called the Revelations ofGlaaki details the existence ofY'Golonac. These blasphemous pages create a bridge to the reader's mind that Y'Golonac may attempt to cross. Y'Golonac is quite clever at getting persons to read passages from that horrid book without realizing they have done so. Y'Golonac may psychically attack anyone who has read a page or more of the Revelations of Glaaki. If successful, Y'Golonac devours the individual's soul and possesses his body. At will, Y'Golonac may mutate the body into its true form - a pale, headless, bloated corpse with wet mouths opening in the palms of its hands. Normal weapons may injure or kill this avatar ofY'Golonac and banish his spirit back to his dark lair. Y'Golonac is created from a single actor using the giant monster construction technique with huge foam rubber claws and a couple of pillows tied to his chest and stomach for mass. While the creature could be wrapped in pattemdyed sheets, white sheets would be more appropriate for this white, glistening horror.
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Clhulhu hive Srd EdilioB

Zombies (Lesser Servitor Race)
EDU: 2 DEX: 3-6 CON: 20-24 POW: 8-12 Wound Points: 20-24 Magic Points: 8-12 Sanity Test: Blue Attack: 2 WP attack Defense: Firearms, unarmed attacks, and blunt weapons only inflict 1 WP. Edged weapons inflict full damage Zombies are corpses reanimated by magic or prepared by voodoo rituals. They have no real minds of their own and are directed by the sorcerer or shaman who created them. Zombies are stopped by counter-magic, the death of the animating wizard, or hacking the zombies into little quivering bits. Only edged melee weapons have any effect. Zombies stagger and stumble under unarmed strikes, blunt weapons, and gunfire, but only complete dismemberment destroys them. Zombies never fall unconscious and merely collapse in a festering heap when reduced to 0 Wound Points. Zombies are too slow and uncoordinated to use weapons. They are often used as servants and guards by evil sorcerers and voodoo high priests. They may be "programmed" to come alive when certain conditions are met, such as someone entering a room or taking an object from its resting place. Use make-up and liquid latex to simulate rotten, decaying flesh. A few latex zombie masks can also be used if quick and easy costume changes are required for actors. Tattered rags suit zombies fine, as fe\V care if their zombie servants are models of haute couture.

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This has only been a sampling of creatures at the disposal of the Keeper. Chaosium's Call ofCthulhu role-playing game is an excellent source book on these and other nightmares from the Ohulhu Mythos. Witches, golems, demons, psycho-killers, and other horror favorites are all waiting to be designed and included in your own adventures. As you've seen, many costume pieces used to build monsters can be used over and over again. After a few games, the prop-room is well stocked to mix-and-match pieces for a host of otheIWoridly horrors. It requires a little effort to build these creatures, but the results are quite rewarding. Lights, smoke, and other special effects are used to enhance the ch"amatic appearance of these creatures. Remember that these creatures are best encountered in dark, forbidding surroundings. Give the players time to really get into their roles and they'll actually "see" the monster before them. Capitalize on the value of surprise to blur the players' senses. They'll almost believe they've truly run into aroaring, clutching terror from beyond the stars.

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ehDpter 5: CreDtures 01 the Mythos

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entire games or campaigns can be built around groups of Outsiders. Other characters are questionable: a sadistic prison warden. Psychic powers occupy only a small role in traditional Mythos tales. a serial killer. The line is not clearly defined. Outsiders are player characters set in dramatic and often villainous roles. These rules offer expanded game options that may be introcUced upon the approval of the Keeper. The lines of character division are not firmly established. Many scripts may use no NPC actors at all. In other cases. insane. while worshipping ancientgocis and committing terrible acts in the dark of night. Outsiders are a means to reduce the number of NPC actors and allow very unusual roles to be offered to players. As stated earlier.ChZlpt~r 6 eW:iider:i ~ P:iYclliC libilitie:i T: iS chapter presents several advanced rules structures not required for basic game-play. Psychics and paranormal powers occupy a central role in a script. Keepers should be very selective in allowing characters with Psychic abilities. and typically opposed to the goals of most other characters in the game. These abilities should be rare and introduced only if there is a solid reason for being in a game. Some characters clearly qualify for the rules and considerations applied to Outsiders: a mythos cult leader. These games often cast players in the roles of cultists and servitors of the mythos engaged in secret wars and following the gradual Joss of their humanity. but are more common in contemporary horror. They hide their true natures behind veils ofnorma1cy. In others. an occult researcher who lost his mind and hlllllanity when delving into the dark arts. In some cases. l'he eutl>ider As live-action role-playing evolved over the years. Many stand as upright pillars of the community. or a diabolical Nazi ehupter 6: Out:iiders ta Psychic ltbilities . a half-human hybrid horror. As stated earlier. and employ players in the roles of heroes and villains alike. In their simplest form. some Keepers may chose to build games or whole campaigns around these anti-heroic character types. Psychics may merely be one of multiple sources of information and assistance that players must correctly employ during the evenmg. the term "Outsider" is one of convenience. Outsiders are dangerous. but certain characters have a distinctly more sinister cast and may require special handling. many gamers have demonstrated acting ~ills and maturity that permit the Keeper to confidently assign Outsiders to certain players.

The Keeper should only assign Outsiders to garners who have demonstrated their role-playing skills in the past andwill play the role intelligently and maturely. Outsiders must step carefully to avoid attracting too many suspicious eyes until their vile plans come to fruition. I'zu. Outsiders are still more powerful than the "average" player. spells. As they are typically outnumbered. They may well be tortured souls who hate their inner nature. They labor to maintain their fa~ade and live as normal a life as they can. The Keeper makes the decision as to which characters these rules apply. evil. It is convenient to consider Outsiders as evil and insane player characters and Fa~ade as the dark cousin of Sanity. These unhappy souls wrestle continually with the darkness within. Certainly there may be Outsider characters that hate what they have become. Beneath this fa~ade boils terrible violence. bloodthirsty. But not all characters may embrace this evil. When normal humans encounter horrific sights and are confronted 148 Clhulhu hive Srd EdilioB . Even after the strengths and weaknesses are combined. When designing the role. This opens up the door for complicated and fascinating characters. and evil monsters. Should these be considered Outsiders or just villainous bastards? Very specific rules apply to Outsiders. Outsider characters have terrible secrets and utter blackness in their souls. a fa~ade that hides the true darkness of their souls and allows them to pass in normal human society. Fiends that the other player characters would want to lock w. they can be cruel. and depravity.officer. The challenge Outsiders present to garne balance is obvious. or to just put down with a bullet like a rabid beast. In their true state. Must Outsiders be evil? Not necessarily. and lore the Outsiders may have at his disposal. you must be sure to include a number of disadvantages and weaknesses to balance out any special powers.ade One of the most immediate differences behveen "normal" characters and Outsiders is the handling of Sanity Tests.vay in an asylum or prison. Otaracters who are irrevocably insane or immersed in the dark lore of the Cthulhu Mythos simply don't think like most humans. Most Outsider characters have built up a thin veneer of sanity. when the fa~ade of humanity is stripped away. particularly in regards to Sanity Tests and brushes with the supernatural. femul of what they will do when they lose control of themselves.

Just as the Ohulhu Mythos ~illlimits the maximum Sanity Level. but The further down the Fa~ade scale your character .ade begins to peel away. their minds become unbalanced. although the Keeper may rule on small boosts that psychotherapy. exposing the blackness within. It functions in many regards like traditional Sanity tests. uncertainty. Their fw. you dropping a level. the maximlllll Fa~ade level also drops by one point.with awful secrets. it also limits the maximum level of Fa~ade a character can maintain. generally between game sessions. Fear. the maximum Fa~ade for a character drops by one level. The Keeper may wish to rule that every time a character dips to Freaking Insane. As an Outsider character. Fw. When encountering your shade of terror. At Level 2 and Level 4 of the Ohulhu Mythos ~ill. and primordial terrors rise from the depths of their souls to overwhelm their senses and their capacity for rational thought. Fa~ade Levels Fine Foreboding Foul Fiendish Feral Freaking Insane! '. This would function in the same manner as Sanity for normal characters and represents the eventual loss of all vestiges of humanity. When Outsiders encounter these things. it becomes to conceal the evil within you. just like normal characters. you of Terror. it merely serves to awaken dark lusts and reaffirm the evil within them as the natural order of things. ehupter 6: Out:iiders ta Psychic ltbilities 149 . Fa~ade may also be restored over time.ade is an alternate form of Sanity assigned to Outsider characters. drugs or alcohol may give to an Outsider's fa~ade level. This Shade your POW and drawn from the chart in the .

How terrible a deed did the Outsider perform when he dropped all of his Fa~ade? Is there anything poetically fitting for the deed or uniquely appropriate for a cult. Not all Outsider characters are susceptible to transmogrification. Remember that what constitutes a "gift" in the mind of the patron may not . such as fangs and talons for a ruthless killer. the madness and alien logic ru~ing through their minds may unleash an uncontrolled rush of energy that can warp their physical form. walk the stantial damage in combat.ljorrorli Unveiled: l'he RighhnZlre £)1 l'rZllllilJlogrificZltion One of the strangest challenges some Outsiders face is the threat of transmogrification. When Outsiders drop to the lowest level ofFa~ade. A sequence of several such transmogrifications can yield different mutations. Some elements may be put in place when the character first enters the game. Transmogrification is a tool of the Keeper to uniquely punish and reward Outsider characters. In most cases. the Keeper alone will determine when it occurs and what sort of transformation takes place. Transmogrification may also occur from other causes. Characters with mythos-tainted bloodlines and those regularly using mythos magic are at greatest ri~. but the That's streets unless swathed in heavy just part of doing business with the 150 . This includes changes ocought about as rewards from supernatural patrons. Hybrid humans with alien or demonic ancestry carry a sleeping horror within their very genetic code. Dark patrons may grant monstrous gifts for faithful service or inflict crippling mutations as punishment for failure. same for which the player was hoping. Keepers may rule that some characters are so intrinsically evil that their physical bodies can no longer conceal the horrors within. It can be a slow. The player does not select changes taking place after character creation. That covering of fur and ~ orbs sub. or it can come very suddenly. waiting for an unknown trigger to bring about a terrible transformation. extra teats dripping the Black Milk for a servant of Shub-Niggurath or a face full of \Vfiggling tentacles for a worshipper of Cthulhu? Is the transformation a gift or punishment from the Outsider's patron deity? To what extent do they deserve to be re\Varded or pllllished? The point values listed with these examples help guide the Keeper's decision. or they may make an earlier alteration become worse. creeping process. physical changes to their bodies as a result of the darkness within them. Instead they are chosen according to whatever dark logic or grim irony the Keeper has in mind.

Outsiders with a dormant alien genetic code. and immunity to firearms for 7 points in powers. and creature of the night for a Keeper-determined total of 9 points of limitations. night vision. For example. ehupter 6: Out:iiders ta Psychic ltbilities 151 . such as a deep one hybrid or child ofa human and the Outer Gods may have a pre-determined set of changes just waiting for the right triggers to take place. It is intended to balance the powers and limitations of Outsiders that experience physiological changes. or powers with a positive point score. the Keeper may permit the player a "ceiling" point score of powers they may select and either choose appropriate limitations for the player or allow the player to choose them himself. a character that gains claws. vampires. Subsequent critical losses ofFa~ade are unlikely to trigger further changes in these inhtunan or hybrid species. fangs. bloodthirst. fangs. hybrid-beings. sleep of the dead. such as the Goffn Hupadgh Shub-Niggurath. They should be assigned in supporting combinations. repellent to animals. this point score has no direct relation to attribute.The sample transmogrifications listed below are classified as either limitations with a negative point score. skill or experience points. The same principle of pre-determined changes may apply for a human whose eating habits and circle offriends grawally degenerate him into a ghoul. When creating Outsider characters who have already experienced transmogrification. A vampire-like character may gradually acquire eternal life. and others. Unlike the advantages and disadvantages discussed in Character Creation. when ever possible. but may be assigned 4 points of limitations from his inhuman appearance and a ne\V killer instinct. and infrared vision may gain a total of 3 points of urmatural powers. As these powers develop. The character will gradually transform into a deep one or a hideously furred and tentacled monster. he might also suffer the penalties of dead flesh. Limitations must always exceed powers gained by the character. but will serve to further remove them from the chance of ever controlling their actions and passing amongst humans. 1)pically these chains of "programmed" transmogrifications cease once they have nm their course. Don't forget that the point total oflimitations must exceed the point total of powers! The Keeper assigns all subsequent transmogrifications.

deformed.1ent descent tt. The Keeper need not allow a transmogrification to occur every time the Outsider slides down to uncontrolled madness. g into a warped. Many limitations are truly horrible curses to bear. most cultists and servants of the Great Old Ones develop minor limitations such as degenerate appearance. vive to reach that stage. inhuman beast of pain and madness. Outsiders will soon find that being a monster may not be all for which they hoped. otheIWise the Keeper has numerous means to demonstrate just what a hard. the introduction of transmogrification seems to open the field for Outsider "power-garners" who push their Fa~ade to its IQINest limits in the quest for new supernatural powers. imprisoned or killed. At first glance. are humans or are prudently slain by members of their own"cult long they reach that level of degeneracy. Players are expected to role-play these limitations to their fullest.~~~ tured soul is opened to further changes. The less human an Outsider becomes. Many Outsiders may not survive long enough to experience more dramatic changes. the further he must remove himself from human society. The actions an Outsider performs during these periods maywell get them caught. cold world this can be to the Outsider. Disgruntled players might complain that when Outsiders loose control they gain special abilities while all the investigators get is a drool cup and sponge bath courtesy of Arkharn Sanitarium. and repellent to animals. Although mythos cults labor to bring about the return of the Great Old 152 Clhulhu hive Srd EdilioB . This is not entirely the case.o~a~I~~~01. Not every character is genetically predisposed to transmogrify under the influence of eldritch power and darkest madness. this is as far as the changes go. and perhaps minor powers such as enhanced senses. but these gifts come with a heavy price.l'he eutliider Zlnd etherli The prospect of a fe\V interesting powers or monstrous features may appeal to some players. Over time. For most of them. he is eventually forced to shun contact and live alone or amidst others like himself. he has lost all control of the madness that rages within his soul and becomes a dangerous psychopath under the control of the Keeper. Aplayerwho elects to "roll the dice" with an Outsider character and purposely plunge himself repeatedly into this state of madness in hopes of developing supernatural powers takes a terrible risk with his character's life. This makes recovery ofFa~ade ever more difncult for the Outsider to distance himself from his Fa~ade means a more frecp. Most commit suicide. Every time an Outsider falls to Freaking Insane on the Fa~ade chart. Unable to seek solace and stabilization in the routine of human existence.

torment. Police. in which the players are Outsiders sent out to hunt down and destroy a horribly mutated member of their cult. Secrecy is essential to survival lllltil the Old Ones return to reward the faithful. If rank and file members of a cult were purposefully pu~ing their bodies toward such terrible mutations or had inadvertently suffered the effects of transmogrification cUe to lost Fa~ade. The leader might decide that members too far gone were significant risks and send others to capture or kill the Outsider in order to protect the cult. Or. These players can add a wonderful depth and spice to Cthulhu Live games and shadow campaigns. This "fall from grace" within a cult might form the basis of a compelling shadow campaign. a few unfortunate players may seek to conceal the extent of their monstrous alterations from their brethren lest they end up ~unned and hunted by human society and their former cult alike. they would pose a significant ri~ of attracting undue attention to the cult.Ones. Power-gamers who neglect the limitations and constraints of role-playing such monsters may need the Keeper to organize a har~ reminder for them. these horrors are usually so far gone that the cult leader himself maintains only nominal control of their actions. ehupter 6: Out:iiders ta Psychic ltbilities 153 . Along the way they must take every opportunity to conceal the evidence of its terrible crimes and any clues leading back to the cult. All understand the necessity of concealing their mutations or safely dwelling far from the eyes of man. truly bask in the "blessings" of transmogrification. Good role-players may relish the rich opportunities of playing the pain. bright-eyed madness that haunts the victims of transmogrification. such as the Goffn Hupadgh and the Temphill Cult. Some cults nurture one or hvo members as blessed servants "touched" by their dark patrons. Constantly driving these poor souls into greater and greater deprivations. Only a very few cults. Useful in their awful rites or as convenient means to dispose of pesky reporters and investigators who snoop too closely. most members are still lucid enough to realize that they are outnumbered and outgunned. the leader may develop these beings into horrible monsters at the beck and call of the cult. mythos hunters or hysteric mobs can serve to remind the Outsider just how human society reacts to something it fears or doesn't understand. and the hungry. Players must understand the terrible price to be paid for any powers resulting from these unnatural changes.

Cannibalism Cost: 1. Ifthe blood of any animal sates this thirst. this transmogrification is not only a sick fixation but also a physical need to conSllllle hlllllan flesh. If"cold blood" from medical stores will suffice. The Outsider must consume a number of wound points of blood each day equal to half his permanent CON score. The cost of this limitation is adjusted according to how specific the victimsmust be andwhetherthemeat may come from corpses. it is a one point limitation. a single corpse can feed most cannibals for five to seven days. 154 Clhulhu hive Srd EdilioB . Once the Outsider resumes feeding. The canniballoses one point of CON per day when no meat can be found. or a three-point limitation if the thirst is exclusively for the blood of humans the Outsider finds sexually attractive. His thoughts. Assumingthe Outsider need not have freshly killed victims. or must come fromfre~-killedvictims.J. The blood normally must be fresh and sucked directly from the body of the victim. or 3 Aterriblefetish and fixation on blood dominate the Outsider. but regains this at one point per day once his diet is resumed. or 3 Much like Bloodthirst. may be stored in a freezer. It is hvo points if the blood must be that of humans. and deeds reflect the need to physically ingest blood to survive.2. the character's CON drops by one point every five seconds. Creature of the Night Cost: 3 The Outsider's body absorbs too much energy from slllllight or is dangerously sensitive to certain wavelengths of ultraviolet light. CON is regained at a rate of one point per day. Bloodthirst COSt: 1. the cost may be lowered at the discretion of the Keeper. Otherwise his CON temporarily drops by one. The accursed creature will die should its CON ever reach zero from lack of fresh blood. expressions. Exposed to full daylight.2.imitZltiolUi Following are some of the limitations that can be suffered by Outsiders.

the he or she loses one point of CON per minute. The character is an immobile husk in sub-zero temperatures. a hunchback. Ghastly surgical techniques or magical healing must be employed to restore damage from physical attack or decomposition. He may suffer unnatural bone grmvths beneath the skin. Dead Flesh Cost: 3 or 1 The Outsider suffers the ghastly curse of undeath. Neanderthal-gait and a saturehupter 6: Out:iiders ta Psychic ltbilities 155 . The Outsider may resort to chemical preservation. This accounts for the extra physical trauma that must be inflicted on the character's body in order to bring him down. the character maybe given the benefit of an additional five to ten wound points added to his WP total. the character's body is severely deformed. while a few may burst aflame at any exposure to direct sunlight. At the Keeper's discretion. His soul and intellect are bound to a body he still controls. The body is unable to heal itself and is in a constant state of decomposition. He may be uncommonly hairy with a stooping. making him difficult to spot by infrared detection. then Dead Flesh only warrants a reduced cost limitation of 1. The Outsider maintains the temperature of its surroundings. club-like limbs. Devourer of Souls or Sleep of the Dead. Deformed Cost: 1 While recognizably human. Ifthis affliction is combined with another limitation that allows the Outsider a chance to specially preserve or heal his undead body. particularly in hot climates. If the character is brought into a dark place.If the sky is heavily overcast. refrigeration. telltale signs of the insidious influence of the Mythos. Adjust the limitation cost accordingly for these cases. weird science or arcane magic in order to slow their physical decomposition. but is no longer alive. Some Outsiders may experience damage at a slower rate than what is described. and similar deformations. Degenerate Appearance Cost: 1 The Outsider's body betrays the signs of a degenerate. the Outsider dies. such as Bloodthirst. inbred or corrupted bloodline. limbs that are double-jointed or jointed in unusual locations. If CON reaches zero. all losses are regained in 12 hours.

The character consumesthe life force of humans and leaves their bodies as dead. even shocking. the souleater hungers for souls. darting eyes or perhaps display the characteristic bulging eyes.nine face. such as those penalties suffered by Outsiders with non-terrene flesh. The character becomes dizzy and nauseated when confronted by such symbols and may flee in terror if boldly presented by individuals demonstrating strong personal faith. If the soul-eater does not necessary sustenance. the character's own personal guilt. Influenced by the Star Cycles Cost: 1 or 2 Like the Great Old Ones themselves. empty shells. Everyweek the Devourer of Souls must drain souls with a POW total greater than the Outsider's cOinbim. and sloping forehead of the "Innsmouth-Iook. It will not occur among Outsiders that were atheists or from different world cultures. Frightened of Holy Sym bois Cost: 2 Although there is no scientific reason. a waxy albino with rat-like features and sharp. This is typically combined with other limitations and powers that define the effect of the stars on the character's life. The 156 Clhulhu hive Srd EdilioB . thinning hair. The Outsider drains the souls from lovers or drw. and not soon to be forgotten.d and CON. feelings of damnation and deeply ingrained superstitions from his former life make him frightened and even physically affected by the presence of holy s)ITlbols from his own culture. it loses five week until it reaches zero and dies. the Outsider's appearance is decidedly llllwhoiesome. Only an Outsider that believed strongly in a conventional religion before being drawn astray by the vile revelations of the Mythos can suffer this limitation. Lost points can be regained victims. The Outsider cannot bring itselfto enter temples and holy places and may imagine physical pain when splashed with what it perceives to be holy water. the Outsider's life is dominated by astronomical patterns." While not truly deformed.vs out the life force of howling victims through brutal and sadistic physical torment. The release of the victim's soul is often accomplishedthrough intense physical sensations such as sex or extreme torture. Devourer of Souls Cost: 3 As the bloodsucker thirsts for blood.

When confronted by a suitable victim in the appropriate environment. More than mere deformations. or a host of other nightmarish mutations. tentacles sprouting from the body or face. This transmogrification may occur multiple times. the character will not stop until the victim is dead or escapes the Outsider. gain certain powers when specific stars are visible above the horizon or be forced into a dormant. The Keeper determines the cost of this disadvantage based on how difficult it is to conceal or how horrific it may appear to the human observer. The exact point penalty varies depending on how indiscriminate the instinct might be.Outsider may suffer a rush of killer instincts or experience an involuntary shape-~ift during certain phases of the moon. Such an instinct is typically tied to a certain type of victim. gibbering mouths on their body. a hvisted and horrific monster that cannot walk the streets without extensive clothing or veils. Regardless of the character's physical appearance. extra limbs. or 3 (cumulative) The character is a hideous aberration. The Outsider's appearance will likely trigger Sanity or Fa~ade tests among others. the Outsider is hvisted by distinctly inhuman features such as glowing eyes. The character is now ehupter 6: Out:iiders ta Psychic ltbilities 151 . Non-Terrene Flesh Cost: 3 The Outsider's physical body has altered to such an extent that it shares many traits of the Great Old Ones themselves. making the urge to hunt and kill an uncontrollable desire. cumulating limitation points as the character is hvisted into something closer to his dark masters. the Outsider drops a level ofFa~ade if fighting his instincts. Inhuman Appearance Cost: 1.2. Killer Instinct Cost: 1 or 2 Aggressive hunting instincts dominate the character. organs pumping outside the skin. insect-like limbs. be it normal or monstrous. or certain times of the day or month. death-like sleep during seasonal changes of the star patterns. their flesh also extends into several dimensions unseen by mortal eyes. If the pursuit is initiated. The Keeper determines if the limitation is serious enough to warrant a one or hvo point disadvantage.

Wound points inflicted by electricity require twice the normal healing time. If cornered or unable to escape. Wound points inflicted by fire require twice the normal healing time. Sensitive to Electricity Cost: 1. pentacles or spells. and he suffers an automatic loss of Fa~ade when confronted by flames. the animal may violently attack the Outsider. but no amount of perfume or disinfectant can conceal the unnatural conuption of the Outsider's body and soul to animals. In practical terms. The Outsider cannot light a fire or carry atorch. Sensitive to Fire Cost: 2 The character is particularly vulnerable to fire and terrified of open flame. Most creatures bark. or 3 The Outsider's body is especially sensitive to electricity and will become dizzy and nauseated ifnear electrical machines that are switched on. Certain spells will force the Outsider to another's bidding or to physically drive them from the dimensions we inhabit. Electric current passed through the Outsider's body inflicts twice the normal damage. and madly seek to flee the character's presence.vulnerable to hyper-spatial manipulations created by the magical science of the Mythos. chirp. He becomes physically ill and panics if in close proximity to a large fire. This limitation costs merely one point during games set in periods earlier than the 1920s. but can become a very severe limitation in the modern world. this means that the Outsider may be unable to penetrate portals sealed by the Elder Sign and may be imprisoned by the hyper-dimensional fields created by certain glyphs. 158 Clbulbu hive Srd EdiliolJ . Fire does twice the normal damage to the Outsider. Repellent to Animals Cost: 1 The character radiates an aura or miasmic stench unpleasant to hlllllans and violently repellent to animals. This limitation is often used to account for powers such as unusual resistance to injury. Strong cologne may mask the odor to all but the most sensitive of human noses. 2. Even being in a room with an electric light makes the character uncomfortable. heedless of its own safety. yowl. invulnerability or regeneration.

If the soul trap is damaged or destroyed. but suffers twice the normal damage from weapons made of or plated with the specific metal. The CON loss is fully restored after a full eight hours in the earth. the Outsider is injured or killed. a gemstone. a standing stone. The Keeper determines the metal from which the Outsider suffers this sensitivity. Whenever the character dips to Feral or below on the Fa~ade chart. Wound points inflicted by these weapons require hvice the normal healing time. they must constantly return to the grave and die again. Players with Outsider shape shifters typically carry ma~s they don when the animal seizes control. Shape Shifter Cost: 3 A raging beast dwells within the Outsider's heart. Not uncommon among characters that have died but now exist in a ghastly undead state. or suffer a loss of one point of CON per day. the animal within breaks through and transforms him into a bestial hybrid state. The Outsider usually changes back only after his bestial desires are sated or sufficient time passes that his emotions are fully subdued. Some arcane spells may accompli~ this form of soul bondage. Sleep of the Dead Cost: 2 The Outsider is forced to spend at least eight hours per day lowered into the earth. The Keeper may also decide if the change is triggered by intense emotions of ecstasy or sadness or by other influences like a star cycle. a building. Sou I Trap Cost: 2 The Outsider's very soul and life force is transferred to another object or thing such as a statue.Sensitive to Metals (silver/copperlironj Cost: 1 The Outsider experiences no ill effects from proximity to the substance. a tree or even an animal familiar. Some characters meet this need by sleeping in a bed of earth contained in a coffin or aboveground tomb. This limitation is common among Outsiders whose undeath allows them resistance or imulnerability to certain types of attack. The character may come under the Keeper's influence and control when in his altered state or the player may be allowed to direct his own actions. overtaking his psyche and hvisting his very form when emotional control is lost. and this limitation is often used to offset advantages such as regeneration or invulnerability to weapons ehupter 6: Out:iiders ta Psychic ltbilities 159 . a painting. preferably in his 0\Vl1 grave.

and depressed after MPs are drained w. his body is not necessarily able to withstand the incredible pressures of the deepest seas. If not. It is not a pleasant experience and usually this sort of life force drain takes place with the sick. Com manding Voice Cost: 3 The creature can speak with a special timbre that makes all peopJewithin earshot listen up and obey. Drain Lifeforce Cost: 2 The Outsider is able to siphon energy from another living creature to benefit yourself. The victim must actuallyhearthewords and the voice. You are able to build up your own :MP total up to three times your normal limit. leaving deaf characters immune to this power. you can drain one MP every five seconds. If you physically touch another player. unless the Outsider has a power greater than hvice the victim's own. If the victim has a lower POW than the Outsider. and maintain this "supercharge" for up to 12 hours. The victim begins to feel tired.vay. 160 Clhulhu hive Srd EdilioB . This is definitely a power that requires Keeper adjudication. The victim will not perform extreme acts against their will such as suicide. they just feel that they ought to obey if they knew what to do. special efforts such as high collars or scarves may be required to conceal this mutation. the victim drops one Sanity or Fa~ade Level for every three :MP sucked away. If multiple points are drained at once. allowing him to live undeIWater indefinitely.. killing an innocent or a loved one. This power is obviously most effective when planting suggestions and hallucinations in the minds of victims in order to drive them mad or indirectly lead them to commit acts they would normally refuse. sick. This presupposes that they understand the language the creature is speaking. dying or emotionally traumatized to hide what is happening to the victim.Powerli Following are some of the powers that can be enjoyed by Outsiders. Although the Outsider can breath underwater. Amphibian Cost: 1 Gills grow on the Outsider's body. he or she may be given simple instructions or hallucinatory visions. Typically growing on the neck.

It may see in complete darkness with appropriate considerations. He needs amere hvo hours sleep a night and is capable of great feats of physical endurance. In combat. the Keeper ""'n. and immediately recognizes anything he tastes. Perhaps the Outsider only experiences this attribute increase while shape shifting. is exceptionally developed andincreasedby 10 points. has the sensitive touch ofa blind man. He can track like a bloodhound. but at such an imperceptibly slow rate that their lifespan now spans hundreds or even thousands of years. has the eyesight of an eagle. Extremely cold environments may hinder its ability to navigate without a heat trail to follow. taste. the character hasno restrictions on the number oftimes he can use Evades or special attack options. CON. Recalculate secondary attributes as necessary. and tactile sense. If the exceptionally long time. Eternal Life Cost: 2 The Outsider does not age and is unaffected by all but the most virulent strains of disea:Se~ No special skills or heightened ability scores only the benefit of eternal life. the Outsider may be able to expertly track a living creature by its ehupter 6: Out:iiders ta Psychic ltbilities 161 .. and extremely hot environments may make it difficult to differentiate living creatures. DEX or POW. He may walk or run for miles and ceaselessly perform physical labor. to spend during character creation. sight. or the character must cope with insect-like limbs or an unnaturally swollen cranium. Enhanced Senses The Outsider has extra Cost: 1 ~arp hearing.Enhanced Endurance Cost: 2 The Outsider is an inexhaustible automaton. Depending on the outside temperature and possibility of other confusing trails.. the Outsider may still be aging. If true eternal not in alignment with the Keeper's vision of the character. Increased Attribute Cost: 3 One of the Outsider's attributes. EDU. Infrared Vision Cost: 2 The Outsider sees heat radiation as a color. Such unnatural development comes with a price and the Keeper is encouraged to assign an appropriate limitation to balance this power.

heat signature.in or dense fur that defends it against physical damage. the player may be handed a small flashlight to see his way around in a dimly lit room. In game. Upgrading to a power cost of 2 allows a natural armor score of 3 points against all melee and firearm attacks. 162 Clhulhu hive Srd EdilioB . He ackls five points to his DEX score in combat to determine when he acts in the Declaration and Resolution phases. tentacles. but only in combat or during DEX-based Resistance Tests in which reaction speed is a factor. These extraDEX points are not applied during normal skill tests. Natural Weapons Cost: 1 or 2 The character has claws. In game. fangs. tail. Protective Skin Cost: 1 or 2 The Outsider has a natural defense such as scales. The character cannot see in total darkness. Lightning Reflexes Cost: 2 The Outsider normally acts before all others. Some visible or ultraviolet light is required for this power to function. Acost of 1 allows a natural armor score of 2 points that are subtracted from all melee attacks and may be linked to the Degenerate Appearance limitation. the player maybe handed a small flashlight to see his way around in a dimly lit room or be given guidance on heat signatures by the Keeper. if it gets on the trail quickly enough. Night Vision Cost: 1 This benefit means that the character's eyes are particularly well suited to darkness and make maximum use of available light in the visible and ultraviolet spectrums. thick sk. Exact damages are left for the Keeper to determine. butthe Outsider typically is given an appropriate limitation such as shape-shifter or inhuman appearance to account for these physical changes. but is likely to result in the Inhuman Appearance limitation. horns or some other kind of extremity that works as an efficient weapon.

Cost: 1 or 2 Resistant/Invulnerable to Fire Cost: 1 or 2 Physically resistant to high temperatures and open flames. The character can be killed if reduce to a total of negative ten wound points. Typically such an individual will have the limitation of Non-Terrene Flesh to account for invulnerability. the character is practically immune to any heat source short of a gigantic blast furnace or the heart of a star. he heals unnaturally fast. given sufficient time to regenerate. Regeneration Cost: 3 If the Outsider is injured. the Outsider suffers only half damage from intense heat and flames. otheIWise he will keep coming back. For a two-point cost.Terrene Flesh. jolting and injuring those who touch them before the charge has time to dissipate. Millions of volts could be sent rippling through its body with no ill effects. Resistant to Poison Cost: 2 The Outsider's body is capable of isolating and neutralizing any poisonous substance that enters its body and is immune to all but the most ehupter 6: Out:iiders ta Psychic ltbilities 163 . Additional skills and skill levels may be purchased through experience or by skill points in initial Outsider character creation. Damage resulting from a source to which the character may be particularly sensitive. such as fire or silver weapons. Such characters may be capable of retaining a limited electrical charge. the Outsider is completely immlllle. will not regenerate and may require prolonged healing times. For a two-point cost.Psychic Powers Cost: 3 The character is granted the same pO\Vers of extra-sensory perception as someone with the Psychic advantage. The Outsider is granted 10 skill points with which he can purchase Psychic skills. He can regenerate wounds at a rate of 1WP per five minutes. often paired with the limitation of Non. Resistant/Invulnerable to Electricity The Outsider's body is resistant to high voltage electricity and suffers one-half damage from electric shock.

such as all melee weapons or all firearms. but still something of this world. such an Outsider may radiate an unhealthy level of ". No Outsider can be immune to all physical weapons. or 4 The Outsider is resistant or even unaffected by most physical weapons. For a PNo-point cost and possibly the limitation of Non-Terrene Fle~. He is able to recognize places where They broke through of old. or enchanted weapons. Resistant/Invulnerable to Weapons Cost: 2." from its own body and could be tracked by the readings of a Geiger counter. After exposure.virulent poisons and diseases. He or she may neutralize toxins and viruses. immunity is granted to all but select weapons. He is a physically tough creature. the Outsider is highly resistant to the effects of radiation. iron. spot extra-dimensional gateways or caches hidden within the folds of space.3. the Outsider is totally immune. over the long run it may be terribly damaging to the Fw. wood. There is always something that can kill it. movement. For a PNo-point cost.ade of the Outsider. While this power has its advantages. the character suffers half damage from a substantial group of weapons. For a cost offour points. He or ~e wuldllhr4 the depths of a nuclear reactor or an atomic wasteland. Resistant/Invulnerable to Radioactivity Cost: 1 or 2 Suffering only one-half damage. and where They will break through again. he is immune to the effects of either melee weapons or firearms. The character may still experience pain or even bum damage from ingesting strong acids or suffer radiation damage after eating plutonium. Vision of the Spheres Cost: 2 The Outsider sees beyond the veil and tracks shapes. The character can recognize magical or enchanted items. such as those made from silver. For a three-point cost.1. and disturbances in extra-dimensional space. He may be able to see the movement and possibly even the appearance of invisible monsters or creatures lurking just outside our physical dimensions. but may still be affected by secondary damage effects. 164 Clhulhu hive Srd EdilioB . Higher levels of immunity are typically associated with the Non-Terrene Flesh limitation.

ill would be to accompli~ for a "t)"in. The Psychic TalentAdvantage defines the basic potential of these powers.ills. ~~!):. event or item in question and other factors which might influence the test. .ulty ratings for mundane sk. ehupter 6: Out:iiders ta Psychic ltbilities 165 .:~:~~~i?:~ the Keeper when he wishes to use PliYchic lkillli The purchase and use of psychic skills in game terms is almost identical to normal sk. ears. psychic who have expended all of their Magic Points may begin to use Wound Points in their place. Academic. although obviously this tends to be much more subjective than estimating diffic.vay and inaccessible to most people throughout their lives.Pliychic POWerli Magic changes the world around us by manipulating arcane scientific principles and hyper-dimensional space. It may be purchased during character creation with the approval of the .ills. the character must train his Psychic Skills. As with magic tests. Psychic powers are connected to this broader understanding of reality.dp~lch. or it may be Mitten into the details of a pre-generated character. lllltapped mysteries remain locked w.using talisman. the psychic expends a variable number of Magic Points. The the results he wishes to achieve. The one pre-requisite to buying any psychic skills is the Psychic Talent advantage or if the character is an Outsider with the Psychic Powers gift.ill test. stressful suITOlmdings.y~~. He applies anymodifiers that seem appropriate. This simulates the mental strain of tapping into these powers. strength of will or emotional release surrounding the object. functions much like any other sk. Vast. they can train their minds to manipulate the world around them by the force of their wills. ·Pp'wers gift discussed in the Outsider rules grants this same ~ffectively use these powers. The Keeper calculates the success score of the test by multiplying the psychic's POW by the specific psychic skill level. just like the more mundane Combat. This represents pushing the psychic's mind and body to extreme limits and could manifest itself in such ways as bleeding from the eyes. Whether the test succeeds or fails. and Trade skills.ic"'. Skill points are used to purchase psychic skills in character creation. but draw energy from another source. possession of a foc. These hidden chambers of the mind are open for a very few individuals. or nose. The Keeper makes a -how difficult the sk. With concentrated practice. It is well known that most humans use only a small portion of their brains.

you are able to sense the presence of dead spirits around you. Even without a formal test.. Cloud Mind The Domination and Illusion sk. starting at sk.ill test you maybe able to see the spirits. Other humans in the room simply don't notice you unless they have an equal or greater POW. This sk.1ently overlooked. helps to combine magic points of participants to perform more difficult skill tests. as a cost of one skill point per specialization.Psychic skills represent major disciplines of pOlNer.illievel higher. the test is made effectively at one sk. Suggestions are 2 MP per minute to view a spirit. Animals and non-human monsters are not deceived. The easiest to reach are unquiet spirits lurking near important places in their life or the location of their death. some psychics allow spirits to temporally enter their bodies to more easily speak to others in the room. basic tests become easier and more difficult tests become possible to achieve. Since the difficulty and cost of forcing a physical manifestation is so high. Ifthe test falls within the psychic's area of specialization. and images onto another person. Your passing will still set off security alarms and you appear on film reviewed again at a later date. With a focused sk. Reveal Secrets of the Dead. Manifest Spirit. Aritual focus. Greater effort is required to contact restful spirits. 3 MP per minute to view and speak with a spirit.illievel three. pulling them from their afterlives against their will. As the character increases skill level by training his talents. The aura is dispersed if you run out of magic 166 Clhulhu hive Srd EdilioB .ills force emotions. 5 MP per minute to force a manifestation. set by the Keeper. speak with them. Channeling has a variable point cost. or even force them into an ectoplasmic manifestation that may be seen and heard by others who do not possess your gifts. Guard dogs bark wildly and strain at their leads. Channeling _ _-. Your talent reaches out to commune with spirits of the dead. A player may elect to purchase skill specializations.ill projects an aura that dampens your presence to a degree that you are frecp. a seance. This practice can be very dangerous if the spirit turns out to be a hostile one. but you remain unseen to their masters. Example Specialties: Calm Spirits. thoughts.

or cause a loud noise that shakes the other characters out of your influence. The psychic wears a prominent white sash or scarf while projecting this cloud." Humans must be able to hear the suggestion in a language they can understand. but circumstances may occur which alter the expected outcomes. The Keeper must explain the significance of the sash to other players prior to the game. Predictions the Keeper provides you will be in line with events expected to happen as part of the script. the more difficult the Keeperwill consider your test. ehupter 6: Out:iiders ta Psychic ltbilities 161 . Domination You have developed your talent in the direction of forcing your will onto another living creature and forcing it to do your bidding. the Keeper will make an effort to steer events toward that outcome.! . A·MAlS0N·DlE1. The more specific the information requested. Night. At lower levels. Magic point cost is 6:MP per minute. Others in the room will hear you make these suggestions although only the target is directly influenced. 1 Ching. At higher levels (4 or 5) you may be able to focus your domination through your eyes alone. Divination You can use your talent.illievei. minus the psychic's sk. Such are the mysteries of the universe.points. Urban. High-level psychics may not need focus rituals for their divination. to gain insight on future events." "These are not the books you're looking for. Example Specialties: Day. Ifa difficult and specific question was asked and you are successful in your test. Example Specialties: Tarot. Players are expected to be good sports and role-play their actions as if unaware of the psychic creeping through their midst. "I think you should give me your weapon. the target must be able to hear your voice and usually be able to see your eyes in order to establish dominance. Rune Stones." "We need to enter this building. Sometimes it might be better not to ask too detailed questions about the future. usually in conjunction with a ritual and various tools of augury. The Keeper may have to sacrifice the lives of other players to force an outcome divined early in the game. attack someone. It is a challenge to deal with in game terms but not impossible. Divination typically requires an expenditure of 3-5 :MP depending on the specificity of the question and time to role-play the augury.

Sliding a small object across a table Easy . Example Specialties: Auditory. At the worst. The more unreasonable the suggestion. one extra MP is required per point of POW difference. Multiple Targets. a very realistic illusion of death may cause the target to pass out. The Keeper determines difficulty levels ofthe tests. One extra point per minute is added for every other sense engaged in the illusion. making them more difficult to perform but more believable to the target. The Keeper sets the difficulty category based on the complexity of the illusion. Domination typically requires an expenditure of 3 :MP. Psychokinesis This spectacular ability moves objects by force of will alone. hearing.The Keeperwill whisper instructions or pass notes. However illusions could be used to indirectly bring about the death of another. an empty road over an oncoming truck or the image of sugar on a package of rat poison are afe\V examples. Illusion You are able to project visions from your own mind into the minds of others. Small effects are possible with only a little training. Magic point cost is two points per minute for an illusion engaging a single sense. smell. but suggestions of suspicion and mistrust are must easier to implant. taste or touch. Otaracterswith a POW equal or greater than the psychic may see through the illusion. but much more effort and practice is required for larger items. but efforts should bemade to stage complex illusions as if they are really happening.Flicking a switch across the room Average . No evidence has been shown that very realistic illusion of a "killing blow" actually causes injury or death to a target. the more difficult the domination effort becomes. If the target's POW exceeds that of the psychic. Plant Emotions. Animals may be dominated through your eyes alone.Pu~ing over a vase Routine . The Keeper may just relate minor illusions verbally. Multiple Targets. Projecting the illusion of a solid floor over an open pit. Afe\V suggestions are: No Sweat . Suggestions to kill a friend or commit suicide are extremely difficult to project. sight.Rolling a pencil across a desk Simple . The easiest illusions involve only a single sense.Causing a gun to jam 168 Clhulhu hive 3rd EdilioB . Multiple senses are brought into play for complicated illusions. Example Specialties: Animals. Visual.

" feels "violent. as maya recent tragedy or any strong positive or negative emotions. colored nimbus. You must be able to handle the object or physically visit the locatioo to obtain a reading.ic ltbilities . as often used in missing person cases. The weight doubles for each extra MP invested. Pyrokenesis You are able to focus your willpower on an object and excite the molecules into faster and faster movement. Example S(:. The brightness of the aura provides a hint to the owner's POW. and indio viduals. When using the 9cill to read impressions from a human. and so on. while the color might indicate the emotional stale and physical health of the subject. If you believe the rusty knife to be bloodstained. Lift. You sense that a specific location is "meiancholy. when it is completely innocent.Slamming a door Difficult . Past Events. The true accuracy of the impressions may be questionable.Challenging ." or other emotions left behind. Strong judgment calls from the Keeper are required as to what this talent can do and the difficult required.eclaIUes: Push. Throw. You are able determine if an item is enchanted and the relative level of power. Human Aura. This allows you to increase the temperature of an object or even start fires. then you may sense it to be a source of evil or painful emotions. Example Specialties: Current Events. for 401bs." "peaceful. The feelings can bemisledor colored bytbepsychic 's preconceptioos or own emotional state. 5 MP lbs. Psychometry You read psychic and emotional residue from locations.Pu shing or tripping someone Superhuman .Throwing an opponent across the room This geill costs 2 MP for objects up to 5 pounds in weight. An ancient battle or a murder that took place decades ago may leave background emotional traces that are misleading. objects.Hurling an object as a weapon Impossible . but some sample guidelines are: CbDpter 6 : Outsiders ti Psyc. you are able to gaze at the target for a fC\v seconds until you perceive their psychic aura as a shifting.Lifting a book or 9TIall object in the air Extreme . 3 MP for I O 4 MP for 201bs. This talent may be used for impression s from an object about the current situation of the owner." "hostile.

The simplest execution in game is for the Keeper to whisper details viewed to the psychic to pass on to the other characters. but the Keeper should increase the cost for larger and less easily combustible targets. Raising ahuman's core temperature 10 degrees or more will lead to unconsciousness.Set fire to living creatures Superhuman . Remote Viewing You enter a trance and perceive distant events. Burn Wood.Increase temperature 50 degrees Fahrenheit Routine .vay.No Sweat . Raising the core body temperature of a human will be at least three or four steps higher than the costs listed above cUe to the mass of tissue required to heat. Positive modifiers include prior knowledge of the area viewed or a personal connection with the individual used for viewing.vay.Inflict painful 1st & 2nd degree bums (1-3 WP) Challenging . A nicer simulation is to outfit the psychic player with a walkie-talkie that has aplug-in earpiece. The Keeper may stand across the room or even in another room and radio the vision into the ear of the psychic." Several minutes may be required in your trance to establish a connection with the location or person to be viewed. symbols or make out small details.Massive. Example Specialties: View via Animal. 110 Clbulbu hive Srd EdiliolJ . easily flammable objects Difficult .Increase temperature 25 degrees Fahrenheit Easy . and ultimately death. or connect to the mind of another and view their surroundings at that time and place. Example Specialties: Heat Liquid. brain damage. The distance separating the psychic and the target location determines the difficulty of the test.Ignite small. Magic Point cost is 2 points per minute. Once the connection has been made. plus 1 for locations over 10 miles w.Melt stone and metal Impossible . and so on.Increase temperature 100 degrees Fahrenheit Average . plus 3 for locations over 1000 miles away. Read Text. high-temperature conflagration A variable amount oftime is required to bring the talent to full effect as the molecules are stimulated.Ignite large flammable objects Extreme . plus 2 for locations over 100 miles w. The vision is often a little out of focus and additional :MP may be required to read letters. Heat Metal. Magic point cost for this talent is a minimum of three points.Increase temperature 10 degrees Fahrenheit Simple . View via Kin. who can really play up their trance and description of what they are "seeing.

who delivers the message to the recipient. insanity.ths an Outer God physically Earth. and others as determined by the Keeper. 1925. alien consciousness. Project Thoughts. By concentrating and expending 2 l\1P.fii st time. and religious revivals that afflicted the world from March 23rd to AJXil2nd. Star Spa\Vl1 of Cthulhu.. This may be written down on a scrap of paper and relayed to a member of the game staff. all Great Old Ones. Hounds of Tindalos . Psychics are far too sensitive and vulnerable to effectively deal with the mind-numbing horror of a powerful. Example Specialties: Read Memories. The cost to send a message is only 1 MP if the receiving person has the Telepathy skill as well.. cthulhu lfuiing: l'he lIJythwa Zlnd the P15ychic The CallofCthulhu opens with a description ofa worldwide mania ofnightmares.Telepathy This talent allows you to read an individual's surface thoughts and emotions or to communicate with another person through thoughts alone. Flying Polyps. The higher the success score of ~illievel multiplied by POW. Psychics also suffer worse -when they encounter Mythos horrors that are malignancy. Apsychic's Sanity Test is made at one stronger when encountering one of the following entities for the. Cthonians. you may send a short message (one or hvo sentences) to one other individual. This sensitivity may manifest as a drop of hvo to three sanity levels during the duration of any major Mythos influence ooleashed in the world. This includes such events' R'yleh rising above the Pacific dep. weird visions. The test is made at regular levels on any subsequent encounters with the same entity or type of creature. Entities of great psychic malignancy include all Outer Gods. If the target knows that someone is trying to read his thoughts and chooses to actively resist. A mind reading attempt costs 3 :MP and the Keeper will relay any pertinent information. ~ ehupter 6: Out:iiders ta Psychic ltbilities 111 . Lioigor. Read Surface Thoughts. the more information may be obtained. the target's POW is subtracted from the psychic's before the calculation is made.

112 .

Entering old houses or abandoned buildings without the owner's consent is trespassing. but it's considered illegal and in bad taste by the general public. and how many people would be present. and caves can be spectacular locations if obtain permission to use them. Don't be surprised if your request is denied. When negotiating with people who may not be familiar with LARPs. l'he Playing lirea Locations available to your group have a major impact 011 game play.epticism and mistrust. After the character sheets are finished and after the script is written. Creeping through cemeteries with flashlights and fighting running battles behveen the graves may be great fun for the players. you will have much better success describing it in terms of a murder mystery type event. Murder mystery parties are more widely known and better accepted than live role-playing games. You can't expect to play Cthulhu Live wherever you choose. No one wants to be the target of a lawsuit if a player is injured on the premises. Legality and safety are your most important recp. Don't ask for trouble. special effects. when. They must be inspected make sure they're absolutely safe. Old houses. Abandoned factories and moonlit cemeteries make terrific settings but aren't always proper locations for games."I ~tZlgeC:PZlIt ChZlpt~r Ti iS chapter details the art of stagecraft. accessibility. Contact the rightful owners of the property for permission to use it for a game. safety. Games are meant to be fun. and the danger of weakened construction can be locations are very tempting. Look for another location that is almost as good and can be enhanced with a little work. don't sneak out to play. legality.1irements. Good stagecraft is an important factor of any game. the event still has to be run. and a degree of isolation from the outside world are required. There are a number of tricks of the trade in this chapter to assist the Keeper and his staffwith location design and decoration. Many look at live role-playing games with some sk. This chapter addresses just a sampling of the many elements which fall into this art form. Rotting floors and pits. but you must thoroughly· ehDpter 1: 3tDgecrDH 113 . factories. Explain what would be happening. Atmosphere. If you can't obtain permission to use an area. make-up techniques and safety concerns.

They'll make sure the area is clear and set up any special props or effects. Remarkably good adventures can be set in a single play-area. find ones fairly close together. a large basement area. move anything you don't want the players to touch into an extra room or closet. Players love searching for clues. no matter how obscure or well hidden they may be. Prominently seal dangerous areas. A classical unity of time and place is most manageable. Stagehands don't have time to relocate the Smithsonian every time the lights go out. Decorating the Play Area The best term to describe decoration for Cthulhu Live is "theatrical minimalism. Since the Keeper usually accompanies the investigators. Only after an area is thoroughly inspected and approved should you consider it a gaming location. Ideally. The best locations are furnished with only minimal decorations. If you play in someone's apartment. After the players and Keeper depart for the next location. he's there to pull back any players straying into danger areas. wardrobes. or rooms in a hotel or convention center offer great flexibility." Each location should have enough props and decorations to add an air of authenticity without bogging down game play or causing unnecessary headaches for the Keeper. An advance party of staff should arrive at the site at least fifteen minutes before the players. Mark "off-limits" doors with a small sign or a strip oftape. Amedium to large-sized house. Any book that looks remotely suspicious. Multi-location games obviously require a larger support staff and several autos. Many game sessions may be played in three to four hours. amvork. This facilitates moving staff and players around and prevents major time lags. Anyone familiar with the theater understands this minimalist approach quite well.hazards or look for safer places. and closets are all likely to be rifled by player characters. Cthulhu Live adventures take place within a single evening and within only a few locations. Live role-playing requires planning and special considerations unnecessary in traditional role-playing games that take place entirely within the imagination of the players. and game props are required. to which you introduce whatever books. a small clean-up team should stay and handle any props or trash left behind. Mark them as off-limits to players and support staff alike. cabinets. If you use several different locations. Tell players before the game to ignore the existence of these marked doors. 114 Clhulhu hive Srd EdilioB .

The table becomes an altar when covered in black cloth and decorated with candlesticks and a dusty. The computers can spill out reams of confusing calculations or valuable clues. old book. there's a whole wicked world out there for the players to explore. Flash or HTML program that allows characters to explore databanks and personnel files. a table. books are far more impressive than dog-eared paperbacks. printers. A computerliterate gamer can produce an interactive slideshow. Dramatic changes can be accompli~ed with simple rearrangements and the addition of small. or a research lab. Add pillows and a blanket and it's a bed. A simple table in one scene becomes a desk with the addition of a pen-set and a few small photos. closets. lamps. a nice clock or a hat rack to poli~ the scene. Add a few detailing touches like carpets. mysterious artwork and strange clay statues can adventure or merely serve as red herrings to mislead the plaj>ers. painted boxes. If the script calls for scene changes at a single location. a bookcase. If you have the perfect prop book. television sets. consider using cardboard. paper. and medical and chemical charts to dress up the walls. Diagrams from a copy of Gray's Anatomy can be incrementally increased at a copy-~op until you have a large mosaic. Cover it with a ~eet and it's an operating table. There's more to Cthulhu Live than just indoor adventures. and a few walls are great for studies and living rooms. and even under your bed. a hospital ward. but only have it in a paperback edition. Keep a look out in flea markets and used bookstores for old hardbound books. While monsters are notorious for lurking in cellars. inexpensive art prints.A few chairs. Look for old photographs. Shuffling tables and chairs and changing the detailing props turns a conference room into a dining room. Arrange personal computers. Awoodlandclearing or your 0\Vl1 back yard transforms into a cemetery with a dozen or so Styrofoam slabs ehDpter 1: 3tDgecrDH 115 . think about reusing props in different ways. Books on occult. and assorted gadgets into a bank of research equipment. detailing JXops. and leather to create a hardbound cover.

The game staff goes through the script. Besides thinking about what can be added." The directed scroooge is a process that takes place after completion of the script. A large sandpit or vacant lot becomes an archeological dig when you set up a grid with wooden stakes and wine. flea markets. stereos. Prop:. It is important not to delay too long since some prop building or prop buying must wait for the scrounging results. a focused search through all the local scrounging resources for as many of these specific items as possible. or reasonable facsimiles. also consider what should be removed. digital clocks. Adventures set in the 1920s shouldn't have televisions or computers sitting around in plain view. Opportunity scrounging is a continual process. The same goes with color photos. Move or conceal them. The removal of out-of-place items from the game area is fully important as adding necessary props. The directed scrounge is a much more intense process than the opportunity scrounge. thrift stores. it could even be said to be a state of mind. junkyards or even dumpsters behind interesting businesses. Identifying good props amidst junk is simply a matter of training the eye and building up a "creative awareness. yard sales. around the area of the dig. blasphemous tomes of forbidden lore or large electron microscopes as part of their regular inventory. This process goes on continually. Zlnd the :fine llrt 01 Icrounging Getting your hands on good props for Cthulhu Live can be challenging. These could be flea markets. every month or even once or wice a year. old metal scraps. Home production of props is the best means to save money and build the specific items required. Dig a few deeper levels here and there. The fine art of obtaining interesting items and raw materials at minimal cost is a subject near and dear to the hearts of Cthulhu Live gamers.carved and painted to look like tombstones. Some creative design-work on a tool-shed turns it into a mausolelllll. and a few interesting looking stones around the pit. Erect tents. Depending on your schedule. Anywhere that interesting or unique items and materials could be found. Scatter broken pottery. Scrounging procrasti116 Clhulhu hive Srd EdilioB . and other blatantly anachronistic decorations. identifying props that are not in current inventory. Tragically few stores carry evil alien sculptures. you could make the rooods of prop sources every week.

shapes. frantically as~l sembling props and costumes. and garage sales. scraps of wire and plastic tubing. Keepers running modem-era games have a much easier job with set dressing but still reap the benefits of successful scrounging. it's worthwhile to amass items like picture frames. pieces of harchvare. For groups that regularly run games set in specific time periods.nation delays the game's production schedule. Vintage set dressing is typically found in flea markets. sheets of pi astic bubble-wrap. Become familiar with the look and feel of the period through old catalogs. as long as it looks like it wouldn't be out of place in the time period of the game. and knickknacks to add that period touch to scenes. If you will be building a secret lab or government facility. vintage telephones. The first thing scroungers are hunting for is set dressing. Blocks and sheets offoam rubber. old tarps and scraps of ehDpter 1: 3tDgecrDH 111 . Old magazines are terrific set dressing items and the paper quality used in high-end magazines of the 1920s and 30s have helped copies survive surprisingly well to the present day. plywood. books. and films. Players are unlikely to know if an item was manufactured in 1941 or 2006. the act of opportunity scrounging itself can be a source of first-rate ideas when an amazing prop find gives birth to an entire game scenarIO. art books. It's not necessary to be an absolute stickler for historic detail. and raw material are another primary target of the opportunity scrounger. or a tattered book might provide? Many artists use "found" objects to spark the creative process. The opportunity scrounge is a good source of inspiration. old photographs. PVC pipes and connectors. or seek ideas in seemingly random sources. Nobody cares if a panicking player knocks one off a desk. a small figurine. Unusual forms. We all know how much Keepers love to be up late the night before game. In the same way. Who knows what strange scenario ideas an old photograph. styrofoam packing forms for shipping electronics. old glasses and decanters. cardboard boxes. lumber. junked monitors and keyboards are a lot less expensive than the real thing. thrift stores.

broken or replaced with updated models rather than going to the trouble and expense of organizing sales or formal giveaways. and other parts can be pulled out of many of these. and lumber. Many of these items may be purchased inexpensively at large hardware and building supply stores. and circuit boards. Be on the lookout for objects with unusual ~apes. stereos. Besides hardware. motors. wire and circuit boards. It doesn't matter if the item is a piece of industrial garbage. Televisions. Many companies throw out fantastic items that are unused. It is a good principle to ask the owner of the house for his permission to take the items you are eyeing. If the Mi-Go or deep ones designed a computer. and scraps of lumber and plywood. junked household appliances might be hard to take with you.fabric. Successful scrounging is often an example of being in the right place at the right time. it can be transformed into an otheIWoridly artifact. copper tubing. You would be surprised what you find just cruising around your town the night before trash collection. there are countless items of building supplies such as solid foam insulation. electronic components. switches. Alien entities won't produce technology or art that looks like ours. broken electronics. Be alert to the llllUSUal. a broken toy or an ugly crystal knickknack. Dumpster diving in industrial parks is similar to curbside scrounging but produces 118 Clhulhu hive Srd EdilioB . Make sure that your city or state doesn't have laws concerning curbside scrounging. PVC pipe. The compressor inside a refrigerator can be used to create a cheap source of compressed air for special effects. These are the basic components and detailing features for building homemade props. This is a great means to obtain Styrofoam packing forms. Don't be afraid to ask the staff of electronics and building supply stores about items they will be throwing out anyway. There is always great stufflurking in the trash so don't be afraid to look. if it's got odd. it would look very little like a human device. and other household electronics are just the tip of the iceberg. Serviceable speakers. Getting do\Vl1 and dirty is the motto of the hard-core scrounger. but you should always scrounge as many items as possible to maximize your game budget. Look for a house undergoing remodeling. but having the right tools on hand allows you to extract the powerful electric motors in washers and dryers to power various homemade props. Another hardcore scrounging technique is the sport of dlllllpster diving. ideally around industrial parks and technology companies rather than private neighborhoods. jarring angles or weirdly sinuous curves. Large.

always dive with a buddy. As with Ulrbside scrounging. get on good terms with partiUllar vendors. and wait at least an hour after eating. Everything from wedding dresses to old pinstriped suits can be found. they will grant permission in most cases. Play it safe when dumpster diving. check your local laws to see ifit is legal to go diving behind these industrial parks. watch out for sharp items.some amazing things that aren't usually found in your neighborhood. Most cities and states have industrial parks housing high technology and precision mechanics compallies. a manifest of possible prop and rw. Thrift stores are packed with all sorts of goodies that the avid prop and costume designer is looking for. Racks upon racks of old clothing line the walls of thrift stores and consignment shops. If someone has piles of old books. wear durable clothes and gloves. he or she may know where to get the kind of thing you're looking for. Thrift and consignment stores near large military installations are a wonderful source of uniforms. Many thrift stores stock items like glassware and household items and many have old computers and electronics. Negotiating price is a little more difficult at yard sales. They are usually facing a lower overhead and price haggling tends to be easier. Hidden within your local newspaper is a weekly listing offlea markets and yard sales. Besides getting a great deal on these items. A good rule at a flea market is to first hit areas where venoors have their wares on the ground or on blankets rather than tables. laboratory harmvare or used military equipment. This clothing can be purchased very cheaply and altered to fit your needs.v material suppliers. Since companies are charged according to the weight in their dumpsters. you are helping out charity groups in the process. resulting in a boon for prop designers from high tech electronics to machined mechanics. These firms discard components that don't pass quality controls. even if it's not immediately available. ehDpter 1: 3tDgecrDH 119 . Don't be afraid or embarrassed to ask the company about salvage. unless it's a moving sale and everything must go. For recurring events like flea markets.

Surplus companies often sell in bulk. you can find it in cyberspace. You might be surprised what sort of items your players can scrounge from their own jobs. Several surplus companies reside in the vastness of the Internet. Since you will be purchasing the items sight unseen. Don't think that the scrounger must find everything in perfect condition or must find props that fit the bill exactly. equipment. and put thought into what items are really worth saving if not for immediate use. Whether it's searching arOlmd your neighborhood or surfing the net. and a small flashlight to help him in his endeavors and for extracting components from larger junked appliances. attics. the fine art of scrounging can help you get the raw materials to construct some great props. Epoxy putty is good for modeling additional details. scissors. Scrounged items are often just the raw materials for prop-builders to transform into more elaborate projects. It doesn't have to cost a fortune to create some impressive props. or for filling in scrapes and gouges. whatever it is. If you want it. and basements overtlowing with junk that may never be used. for repainting odd-colored items or for use as an undercoat for later colors.Each game group is going to have its own internal scrounging sources. The efforts of scrounging will more than payoff in the long nm. where one can get almost anything. Always keep your available storage space in mind. wire-cutters. the biggest challenge you will face is that pack-rat instinct so common among Cthulhu Live players. along with a selection of good adhesives. 180 Clhulhu hive Srd EdilioB . As you hone your scrounging ~ills. A well-stocked toolbox is a must for any prop-builder. so be sure to check your local phone book as well as the Internet. There are many online auction houses that provide countless useful and hard-to-find items. There may be federal or state surplus offices in your area that you can visit and rummage through first hand for props. so read descriptions carefully and be sure to note the condition codes of these items. but for sheer finger-burning insanity. The Internet is final frontier of modern scroungers. Liberality with hot glue is perfect sticking unlikely things together. deal with reputable sellers with high positive feedback scores whenever possible. Run an online search for the Defense Reutilization Management Office and visit the DRMO web-sites for a truly amazing selection of surplus military uniforms. a hot glue gun is a must. gloves. The staff should always canvas individual players for special contributions they might have in the own garage or from their jobs in the real world. andharmvare. Flat black paint is a key item. pliers. Don't get so carried away that you end up with closets. but seemed too good a find at the time to pass up. A well-prepared scrounger will carry a mobile toolbox with different screwdrivers. Super-epoxy and white glue are standards. a pocketknife.

and just a drop of blue. Pour the mix into a glass bottle or jar for storage. they can be made in the greatest of all laboratories. Pour in a small amount of children's washable red paint until the desired color is reached. but do not bring it to a boil. Heat 160z of water in a large pot. If the blood thickens.BJ~lod Zlnd ether Kitchen l)elightli games are enhanced by expendable special effects such as '. however. Add two teaspoons of Arrowroot and stir until the water begins to thicken. easity with fake blood when using it in a game. you can thin it with water. Add a few drops of brQlNn wa~Iable paint to darken. Always be consider- ate and responsible with your players and the location in which you are playing and use fake blood in controlled circumstances with adequate preparation and planning to minimize any physical or personal property damage.Pollars for a pint of good stage gore. It is very sticky. and will stain clothing and carpets. It can very ruin clothing.in is a bit more work. Agood all-purpose stage blood. red food coloring. Standard Stage Blood Mix 160z of clear com syrup with 10z water and 10z red food coloring. this recipe is also edible. Washable Stage Blood Making blood that doesn't stain clothing and sk. If you are interested in creating the effect of dried blood. . ~ime. carpets. These recipes are for external use only and not for internal consumption. Most theatrical supply shops charge . This recipe washes out of most fabrics but is not edible. mix equal portions of your stage blood with chocolate syrup. This grabs fabric and dries well. and furniture. ehDpter 1: 3tDgecPDH 181 . A darker version of this recipe uses equal portions of clear corn syrup mixed with dark com syrup. and ectoplasm. Why buy these . Mix well and add a few drops of blue food coloring to darken to an acceptable hue.

But then again. Tape the blood pack to an actor's body beneath his clothing. Edible Bloods . Fold the opening shut. commonly . but it's tasty and can be guzzled oown during a ritual to the general disgust of all present. Not all of these lIClllarlV tasty and a vegetable oil base is dO\vnright nasty. The blood mix will be very thick and strong. this blood is also for external use only. thaw one can of white grape juice and slowly stir in red food coloring until the desired color is reached. Whether it's a butchered victim of cult atrocities or a creature slathered in blood from its last meal. Beloved effects of splatter-punk fans everywhere. stage blood is a wonderful medium and basic special effect. If you want a nice drinkable blood.or vegetable oil as a base. do?ens of alternate edible blood recipes available. but washes out of fabrics quite well. such as exploded brains or bile and pieces of lung coughed up in a gory spray. Blood Special Effects Applying gore to NPC actors as an extension of their make-up or costume is the most obvious use for stage blood. Thin the detergent with a small amount of water and add children's red and brown wa~Iable paint as described above. but can be thirmed with water if necessary. A simple blood pack can be created with a pouch made of plastic wrap or the comer ofa plastic bag. and grape or strawberry jelly. A sharp slap with an open hand will be enough to split open the pack and create a spreading stain of blood. Carefully fill the pack halfto three-quarters full with stage blood. Test a small amount of this detergent on the ~in to ensure there will be no allergic reaction. with everything from food fiuit punch as a coloring agent. bottles. Chunky Blood If you want to make a truly vile mess. Ollt nann you. This mixture will stain clothing. sponges. moving us into the realm of blood packs. and use an iron on low-heat to melt the plastic and fuse the bag shut. or sew hidden pockets inside their clothes. Many groups will want to stage even more spectacular and shocking scenes. Add a few drops of blue and possibly yellow food coloring for an optimum hue. combine one of the above recipes with elements such as whole pieces and pulp of pink grapefruit. as almost every edible blood mixture will stain. and syringes. Be careful with fabrics. lay a piece oftinfoil across it. you may frighten and gross-out many of your players. that's not always a bad thing. Obviously.Anotherwashable recipe is to use a clear liquid detergent such as Woolite or other translucent detergents free of additional dyes. Perfect for 182 Clhulhu hive Srd EdilioB . chunky peanut butter.

Deep One secretions left on a victim. Blood sprays and arterial wooods are best accompli~ed with a length of surgical tubing. sharp squeeze should send the blood jetting out in a crimson spray. Soak it in fake blood and put it in a plastic sanchvich bag. Dampen a piece of sponge and squeeze out all the excess water. thick. or a small squeeze bottle. 1: 183 . a strong. a syringe. edible ooze that is perfect for multiple uses. Blood sponges are used in much the same manner as a blood pack. Tape the surgical tubing along the actor's body to the point on the body where you want wound to occur and conceal it under the actor's clothes. and securely fasten the surgical tubing over the nozzle. On the other hand. and your actor may find himself frustrated when he can't produce his blood fast enough. to be sure you have adecpmte force behind the blood or that the tubing isn't too long to reduce the intended effect. A the mouths of zombies or Glaakeen in the adDecay. Prepare several tests of this effect in advance. much more. When the actor is ready. These are a little safer for the actors than blood-packs. ehDptep·. Fill a syringe or plastic squeeze bottle with thin stage blood.staging gunshot wounds on your NPC actors or for splitting open as they tussle with a Mythos horror. their strength is also their weakness. and less likely to pop open by accident.

This recipe uses SOdilllll Borate. and vile. consider using the surgical tubing and sQJeeze bottle/syringe techniques discussed with stage blood to create gangrenous. try mixing cornstarch with white glue. which is toxic if swallowed. Adjust quantities used in these proportions depending on the amount of ectoplasm desired. water. sticky. Start with cornstarch in a bowl. Start with two parts cornstarch in a bowl. To color the mix. and eventually you will have to 184 Clhulhu hive Srd EdilioB . Drop in a few drop offood coloring. messy slime. These bubbles can make great egg-sacs for llllearthly creatures. add food coloring before adding the com syrup. and then stir slowly with a fork. Close the lid and ~ake well until the Borax is dissolved. Slowly stir in 2 teaspoons of Borax. let it sit for about a minute. commonly known as Borax. mix equal amounts of cornstarch and baking soda and slowly add water. Keep mixing the solidifying blob for about 10 minutes. A few drops too much and you'll suddenly go from slime to starch-water. constantly checking the consistency of the mix. Besides smearing it on items or letting your NPC actors regurgitate and drool this nasty looking stuff. slime-oozing orifices on your creature's bodies. Add the water slowly. or otheIWise ingest anything in this recipe. It is insanely simple to make and consists of nothing more than dry cornstarch. add white glue and stir until you have a thick slime. and slowly add one-part water. suppurating wounds. Acki about a-half cup of clear com syrup and stir well. Pour in three packages of unflavored gelatin. It will thicken to a putty-like consistency as time elapses. Using a plastic drinking straw. but not boiling water into a glass jar. and optional food coloring. add just one part of the Borax solution. Ectoplasm Our final slime concoction is one of the most difficult and potentially dangerous recipes. you can blow the starch and glue mixture into translucent bubbles that you can set carefully aside until they harden. For a slightly less sticky recipe. This slime will keep for several days if stored in ajar at room temperature. Mix with your hands to thoroughly wet the starch.Heat one-half cup of water in a pot. Slowly add a little extra water and continue stirring until the mix cools to prevent the gelatin from setting. combine two parts water with two parts white glue and mix well. After the glue and water are combined. drink. Bring the water to a boil then remove it from the stove. Pour one cup of warm. Cornstarch Slime Cornstarch makes a classic. In a separate jar or bowl. Any leftover Borax solution may be saved for later. Do NOT eat. Cornstarch and Glue For a very special effect.

Called "tsantsa" by the Jivaro. bizarre occult collections. You won't be doing your actor any favors by trying to oceak a solid chunk of crystallized sugar over his head. This goop will last a long time provided it is stored in an airtight container to prevent it from drying out. or as curios sitting on the bookshelves of eccentric world-travelers. Look through stagecraft catalogs for candy-glass bottle molds. Candy Glass A few advanced Cthulhu Live groups may want to create candy glass bottles. Cover and let it boil for about 10-20 minutes. Carefully pour into your molds or onto a large clean cookie sheet for candy glass panes. When real shrunken heads are prepared. add some food coloring just before pouring. Be extremely careful when making candy glass. Only use a large. a slit is made in the back of ehDpter 1: 3tDgecrDH 185 .Tcho tribes are perfect candidates as collectors of shrunken heads. The liquid gets extremely hot and will stick to your skin like napalm. Candy glass is most often used to mold bottles. Mythos villains such as the diabolical Tmo. Spray the inside surface of the mold with a non-stick cooking spray and clamp the hvo pieces of the mold securely together before pouring in the hot candy glass. and a few grisly trophies found during the game add just the right touch to make players' skins crawl. If pouring the candy glass onto a cookie sheet to make a glass pane. or it will produce uneven swirls in the glass. the easier it will be to release from the mold. If you wanted to color it. A staple of pulp horror. Bring to a boil on the stove. Shrunken Heads The Jivaro tribes of South America are well known for the practice of collecting and shrinking the heads of their enemies as grisly trophies. and stir in 2/3 teaspoon of cream of tartar and 1 cup sugar. and bottles are hollow. objects or windowpanes for use in their games. Mix the color into the liquid well. shrunken heads are great props for Cthulhu Live games and are easily incorporated into strange auctions. Swish the hot mixture around inside your molds so that the interior is thoroughly coated. rather than anything clad in altunimun. If you want colors.ie dough. strong copper or steel pot. then pour any excess liquid out and allow it to cool. these heads bring prestige to the warrior and trap the avenging souls of their victims. add afe\V drops of food coloring to the final mixing process. The longer you allow the candy glass to cool. You can try to make your own by pressing a bottle into clay and creating hvopiece bottle molds that can be fired in your oven. be sure not to make the pane too thick. Mix 4 cups water with 2 cups white corn syrup.knead it like cook.

Let it hang in a dry place for 2 to 3 weeks. Pierce the apple from top to bottom with the wire.vay and the slit through which the ~ull was removed and the mouth are sewn ~ut. Cthulhu Live players are strongly advised to explore alternate means of creating ~runken heads for your games. darkening it so that the previous owner's avenging soul will not be able to see out. Carve a face into the apple with a small. place the head on the center rack of a warm oven (200 degrees F) until dry. Use toothpicks to carve the details then round and smooth the surface of the "head" using a rag or paper towel. reducing it to about half the original size. 5 cups of water and 23 tablespoons ofiemonjuice. Let it soak for 24 hours then remove it from the solution. sharp knife. There are several ways to model a ~runken head. By the time the shrinking process is fini~ed. 186 Clbulbu hive Srd EdiliolJ . and red seeds are often placed under the eyelids.the severed head and the ~in is carefully peeled from the skull. Darken the head with charcoal or shoe polish and coat it with a clear matte polyurethane finish to keep moisture from damaging it. A small hole is made in the top and a string is passed through so that the tsantsa may be worn. ears and other features oversized. clay or papier-mache all available from a craft store. anyremainingflesh is scraped w. the tsantsa is about the size of a man's fist. A better-looking and much more fun process involves carving and shrinking an apple. Hot sand is used to continue the shrinking process. For an even more authentic appearance. mouth. The ~in is rubbed with charcoal dust. since deep cuts will be magnified after shrinking. Remove most of the peel with a vegetable peeler. Immerse the head in a solution of 112 cup salt. Several small rocks are heated in afire and rolled around inside until cool. bend it at the bottom to support the weight of the fiuit. If you live in a very humid environment or are in a hurry. Anice replica can be crafted from doll hair. sew the lips with cotton strings and paste on strands of doll hair. Straighten out a paper clip or stiff wire andforrn a small loop in one end. They are reheated and the process repeated until the skin has ~runk too much to accommodate the stones. Find several of the largest apples you can from your local grocery. leaving a little peel at the top and bottom. Three palm pins are placed through the lips and tied together. After drying. Trynot to gouge too deeply into the apple. The skin is boiled in plain water for about half an hour. and hang it with a string through the loop in the wire. since ~rinkagewill reduce them substantially. Make the nose.

Combine three packets of unflavored gelatin to a gradually added amount of liquid until you have a thick mixture with a consistency like applesauce. This technique is perfect for small burned patches or stripes. chemicals or radiation. Texture can ehZlpter 1: 3tZlgccrZlH 181 . but these pages contain a solid foundation of make-up techniques for live-action gaming. This is not prepared like your mother's gelatin dessert. lay on a thick smear of petroleumjellymixedwith yellow food coloring. but this can be replaced or combined in solution with drops of food coloring for translucent color or drops of liquid makeup or acrylic-latex paint for solid color.Make-up l'echnique15 The following section presents several basic make-up techniques that will help Keepers enhance the appearance ofNPC actors and players. Burned Flesh Bums are ghastly physical injuries. bums are painful and horrific. road rash. A small amount of water with a hint of yellow or red food coloring can be sprayed on the wound to bead on the petroleum jelly and look exceptionally vile.. A simple first-degree burn is very simple and takes merely seconds to apply. Wounds and Wound Filler A generous application of fake blood is always a fast and easy way to simulate wounds. blotchy appearance. Red make-up or powder applied to the area with a stipple sponge will achieve a raw. Numerous books and online references exist. Whether they are from flames. Some additional technicp. perhaps from an application of hot irons or wounds from alien tentacles dripping a caustic slime. For a fast and nasty looking char burn. Perfect for earlywaming signs of contamination by dangerous chemicals or radiation exposure. Use a stipple sponge to apply red and black make-up or powder around the area. Water is the most common liquid. Gelatin is a good mUlti-purpose effects compound since it's cheap. Prepare a jar in advance so that the jelly can be quickly applied and the edges finished with make-up and a stipple sponge. readily available and easy to apply.1es may be employed for the more realistic and gut-wrenching simulation of traumatic physical injunes. Larger burned surfaces can be created with a smear of petroleum jelly mixed with ashes. Burned flesh make-up techniques are important additions to the Keeper's arsenal of gore and terror.

The natural red and purple 188 Clhulhu hive Srd EdilioB . or textured using stippling for irregularities while drying. The cotton can be left thick on the ~in for bone structures and coated with liquid make-up. but old coffee grounds and a little flour are an easy and inexpensive option. Heat for fifteen seconds to a minute in a microwave. Raspberry tea bags can be used as a special trick to make fairly realistic puncture or bullet entry wounds. Snippets of thread or string add a veiny appearance. The edges of the wound and the ragged flaps of skin must be simulated with gelatin. Be sure the actor tests the temperature for comfort and safety. the smoother but hotter the mixture. It can also be used with various "texturizers" such as sand to achieve irregularities on the skin. the wound filler is used for the purpose its name suggests. For the simplest of techniques. If the skin is stretched while latex is being applied. it can be pulled out in strings and re-attached. Painted on layer-by-layer. or com syrup. It can be made with a thick gel or liquid such asKY Jelly. and dead flesh associated with burns or open wounds. and is essentially a base medium to simulate raw and exposed tissues. mortician's wax. Lay the damp tea bags on the skin and bru~ down the edges with liquid latex. the wound filler compound may be used to sculpt welts or the spreading maw of an open wound. For more realistic looking wounds. the skin wrinkles. Wound filler is a medium you can mix ahead of time and store for use during the game. The longer the time it cooks. cohesion and color. blended with coloring and some sort of inexpensive thickener to add texture. Typically the skin is brushed with spirit gum and stuck with cotton that is then whisked away. Latex can be used to create cuts and lacerations. which is sculpted to ~ape. Plastic wax. A liberal dose of fake blood helps disguises the filler and is a means of setting up a fast wound effect without adding additional and more elaborate techmques. Work quickly to sculpt scars or the edges of a wound with the gelatin before it cools. tears. unpleasant looking substance or tissue exposed by the open wound. liquid latex and wound filler. After it cools and solidifies. and nose putty work best with oil based make-ups and you need some sort of "scaffolding" to help these putties adhere to the ~in. semiwet. The adhering wisps of cotton anchor the putty. Afe\V short segments or splinters of plastic PVC pipe cut lengthwise can be set into the wound filler if you want exposed and shattered bone. the gelatin can be further treated with makeup.be added to the mix with the addition of sand or breadcrumbs. This thickener is a matter of personal taste. latex or the addition of other compounds. This scaffolding is also useful when coated with latex. Wound filler can be used to build up both bums and gashes. a dark. petroleum jelly.

pigments in the tea soak into the latex. and in the hollows of the cheeks. make them seem small and beady by creating deep. You will eventually want to cover any other exposed flesh. such as hands and arms. Isolate any other characteristics to accentuate on the face. ears and neck. all you need is black and white face paint from any costume shop. Cover the upper eyelids and continue up into the eyebrows. Ifhe or she has a wide face. hollows of the throat and area beneath the chin should be shadowed. Apply black make-up around the eyes. dark eye . make it seem narrower by and the natural lines and hollows around the Blend tht: piece of sponge to create transitional areas · of shadow underneath the cheekbones and in the temples. ehDpter 1: 3tDgecrDH 189 . Add touches of black make-up below the eyes. Don't apply too much black makeup. The underside of the nose. cleaning dirt and excessive oils from the skin. Apply a smooth base coat of white over the face. Your actor needs to wash and gently dry his or her face before beginning. Zombies and the Living Dead For the simplest make-up techniques. since we will soon blend it. Consider having the actor down a spoon-full of grape beverage powder to stain the tongue and mouth purple. just some narrow lines and small patches will do. giving you a highly realistic and nasty looking "puncture wound" that simply needs to be blended around the edges. Cover the lips with either straight white or a mixture of black and white paint. If your actor has eyes. but those may be saved for last to minimize make-up smudges on clothing.

The bottom of the nose and chin should be darkened with gray or brown. The bottoms of the nose and earlobes allow space for rotting effects.in tension as the latex dries. Wipe the make-up lightly with a cloth. brown and red make-up. When the latex has been allowed to dry. Spread liquid latex over the cheeks and forehead while holding the skin taught. Apply darker gray and black to darken the eye sockets and hollows of the cheeks and throat.When applying make-up to hands or other areas of exposed flesh. Veins may be traced on the face or hands with a blue make-up pencil. Try soaking shreds of tissue paper in the liquid latex. ears and neck. green. Highlights may be applied to the eyelids. You may apply make-up when the latex is fully dry. Work black and dark red into the inside of exposed sores and wounds. chin. The effect should be that of dead sk. cover their lips and trace the lines of their face and hollows of their eyes with the black lipstick. This works very well when building up a false nose that ends abruptly as if rotten off. veins and other marks. tear small holes in it by moving your finger in a circular motion on its surface. Avoid using bright stage blood on an "old' zombie. Thin shreds of latex can be awlied to the opposite side of the face with spirit gum to simulate peeling skin and weathering of the exposed side. Release the sk. You will now use latex to create textured effects on the actor's face. eyebrows and forehead. Colored make-up powders in tones of blue or green will add to the cadaverous appearance. even ifno open wounds are visible. using this to build up three-dimensional effects before the latex dries. A light coating of blue may also be used on the veins.in begirming to rot or sag off the bones. This will create open sores and other blistering wounds. cheekbones. black. Rolls of latex or latex-soaked tissue can create bulging veins on one side of the face and neck to simulate a pooling of blood after death. gray. To create a more complex effect you need white. Experiment with different blood concoctions or darken the stage blood with chocolate syrup. Apply brown and green to the edges of edges of exposed sores. After the actor has washed his or her face. Gray or pale-green are great base colors. The use of fake rotten teeth or special effects contact lenses will enhance the effect. so that it wrinkles and creates a shriveled and aged appearance. Build up the area with latex as though the septum and lobes continued further oown but were now rotting through. Consider matting your subject's hair down with hair gel or with fake 190 Clhulhu hive Srd EdilioB . Dab a small amount of petroleum jelly onto your fingers to keep the latex from sticking to you while you apply it to your subject. removing the excess lipstick but leaving a base of black in the deepest lines of the face. be sure to apply a similar shading technique. black lipstick and liquid latex. Apply the make-up carefully with a sponge to the entire face.

the use of pre-prepared zombie clothing will ackl agreat deal to the effect. Mount shirts on simple body frames made from cardboard boxes and newspaper. Murder? Bullet holes or a protruding knife handle in their back would be simple but effective. cover each knuckle with latex. peeled back and left hangmg.blood to continue the visual impact beyond just the face. Highlight the edges with gray or green. When dry. Once the face is done. It may be appropriate to stain some with "grave mold" or rub the clothes with dirt. Tear holes where you want wounds and apply fake blood or dark red paint to the fabric around the wounds. Even if the zombies have to be organized quickly. or latex effects applied to create grisly wounds. For a more elaborate look. ehDpter 1: 3tDgecrDH 191 . stain and ruin for your zombies. rub it in a circular pattern to tear holes that will be colored with black and dark red. Rotting fingernails can be simulated with a thin covering of latex. The staffmay want to create and keep several sets of zombie clothes onhand. The final step is costuming. Otoose the look that best compliments your make-up. Consider how the person died. Mounting the frames upright allows realistic flow patterns to stain the cloth. Pants and shoes can be similarlyripped and stained. Was it of natural causes? A nightgown or hospital smock might be appropriate. Thrift stores are the best source for clothes to rip. using simple make-up or even latex masks.in will look like exposed muscle tissue. Pre-making a number of living dead outfits increases the visual impact and turn-around time for the game staff. cadaverous look that is perfect for old and shriveled zombies. tum your attention to any other exposed flesh. Were they attacked by the living dead? A bite on the ann or shoulder is easy to simulate simply with the subject's clothing. Clothing that is too small for the actor will create a bloated look that is realistic for the freshly undead. The natural wrinkles on the actor's sk. all of the subject's fingernails could be concealed in latex with fake nails attached on a few fingers. On the hands. Clothing that is too big for your subject gives a withered.

The fastest and easiest technique is to use a Nosferatuinspired vampire mask. If you want to explore other options than latex masks. muzzlelike appearance.Ghouls An old favorite of Cthulhu Live games. you can experiment with greens and yel- 192 Clhulhu hive Srd EdilioB . Starting with the neck and working down. spraying the mouth of themaskwith amist of water adds a wet and realistic sheen. such as collarbone. around the edges of the biceps. pectoral muscles. Be sure the neck is adequately covered to minimize the contrast behveen the mask and the actor's skin. apply brO\Vn make-up in splotches to the chest. Immediately before the ghoul enters game-play. Finally. Since you are not tied down to the black and white color scheme of the mask. apply baby oil to your subject's body and sprinkle talcum powder or flour to achieve a pale. Apply black cream make-up around your actor's eyes to minimize the contrast beween the mask and the actor's skin. whether the actor has a defined body or not. Make the ghoul's arms and legs appear longer by exaggerating muscle length and decreasing width through careful shading. and so on. splotchy appearance. blend black make-up with white to create a dark gray make-up cream. but typically feature pointed ears. The actor should dress in whatever ragged clothes that are the costume. sinewy appearance. in order to identify what areas of the body need make-up. beween the ribs. ribs. If on a budget or under time constraints. you will need to drastically alter the actor's appearance through make-up. and similar areas. You can accentuate bone and muscle structure. ghouls can be simulated through several techniques. A cheap set of novelty plastic vampire teeth fills their mouth with fangs and often stretches the mouth into a contorted. to give the ghoul a strong. a sharp chin. These latex masks come in various styles. apply white make-up to highlight the contours of the actor's body. Fake blood gives the ghoul a nice "well fed" appearance. and huge teeth. For the next step. above and below the collar cone. arms and legs to simulate dirt and grave mold. Shade the recessed areas of the actor's body. knees.

Costuming for ghouls is a tricky balancing act. tattered appearance. use an old shirt and trousers from a thrift store. unlined artist books available from an office supply or art supply shop. remaining decent without making the ghoul seem modest. Or. Fray and rip the edges to your satisfaction. Use a bald sk. loping gait. but a cherished game prop that can be used again and again. or afteIWards. then this is not a problem.lows. but the time and effort required is considerable. Remember that ghouls are living. A well-made and realistic tome is not just good for disturbing your relatives and visiting neighbors. Take a scrap of cloth and make a simple loincloth. staining and painting it until they are mere vestiges of their former shape and color. The book may be "aged" prior to hanffivriting the text. ripping. OtheIWise you need to focus on an unplanned. or blues and grays. A useful prop would be a large beef bone from the butcher's section of a supermarket. nose and chin. The make-up patterns described above can be used with any light/dark combination of colors. Streaming and tattered rags would become snared in roots and masonry within the burrows. but are by no means required. cutting.in-wig or swim cap to hide the actor's hair or slick it down with hair gel. Lengthening the subject's face and jaw-line with shading and highlight their forehead. sentient creatures and would be much more practical about their rags than a zombie or living dead. Some prop builders hand-write and illustrate their tomes in hard cover. A ghoul would be more likely to tear away its shirtsleeves completely and probably rip its trousers down to mid-shin length to maximize movement but still protect its knees from cuts and scrapes. If the actor and players in the game are comfortable with partial or complete nudity and you are playing in a controlled environment. This technique is ehDpter 1: 3tDgecrDH 193 . Latex monster hands and contact lenses enhance any ghoul. Building II Mytholi Yome Ancient grimoires and books offorbidden knowledge are often key script elements and important props. The appearance of a hand-written tome is outstanding and in many ways superior. Tell them it's for your dog! Instruct your actor to crouch low to the ground and adopt a fast.

Arabic. quality laser printers.:~:' ter combinations filling pages and pages fantasy font for your computer and transform to an old college thesis into an encrypted tome of evil. Other Lovecraftrelated sites host ongoing projects where individuals contribute their own original texts as extracts from Mythos tomes.~e~:::~:~~. Russian or Otinese. anyone can assemble literally hundreds of pages of occult and Cthulhu Mythos lore. Engli~ translations of works such as the Necronomicon. The text of several books claiming to be the true Necronomicon have been published on the Internet and are freely available for download.superb for short diaries. meaningless and untranslatable ' to the players. Building an English language tome is easier than many people realize due to the tremendous resources available on the Internet. letters and notes. these and new ones continue to be distributed beween Cthulhu Live players. You must ckl some editing and original lNfiting to smoothly bridge the transition between the cut and pasted texts. A number of complete Mythos tomes have already been assembled. such as Greek. Building Mythostomes in your native language requires forethought and planning. Personal computers. and text resources accessible on the Internet offer a much easier alternative. Other sites contain online libraries of hermetic magic and alchemy. it may an encoded diary or Languages that do not employ Latin letters.):. fall into a similar category as cipher manuscripts. but a large Mythos tome may take months of labor. In short order. lvfysteries of the Worm. Heoce\V. so an appropriate computer font transforms almost any text document into a Greek manuscript or Arabic tome. It must be rich enough for repeated use. The Text The simplest solution is a simulated C. Very fe\V players are likely to read these languages.P. Cultes des 194 Clhulhu hive Srd EdilioB .

Players may recognize just enough words to know that the book isn't complete gibberish. A way around these issues is offering foreign language tomes that replicate original editions or earlier translations of a Mythos work. Finding Texts Online Before searching for materials. The challenge with specialized books is maintaining the mystery for experienced players. so that when they do find volume seven of the Revelations ofGlaaki. More information on adapting foreign language texts will be detailed ~ortly. What book are you creating? Who wrote it? Is it the original. or German are easier to build since there is so much material waiting for plunder. they don't immediately jump to the conclusion that Y'Golonac is waiting around the next bend in the plot. there are a few important questions that should be considered. Smaller. and little enough to worry that they're missing something important. pages may be added. Living languages such as French. indiviwal volumes of the RevelationsofGlaaki and similar tomes are loaded with detailed information and built into a very usable source for specific games or campaigns. increases the risk of seeing through your text as an obvious contrivance and creating unwanted comedy relief when your investigators realize the hoary old copy of Unausprechlichen Kulten is actually composed of German independent film reviews. The likelihood of players knowing such living languages. The plarming to create tomes which players can read and use through multiple games is considerable but the final product is very rewarding and a proud possession of any game JXoduction staff. specialized books are easier to handle. Depending on the binding technique employed. or The Bookof Eibon are generally considered to be encyclopedic in scope. subtracted or altered between games. or a corrupted and inacUlrate translation? In what time period was it written? How large is the text? Once you've determined the basics and you know what language you'll ehDpter 1: 3tDgecrDH 195 . a good translation. Dead and obsUlre languages are excellent choices. the Sussex Manuscript. Spani~. Cthulhu in the Necronomicon.Goules. however.

Mixing modem texts with medieval ones can be awbvard but occasionally chilling in their own right. Many sites on these rings maintain online libraries of choice materials that won't be found in mainstream E-text archives. Save relevant graphic images for digital insertion into the text. The number and diversity of E-texts available online is staggering. Copy online materials suitable to your needs into files for subsequent editing and layout.be using for the tome. refine your search to materials from the right time period in which your work was written. When looking for foreign language texts. It's time to customize and modify your raw material. for example. Collect a list of foreign keywords related to your subject matter. Use your word processing program to find and replace certain recurring words with the names of Myth os and occult entities and locations. Refining the Text By now. If working on a 196 Clhulhu hive Srd EdilioB . Replace place names with new place names. use a translation dictionary or an online translator or dictionary on the Internet to assemble keywords. Locate and search through magic and occult web-rings. or as references for hand-drawn copies on the printed page. you've hopefully found more than enough material for your monstrous tome of forbidden lore. and make sure that the names and places are appropriate for the content of your tome. Keep your replacements consistent and logical. as these will prove invaluable for searching the net for the appropriate texts. Foreign language religious texts are the easiest candidates for The Word Replacement Game. and as close to the right subject matter as you can. Aplayerwho can read a little bit of the foreign language may suddenly point out how one chapter deals with the nature of the four classical elements in respect to alchemy but the next paragraph deals with nuclear thermodynamics and the particle acceleration of materials ejected from stellar masses.

to simply Christi. Replace angelic names with Great Old Ones and saints with suitable historical characters or monsters. it's a good idea to keep any gender. Allah. Keep in mind items in the original that will now be associated with the new text concerning Hastur. If the book was printed. Yuggoth might be a poor choice. Work your way through shorter and ~orter variations on the originallllltil you get tired of using simply "Hastur. to ensure proper margins and spacing in the document.25" to 1. ehDpter 1: 3tDgecrDH 191 . try to replace all references to God. Will it be a "hand-Mitten" tome? Then select a hanffivriting font in an appropriate script ranging from elegant calligraphy to a barely legible scrawl. Eighteen to twentysix point fonts are a reasonable size for most "old tomes. Apollo. Location names ~ould be replaced with care. or whomever with the likes of Azathoth. Determine the most appropriate font size.1es. Layout the text into major sections with appropriate titles and paragraph breaks first. Jupiter. then decide what font you will use for printing. But "Jesus Christ" will appear in a variety of forms. and your own patience and creativity will largely determine the degree of neurosis you take in these sorts of replacements." Line spacing can be adjusted on most word processing programs. Where applicable. Work backwards by taking the longest forms of the name you can find. If the context is referring to a nearbytO\Vn. consistent with these replacements. Keep conjugation in mind. and replace that with the full blown "Hastur quo Ineffabilis". Getting ItAIl Down on Paper Consider the binding technique you will use prior to layout and printing. Try this option out when creating "hand-written" tomes. the targeted outcome. from Jesu Christos. real or imagined. while Mary might be one of several names replaced with Shub-Niggurath. Jerusalem becomes Carcosa. This can be carried to any extreme you choose.." Don't forget to include the occasional "Quo Reqis intus Fulvus" (The King in YellO\V). Nazareth becomes Aldebaran. Hanffivriting fonts ~ould always be set at a larger size than moveable-type fonts. Joseph and Mary will appear in the text in relation to Hastur with reasonable frequency. since this causes font characters to spill over one another in a cramped and authentic appearance. but 1. Use your translation dictionary to replace such verbs as glorious with noxious. Joseph may make agood Cthulhu. but Irem may be ideal. In a Latin text. but make it work to your advantage.5" side margins may be required for others. One-inch margins are fine for most binding technicp. The source material. such as Jesu Otristos.religious text. for example. what was the time period? Find a nice gothic black letter or similar moveable-type font from years gone by. Jesus Christ is a prime candidate for becoming Hastur the Unspeakable. and so on. Nyarlathotep and Yog-Sothoth.

After the pages are printed. 198 Clhulhu hive Srd EdilioB . Scan through the file at least once more before printing. cut out.Once the new font and size are selected. Visit your local copy ~op or spend a little time "working late" at the office one night. word replacements that were skipped or should now be reexamined. You can photocopy your tome onto parchment paper. Some punctuation marks are not in certain fonts. Make sure page breaks fall at logical places in the text. it's time to fire up the printer and run off a master copy. Proceed with confidence that your familiarity with the project will allow you to pick up and fix much more than your players will usually be able to spot.vings. and eliminating inappropriate numerals or text characters. the tea dipping station. looking for sections that don't fit. This may include replacing specific letters. Soak the pages thoroughly and hold them over the dipping station to allow excess tea to run back in the pan. Make several back-up copies of the word processing file and store them in a safe place. These images may be photocopied. Final details should be dealt with now. and pasted into those blocked out spaces on the page. such as "u" being represented by "y' in medieval Latin. in the tea. and a cookie sheet covered with several layers of paper towels.vings can be made in these spaces. Adjust formatting and paragraph spacing accordingly. you'll have to go back through for final tweaks and changes. The title page will be the first thing your audience looks at. or old art books for horrific etchings and woodblock prints. When all is finished. strange magical characters and creepy original ink drw. You will probably want illustrations in your tome. occult books for elaborate magical seals and characters. You may then photocopy the pasted page to create a clean single sheet for your master copy. so it ~ould look good and translate to your native language as accurately as you can manage. Layout an assembly line consisting of a stack of your photocopied pages. Always maintain both the printed and the electronic original. Stack the wet pages on the paper towels. Photocopy your single-sided original into a double-sided format. Insert digital images in the text. one by one. but the aging process detailed in the next section produces wonderful results with standard white paper. Immerse the pages. Flip through role-playing books for appropriate monster drw. Check the copy carefully. Chapter/Section Headings ~ould make as much sense as possible and ideally pertain to the subject matter of the section. The Aging Process Fill a large pan or casserole dish with a strong mix of water and instant ice tea. and any other items that stick out as being unsuitable for one reason or another. or leave windows and blank spaces in the text during layout.

although the process can be hastened by setting the pages on or near a low temperature heat source such as a radiator. If you plan on using this technique. use unwaxed dental floss or heavy thread to sew the pages into bundles using the pre-punched spiral binding holes. will then be mounted into the cover. ehDpter 1: 3tDgecrDH 199 . After the pages are dry. An authentic but laborintensive technicp. or several bundles of them. Binding the Pages There are a number of ways to handle the binding. gradually splitting the stack into smaller bundles as the water naturally evaporates. they are extremely delicate. Tum the drying stack of pages over every six to eight hours.. Do not attempt to separate individual pages from the wet stack or you will tear them. The tea inside the pages will seep down with gravity.1e involves sewing the pages together and mounting them in a hard cover binding. The preferred drying technique is simple fre~ air. leaving your bottom pages excessively dark if you don't periodically tum the stack. Be very careful in the aging process as this border will be very delicate when wet. These sewn pages. consider getting the edges of your pages punched at a copy shop for spiral binding before aging them. use a low heat setting and an intermediate buffer such as several layers of fre~ paper towels. This technique may take a week or longer for large tomes. An easier and very effective technique is to age the pages. dry them.When these pages are wet. If placing them directly on a radiator.

with the inside edge or the pages slightly protruding from behveen the plywood. bloody steak before tossing it on the grill can achieve more extreme effects. Page alignment for punching holes is easier when done before the aging process. The gummed flaps of these "archive" covers fold part way over the margins of the first and last pages. 200 Clbulbu hive 3rd EdiliolJ . You can accomplish the same effect for tomes mounted in old book covers with hot glue or very strong craft glue. You may prefer an manuscript with brighter colors and even gold-gilt dark green and gray paints and smudge the edges of pages with this "mold" and "milde\V". or obtain new hard book covers with a gummed spine and flaps from library supply companies. sculpt it into terrifying relief shapes and paint it as appropriate. Gut the pages out of interesting old hard cover books. Use a paper puncher and screw-post binders to assemble the pages. . Perhaps a few pages are damaged by fire or smeared with spilled wax. Sorcerers and scholars may have jotted down notes and observations in the margins. The screw-post binders can either penetrate the cover itself. Remember that the tome might have passed through many hands. Fan the edges lightly with a thumb and use a hot glue gun to bind the inside spine of the pages. or to replace pages damaged during game-play. The same paint can simulate dried blood. You might want to create a binding that can be broken down at a later date to insert new pages. Burying your tome in the backyard for a week or hvo or taking unconventionalliberties with a raw.and then assemble in a tight stack. Con~ der tinting some illustrations with watercolors. or the screw-post binders can attach the pages to the cover by means of interior flaps. Coat the cover with a modeling compound.lors are subtle and wa~ed out. or watching a film. Use paint brushes or air bru~es to fini~ and detail the surface.m" l om. Just remember that you're going to have the live with an overly authentic mildewed and reeking tome after the game is finished. Cover it in leather with metal edging and clasps from a hardware shop. you can scrawl them· the margins of the book or leave footnotes next to certain passages and illustrations." as an ongoing project. If you stumble across ominous quotes when reading a book. Finishing Touches The cover can be as simple or as elaborate as you desire. effectively hiding the stitching or staples. Use hvo pieces of plywood and several clamps to press the pages tight together. creating the look of decorative rivets running along the sides of the spine. Keep the paint "" .

or other acts of high weirdness and public disturbance ~ould still be conducted in a private setting.Maximizing l:Iame !. arrest. particularly in a contemporary setting. since everything from casual conversations to gun battles and grandiose occult rituals may be staged at that single location. Every preplanned combat sequence. Unlike medieval fantasy live-action games or horror games with a dark urban punk setting. discretion and respect for other people are paramount when in public. Even if 1920s or 30s vintage attire is worn. it is unlikely to drw. players in most Cthulhu Live games tend to dress conservatively or even semi-formally. Many ne\V possibilities are opened if transportation is not an issue and the game timeline permits players driving to multiple sites. If transportation resources are limited. Don'trisk. are very effective when held in public locations.v negative attention and typically warrants nothing more than a few ehillpter "1. negative pUblicity or even physical harm to your players by foolishly planning events and actions that are inappropriate or dangerous in public. monster attack. although there are always exceptions.oczJtiOmii Whether you are running one-shot games or campaigns. This necessitates a reasonably private venue. Suits. But some game scenes. ritual. always consider how to get the maximum use out of each location.: tstillgecrillH 201 . Common sense. dresses. most games will be held in a single location or at several sites within walking distance. conservative shirts and slacks are commonly worn.

The players may need an artifact from a rare bookstore. If staging a scene in a restaurant or bar. photographs or a briefcase full of play-money might take place in public parks. occult or antique shop. If the game staff is staying at the hotel. Perhaps the players are told to meet an old man playing chess in the park. Meetings to exchange information. They may have previously been given a claim check and must go to recover a briefcase or a coat with something important stuffed into the pocket. Speak with the owner of the store in advance. An NPC posing as the curator of the "rare-book collection: can waiting at the scene to meet them. Let your use of their facility. arrange to have the artifact somewhere in his shop for the players to find and purchase with play money. Send the players to the local public or university library in order to conduct research. restaurants. bars. during a convention game for example. artifacts. so larger groups may need to split up and take care of ta~s at different locations. consider 202 Clhulhu hive Srd EdilioB . be quiet. discrete and do nothing that will upset the management or paying guests. If in a nice hotel. be :. Discrete meetings to gain information or critical items make effective use of public areas. file your prop on an appropriate shelf in the library and slip a few dummy cards into the catalog files so that players must look up the book's location. hotel lobbies. The players may meet a hardboiled detective or junkie stool pigeon in the back booth of a greasy spoon diner. be courteous to other clientele and encourage actors to order something to eat or drink.:~~c~ir~be awell-cressed are to structions. Explain that you are playing an interactive game like a murder mystery and ask ifhe'd be willing to let the players show up for a few minutes on a certain day and time. Scenes in public are best with no more than a half-dozen players to minimize attention. If the prop book is not considered to be ooder tight control. nightclubs and so on. If the owner proves cooperative and seems to enjoy the idea.curious glances. Many small store merchants find the idea charming. Plan the scene likely to ()fder at least a drink. but always ask permission before staging a scene in their shop.

A dramatic "wet" gore scene is best staged in a tiled bathroom.guest rooms as additional locations. In other words. art galleries. with players taking photographs of the scene. for the players to Sa\V up and smuggle out in plastic bags! Museums. science and technology exhibits are fine locations. only to find him butchered in the tub with gore splashed across the bathroom walls. While it may sound repetitive. Mysterious keys used to open bus station or airport lockers are easily incorporated in live-action games. If you rent a motel room for such a scene. staging a game scene outside a dO\vntown crack house at one o'clock in the morning is not a wise decision. fitted with internal blood packets in the limbs. Do not leave a staged gore scene behind for the housekeeper to find the next day! Your address and credit card information are kept on file by the management and the authorities might not be amused after being called in to a presumed murder scene. This could serve as the starting point of a murder investigation. you cannot stress enough the imporehDpter 1: 3tDgecrDH 203 . Recovering the safety deposit box key and gaining access to that information may be an important goal. The game staff is expected to use common sense when selecting locations and times of play. What a perfect time to build a corpse prop. Of course it might be part of the players' job to clean up the murder and conceal evidence that it ever took place. Perhaps the players are sent to meet a fugitive hiding in a fleabag motel. Don't forget wharf side docks near ramshackle old warehouses or back alleys in the heart of the city. but members of the game staff must stay behind to clean up afterwards. Secret documents or critical artifacts can be left in a room safe or a safety deposit box at the front desk. collecting fibers. be respectful of the property and don't do anything that will damage the room. Stain your own "blood-soaked" sheets with paint and allow them to dry completely before the game. dusting for prints and looking for clues that take them to the next scene in the game. A room in a budget motel isn't that expensive to rent as one of several game locations.

Is everything valuable and fragile put away? Put the things that could hurt someone under lock and key. 204 Clhulhu hive Srd EdilioB .tance of discretion. Don't allow irresponsible or immature players to ruin agame and generate negative pUblicity for our hobby by perforrning any dangerous. IDtely Dnd lecurity in ethulhu . Announce before every game that non-consensual physical contact will not be tolerated. Warn players about problem spots in the house. respect and common sense to your players and game staff whenever game scenes will be featured in public areas. Never use real weapons as game props. Are there any actions or rituals in the script thatmaybe JXoblematicwhen perforrned?Walkthrough your playing areas with the script. stepping into game-play to arrest. and storytellers. The Keepers and staff members keep toy police badges in their pockets. Keepers have every right to throw players breaking such rules out of the game. but never allow players to brandish realistic looking weapon props in public. Please keep in mind that the host also has a legal obligation to see that the environment provided is safe and secure. plan the game in all the safest places in your home. especially if you're playing in someone's home. Identify potential trouble spots in the story. prop-managers.Live Keepers and game staff for Cthulhu Live events assume multiple roles. and so on? Can the setting support the total players and staff without being too small and constrictive? Inspect the game setting one last time just before the event. The host. disarm or hassle players threatening to cross the line during play in a public area. small furniture in the way. ~ould be included in planning the event. Don't be afraid to kick someone out of your game if you think they'll contribute to an unsafe environment. The timely appearance of "game cops" is a less extreme but very effective measure against players pu~ing their limits. falling paintings. Weapons are usually the first things to come to mind. they also take the role of safety officers. The Keeper and his staff must concern themselves with both the quality of the story. It is the responsibility of the host to ensure everyone has a safe and enjoyable experience. Realistic looking weapon props maybe alright in a tightly controlled game environment. Role-playing games are meant to be fun and creatively stimulating social events. Besides being directors. Props bring another question of safety. Show everyone what weapon props will be used. Is there anything in the area that has the potential ofaccidentallyhanning a player or staffmember: statues that can be knocked over. as well as the well being of the players. ifnot already the Keeper or another member of the staff. illegal or stupid actions.

late one night.the game continued. everything was comfortably resolved. just as it is the player's obligation to be careful and responsible during play." If they want more detail. Show the means you've taken to ensure everyone's safety. listen to their suggestions. A couple examples include the infamous "summon cops" spell inadvertently cast by a Keeper through the ignition of a giant. Explain what is happening in simple terms without going into too much detail.vs are being broken and people are safe.vs about quiet times in your to\Vl1. If the police are called. Once he was assured it wasn't a roving gang and the intentions were innocent . You might want to tell your neighbors that you are having a small event at your home and they ~ould call you directly if the have any concerns.Show the same concern when working with special effects and costuming. Quiet things down if they ask. show him your props and script.if a bit unusual. It only takes a few careless incidents or negative pUblicity to spoil the hobby for everyone. Rhode Island. sound effects and smoke might all be a nuisance to your neighbors. the host and Keeper should be present to speak with them. flaming elder sign cut into an open field. The Keeper and staff of a Cthulhu Live event ~ould have the safety and security of the players and environment on their minds at all times. If they heard there were weapons. The same held true after a conversation with an officer checking up on a group of players roaming all over College Hill in Providence. It doesn't hurt to check your municipallw. Courtesy and sensibility are keys to having a successful game event. After showing the police the careful safety precautions and advance planning that were taken and reassuring them that this was just one of those "murder mystery" games. Light. give it to them. The key is just exercising common sense. It is their job to provide a safe environment for the players. The concern of the police is that no lw. music. so please be smart and safe when you play Cthulhu Live. If the officers make any comments about excessive noise or lights. Live-action role-playing is great fun and a fantastic way to enjoy the traditions of Lovecraftian horror. Most police are content to just know that there is no real problem and "it's just one ofthose murder-mystery parties. ~ ehDpter 1: 3tDgecrDH 205 .

Variable modifiers may be introduced at Keeper's discretion.No Sweat 2 .Impossible Team Efforts Player with highest skill is the team leader. a critical failure may result Dlrnculty 1 .Average 6 .Routine 5 . Raving Mad! Fa'Yade Level Fine Foreboding Foul Fiendish Feral Freaking Insane! Permissioll grallled to photocopy for perso"aI use . POW) and compare to diffiUllty score target determined by Keeper.Challenging 7 . CON.tS POW 18-20 15-1 J 12-14 9-11 1-8 0 Shade of Terror Red Orange Yellow Blue Green Sanity Level Solid Shaken Spooked Scared Screaming Stark. Unskilled attempts test at half the rupporting stat score. Leader 's skill level and supporting stat are multiplied as normal. Team members with the correct skill contribute half their supporting stat (00 multipJiersused) to the leader's score. ~zmjtv l'e:.Easy 4 . He can manage up to one additional person per ~illievel in the team effort. DEX.Simple 3 .Difficult 89Extreme Superhuman Success Score 5 11 18 26 35 45 56 68 81 95 10 .Clhulhu Live 31'd Edilign K~~p~r Chfi:Dt ~h~~t BIJ:ilc ~kill Ke:iolutlon Multiply Skill level by suworting stat score (EDU. Team members without the correct skill contrioote only three points each to the score of the team leader. If the players score is 50 or more points less than the test success score.

Knock opponents weapon out of his hands.Attack faster than usual.Move and attack at base weapon damage at the same time.Additional damage from powerful melee attack. E"'ade .Drop opponenl to ground. Def nd .Dual weapon attacks at base damage. Trick S.Skill with full-auto weapons.Render opponent unconscious. Aiming . Counting up from lowest to highest DEX. Trip . Resolution Pilase .Extra burst of speed to evade melee or flee. Counting down from highest to lowest DEX Standard Combat Actions Allack . Two Weapons .Melee or ranged attack armounced. Hold .Draw and fire in the blink of an eye. Mighty Blow .Announcing intent.Combutl Deciaration Phase .Completing announced actions. Double-Tap . Automatic W eapoll .Move to another location. e MQve . Run & Gun . Armor Armor Leather Otainmail PlateAnnor Light Ballistic Heavy Ballistic Defense 1 3 4 3 4 Noles No defense against firearms No defense against firearm s Defense 1 against fireanns No defense against melee Defense 2 against melee Permissioll granted to photocopy for personal use .Miscellaneous actions and ~ill use.Throw a weapon to cause damage.Double-shot with a single weapon .'ot . Improvise Weapoll . but at reduced damage. Quick Draw . PeljormAclioll . Marksman . Knockout . Tlm::m W eapon .Accurate aimed shots for extra damage. Special Attacks (Must have appropriate skill specialization!) Disann .Fancy 9100ting at !ileciaJ target locations.Use an improvised weapon as a skilled attack.Hold an attack until opportune moment later in phase.Careful aiming of ranged weapon to increase damage. Lightning Strike .Put all efforts into deflecting damage.

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