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Keeper's Handouts

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

Introducing the Game 1


5. Assign Suspicion 6. The Consequences 7. Ask The Cultists What
Read the following to the players: 6a. Play Out The Aftermath Of
They Do Next
6e. Randomly Assign The Keeper can put this sheet aside
The Sacrifice Compulsions now. Run the rest of the game using
• Your goals are to advance your cult’s Ask the cultists: Once there's a natural pause in the the following handouts:
plans to summon Soth and to prevent game, shuffle and hand out
your crimes from being detected • what they do after the sacrifice Compulsion cards (Player Handout F). • Use Keeper's Handout 3 to react to
• I'll play people trying to stop you or • if there were any loose ends to this
figure out what's going on sacrifice and (if so) what they do what the cultists do
A Compulsion is something sub­ • Use Keeper's Handout 4 to resolve
• If you play cultists who are obviously • what they will do with the body optimal the cultist has to do once per
crazy, it'll be easy for you to fail conflicts, assess injuries, and
day. command servitors
• Now I'll figure out how much
Suspicion your kidnapping and Tell the cultists that the next ritual can • Use Keeper's Handout 5 to assess
sacrifice have caused be performed a day from now. The Once Compulsions have been how suspicious the cultists' actions
• I'll do this secretly throughout the owner of the Tome of Soth can tell assigned, the Keeper asks the cultists are and to use the Investigators to
game: the more suspicious your them more. what they do. cause them problems.
activities are, the more power I'll
have to stop you. 6b(i). Introduce a Witness 6f. Update Relationship Diagram
Introduce someone who can see one or
Choose which of the following best more of the cultists doing something
matches how the kidnapping and suspicious. 6g. Create an Investigator
sacrifice played out: If the cultists' actions have earned any
Suspicion, spend 1 Suspicion to turn a
• Was it a perfect crime? 0 Suspicion –or– supporting character into an
• Could someone clever figure out the Investigator.
crime? +1 Suspicion
• Was there a loose end? +2 Suspicion 6b(ii). Start an Innocent Chat
• Was the crime obvious? +3 Suspicion Introduce a supporting character and Choose someone who:
• Is the crime obviously linked to one have them start a lengthy, innocent
or more of the cultists? +5 Suspicion and probing conversation with a • saw the cultists acting suspiciously
• Was a cultist caught red­handed? cultist. • is related to the victim
+7 Suspicion • has had an opportunity to observe a
cultist's increasingly odd behaviour
6c. Assign Suspicion • noticed the kidnapping, or
Add this amount of Suspicion to After this encounter, evaluate how • is the person in the town most likely
Keeper Handout 5 (Suspicion). suspicious the cultists' responses were to become suspicious or who has the
using the following sections of Keeper most curiosity.
Handout 5 (Suspicion):

• Deceive or Cover Up 6h. Mark off any time that's


• Mask of Sanity elapsed
• Table Talk Use the calendar on Keeper Handout 3
to record time passing .

6d. Review Obligations


If any of the cultists' Obligations are
urgent, ask how they will fulfill them. 2. Introducing the

Introducing the Game 2


Ask What The Cultists Describe These Aspects Evaluate Clarity Mark Off Time Passing
Do Next of the World A cultist gains 1 point of Clarity when on the Ritual Calendar
Tick the decade you've chosen: they: At the end of each day, increase
• sacrifice someone or murder Suspicion for each of the following
Make The Cultists' Lives someone outside of a ritual conditions that are true:
As Difficult As They 1920s: Emphasise conservatism and • possess the Tome of Soth for the
tradition. (Population: 700) • an individual Investigator is still at
Deserve 1950s: Emphasise trauma from
first time
• become the new leader of the cult large [+1 Suspicion, per individual]
If you're unsure what to do next, World War 2, and paranoia about • seize the initiative in a conflict • a team of Investigators is still at large
choose one of the following options: communism. (Population: 3,000) • don't act on their Compulsion at least [+2 Suspicion, for each Investigator
1980s: Emphasise the threat of once per day, or in a team. Does not stack with the
nuclear annihilation in Reagan’s • when a Compulsion card says so previous option.]
• Spend Suspicion and describe the cold­war America. (Population:
results 5,000) If an Obligation has not been fulfilled,
• Show the emotional consequences of
the cultists' deceptions, crimes, or
The Mask of Sanity people = days missing will look for the
muders on the community Describe These Aspects During long or intimate talks with cultist (to a maximum of four people).
• Introduce someone a cultist doesn’t of Small‐Town Life non­cultists, a cultist with a 'Clarity
higher than 1' must choose one of the
want to see Day One Morning
• Start a conversation with a cultist: Tick the state you've chosen: following actions rated equal to their Midday
Kansas: Emphasise the rural Clarity score or higher: Midday
have an established supporting Evening Evening
character or a new character ask isolation Midnight
Louisiana: Emphasise the close Midnight
them innocent but inconvenient 1 Mention Soth or say something odd [Assess] [Assess]
questions. Maintain this knit, inter­related community
Massachusetts: Emphasise the 2 Hint at your superiority to the non­
conversation for longer than the cultist Morning Morning
cultist would like tension between the educated and Midday
the salt­of­the­earth 3. Say something that flags to the Midday
• Focus on an aspect of a cultist's people you’re with that all is not well Evening Evening
mundane life and responsibilities California: Emphasise the Midnight
differences between conventional with you Midnight
• Point out any reasons for the cultists 4. Perform a single action that [Assess] [Assess]
to split up and alternative/eccentric lifestyles
demonstrates that all is not well
with you Morning Morning
Foreshadow The Coming The Town 5. Describe an aspect of Soth Midday Midday
Greenville (near a lake or river) 6. Hint at the cult’s plans Evening Evening
of Soth Ashland (near a former centre of 7. Obliquely confess to a cult­related Midnight Midnight
industry) crime [Assess] [Assess]
• Describe an aspect of Soth that has Milton (near an old railway line) 8. Menace the person you’re with
been established by previous events Winchester (near a large, Morning Morning
• After the Sounding of the Bell ritual, effectively­unmapped forest) Midday Midday
describe a bright new star appearing If a cultist fails to use these rules, you Evening Evening
in the sky and how it changes gain Suspicion equal to the cultist's Midnight Midnight
• After the Opening of the Gate ritual, Create supporting Clarity. [Assess] [Assess]
describe the frequent earthquakes
that are now occurring.
characters Morning
Morning
Define their relationship either 'as Midday Midday
established' or from the following list: Evening
Describe the World and Evening
Midnight Midnight
How It Responds Family, Friend or Enemy, Work, [Assess] [Assess]
Sex, History, School
3. How To Run The How To Run The Game 3
Resolving Conflicts Describe What Servitors
Do
Murder Other Conflicts (cont.) Other Conflicts (cont.) The holder of the Tome of Soth can
If a cultist tries to murder ... Keeper sets the duration of the round Keeper decides on the action's effect: command a Servitor to perform one
by establishing which character will action against one thing. Each
• an Investigator, then the murder finish their intended action first • 1 Injury: stunned condition on the command counts as
succeeds unless the Keeper spends • 2 Injuries: requires bed rest an additional command.
Suspicion (in which case, use the Characters act in the following first­to­ • 3 Injuries: requires hospitalisation
'Other Conflicts' rules, below.) last order • 4 Injuries: death To determine how the Servitor obeys,
• any other supporting character, then • Non­Injury effect: change the ask the summoner what their ‘number’
the murder succeeds • Anyone who seized the initiative: situation or affect capability, is. The Keeper rolls a d6 and subtracts
• a cultist, then use the 'Other * Cultists before Investigators resources, or position. 1 from the result for each additional
Conflicts' rules, below. * low Clarity before high Clarity command.
* Tied Clarity, roll d6 (higher wins) An Investigator can only inflict 1 Injury
Manipulating Supporting Characters • Characters without a disadvantage per turn (cost = 1 Suspicion). • Over the number: The Servitor
The cultist succeeds if the supporting • Characters with a disadvantage performs any commands to the
character: Repeat until a winner is clear, no­one letter, and nothing more.
For the last two groups, the action is willing to continue, or stalemate. • Draw: The Servitor performs any
• is not an Investigator, and order is based on whether a character commands to the letter, but causes as
• has a positive relationship with the has superior position, resources, or
cultist, and capability (including a lack of Injuries, Healing, Dying much havoc as possible in the
process. Increase Suspicion by an
• the town is not 'suspicious and injuries). To reduce from ...
... 3 to 2 injuries requires two weeks of amount equal to the number
cautious'. • Below the number: The Servitor
Characters with more qualities act healing and care
... 2 to 1 injuries requires 3 days of ignores additional commands and
Otherwise, Keeper chooses a response: before characters with fewer. Break twists the main command to cause
ties using 'Seize the Initiative' (above). convalescence maximum chaos. Increase Suspicion
... 1 to 0 injuries requires a short
• No, unless the cultist makes a new by an amount equal to the number.
daily Obligation to them If the next action's unclear, the Keeper recovery period (Keeper's choice). Create an Investigator for free
• Yes, but spend 1 Suspicion and make If a cultist dies, the player takes control • On a ‘1’: Follow the rules for 'Below
them an Investigator • takes an action from the 'Make the the number'. The Servitor also takes
cultists' lives as difficult as they of other members of the town,
• Maybe: decide based on how the including the investigators (page 70). one extra action, following its own
conversation plays out. deserve' list, or agenda (Keeper's choice).
• ends the conflict.
Other Conflicts
Lackeys and Minions The Servitor's effectiveness is based
Player narrates their character's If a supporting character does
Establish current location and action. something for a cultist, give them a on: where they go, who's there, its
characters' intended actions. competency level that determines the special abilities, and its Injury rating.
Keeper ensures the amount of action results they'll achieve:
If a player wants to radically change they narrate stays within the duration The servitor disappears after:
their intended action, choose one: of the round • Average (2 Suspicion) • fulfilling all commands the cultist
• To change an action without penalty, • Mediocre (4 Suspicion) has given it OR one hour passes
seize the initiative. (Cultists spend Keeper decides how effective the • Useless (6 Suspicion) • it has taken one extra action,
1 Clarity; Investigators, 4 Suspicion) action will be, by assessing: following its own agenda (if you
• Otherwise, the character changes • Capability, resources, position and If the task is ordinary, no Suspicion is rolled a ‘1’)
actions but is at a disadvantage effects of previous actions generated. • five of the summoner’s breaths, if it
• Is the intended action still possible? is given no commands.
Partially possible? Not possible? If the supporting character know what
• If the character is acting at a
disadvantage (their effect will be
they're doing is wrong,4.add
Suspicion.
2
Useful Rules Useful Rules 4
weaker).
How Investigators use Suspicion
Suspicion: Investigators can spend Suspicion to do the
following:

{1} Inflict 1 injury on a cultist


{1} Show up somewhere inconvenient
Commit a crime or murder The Mask of Sanity {1} Gain unauthorised access (but is detected)
Once it’s clear how the situation resolves, choose one If a cultist has a lengthy or intimate conversation and {2} Get somewhere first
of the following options and assign Suspicion: doesn't use the Mask of Sanity rules (Keeper Handout {2} Bring one non­Investigator friend
• Was it a perfect crime? (0 Suspicion) 3), gain Suspicion equal to their Clarity. {2} Follow a cultist, unobserved
• Could someone clever figure out the crime? (+1 {2} Witness something inconvenient
Suspicion) If a cultist with no Clarity comes across as creepy, {3} Steal something of value to a cultist
• Was there a loose end? (+2 Suspicion) withdrawn or strange, gain 1 point of Suspicion. {3} Gain unauthorised access (and is undetected)
• Was the crime obvious? (+3 Suspicion) {3} Call for help (but is detected)
• Is the crime obviously linked to one or more of the {4} Isolate a cultist
cultists? (+5 Suspicion) If you skip a day {4} Find a carefully hidden secret
• Was a cultist caught red­handed? (+7 Suspicion) For each day skipped, gain 3 Suspicion for each {4} Seize the initiative in a conflict with a cultist
cultist. {5} Call for help (and remain undetected)
{7} The Investigator (or a specific team) is now
Deceive or cover up convinced the cultists are responsible (trigger
Choose one of the following and assign Suspicion: At the end of each day when justified by off­screen events)
• Did the cultist pull it off flawlessly? (­2 Suspicion) • 1 Suspicion for each Investigator remaining at­large, {7} Convince the authorities to take one cultist in
• Will the person being deceived think about it later? or for questioning
(+1 Suspicion) • 2 Suspicion for each Investigator in a team who's {8} Escape, against the odds
• Was the deception pretty comprehensively botched? still at­large {8} Find the Temple
(+3 Suspicion) {8} Survive a Servitor's attack
• Is the cultist clearly connected to recent horrible {9} All supporting characters are suspicious and
crimes? (+5 Suspicion) When Investigators die cautious (permanent, affects manipulation,
• If the dead Investigator was part of a team then Obligations no longer apply)
• ­1 Suspicion if the cultist’s reputation would be an increase Suspicion by 4 {10} Convince the authorities to arrest one cultist
advantage in this situation. • Otherwise, remove 4 Suspicion {11} The authorities are everywhere (permanent,
• +1 Suspicion if their reputation would can introduce police into any plausible scene)
disadvantage them. Creating investigators and teams {11} Convince the authorities to raid the Temple (if
Spend the following amount of Suspicion: its location is known)
Table talk {1} Turn a supporting character into an Investigator After spending Suspicion, give any affected cultists a
If a player gives advice to another player when their chance to react .
cultists would not be able to talk freely, gain {3} Have two Investigators team up, or add an
+1 Suspicion per piece of advice. Investigator to an existing team
If an Investigator achieves something on the above
list without spending Suspicion, it's obvious to any
What investigators always do cultist who could notice. Don't spend Suspicion; let
Investigators can do the following without spending cultists respond as if they had seized the initiative.
Suspicion:
• Ask a penetrating question Spend 5 Suspicion for any action not on the above list
• Notice an inconsistency where it feels appropriate to spend Suspicion.

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

Surnames by State Small Town Places


Louisiana Kansas Generally...
LeBlanc Fontenot Larson Hansen Farm, Bridge, Bluff, Police Station, General Store, Cemetery, Doctor's,
Hebert Harris Meyer Baker Butchery, Green­Grocer's, Stables
Landry Boudreaux Miller Nelson
1920s
Jackson Richard Taylor Christensen
Blacksmith, Railway, Church, Inn, General Store
Parker Washington Olson Schmidt
Abellard Dimitry Young Wright
1950s
Jarreau Kenner Lewis Lee
Telephone Switchboard, Soda Fountain, Drive­In Theatre, Garage, Diner,
Frayle Erickson Housing Development, Biker Bar
Massachusetts California
Thompson Williams Hernandez Garcia 1980s
Johnson White Meyer Young Video Arcade/Bowling Alley, Video Rental Store (VHS/Betamax/Laser Disc),
Savings and Loan Bank, Discoteque, BMX track/Skate Park
Kelly Walsh Lee Ramsay
O'Brien Murphy Ackerley Nicholls
McCarthy Anderson McPherson Parsons
Sullivan Smith Bacon Scott
Miller Brown Edwards Isaacs 6. Names and
Jones Telfer
Or choose any name from another
state.
Names and Places 6
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.

To summon Soth... To call on supernatural aid


... you must complete four rituals. Whoever holds the Tome can summon a supernatural entity and command it
to do their bidding. These 'servitors' disappear after a single command.
The Lighting of the Way has been completed.
To conduct the summoning ritual
Touch the Tome of Soth and neglect your daily Obligation.
The Sounding of the Bell requires
the sacrifice of _________________ To create a servitor
It must be completed by ____________, Choose from 1 to 6 of the following (‘the number’). Tell everyone what you’re
It must take place in/on/at _______________ choosing. You can choose each option multiple times:
and you must ___________.
• Give it the ability to inflict +1 injury
• Give it a special ability. Invent your own or use these examples: Burrowing,
The Opening of the Gate requires Flight, Heal 1 Injury, Invisible, Perfectly Silent, Pyrokinesis, Teleporting
the sacrifice of _________________
It must be completed by ____________, Then describe the servitor. Some examples: translucent,
It must take place in/on/at_______________ insectile, globular, multi­eyed, tentacular, boneless,
and you must ___________. looming, asymmetrical, shadowed, bat­like, fungal

To command the servitor


The Breaking of the Skein requires
the sacrifice of _________________ Tell it to do one thing (e.g. kill one person, take
It must be completed by ____________, one object). Any conditions (e.g. ‘but not in
It must take place in/on/at___________ public’, ‘don’t kill anyone else’) count as an
and you must ___________. additional command.

NB: Servitors cannot speak but do understand.


NB: You can attempt failed rituals again. Soth may reward your faith with a servitor.
Anyone can command it—you must never

7. The Tome of Soth The Tome of Soth 7


Players' Handouts
Players' Handouts
Reputation: Name: Obligation:
Excellent ( 1 / day )
Clarity Average Occupation:
Seedy

Throughout the game… In each scene… Advice for Cultists


• work with your cult to complete the 4 rituals and • show how your cultist advances their plans Soth is a ‘cat­and­mouse’ story. You play an
summon Soth • react to the Keeper’s situations / answer their insane cultist and your plans will fall apart, but
• prevent your crimes from being detected questions don't make it easy for the Keeper to stop you
• fulfill your obligations as a member of the • respond to your fellow cultists' actions, and the
community actions of your neighbours
• be a member of your community

Ability: Seize Initiative The Mask of Sanity: Table Talk


If you need to act before someone else, you can When you have a long or intimate talk with a If you give advice to another player when your
choose to add one point of Clarity to your score. non­cultist, if you have 1 Clarity (or higher), choose cultists can't talk freely, the Keeper earns
one of the following actions to do during your Suspicion for each piece of advice.
This represents you pushing yourself and having a conversation. The action must be equal to or higher
mental breakthrough that allows you to triumph. than your Clarity score.

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.

To summon Soth... To call on supernatural aid


... complete four rituals (pay special attention to the third ritual's Whoever holds the Tome can summon a supernatural entity and command it
requirements). to do their bidding. These 'servitors' disappear after a single command.

1 The Lighting of the Way has been completed. To conduct the summoning ritual
Touch the Tome of Soth and neglect your daily Obligation.

2 The Sounding of the Bell must be completed in the minute of noon


on any day that's at least 24 hours later. It requires two human
To create a servitor
Choose from 1 to 6 of the following (the number). Tell everyone what you’re
sacrifices in a place where the public gather regularly, and you choosing. You can choose each option multiple times:
must make a noise capable of deafening nearby listeners.
• Give it the ability to inflict +1 injury
3 The Opening of the Gate must occur at precisely sunset at any
point from at least 30 hours after the Sounding of the Bell ritual. • Give it a special ability. Invent your own or use these examples: Burrowing,
It requires the sacrifice of a cultist of Soth via a Flight, Heal 1 Injury, Invisible, Perfectly Silent, Pyrokinesis, Teleporting
knife consecrated in the blood of the previous
sacrifices. It must take place in the Temple. Then describe the servitor. Some examples: translucent,
insectile, globular, multi­eyed, tentacular, boneless,
Ask the Keeper to give the cultist who has been looming, asymmetrical, shadowed, bat­like, fungal
murdered a copy of Player Handout J.
To command the servitor
4 The Breaking of the Skein requires
two sacrifices: an unmarried adult and a Tell it to do one thing (e.g. kill one person, take
healer. It must occur at least two hours later, one object). Any conditions (e.g. ‘but not in
under the light of Soth, in a place public’, ‘don’t kill anyone else’) count as an
where the public gather regularly. additional command.

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.

NB: If there's a Clarity tie, choose who goes first or


4 give them the option of having a joint epilogue.
If you lose the leadership, you return to having
a maximum capacity for taking only 3 injuries. After the first epilogue is complete, say:
The rest of the epilogues go in decreasing order of
Leadership can be stripped from you by vote (you do Clarity, finishing with cultists who have no Clarity. Each
not get a vote) or your death. epilogue takes place one year after the previous one.

C. The Cult Leader The Cult Leader C


For the holder of the Tome of Soth... For the Cult Leader...
Read the following information aloud to the group: Read the following aloud to the group:

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?

If it hasn't already been established, tell the group how you


transported the victim to the temple. Ask for ideas, if
necessary.

Ask the Keeper what went wrong en route....


D. For the Holder of
D E. For the Cult
Insubordinate Doom‐sayer Addict
(If you are the cult leader, choose another card.) Choose the most important person in the town Your experiments with unlocking the rituals in
another player has created. the Tome of Soth have led to you becoming
addicted to a potent, locally­grown
The current Cult Leader once insulted you in a You must taunt this person with hints and signs of hallucinogenic mushroom.
way they don't even remember. their coming doom at the hands of Soth. This can be
either verbally or through your deeds. Gain 1 point of Clarity (this is a one­off gain).
Every day, you must ignore one order they give you
or your role in a plan they've devised. (NB: You can't Each time you taunt them, you must escalate the Whenever you consume the mushroom (which must
ignore an order the Cult Leader gives using their level of specificity about their doom. be freshly picked), ask the Keeper to describe your
special ability.) hallucinations .
The Keeper will decide if you've fulfilled this
If they lose the position of cult leader, your requirement. If not, you are free to try again.
motivation changes to taking revenge: take one
concrete action per day to ruin their life.
You have to fulfill your compulsion at least once You have to fulfill your compulsion at least once
per day. If you do not, you gain 1 point of Clarity. per day. If you do not, you gain 1 point of Clarity.
You have to fulfill your compulsion at least once
per day. If you do not, you gain 1 point of Clarity.

Sex addict Witness Saviour


Choose one of the supporting characters Your cult's actions affect people you've known Select any supporting character that another
created by another cultist. your entire life. player created. In the aftermath of the first ritual,
you've decided to regularly chat with this person—to
You are in the throes of a passionate and consensual Each day, you need to choose a person whose life convert them to the worship of Soth, and bring them
love affair and must have sex with them. has been negatively and intimately affected by the into the cult.
cult.
Each time you have sex, you must escalate the risk Each time you talk you must escalate the specificity
that you will be discovered. You need to spend at least five minutes experiencing of what you're suggesting.
the reactions of that neighbour. This can include
The Keeper will decide if you've fulfilled this eavesdropping on their conversations or visiting The Keeper will decide if you've fulfilled this
requirement. If not, you are free to try again. them. requirement. If not, you are free to try again at a
later time.

You have to fulfill your compulsion at least once


per day. If you do not, you gain 1 point of Clarity. You have to fulfill your compulsion at least once You have to fulfill your compulsion at least once
per day. If you do not, you gain 1 point of Clarity. per day. If you do not, you gain 1 point of Clarity.

F. Compulsion Compulsion Cards F


The Servitor of the Gate Your sacrifice summons a Servitor—who you'll play for the rest of the game.

Create your servitor


There are four steps to creating a servitor: decide
on your appearance, choose your Need and 4 Introduce yourself
Methods, and introduce yourself to the cultists. You manifest in the Temple while the cultists'
attentions are focused on completing the third ritual
1 Your Appearance and its aftermath.
Describe to the other cultists how they finally notice
You decide on the Servitor's appearance. If you like, your presence. Describe your appearance. You
choose some the following: cannot speak. Feel free to describe your expressions,
translucent, insectile, globular, multi­eyed, squat body language and actions.
tentacular, detached limbs, angular, boneless,
looming, asymmetrical, multi­planar, shifting.
Obeying commands
NB: The Servitor cannot speak. You obey one command at a time—given by any
cultist (priority to the holder of the Tome of Soth).
2 Your Need A command is one action done to one thing. You can
choose to ignore any additional commands if you
Your Goal Choose one of the following (change when you
want):
want.
Your goal is to bring about the arrival of Soth. If all When given a command, do all of these:
the cultists die, you will vanish. Create chaos and fear, Destroy human creations,
Gather worshippers for Soth, Punish unbelievers • Try to fulfill it until you succeed or for up to 1 hour
• Take 1 action to meet your Need with your
Special ability 3 Your Methods Methods
• Return to the Temple (unless issued a command)
You automatically seize the initiative, acting before Divide points equal to your Clarity + 1 between the
cultists and Investigators. If you haven't been given a command for five
following two options. You can choose each option minutes, choose one of the following:
multiple times: • Take 1 action to satisfy your Need with your
After Soth appears Method, or
• Give the servitor the ability to inflict +1 injury (you • Take one action of your choice
You can no longer be commanded. Do not harm the start with the ability to inflict 1 Injury)
cultists or supporting characters Refuse a command & perform one action of
Injuries your choice if you're given a command that:
• conflicts with another command
Dying ( 1 + ___ )
• contradicts your Need
You can take five points of injury before dying. The • Choose one of the following special abilities: • does not advance summoning Soth, or
sixth point kills you. • if you are given multiple commands when the
Burrowing, Cause natural disaster (affects Holder of the Tome of Soth is not present
G. The Servitor of
1 2 3 4 5 a barn­sized area), Emotional telepathic
projection, Flight, Frictionless, Giant Strength,
Pyrokinesis, Reality Warp (a car­sized part of the Servitor of the Gate G
world now looks like it will after Soth appears)

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