Professional Documents
Culture Documents
Keeper's Handouts
1. Introduce the Game 3. Create the Cultists 4. Create The Starting
Read the following to the players: Give each player a copy of Player 3c. Create Family Connections
Situation
• This game is about cultists in small Handout A (the character sheet). If you have an excellent or average Ask the players where their temple is
town America reputation, choose a family and what stops it from being
• The tone of the game is noir In the following steps, write down any relationship where you live with discovered.
• Most of us play cultists trying to supporting characters who are created someone:
summon the dark god, Soth or implied. Tell the players they are about to
• We play the game to put the cultists • Marriage perform the first of four rituals to
under pressure and to see if they can • Relatives: parents summon Soth: ‘The Lighting of the
succeed 3a. Choose Roles
Ask the group the following questions: Way’. The ritual is taking place in the
• Media influences include Breaking If you have a seedy reputation, choose temple right now, at midday. All of the
Bad, Dexter, Hannibal, the Saw one of the following relationships: cultists are there. As a group, you'll
series • Which one of you keeps hold of the
Tome of Soth? [Give them Player figure out how it went.
• Cultists murder innocent people • Marriage (live together)
• If you're ever uncomfortable about Handout B]
• Which one of you leads the cult? • Relatives: parents (live together) Ask the cultist with the Tome of Soth
any other violence or abuse that • Relatives: siblings to complete Player Handout D.
enters the game, anyone can call a [Give them Player Handout C]
• Divorced with children
timeout and we'll discuss it • Widower with children When prompted, say what went wrong
• Here are 2 techniques to help us Resolve ties with a dieroll: highest
result wins. Anyone who rolled the die • A strong nonfamily relationship en route, and asks how the cultists
• Lines are subjects we won't allow • Unmarried sex partner dealt with it. Assume they succeed.
• Veils allow us to describe an event increases their Clarity by one point.
less graphically The winner increases Clarity by one
additional point. Ask the cult leader to complete Player
3d. Create Obligations Handout E and share the results.
Each player invents a daily
Cultists without a role get Clarity = 0.
2. Create the Setting Obligation their cultist has to their When prompted, name the victim and
job, community or friends and family. describe their last words. Make their
3b. Choose Reputations & It must bring them into facetoface
• Group decides: 1920s, 1950s, 1980s last words problematic for one of the
• Group decides: Kansas, Louisiana, Create Occupations contact with a specific person.
Ask each player what their cultist’s cultists. You can:
Massachusetts, California
• Keeper decides on a town: Greenville reputation in the town is: Excellent,
Average, Seedy. 3e. Choose Names • emphasise an emotional connection
(near a lake or river), Ashland (near • make this death cause a problem
a former centre of industry), Milton Ask the players to name their cultists
Each cultist chooses their occupation (if they haven't done it already). Use • hint at a secret only the victim knew
(near an old railway line),
Winchester (near a large, effectively based on their reputation. Examples Keeper Handout 6 (Names and
on page 17. Places), if necessary. At any point, ask clarifying questions.
unmapped forest)
• Highlight time and state on Keeper's Add any new supporting characters to
Handout 3. the relationship diagram.
1. Introducing the
5. Suspicion Suspicion 5
First Names by Decade Names of Roads
1920s 1920s 1950s 1950s 1980s 1980s A road named after ...
Albert Lottie Roy/Ray Evelyn Jason Alice • a surname or first name • something built by humans
Clarence Flora Joseph Blanche Jeremy Heather • a tree or natural feature • another state or city • a road you have lived on
Earl Ida/Irma Charles Ruth Tom/Tod Jennifer • a direction or a number • a religious or historical figure • a value or ideal
Oscar Nettie Frank Lucy/Lois Chris Molly
Eugene Dora Harold Marion Alex Nancy Types of Roads
Claude Viola Carl Vera Billy Lisa/Liz Alley, Avenue, Boulevard, Close, Court, Drive, Lane, Place, Route, Rue, Road,
Square, Street, Terrace, Way
Lester Agnes Jack Jean Dave Natalie
Clifford Esther George Dorothy Doug Blair Examples
Dewey Clara Edward Bettie Patrick Cindy Main Street, North Road, Oregon Way, Pine Avenue, Olson's Lane, Station
Percy Harriet Ralph Shirley Andrew Robin Place
Your cult has decoded this ancient tome of spells and knowledge. It has a rotting brownand
black leather cover, and is about 300 pages long. Some of the pages have been defaced by the
scrawls of people who have previously possessed and studied it. Two pages are missing.
Where do you keep the Tome? Write it down (and show the Keeper): ____________________________
If someone finds or takes the Tome from you, give them this card.
If multiple players want to seize the initiative: 1. Mention Soth or say something odd Dying
2. Hint at your superiority to the noncultist
• cultists go before Investigators 3. Say something that flags to the people you’re with You can take three points of injury before dying.
• the cultist with the lowest Clarity (closest to that all is not well with you The fourth point kills you.
zero)goes first 4. Perform a single action that demonstrates all is not
• If the cultists' Clarity scores are equal, these well with you To reduce from ...
players each roll a d6. Highest result wins. 5. Describe an aspect of Soth's glory or power ... 3 to 2 injuries requires two weeks of healing
6. Hint at the cult’s plans and care
7. Indirectly or subtly confess to a cultrelated crime ... 2 to 1 injuries requires 3 days of convalescence
Replace the Cult Leader 8. Menace the person you’re with ... 1 to 0 injuries requires a short recovery period.
You can replace the current cult leader with a vote If you forget to do this, you still did something If your cultist dies, you get to play other members
or by murdering them. There's a maximum of one suspicious—you just don't know what it is. The of the town, including the Investigators.`
vote per day. The cult leader can take an extra Keeper gains Suspicion equal to your Clarity.
point of injury (see 'Dying', on the right).
If your Clarity is higher than 8, choose 'Menace the
Summon a Servitor
person you're with'. 1 2 3
If you have the Tome of Soth, you can summon
and command a supernatural creature. A. Character Sheet
A
The Tome of Soth You are now the holder of the Tome of Soth! Gain one point of Clarity.
Your cult has decoded this ancient tome of spells and knowledge. It has a rotting brownand
black leather cover, and is about 300 pages long. Some of the pages have been defaced by the
scrawls of people who have previously possessed and studied it. Two pages are missing.
Where do you keep the Tome? Write it down (and show the Keeper): ____________________________
If someone finds or takes the Tome from you, give them this card.
1 The Lighting of the Way has been completed. To conduct the summoning ritual
Touch the Tome of Soth and neglect your daily Obligation.
If successful, ask the Cult Leader (or the NB: Servitors cannot speak but do understand.
person with Player Handout C) to start Soth may reward your faith with a servitor.
the epilogues. Anyone can command it—you must never
NB: You can reattempt a failed ritual. B. The Tome of Soth The Tome of Soth B
You Are The Leader of If You Complete the 4th
The Cult ... Ritual...
Gain 1 point of Clarity. Read the following aloud to the group:
``
... Soth appears.
During rituals, you choose which cultists
murder the sacrifice(s). These cultists The player of each surviving cultist narrates an
increase their Clarity by 1 per murder. epilogue. Describe the fate of your cultist (and
other people from the town, if appropriate).
You can give each cultist an order
You can’t say what happened to other surviving cultists,
they must obey, once per cultist per
but you have the option to incorporate their hints.
game. This order cannot involve
them killing themselves or putting Each epilogue should describe the increasingly horrid
themselves into a position where condition of the world.
their death is inevitable. Which surviving cultist has the highest Clarity? Say:
You gain the ability to take one You have the first epilogue. It's set one year after Soth
extra point of injury: was summoned.
The first ritual to summon Soth (The Lighting of the Way) had to Now I'll choose one of you to make the sacrifice.
happen urgently at midday at the temple.
That means we had to abduct the victim we are sacrificing without Choose one of the cultists to make the sacrifice. Say the
making any preparations. following to them:
Ask the group this question:
I choose you. Are you the victim's friend or their lover?
Which one of you helped me abduct them? Once the cultist has chosen, say the following:
You (the Holder) had to take the victim from somewhere you Because you're making the sacrifice, increase your Clarity by 1.
could have been observed. Tell the group where that was.
Ask the group for ideas, if necessary. Read the following information aloud to the group:
Ask every cultist (including yourself) to answer this: Any time you murder someone, you increase your Clarity by 1.
Each of us needs to answer this question: What did you do during the If the identity of the sacrifice hasn't already been established,
abduction or while travelling to the temple that could have drawn ask the Keeper to give them a first and last name.
attention to yourself?
Then, ask every cultist (including yourself) this question: Ask the Keeper to tell the group what the sacrifice's last
words were.
Each of us needs to answer this: Who did you have to ignore or E
disappoint in order to kidnap the victim? What's your close or
personal connection with them?