Professional Documents
Culture Documents
Credits
ACHTUNG! CTHULHU CREATED
CREATED BY CHRIS BIRCH
Contents
Atung! Cthulhu
Quicstart
What is
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o
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u
Actung! Cthulhu?
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n
W
h
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s
A
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Growing up as a British kid on a diet of Weird War and and
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Sgt. Rock comics
Rock comics fuelled a thousand ‘weird’ battles
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g
!
C with my Airfx soldiers
soldiers and tanks. It wasn’t until I read
t
h H.P. Lovecraft’s At
Lovecraft’s At The Mountains of Madness
Madne ss that
that things
clicked. What if the Nazis reached the ancient city in
u
l
Antartica rst, what if there was a ‘secret war’ taking
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u
? place, behind the scenes, to ensure the Nazis didn’t
awaken a greater evil? This went beyond the usual staple
of mere vampires, zombies and werewolves in World War
Two, it was a much deeper storyline.
Achtung! Cthulhu was
Cthulhu was born in 2012 as the rst edgling
ideas came to life in our rst releases, Three Kings and
Heroes of the Sea by Sarah Newton, as Section D agents
learned of a new menace growing behind enemy lines. We
the Achtung! Cthulhu
followed that up with the Achtung! Cthulhu Kickstarter in
early 2013, which was only supposed to launch a couple of
books, but thanks to over 1700 amazing backers, 11 books,
a load of miniatures, merchandise, and more were funded.
both Savage
The books were developed with rules for both Savage
Worlds and
Worlds and Call of Cthulhu 6th
Cthulhu 6th edition to reach as wide an
audience as possible and went on to win many awards.
4
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n
Achtung! Cthulhu
Cthulhu drops
drops you into an epic age old secret every battle, you’ll need to dig deep into forbidden tomes, t
r
war, which started with the conict between the old ancient spells, esoteric knowledge, forge uneasy alliances o
d
gods that saw the fall of Hyperborea, Atlantis, the Roman and mix that with a healthy dose of experimental weapons, u
Empire, Napoleonic Wars, World War Two, and will be or “funnies” as us Brits like to call them!
c
t
i
fought through many aeons to come. o
n
Our very own Achtung!
own Achtung! Cthulhu
Cthulhu characters
characters walk a ne
The age old terror represented by the Cthulhu Mythos line between light and dark. Natalya the Belarussian tank
W
promises destruction and chaos on such an epic scale that commander possessed by the raw fury of the deep forests
h
a
our heroes can only delay the end by a few more years. and Arianne the French resistance agent bound to an t
i
Achtung! Cthulhu
Cthulhu promises
promises a tiny sliver of hope. The ancient demon, are just two examples. What sacrices will s
A
real heroes of World War II, normal people who became you make to defeat the Cthulhu Mythos in this world?
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resistance ghters or soldiers, feared that the Nazi war t
u
machine was just as undefeatable as we imagine Cthulhu, Now this new edition of Achtung!
of Achtung! Cthulhu
Cthulhu,, built using n
yet they still fought on. They fought often without hope our own cinematic 2d20
cinematic 2d20 game
game system dials up the ‘weird’
g
!
for themselves, but that someone else might get the chance to expand on the original game with more secret bases, C
t
to end the war. This hope was well founded: the vast more ancient mysteries, more terrifying creatures, fantastic
h
u
machinery of the Third Reich was nally defeated though technology,, and some exciting hints of what’s to come. It is
technology l
h
by terrible sacrices by the allied nations. a secret war that isn’t just limited to the 20th Century, but u
?
spans millenia. We’ve got your six, so get ready because the
Secret War has begun!
I HOPE YOU ARE INSPIRED
TO LEARN ABOUT THE REAL Until next time, Keep calm and carry on, soldier!
PEOPLE THAT INSPIRE THESE
TALES OF HEROISM.
Achtung! Cthulhu
Cthulhu throws
throws you in to this epic struggle ready
to go guns blazing against the forces of the Cthulhu Mythos
as they jostle for control of Earth. However, guns won’t win
— Chris Birch, Section M HQ.
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Secret War
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Section M
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“We’ve not got much time. Or much hope. But, we do have success is due to a combination of those great British
e
S
e a sti-upper lip. So that’ll just have to do.” virtues — indomitability and luck — while leaning on
the cosmopolitan diversity of its former Empire to ll in
c
— Viscount Alexander ‘Alec’ Towton Head of Section M
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e
t any gaps. By war’s end it has matured into a formidable
ghting force.
W
a Section M’s mission is to oppose and foil Black Sun and
Nachtwölfe’s
Nachtwölfe ’s worst machinations and serve as Britain’s
r
The strength of Section M lies in its unorthodoxy, its
front line occult force in the Secret War. It’s always
faintly amateur ethos and its adaptability, reacting
playing catch up, as it was not ocially brought into
directly to situations without the burden of endless
being until 1939, but ‘better late than never’, say
bureaucracy. Its chief, Sir Alec Towton is a brave and
Section M’s operatives, that’s just the nature of war.
indefatigable leader, adept at spotting an array of talent
and harnessing it for Section M’s exacting needs. Its
Despite its initial over reliance on a forgotten archive
most notable operatives include Corporal Akhee “the
of Victoriana and a talent for improvisation and making
Eye” Singh, Captain “Badger” Harris, Natalya Petrova,
do — Section M survives and eventually thrives. Its
and “Mad” Jack McMasters.
Majestic
“The Nazis are meddling with forces they shouldn’t and that repower and technology, mixed with raw courage and
means we have to get our hands dirty too. The only way to tenacity, to create a exible ghting force which serves
survive is to ght re with re.” across many fronts with distinction.
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Black Sun
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“Yog-Sothoth is the gate, the key and the guardian. When of consciousness. There, on the fabled Plateau of Leng
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the black sun is released and its solar rays wash over the under the inky, sombre gaze of its dark star, lies the o
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Earth, then all men will know
k now his dominion, and despair.”
despa ir.” valley of the black sun. Knowledge, power, and madness
abound here, where the Hyperboreans imprisoned an
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— Exarch Reinhardt Weissler e
aspect of the Outer God Yog-Sothoth in an unnatural c
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solar orb aeons ago.
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Through Hyperborean magic and dark pacts with the t
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ancient gods of the Mythos, the Nazi Order of the o
Based at the sinister forbidden fortress at Wewelsburg
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Black Sun practices foul sorcery and summons evil castle and driven by its ruthless leader, Reinhardt e
creatures from other dimensions to rule the battleelds s
Weissler and his four Priors, the Order of the Black Sun
of men. Even though their warrior-sorcerers, trooper
o
works inexorably toward its primary goal, acquiring
f
foot soldiers and captive horrors become a terror to t
the magic and artefacts necessary to free Yog-Sothoth
h
the allies, Black Sun’s practical work for Hitler’s brutal
e
from its solar prison in the Dreamlands, and unleash it S
regime is not its true aim.
upon this dimension. There it will shine its unholy light
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on Earth and rain destruction and terror on mankind
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In the strange, alien place between wakefulness and
forever more.
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sleep, one nds the Dreamlands, a realm beyond the veil
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Nachtwölfe
“Science, technology, an indomitable will to power, and the Nachtwölfe specialists stalk the battleeld and are
Nachtwölfe specialists
Blauer Kristall ,
, these are the tools
to ols we will use to prevail
pre vail instantly recognisable by the eerie blue glow of their
against all our enemies, both foreign and domestic.” advanced weaponry and technology, fabricated by the
scientic sta who pursue Mina Wol’s vision of an
— Mina Wol, head of Nachtwölfe
of Nachtwölfe..
advanced Germany. Nonetheless, their methods are still
without conscience and ethical or moral considerations
Nachtwölfe, the Night Wolves, were originally part of Black
Nachtwölfe,
and Nachtwölfe
and Nachtwölfe creates
creates many horrors of its own. The
Sun, until Mina Wolf’s great betrayal when she split from
Cerberus-Gruppe actively encourage their sta to push
Exarch Reinhardt Weissler, splintering o to form her own
the limits of science using highly questionable methods.
occult organisation with the tacit backing of the Fuhrer.
“The ends justify the means” is their warped thinking in
Nachtwölfe’s
Nachtwölfe ’s primary focuses are science, technology,
progress, biological enhancements and wonder weapons creating this new order for the Third Reich. Senior sta
include Gerd Schmidt, commander of the Nachtwölfe
the Nachtwölfe
(wunderwaen) powered by Blauer
by Blauer Kristall (Blue
Kristall (Blue Crystal) to
elite Wolf Guards and Krat Heimburg, head of the
help win the war for Nazi Germany. They scour the world
scientic division.
for rare Atlantean technology, looking to learn its secrets
while harvesting the rare Blauer
rare Blauer Kristall which
Kristall which powers it.
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Quickkstart Rules
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Into the Secret War
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Amidst the battles of World War II, brave Allied heroes hope, the brave men and women of Britain’s Section M
ght a Secret War against the Nazi forces of the occult, and the US’s Majestic, whose task is to take the ght to
the fearsome Black Sun who favour magic and monsters, these foes and foil the Nazi occult threat.
and their erce rivals Nachtwölfe
Nachtwölfe—the
—the Night Wolves—
who use ancient technology and forgotten secrets to
make terrifying wonder weapons. Chaenge Dice Result
D6 RESULT CHALLENGE DICE RESULT
With their terrible Mythos allies, these factions are on
the verge of tipping the course of the war in favour of 1 1
their Nazi masters. Yet opposing them are the Allies’ last
2 2
3 0
4 0
Before You Start
5 1, plus Effect
Before you begin to read though this quickstart guide
6 1, plus Effect
and play Achtung! Cthulhu
Cthulhu it’s a good idea to check
you have the following materials:
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Each character in Achtung! Cthulhu is dened by six
Cthulhu is 1
attributes, which embody the character’s physical and
attributes, Q
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mental abilities, and skills
skills that
that dene their expertise in i
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certain elds. s
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ATTRIBUTES
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Agility. A mixture of speed and balance, which is
Agility. A
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responsible for your character’s movement and motion. s
Brawn. Your character’s physical endurance, health and
Brawn. Your
physical conditioning.
SKILLS
Academia. Your character’s ability to study new information,
and when trying to recall facts about a subject.
illness, Your
Medicine.
Medicine. Your character’s
and suering. It isability
used toto treat
alleviate
bothpain,
physical
and mental injuries.
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Tests
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1 Whenever a character attempts to complete an activity b. Each die that rolls a natural 1 scores two successes.
Q where the outcome is in doubt, or where failure would be
u c. Each die that rolls a 20 causes a complication (see
interesting, the character attempts a test.
Complications,, p.11)
Complications
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ATTEMPTING A TEST
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t test. If
the diculty of the test, then you pass the test. If
R A test involves a single attribute and skill, a focus if one is
the number of successes is less than the diculty of
applicable and is made by rolling two or more d20s.
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s the test, then the test fails. Any successes in excess
of the diculty of the test generate Momentum (see
1. The gamemaster chooses which attribute and
Momentum,, p.12)
Momentum
skill are appropriate for the test being attempted,
sometimes in conjunction or after a negotiation 6. The gamemaster describes the outcome of the test. test.
with a player. They also consider if the character has If the test is passed, the player may spend Momentum
any applicable focuses. Add together the attribute and to improve the result further. After this, the eects of
skill chosen, this is the target number for the test. any complications are applied.
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In rules terms, if the truth applies, it does one of the
TEST DIFFICULTY
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following: p
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Unless otherwise noted, most tests have a base diculty
diculty
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The truth makes an action easier, reducing the of 1. Routine or straightforward tests might have a 1
diculty of the skill test by 1. base diculty of 0, while harder more challenging tests Q
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will have higher diculties. After this the gamemaster
The truth makes something more dicult, increasing
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considers if there are any additional factors in the current
the diculty of the skill test by 1. s
scene, or aecting the characters involved, that would t
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The truth makes an action possible, or impossible. aect the base diculty of the test. r
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If a truth should have a particularly intense eect the u
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gamemaster can add a number after the name of the
truth, increasing the modier of the diculty. For Example Difculties s
example, Smoke could be made more intense by calling DIFFICULTY EXAMPLE
it Smoke 2 , making the diculty to shoot through the
0 Researching a widely known subject
smoke increase by 2, rather than 1.
1 Overcoming a simple lock
Sometimes unforeseen problems crop up or there are Does your disguise pass muster
3
inescapable consequences for acting, these come in the under intense scrutiny?
form of complications; a truth that has a uniquely negative
impact on the characters they aect. Complications make Deciphering an unknown
4
skill tests harder or impossible after they are introduced. alien language
,
h
, h
d
i d o u s
e successes automatically before rolling.
m a g
m i c
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D a r k d Talents: Some talents can grant bonus d20s in specic
Talents: Some
b e y o n
f
f r o m b
u r e s , ,
o t
l o circumstances but this will depend on context and they
c r e a t
A
v
A
e
v e r y
r u m l
r still count towards the number of bonus d20s that can
w o r
s w ?
l d
d
h i s
t f o w s ! !
l o
f e l l be purchased.
t h o s e
e B l a
a
ck
c k S
S u n
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g ”
r H
H r
a r i s
s For the gamemaster, buying bonus d20s for non-player
E
E c “
i c
r d
“B a characters has fewer options. The gamemaster may spend
p
C a a
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i n points of Threat to add dice to a non-player character’s
- C test. Non-player characters do not have Fortune.
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Momentum
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1 Each success above and beyond the diculty of a test The GM typically begins each adventure with 2 Threat
Q becomes one point of Momentum, which the character for each player present at the start of the session. They
u
i may use immediately, or save for later. Momentum is a gain Threat in the following ways:
c
s valuable pooled resource that allows characters to improve
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a upon their successes or gain additional benets. Threatening Circumstances: The environment or
Circumstances: The
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t circumstances of a new scene may be perilous enough
R The Momentum pool cannot contain more than 6 to warrant adding one or two Threat to the pool auto -
Momentum at any time. matically. Some important NPCs may generate Threat
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s simply by arriving in a scene, in response to changes
Bonus Momentum in the situation, or by taking certain actions. This also
Some situations, items, and talents grant a character bonus includes activities that escalate the tension
Momentum.. This is added to the amount of Momentum
Momentum of the scene, such as NPCs raising an alarm.
you generate from a successful skill test. Sometimes it is
Non-Player Momentum: NPCs with
Character Momentum: NPCs
specied that bonus Momentum can only be used in a
unspent Momentum from their skill tests cannot save
specic way, such as buying dice, or obtaining information.
it like player characters can: NPCs don’t have a group
Momentum pool. Instead, an NPC may add to Threat,
Bonus Momentum cannot be saved to a Momentum pool:
adding one Threat for every Momentum they have
if it is not used when it is generated, it is lost forever.
remaining.
Complications: When
Complications: a player character suers one or
Example Uses for Momentum more complications on a skill test, they can choose to
avoid them by adding 2 Threat to the Threat pool.
The most common ways to use Momentum are Momentum Momentum spends can be paid
Spends: Momentum
Spends:
listed below.
for by the players by adding Threat to the pool instead
of spending Momentum.
Buy d20s: The character gains bonus d20s on
their next skill test. The first die purchased costs 1 The gamemaster can spend Threat in a number of ways,
Momentum, the second 2, and the third 3. here are some common examples:
The
Reinforcements: The
Reinforcements: gamemaster may summon
additional NPCs during a scene. Minor NPCs cost one
Threat each, while Notable NPCs cost two and Major
THREAT NPCs three.
As player characters generate and spend Momentum,
Environmental Efects and Narrative Changes:
the gamemaster generates their own currency, called
The gamemaster may trigger or cause problems with
Threat. The GM spends Threat to alter scenes, empower
non-player characters, and generally make things more the scene or environment by spending Threat.
challenging, perilous, or unpredictable for the player
characters. Players can also add to the Threat pool instead
of spending Momentum.
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an allied non-player
command character.
of a player characterAn NPC
does under
not the a
receive once per turn.
turn in a conflict; instead their actions are resolved Aim: You
Aim: You can reroll 1d20 when you make an attack
as part of the actions of the PCs commanding them. this turn.
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Confict Momentum Spends a
p
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In addition to the previously mentioned Momentum spends the following are available in combat: r
1
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OPTION COST EFFECT u
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Increase the stress inflicted by a successful attack. Each Momentum spent
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Bonus Challenge Dice 1 s
adds +1
+1 to the Challeng
Challengee Dice pool,
pool, before
before the
the rest are
are rolled.
rolled. t
a
The char
charact
acter
er gains
gains +1
+1 morale
morale (to
(to a maxi
maximum
mum of 4 ) until
until the
the start
start of
of their
their
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Confidence 1
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next turn.
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If within reach, one weapon held by the target is knocked away and falls to
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Disarm 2 or 3 the ground. This costs 2 Momentum if the target is holding the weapon in
one hand, or 3 Momentum if the weapon is held in two hands.
Knockdown 2 The target is kn
knocked prone.
Command: You
Command: issue a command to another character
under your control. That character performs a major
action to resolve your command, taking any minor
actions required to complete the order.
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c. Inict Stress: The target adds any remaining stress
a
ATTACKS, STRESS, AND INJURIES
p
to their stress track and
track and checks to see if they have
t An attack is any action made with the intention of
sustained any injuries (see below).
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harming another character, NPC or creature, or inicting
Q stress upon an object. d. With a melee attack, if the target won the opposed
u test, they may choose to inict stress to you instead,
There are two forms of attack available to characters: or move to any point within close range.
i
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s physical,, and mental
physical mental..
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a Injuries
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melee or ranged.. Here’s how a The character will suer an injury if one or more of the
typical attack sequence plays out: following conditions occur:
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1. Declare the Attack: Choose a target that you can If the character suers 5 or more stress from a single
use. If you want to make a
see, and a weapon to use. If attack or hazard after reduction for resistance.
melee attack you must be within reach of the target, if
The character’s stress track is lled.
you want to make a ranged attack you must be able to
see the target. The character already had a full stress track and takes
further stress.
2. Skill Test: You attempt a skill test, determined by
If two or more of these conditions occur at the same
attack. Each type of attack may have fur-
the type of attack. Each
time, characters may suer multiple injuries.
ther adjustments to diculty.
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Against attacks, a character applies resistance
mental attacks, The
Drain: The
Drain: attack or hazard is especially debilitating. a
from courage and morale. Courage represents a The character hit suers one fatigue for each eect p
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character’s condence and discipline, while morale rolled.
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is the certainty that comes from being inspired or 1
The
Intense: The
Intense: attack has an especially potent eect. If
encouraged by others. Q
one or more Eects are rolled, and the attack inicts u
one or more injuries, the attack inicts one additional
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Characters do not start with any resistance. Cover and
injury. s
morale typically come from circumstances – locations t
a
and actions – rather than being part of the character, Persistent X: The attack or hazard has a lingering
X: The r
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and therefore a character doesn’t start with any cover or eect. If one or more Eects are rolled, the target R
morale either. suers X stress (of the
the same
same type
type as the initial
initial attack
attack l
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or hazard) at the start of the aected character’s turn, s
for rounds equal to the number of Eects rolled.
WEAPON EFFECTS
Piercing X: The attack or hazard is especially good
X: The
When players roll Eects on Challenge Dice, or a 5 or 6
at overcoming resistance. When working out stress,
on conventional dice (See Challenge Dice Result Table,
Table, p.8),
ignore X resistance for each Eect rolled.
they may generate a weapon eect, which comes into play
and deals additional stress. These are usually noted in a Snare: The
Snare: The attack or hazard can entangle and bind the
weapon’s stress statistic. Some weapon eects are listed target. The target cannot take any actions of a type
with an X, which is replaced by a number depending on determined by the type of attack or hazard (physical
the weapon, and apply to every eect symbol that is rolled actions for physical attacks, etc.) other than to try and
in the dice pool. break free. It requires a skill test with a diculty equal
to the number of Eects rolled to break free.
The
Area: The
Area: attack or hazard hits one additional target
The
Stun: The
Stun: attack or hazard leaves the target momen-
momen-
within close range of the initial target for every Eect
tarily unable to act. If a number of Eects are rolled
rolled. Secondary targets suer the attack’s full eects. that equal or exceeds the target’s Resilience skill, the
X: The attack is damaging to its source as
Backlash X: The target may not take any actions in their next turn.
well as its target. Each Eect inicts X stress to the
The
Vicious: The
Vicious: attack or hazard is especially potent. Add
attacker. This may be physical or mental stress, at the
+1 to the total stress inicted for each Eect rolled.
GM’s discretion.
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Magic
Both Axis and Allies have their own distinct approaches to research-driven occultists are typically self-taught or part
the learning and wielding of magic. Magic has been divided of clandestine societies, limiting their knowledge base
into two separate and distinct disciplines: and making them greedy for more knowledge rather than
cautious and reverent. Researchers can learn any spell, but
The rst is “battleeld magic”, shorter-term enchantments, are often led to the Mythos, which is dangerous in its own
spells, curses, hexes, charms and blessings, which are right.
primarily used to aid forces involved in combat.
Dabbler
The second is ritualistic magic; more complicated and A character might stumble upon a useful fragment of
intricate, but conversely immensely more potent and occult knowledge, perhaps an eldritch tome composed
powerful. It is this kind of magic used to communicate by some maddened scribe, which grants them knowledge
with strange forces and higher darker beings, or eect of a spell. Coming from such a dubious source, such
permanent and lasting change in the mortal plane. learnt spells are awed and extremely dangerous, and the
character may nd it dicult to expand their knowledge
of the occult further.
LEARNING MAGIC
A character can learn magic in three ways. Power
All spellcasters have a power rating, and this is a crucial
Traditional element of unleashing spells, performing rituals and
The character has spent much of their life studying turning words and actions into meaningful eects.
an occult tradition which is passed down through the
generations, and takes many years of study to master. A tradition-based or researcher spellcaster has a starting
Access to this knowledge is scarce outside of family power
pow er of
of 2 and a dabb
dabbler
ler has
has a powe
powerr of 1 , but may
or tribal traditions, but the rewards are considerable. push themsel
themselves
ves to increase their base
base Power
Power to 3 , at the
the
Traditions commonly have an abundance of taboos and cost of adding 1 to Threat for every Eect rolled.
guidelines that shape their use, intended to shield their
users from the worst side eects of wielding magic. All battleeld spells are bound spells meaning they are
stored in the sorcerer’s mantle, a token, fetish, icon or
Researcher wand, which holds the spell’s power until it is ready to be
The character has studied forbidden tomes, occult lore and unleashed. Spells may be held in a mantle for as long as
fragments of precious knowledge to piece together their the caster remains conscious, after which they dissipate
understanding of the paranormal. This is dangerous, as naturally and must be re-stored again.
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To cast a battleeld spell spellcasters must rst prepare Some spells may allow their target to resist the eects. a
their mantle, choosing which spells they wish to hold This turns the skill test to cast the spell into an opposed p
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ready. A spellcaster may have a number of spells in their test and the attribute and skill combination the resisting
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mantle equal to their power. Preparing these spells requires character uses will be mentioned in the spell’s description. 1
a diculty 0 skill test, which takes a number of minutes The resisting character’s test uses the spell’s diculty. Q
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equal to the diculty of each spell added together. The i
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attribute and skill used varies – traditional spellcasters In addition, spellcasters learn techniques to ward s
use Insight + Survival,
Survival, research spellcasters use Reason themselves against the supernatural, and the practicalities t
a
Academia, and dabblers use Will + Resilience.
+ Academia, Resilience. Once of war have made those techniques more necessary than r
t
prepared, a spellcaster’s mantle contains the chosen spells ever for countering hostile magic. R
until they sleep or are otherwise rendered unconscious. l
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Spellcasters of all types gain the following reaction: s
CASTING A BATTLEFIELD This
Counterspell: This
Counterspell: does not count towards the bound
MAGIC SPELL spells in your mantle. Once per round, you may use
During an action scene, a spellcaster may attempt to cast this when an enemy you can see attempts to cast a
the spells in their mantle. This requires the use of the spell. You roll your power dice; for each Eect rolled,
Prepare minor action and a major action. Spellcasting can the diculty of the enemy’s spell increases by +1. A
only be attempted once per turn. spellcaster who uses this reaction may not attempt to
cast a spell in their following turn.
The skill used by the spell is determined by the spell’s
description, as is the diculty of the skill test to cast the This ability is a core element of sorcerous duels—both
spell. The attribute used for this skill test depends on the participants know that they cannot easily cast spells while
type of spellcaster the character is: traditional spellcasters the other can counterspell, but using a counterspell prevents
use Insight
Insight,, research spellcasters use Reason
Reason,, and the caster from using spells of their own, creating a tension
MOMENTUM SPENDS IN MAGIC As with any skill test, a roll of a 20 is a complication
Skilled practitioners of magic can often wield their when casting a spell. However, due to the delicate,
spells with deftness and precision, turning their skill and complicated nature of spellcasting, the complication
knowledge into greater eects. Some spells have specic range of a skill test to cast a spell is increased by the
ways that they can use Momentum generated when spell’s difficulty, so a spell with a difficulty of 2 suffers a
casting, but there are also a number of common uses for complication on a 19 or 20, not just a 20.
Momentum listed here.
Further, the effects of a complication when
For each
each Mome
Momentum
ntum spe
spent,
nt, gain
gain +1 morale
morale spellcasting can often be more severe and more
resistance against the spell’s cost. unpredictable. Magic is a powerful force and
when it goes wrong the effects can range from the
For each
ea ch Momentum
Momentum spent, add +1 to the
the stress
stress the
unexpected, to the hilarious to the downright deadly.
spell inicts.
A miscast Spear
Spea r of Lug might accidentally hit hi t the
For 2 Momentum, double the duration of any spell wrong enemy target, or strike an explosive material.
which lasts for a number of rounds. A miscast Bounties
Bou nties of Dagda might
m ight heal all enemies
en emies
as well as allies, or even bring defeated enemies
back from the dead. Gamemasters should apply their
RESISTING MAGIC AND creativity, ingenuity and sense of fun to devise some
MAGICAL DUELS truly spectacular and devious effects when a spell
Although magic is a potent and dangerous force, it is not is miscast. However, if the spell is successfully cast,
all-powerful and in some cases, spells may be resisted. the spell’s effects will still occur – even complications
Sometimes a spellcaster will have to overcome the innate when spellcasting cannot turn success into failure, it
willpower, resistance and ego of a subject to have a spell can only produce additional effects.
take eect.
19
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Mission:
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Synopsis
It is June, 1940. The Black Sun, one of the major occult event which triggered Aramis to make a hasty report to
forces within the Nazi regime, has stormed in to take London about this unexpected and bizarre event.
over the French village of Saint Sulac. The Black Sun are
led by a Master, Jans Stöller, whose recent discovery of While Aramis was attempting to make his report, his
a forgotten tome known as the Azeus Demonicium has Resistance ghters got caught up in a reght with the
revealed that the chateau at the centre of the village is Black Sun, resulting in his handlers in London receiving a
built on a site of supreme occult signicance. garbled and incomplete message.
Contained within the warren of caves below the chateau These events made the upper echelon of Section M, the
is a chamber which holds the Altar of Obeisance, a long British occult intelligence agency, very nervous: Stöller
forgotten pre-Roman artefact from a dark Gaulish cult is a rising star within the Nazi occult organisation. What
who were devoted to the worship
worshi p of the Mythos God, could he be doing in this sleepy French village? As a
Nyarlathotep. Anyone who is able to perform certain result, Section M have put together a team in a hurry and
dark rites on that altar will be able to summon an aspect dispatched them to investigate.
of Nyarlathotep and receive his direct blessing, growing
enormously in power and might. While the players do not know this at rst, Aramis and his
comrade, Jean-Paul, escaped from the reght and may
Stöller’s ambition knows no bounds and he seeks to use be able to provide some assistance. Aramis was shot and
this rite to elevate himself within Black Sun’s ranks to injured; however, he managed to escape following the
become a Black Sun Canon. He is determined to secure the attack and has found refuge in the cellar of a nearby farm.
dark god’s blessing before his rivals within the Cult can
beat him to it and he has assembled a hand-picked team The players will land in France, make their way to Saint
of loyal Troopers to achieve his aim. Moving swiftly, he Sulac, and have been ordered to locate Aramis and nd
has swooped in to secure the village and aims to complete out what is going on. He will be able to provide an
the ritual within a single night before anyone can interfere alternative entrance to the heavily guarded chateau,
with his plans. telling them of the ancient tunnels underneath the village,
one of which extends there from his dairy. Armed with
With the exception of the local resistance leader, Aramis, this knowledge, the players will be able to bypass the
none of the locals are skilled combatants. This is a rural considerable Black Sun defences, confront the diabolical
French village and the sudden Black Sun takeover was Jans Stöller, and hopefully stop him—before the Dark
a surprise to everyone, including the local German Pharaoh can be summoned!
commander whose garrison was summarily ordered out of
town. The Black Sun has also begun to remove villagers You begin this mission with 2 points of Threat for
from their houses as sacrices for the upcoming ritual, an each player.
20
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2
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a Each character will need to make an Agility + Athletics test Before rolling for a test, a player can purchase additional
p
t with a diculty of 1 (see Attempting a Test , p.10). d20s by spending Momentum (see p.12) or by paying you
Add together the character’s Agility attribute and Athletics Threat (see p.12) Those with a lower chance of success
e
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2 skill, this number is the target number for the test. The should buy additional dice using Momentum or Threat to
A player then rolls 2d20. Each dice equal to or lower than the improve their odds. This will give you and the players a
Q target number is a success. The character only needs to have chance to practice making tests and see how Momentum,
successes equal to the diculty to pass the test. In this case and possibly complications (see p.11), can impact the
u
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the test has a diculty of 1, so only one success is needed game. Remember, the Momentum pool can never have
to pass. If a player rolls more successes than they need, each more than 6 points of Momentum at a time.
T
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p extra success generates a point of Momentum (see p.12).
o
t Complications are usually generated by rolling a 20 (see
F Some factors modify the diculty of a check, making it p.11), which this situation could indicate getting blown
easier or harder. The character Captain James Swann has o course, landing in a tree and requiring assistance to get
r
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a truth (see p.40) which is ‘Veteran Commando Captain’. down, being distracted by the storm and panicking mid-drop,
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The truth implies he has performed many parachute jumps or landing in some other unfortunate circumstance.
e
as part of his long service. As the gamemaster, always
consider if a truth that a character has might make a test If nothing suitable makes sense or you can’t think of
easier, or more dicult. In this case, we advise that you something, a complication can also bought o, meaning
allow the truth to make Captain Swann’s jump easier by you add two Threat to the Threat pool instead of making
one, reducing the diculty to zero. the complication happen right now. You should avoid
doing anything too punishing to the characters this early
When a diculty is reduced to 0 (see sidebar Difculty
sidebar Difculty in the mission. If more than one complication is rolled, use
Zero, p.10) a character does not roll for the test, they one to have something unfortunate, but minor, happen to
automatically succeed. As the gamemaster, you can the character, add Threat to the pool for the rest, you’ll
choose to allow them to roll anyway. This is done need it later.
Ask one of the characters to lead the test, and everyone else After this,
this, each
each player
player takes
takes 1 of stress
stress from
from a mental
mental
C
h
to assist them (see p.10). You should encourage the other attack (see Making
(see Making an Attack, Inict Stress
Stress p.16).
p.16). This
a
p
players to describe how their characters assist. The leading is nothing serious, as stress always heals at the end of t
e
character makes the Reason + Survival test at diculty a scene
scene and 1 is not enoug
enoughh to generat
generatee any injuri
injuries
es r
2
3. Those assisting make their own tests, rolling only (which do not heal at the end of a scene). However, the
1d20 and using their own attribute + skill combination fact that it happens should give the players a sense of
A
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and diculty relevant to how they assist (a character foreboding and urgency. Although the players do not u
that wants to look for distant lights from the village, for know it yet, this attack happens because the Black Sun i
example, might make a Reason + Observation test to have completed the opening phase of the summoning
T
assist). As long as the leading character scores at least one ritual in Saint Sulac. r
i
success, the successes of those assisting are added to it. This
p
o
t
is a good time to remind the leading character’s player to Allow a character with an occultism focus to attempt an
buy some d20s with Momentum or by paying Threat. Academia test with a diculty of 2. Whenever
Insight + Academia test
F
r
a character has an applicable focus in a skill used for a test
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If they fail in the test, allow them to succeed at cost (see then any dice equal to or under the skill rating generates c
e
p.11). They’ll make it to the village, but it takes much two successes instead of the normal one. Encourage your
longer than expected. Add 2 additional Threat to your pool, players to suggest if they think they have a relevant focus
in addition to any issues caused by complications. in the skill they are using and consider if there is a way it
applies to the test.
Finally, at the end of scene, just before they set o to Saint
Sulac, read or paraphrase the following: If they succeed on this test, they determine the source as
a nearby supernatural event, possibly the start of a dread
As you orient yourselves
you rselves and start towards
tow ards the ritual. This should give them a feeling of time pressure—
village, a strange vibration rattles your teeth and something is up and they do not know what!
your skin feels cold and clammy. The rain rai n seems
to beat down harder for a moment as a huge roll Remove 1 unspent Momentum from the Momentum
of thunder erupts overhead, followed quickly by a pool at the end of a scene.
bright lightning strike. It feels like a chill wind just
cut through you. It passes quickly, but something
very strange has just happened.
Locate Aramis.
It takes about an hour
hou r to reach Saint Sulac.
Sulac . Up to
now the German presence in the area does not seem Gather further information regarding the
Black Sun takeover.
very remarkable, only a single patrol was spotted,
Avoid detection by Black Sun forces or
or
and they moved perpendicular to your line of march
collaborators.
and disappeared quickly into the dense underbrush.
When you reach the edge of the village, things are a
little dierent.
are easily recognisable, with uniforms showing
their insignia, prominent gas masks and helmets.
The village itself is small, your intel suggested it is
For them to be have
hav e taken over this village
vi llage so
home to less than a hundred people and the most
completely does not bode well. As you consider this,
noticeable building is a stately chateau at its centre.
you notice a handful
hand ful of scared looking villagers
v illagers
If not for the Nazi
Nazi banner draped outout of one window,
window,
being escorted at gunpoint into the chateau.
it would look like a quaint and luxurious retreat from
nearby Rouen. From one balcony, an ocer scans the
Encourage the players to observe the area with the
area with feld glasses. A MG 42 crew sits behind a
binoculars. Whoever chooses to do so should make an
sandbag barristove
barrier
from a camp ser peering
tove out nd
occthem.
occasionally
rises behind
behi asionally while smoke
smoke Observation test. The diculty is 1. You
Insight + Observation test.
should encourage the players to spend Momentum, or
pay you Threat, to ask you questions and gain more
The most disturbing observation you make is the
information with the Obtain Information spend
Information spend (see
German soldiers here are not normal Wehrmacht.
Example Uses for Momentum,
Momentum, p.12).
The Black Sun have defnitely taken over. They
23
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A FARMER’S PLIGHT
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p It’s Not On Any Maps
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e The players will also spot a man nearby who is attempting
r
2
You may be wondering where in France St. Sulac is to herd a couple of cows, a character who speaks French
located. Well, it’s a fictional place created to represent will overhear him whispering and cursing at the cows,
a typical town of the era. It’s certainly helpful to base seemingly frustrated that they won’t move. This is Jean-
A
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u your settings on real-life places, but it can be limiting Paul, and they should nd it suspicious for him to be
i
in terms of geography and the story you want to tell. out after midnight, especially considering no one else
T Creating fictional settings also gives separation from is around. How he responds will depend on the players’
r
i any real-life events which may have occurred there. approach. If they are hostile, he will freeze and then
attempt to run o, otherwise he will be shocked at the
p
o
t
If the players pass, the team realizes that a little farther presence of any British or Americans. He only speaks
French. In the event you need statistics for John-Paul, use
F
south of the village there are signs of a recent re and it
r
the Resistance Fighter prole on p.35.
a
looks like a farmhouse and its adjoining barn has been
n
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gutted. Slaughtered livestock has been left in the eld
e
Depending on how comfortable your players are with
around the farm suggesting there a battle was fought here
acting out their characters, all of the information Jean-Paul
and recently too. They may recall from their brieng that
knows can be discovered through roleplaying, with few or
the resistance usually use farmhouses on the northeast
even no tests required. Otherwise Insight + Persuasion
Persuasion
edge of the village as safehouses to meet.
tests are needed to gain information from him, especially
if the players take a more confrontational approach. The
The following can be learned through Momentum spends:
diculty of these tests is 2, reduced to 1 for anyone who
speaks French uently.
There are two sniper teams lurking, one on top of the
town hall and another on a roof nearby.
This is what Jean-Paul can tell the players:
There are no heavy vehicles in the area.
He heard sounds of a gunght earlier in the evening from
There are no lamps or streetlights, the light in the area
a farm to the south. The Nazis with the strange uniforms
is provided by spotlights on portable stands.
then set it alight. They have been doing this to anywhere
The road through town shows signs of heavy use recently. they suspect resistance members might congregate.
a c
ll a
a
Sa ii n t
i n t u l
Su c
a t NOR
NO TH
RT H
BAR
BA N
RN
3 H
3 HO
OU SE
US ES
ES
S
W
WIIT
THH
CCE
ELLL
LAAR
RSS
CHAT
HA
CH TE
AT AU
EA U
m
0m 100m
m 00m
2 m
BU
B RN
UR O
ED
N ED
ED OU UT
UTT
FA
F M
ARM
AR
RM & B
B A
A RN
R N
0m
m 100yd
2 yd
00y d
24
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His farm is near the burned farm in the south, and his As they leave Jean-Paul, read the following: a
cows were spooked and ran o. He recently found the p
t
last two and is leading them home now. As you take your
you r leave of the Frenchman,
Fr enchman, a cold
e
r
wave passes through your skin again. The storm 2
Earlier this evening, after the gunght, the Germans
is getting worse. You see Jean-Paul shudder and
conducted a thorough search of the area; it is lucky
A
one of his cows falls over. It moos piteously once, Q
you arrived after the search was completed.
and then dies, frothy blood coming from its mouth.
u
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Jean-Paul is horrifed
horri fed at this and once it is obvious
Remind your players of the Obtain Information spend as
the cow is dead, moves o with the other one as
T
additional information can be learned from him. You can r
quickly as possible. i
either volunteer these or role play the characters asking
p
o
t
him additional questions: Everyone
Everyo ne suers
suers 2 frofrom
m a mental
mental attack.
attack. Again,
Again, this
this F
will heal quickly, but the fact it is increasing should give
r
A convoy arrived in the village in mid-afternoon. They
a
the players a sense of urgency.
n
were carrying a lot of heavy gear, and each truck had c
e
a number of soldiers. They unloaded everything into
Encourage anyone who has an Occultism focus to make
the chateau and these new Germans with the strange
Academia test with a diculty of 2. On a
an Insight + Academia test
uniforms and gas masks took over, fortifying the
success, they can sense something coming from the chateau,
chateau and forbidding anyone to go near it for the
and that it is likely the source of the strange cold wave
next 24 hours.
they keep feeling. If someone wants to inspect the cow,
The original garrison was ordered to depart, and the anyone with Medicine skills can tell the creature died from
garrison commander seemed unhappy about this. The a ruptured heart, no test is necessary.
original garrison went back towards Rouen.
At this point the players might be intent on going straight
If they go into the village, they should be extremely
to the chateau. You should heavily imply that sneaking in
careful, the Black Sun are swarming everywhere. They
have also been begun taking some villagers into the would be dicult due to the large number of guards and
well-lit approaches. If that doesn’t deter them, remind
chateau for some unknown purpose. The rest of the
them that their primary orders are to nd Aramis, if they
villagers are scared and have locked themselves in,
attempt to enter the chateau and get caught, it will blow
hoping to escape the Black Sun’s attentions.
the whole operation. If they still insist on heading that
way now, see the side bar Straight
bar Straight to the Chateau
C hateau,, below.
You may have paranoid players who do not trust Jean-
Paul, allow them to make an Insight + Observation test
with a diculty of 1 to learn if he is hiding something.
If pressed, or by the result of good roleplaying he begins Straight to the Chateau
to trust the players, he will admit he is a member of the
If your players do go into the village incautiously with
resistance and fought in the gun battle earlier. He will also
all guns blazing, and you cannot dissuade them from
oer this information about the Black Sun takeover if that
their foolhardy approach, feel free to hit them with
has not yet been revealed.
the full garrison. There are 20 Black Sun Troopers:
two armed with MG42s (and two assisting them as
Assuming they depart on amicable terms, Jean-Paul will loaders), one with a Flammenwerfer (FmW) 41 and
oer one last piece of information:
the other 15 armed as standard. Use the profiles on
p33 –and the rules for actions scenes on p14.
If Aramis, leader of the cell, survived the gun battle
earlier and wanted to hide, he would most likely
Make sure you give them a chance to retreat, regroup
do it on the northeast side of the village. The three
and learn from their mistakes. It is always best to
farmhouses (which the players have already been
remember that you never want to punish the players
briefed about p.21) have cellars obscured from the
for making a bad decision, especially by killing them
lights the Nazis have setup around the rest of the
outright; mistakes and failure are interesting aspects
village. It will still take some eort to sneak around
of a story.
and enter them unobserved.
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a FINDING ARAMIS Aramis will ask for a cigarette, which he not only
p
wants, but is also the code phrase. If one of your players
t Assuming the team does not take the near-suicidal
remembers it, feel free to award them a Fortune point
point
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approach of heading to the chateau, decide which of the
2 (see Fortune, p.13). Fortune is a powerful mechanic for
three buildings Aramis is in. Your players may decide to
players, and also a tool you can use to reward creative or
check each one individually or split up and try to search
A
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u all three quickly.
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If they mention Jean-Paul, Aramis will smile and tell them
Getting around the village to the buildings requires a
he is grateful his old friend escaped the attack. He assumes
T
r series of Agility + Stealth tests,
Stealth tests, with a diculty of 1.
i the rest made it also. If they mention the dead cow, or the
Complications here include making noise on the approach,
p
o
t strange vibrations, he will tell them he senses vile things
being spotted by a collaborator, or anything else you feel are happening in his village. He will then kiss the crucix
is appropriate. Unless the players are extremely rash, they
F
he wears and cross himself. Aramis oers the following
r
should not trigger any sort of immediate response. The
a
information; no test is necessary:
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e primary purpose of these tests is to ratchet up the tension
and put the players on their guard. You should explain
He has never seen any Black Sun in the area before
failed checks as someone glimpses them from a window
today.
and then hides, or the Black Sun guards approach to search
the area, look around, and one of them jokes in German The Black Sun’s leader, Master Jans Stöller, was
about cows or chickens before returning to their rounds. identied when the convoy stopped in the village and
the local commander saluted and called him by name.
Eventually the players will make their way to their
Aramis has no idea what they are up to but they were
destination. The cellar door where Aramis is hiding can
denitely carrying a lot of equipment. He watched the
also be located with an Insight + Observation test
Observation test with
Black Sun takeover of the village and them unloading
a diculty of 1, which reveals a bloody hand print on the
the trucks into the chateau. He went to the farm
door and bloodstains on its stairs. If someone is listening
for sounds, they might also hear an occasional cough from nearby where the radio was to make his report.
the cellar Aramis is in. When the Black Sun started rounding the villagers up
and taking them to the chateau, it gave the resistance
When players open the door, a bright light will be shone an impossible dilemma. Should they idly stand by,
in their faces. Someone will say ‘Who are you? Identify while their friends and family were taken away for
yourselves!’ in French. If the response is in English, Aramis who knows what dark purpose? Aramis urged caution,
will switch to English. If the response is in French, he will but when young Francois saw his wife and children
continue to speak in French. being dragged away kicking and screaming from his
nearby home, it incensed him so much he couldn’t
Use this encounter as a chance to roleplay a tense situation restrain himself. He charged outside and opened re.
and in the event you need statistics for Aramis, use the
In the gun battle that followed, the farm that the
Resistance Fighter prole on p.35. Aramis can see the
resistance was temporarily using south of town was
players are not Germans, but he knows they’re not local
burned to the ground. However, the Black Sun were
villagers either. So, who are they? What do they want? In
sloppy during the attack. They killed many livestock
the worst case scenario, Aramis might even be provoked and created a lot of smoke, which made it easier for a
enough to re his pistol at the players. If so, he counts
few resistance survivors to slip away under cover.
as having the Aim action, and rolls 2d20, with a target
Aim action,
number of 11. With the Aim action, he can reroll one of Aramis knows the Black Sun are involved in the attack
his d20s, but has to accept the second result. His pistol but what do they want? Were they trying to provoke
inicts 4 of stress, and any extra successes he gets the resistance into a response? What do they want with
will generate Threat. This should be spent on the Bonus the villagers? What are they up to inside the chateau?
Dice spend.
Challenge Dice spend. You must help.
Assuming your players do not get into a re ght with Aramis will grow more urgent and desperate as he makes
the injured resistance leader, he will set his light down, that last point, before sagging under the pain of his
providing a dull glow which will provide sucient wounds. He will take a set of keys out of his shirt pocket
illumination to see the small room. and give them to the players saying the following:
Aramis appears to be injured and anyone who is trained in Whatever is going on, the chateau is the key. These
Healing can tell the wounds are not fatal. A Coordination Black Sun have the entrances
entrance s locked down
do wn now and
Medicine test with a diculty of 1 will make him more
+ Medicine test it looks like they expect trouble. We are too weak
comfortable, but he is still in no condition to travel or join and scattered to fght them, so you must help us,
the group. rescue our women and children and put a stop to
whatever foul business they are conducting in there.
26
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A direct assault would be suicide,
suicide, although I suppose If any player takes extra precautions to ensure Aramis is a
you might try to blu your way in. That too, would undetected and made comfortable or safer before they p
t
be extremely risky, for who knows what sorcery and depart, award their character a Fortune point. They will
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foul magic they use to identify their own? need them for the rest of the adventure! 2
A
Thankfully, there is another way; there are tunnels Players will also face a choice: how will they approach Q
under the village, cellars and earthworks going gaining access to the chateau? A direct assault is most
u
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back before the time of Rome which they run like a likely to end in failure and death, given the forces arrayed
spider’s web out from the chateau.
chateau . They were said against them that are on alert and established within a
T
r
to once be the haunt of creatures of the dark and a fortied base. It is possible some players may wish to i
p
foul cult from
f rom pagan times, but
bu t that was centuries
centur ies try and blu or sneak their way in, although this would o
t
ago and probably just an old wives’ tale. require gaining Black Sun uniforms, speaking German, F
passing multiple Insight + Stealth (disguise) tests at a
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It is a risk, but
b ut the tunnels
tunnel s are the best way to get very high diculty of 4 as the Black Sun are already on
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inside without being seen. Go to my dairy on the alert, with orders than no-one is to enter the chateau
e
other side of the village. In the barn is a milk truck. while their Master is at his work.
If you move it, there
t here is a trapdoor that
th at will lead you
into the cellars and tunnels. There are also lamps Both approaches are not impossible but extremely
in a crate. I have never seen any sign of Germans challenging and given their skills and experience, it is
there. Those keys will also unlock the barn and let most likely that their characters will conclude that the
you move the milk truck to get to the trapdoor. tunnels are their best option.
God go with you. Vive la France!
Remember to remove 1 Momentum from the pool, if
any exists, and tell your players the next scene has
started. Any stress the players may have accumulated
is also removed.
C
h
a Ask everyone to make a Will + Resilience test
Resilience test with a for something. There is one Black Sun Trooper present for
p
t dicul
di culty
ty of 1. If
If they
they pass,
pass, they
they take
take only
only 2 from a every character. On a failure, the heavy rain and thunder
mentall attack.
menta attack. With
With a failure,
failure, the attack
attack inicts
inicts 3 of obscures their vision and hearing, leaving them unaware
e
r
2 stress, and with
with a complicat
complication
ion the attack inicts 4 . It is of the Black Sun presence.
A possible for this attack to inict enough stress to cause an
Q injury that will impact the character’s ability to perform. As the characters approach the barn, ask one of them to
See Injuries
See Injuries p.16.
p.16. roll an Agility + Stealth test
Stealth test assisted by the rest of the
u
i
characters and opposed by the Black Sun’s Insight +
Now, your players need to navigate around Saint Sulac. Observation,, both tests are diculty 1. This is an opposed
Observation
T
r
i
p Manoeuvring around the outskirts of the village is an test (see Opposed Tests p.10)
Tests p.10) with the Black Sun squad
t
o Agility + Stealth test with a diculty of 2; however, as being the reactive characters. This is a good time for you
F noted at the beginning of the scene, the ‘Stormy Weather’ to spend some Threat to purchase extra dice for the Black
truth lowers the diculty by 1. The players can choose Sun Troopers, raising the stakes and the tension for the
r
a
their marching order, and should be encouraged to plan players. If the Black Sun have a higher number of successes
n
c
for the stealthier characters to go rst to build Momentum than the players, they spot the players approach and get to
e
for the others to use. Any complications could be used to go rst, opening re as the characters approach the barn. If
make the tests more challenging or introduce new issues. the characters have a higher number of successes, they are
For instance, one of the characters might twist their ankle, able to approach the barn without the Black Sun noticing,
increasing the diculty of all Athletics tests by 1 for the giving them time to set up a battle plan.
remainder of the scene.
It is worth nothing that from this point on, pooling Threat
Once they have completed these tests (number at the GM’s is recommended. You might want to spend a small amount
discretion), they arrive at the edge of the dairy, near the here to add to the tension, but ensure you have enough
barn. On their arrival, have one of the players make an left for the ritual in Scene 4.
Insight + Observation test at diculty of 2 increased to 3
due to the ‘Stormy Weather’ truth. On a success, they spot Players might wait for the Black Sun to leave, but are more
a squad of Black Sun soldiers enter the barn from the side likely to take them on in combat. Combat is a series of
and can hear that they appear to be quietly searching it tests, some opposed, with a diculty, adjusted for range,
truths, and conditions. The scene is now split into round
and turns (see p.14). Each round, every character in the
Blac Sun in the Barn scene takes a turn, performing a major and minor action
(see pp.14-15), going back and forth between the NPCs
The players might not question why the Black Sun and the players until everyone has taken a turn and then a
are in the barn, but as the gamemaster, it is useful for new round begins. You can nd more about action scenes
you to know their reason for being there. on p.14. Don’t forget that you can spend Threat during the
combat to make things more dicult for the players, it is
This squad of Black Sun Troopers
Troopers are here advised those to pool as much Threat as you can however,
searching for resistance members. After the gunfight as you will need it in Scene 4.
mentioned earlier,
earlier, where they burnt the resistance
safehouse to the ground, they are now systemically One important topic is cover (see p.16). Until now the
searching the village and the surrounding farm eldritch damage striking the characters has not been
buildings in an attempt to find the last of the aected by cover as they have been mental attacks, not
resistance members who fled. physical ones. Now that bullets are ying, one of the rst
rules of gun battles is to take cover—this is something you
The players might assume the Black Sun are here should encourage the players to do.
looking for the tunnel, or may discover it. With the
tunnel being under the milk truck, it won’t be found, Finding cover
Finding cover behind
behind something
something sturd
sturdy
y grants
grants 2 of cover,
cover,
but the players don’t know this. which reduces the damage taken from any successful hit.
The Black
Black Sun
Sun all start with
with 2 of cover
cover from being inside
Players who speak German and wish to try and find the barn.
out what the Black Sun are doing here can make
an Insight + Observation test at difficulty 2, on a Once the characters defeat the Black Sun squad, they can
success they hear snippets of conversation between enter the barn and nd the milk truck. However, it is
the soldiers such as: obvious the truck has been damaged during the Black Sun’s
C
h
a
p
t
e
r
2
A
Q
u
i
T
r
i
p
t
o
F
r
a
n
c
e
Repair the truck with a Reason + Engineering test Once they get the truck moved, players will nd the trap
with a diculty of 2. door leading down a narrow ladder into the darkness.
The lamps Aramis mentioned are readily available, so the
Push the truck out of the way with a Brawn +
group will be ready to go into the next scene.
Athletics test with a diculty of 3.
Athletics test
C
h
a
p
t
e
r
2
A
Q
u
i
T
r
i
p
t
o
F
r
a
n
c
e
represent how the ritual has progressed due to the extra From here, the trapdoor at the top of the stairs is the
time it takes the players (See p.32). only place to go. Moving up to the top and listening will
reveal a sonorous chanting on the other side, in some
When they are in the tunnels, you might tantalise the ancient inhuman tongue. The trapdoor is neither locked
players with some jump scares, like a sudden swarm of nor trapped and can easily be pushed open. As soon as
disturbed bats ying by, or suggest that things are lurking someone does, read or paraphrase the following:
in the dark just beyond their hearing. In reality, there
is nothing to threaten the players here, but do your best Poking your head up out of the trapdoor,
trap door, you
to evoke a tense, unnerving atmosphere in these long- nd yourself in a small
sm all anteroom o of a larger
lar ger
abandoned caves. Eventually, players will discover the chamber. The larger room into which you’re looking
entrance to the chateau. is circular, with an altar near the far wall, a single
closed door on the left wall, and six supporting
The air is getting decidedly colder. Wisps of white columns providing a degree of cover while reaching
mist slither like snakes, or perhaps tentacles, up to the ceiling four metres above your head. On
around your feet. There is a recessed wooden door each column a civilian is tied. As you take in their
here with no visible handle but light shines through appearance you can see they are beaten, crying and
the cracks. Listening provides no clue as to what is screaming in fear at
a t something on the altar.
alt ar. You
beyond it, but you must be in the right spot. follow their gaze to the source of their terror,
terror , a
stone slab red with the
th e blood of sacricial victims.
v ictims.
The group has found the secret entrance to the chateau, it Above, a glowing phosphorescent
ph osphorescent light surrounds
opens into a cellar below the ritual chamber. The reason a Black Sun Master, four Black Sun Novices and
there is no handle is because they are looking at the back a bizarre creature with fearsome claws and a
of a bookshelf, which needs to be pushed out of the way. slathering tongue instead of a head (See
(Se e Servitor of
A simple Brawn + Athletics test with a diculty of 1 p.35). Above, a dark presence seems
Nyarlathotep p.35).
Nyarlathotep s eems
will suce to get them into the next room. Once the door to be forming in the air as the chanting of terrible
is open, read or paraphrase the following: ancient words continues.
You have entered some sort of cellar, it is freezing The battleeld is made up of four zones: the antechamber,
and the wisps of mist seem to be denser in here than the main room, the altar where the ritual is taking place,
in the tunnels. It seems long abandoned and is full and the side door leading to the ritual room. Cover
of cobwebs and other detritus. At the top of the Resistance of +2 may be provided by anyone hiding behind
stairs is a thick wooden
wo oden trapdoor, currently
c urrently closed.
cl osed. review Actions in Confict , p.15, and
a pillar. Make sure you review Actions
30
C
h
explain it to your players. Complications rolled on attack example, this might be behind a column or behind one of a
tests and Threat spends can be spent to cause injury to the the other NPCs like the Black Sun Novices or the civilians. p
t
civilians. The risk to civilians in the room should deter
e
r
players from using a ‘pray-and-spray’ tactic to deal with If Stöller succeeds in the test to advance the ritual, he will 2
the Black Sun here, and should also provide them with the roll a number of equal to his power, in this case 2 , to A
option to save the civilians and get them out of harm’s way. inict damage on the ritual’s stress track. Every Black Sun Q
Novice who assists
assists adds
adds 1 to this roll if Stöller’
Stöller’ss major
u
i
The Black Sun forces seen here comprise: action is successful.
T
r
Jans Stöller, a Black Sun Master (See p.34) If Stöller and or his novices suer 3 complications when i
p
t
Servitor of Nyarlathotep
Novices (See (See
p.34)p.35) making
rolled ontests
a 19tooradvance
20 due the ritual (a complication is just
o
4 Black Sun to the spell’s diculty of 2, F
like a battleeld spell, see Battle
see Battle Field Magic Complications
Comp lications
r
a
If they’ve been careful to open the trapdoor quietly, and p.19), then the ritual will be miscast (see the ritual
n
c
move into the ante-chamber cautiously, the players may description). This will produce an eect similar to the
e
have a short time to whisper a hurried plan. However, delay intended outcome, but will also be unpleasant, painful, or
may add to Threat or a step of the ritual being completed dangerous to the spellcaster.
while they watch. At a moment of the GM’s choosing Stöller
will detect their presence and turn to address the characters Characters attacking Stöller may also spend 2 Momentum
mockingly saying: “Who are you? You should not be here, use the Create Truth spend to introduce a complication
but no matter, I need more sacrifces and you have brought into Stöller’s endish machinations, the result of which
yourselves here willingly, a most gratifying outcome!” After the GM will decide (Perhaps the ritual requires an
his comment, Stöller will return to his work. additional step, the overall stress goes up to 20, or the
diculty increases from 2 to 3).
Stöller is conducting a ritual which will call forth an aspect
of the Dark Pharaoh Nyarlathotep (see p.32), a Mythos God, Any character with the spellcaster talent may also attempt
into this world. He seeks to do this to receive Nyarlathotep’s a Counterspell, seeking to make Stöller’s task more
blessing which will grant him power and favour and secure dicult: The is a major action as the character mutters
his advancement within the hierarchy of the Black Sun. an invocation, makes gestures of warding, or concentrates
on their mantle. They roll their power
power x ; and for each
eect rolled, the spell’s diculty increases by +1.
C
h
a used to summon the powers of the outer dark. You grab the book and escape or try to eliminate the team and
p
t quickly surmise that if the book can be closed or resume his work. In either case, the ritual can no longer
destroyed, then the summoning will be disrupted. be completed during this adventure. Stöller is not stupid
e
r
2 or suicidal and will choose whichever option gives him
the best chance of success. Keeping some Threat for him
For purposes of game mechanics, if the book cover
A
Q to escape or interfere with the team’s plans is a great
is closed, the ritual loses any stress inficted and any
idea. He may even go on to become a recurring villain in
u
i completed steps are removed. Stöller will either try to
subsequent adventures!
T
r
Ritual: Summon Avatar of
i
p
t
Nyarlathotep Conclusion
o
F
r
a
Summoning spells are used to call to, convene and or The battle, and mission, ends when the ritual is either
n
c
commune with many different creatures and entities stopped or completed.
e
belonging to the Cthulhu Mythos.
If Jans Stöller completes his ritual, read or paraphrase
Test: Will + Persuasion, difficulty of 2 the following:
Maximum Stress: 15
Steps: 3 The Black Sun Master cackles as he completes the
Cost: 2 ritual and a dark demonic entity in the form of an
avatar of the Dark Pharaoh, faceless, soulless and
Outcome: This summoning spell calls forth an wreathed in dark fre tears through the opening
avatar of the dread god Nyarlathotep into this realm. between the Outer Dark and our world. You fre a
Because the Black Sun are closely aligned with this few shots but it is obvious this unfathomable
unfat homable and
Mythos God, the caster will earn his favour and will horrifying creature is immune to your weapons.
be temporarily able to command this avatar in any You have no choice but to make good your escape
way he chooses. Once the Avatar of Nyarlathotep is and report back to London and hope that they can
summoned, it will use a large tentacle to lash out into suggest something to thwart Stöller
Stölle r and whatever he
the darkness, striking near one of the heroes, forcing plans next.
them to move
move out
out of cover or take
take 3 of stress.
stress.
If they stop Jans Stöller from completing his ritual,
Miscast: A failure to cast the spell correctly means the read or paraphrase the following:
avatar may only be summoned for a couple of rounds or
the ritual is not strong enough to entice the creature to The ritual is broken and the Black Sun are, at
the caster at all. The summoner pays an additional cost least for now, defeated. Yet you hear the pounding
of 2 and immed
immediatiately
ely suff
suffers
ers an inju
injury
ry.. of many boots coming from the chateau above.
Whether they are arriving to continue the fght
Completing each step for the ritual causes the
or running to summon more forces against you is
following effects:
irrelevant, you have overstayed your welcome and
need to ee the area. Getting back to London to
First step: Three of the civilians (or any remaining
report this will be a challenge, but at least the world
if there are fewer than three) will scream in terror
is a safer place.
and their hearts will erupt from their chests. The
dark presence above Stöller will solidify and form
a protective shield around him, giving him armour
of 2.
chest.
Third step: The ritual is complete! Jump to the
Conclusion and read the section about Stöller
completing his ritual.
32
C
Truths Truths
Fanatical Infantry Black Sun Initiate
Twisted Academic
Attributes
AGILI TY 8 BRAWN 10
Attributes
AGILI TY 8 BRAWN 7
COORDINATION 8 INSIGHT 6
COORDINATION 8 INSIGHT 8
REASON 7 WILL 9
REASON 9 WILL 8
Skills
1, Fighting 3 (Close
Athletics 1, 3 (Close Quarters), Resilience
Quarters), Resilience 2 Skills
(Discipline), Survival
(Discipline), 2, Tactics 1,
Survival 2, 1, Vehicles 1 2 (Occultism), Athletics 2,
Academia 2 (Occultism), 2, Fighting 1 (Close
Quarters), Medicine 1,
1, Resilience 2,
2, Stealth 1,
1, Vehicles 1
German
Languages: German
Languages:
Languages: German
Languages: German
STRESS 5 INJURIES 1
1
Power: 1
Power:
ARMOUR 2 COURAGE 3
STRESS 5 INJURIES 1
Weapons & Equipment
ARMOU R 1 COURAGE 3
Maschinenpistole
40 (MP 40):
40) : (Ries), Close range,
4 (Salvo: Stun), Close Quarters, Reliable Weapons & Equipment
Luger
P08 9mm:
9mm : (Handguns), Close range, Luger
P08 9mm:
9mm : (Handgun), Close range,
range,
4 (Salvo: Vicious), Close Quarters 4 (Salvo: Vicious), Close Quarters
Schwarzsonne armband: Identies
Schwarzsonne armband: Identies the wearer as an ally
to creatures summoned by the Black Sun.
33
Attributes
AGILI TY 8 BRAWN 8
COORDINATION 8 INSIGHT 8
REASON 10 WILL 9
Skills
Outcome: This summoning spell calls forth an avatar of the
3 (Occultism), Athletics 1,
Academia 3 (Occultism), 1, Fighting 2
dread god Nyarlathotep into this realm. Because the Black
(Close Quarters), Medicine 1,
1, Persuasion 1 Resilience
Sun are closely aligned with this Mythos God, the
t he caster will
2, Stealth 1,
1, Survival 2,
2, Tactics 2 (Battleeld
2 (Battleeld Tactics), earn his favour and will be temporarily able to command
Vehicles 2
this avatar in any way he chooses. Once the Avatar of
German, English
Languages: German,
Languages: Nyarlathotep is summoned, it will use a large tentacle to
lash out into the darkness, striking near one of the heroes,
Power: 2
forcing
forcing them to move
move out of cover
cover or take 3 of stress.
stress.
STRESS 11 INJURIES 2
Miscast: A failure to cast the spell correctly means the
ARMOU R 1 COURAGE 4
avatar may only be summoned for a couple of rounds or
Weapons & Equipment the ritual is not strong enough to entice the creature to the
caster at all. The summoner pays an additional cost of 2
Black Sun Degen: (M
(Mel
elee)
ee),, 4 Pierci
Piercing
ng 1,
1, Hunger,
Hunger,
and immediately suers an injury.
Bane, Parrying
Walther PPK: (Handguns),
PPK: (Handguns), Close range, Completing each step for the ritual causes the following
3 (Salvo: Vicious), Close Quarters, Hidden, Reliable eects:
C
Mythos Creatures
h
a
p
t
e
SERVITOR OF NYARLATHOTEP
r
eect (listed above). In addition, the rst time a 2
character sees this creature, they must immediately
Trooper NPC A
attempt a Will + Resilience test
Resilience test with a Diculty of 1 Q
Formed as part of a dark pact struck between the Black Sun or suer mental stress as if from that mental attack.
u
i
and the Crawling Chaos, Nyarlathotep, the Servitors are
Immune to Cold, Disease, Fear, Pain, Poison, Vacuum:
Vacuum:
ferocious shock troops, used to tear into the ranks of allied
T
The Servitor is immune to stress, truths, and other r
infantry. Savage claws and berserk strength render the i
eects caused by any of the listed conditions.
p
t
Servitors some of they
the most feared forces in the Secret tongue
War.
o
And the fact that resemble the vast tentacle-like Tough 1: The Servitor can withstand 1 extra injury
1: F
of a slavering beast renders them all the more intimidating. (included above). It may also spend 3 Threat to ignore
r
a
suering an injury.
n
Truths
c
e
Night Vision: The Servitor can see in darkness. It
Vision:
Writhing Grotesque Shock Troops
ignores any increases to diculty or complication
ranged caused by lack of light, and it may attempt skill
Attributes
tests that would normally be impossible in darkness.
AGILI TY 9 BRAWN 11
COORDINATION 7 INSIGHT 11
REASON 11 WILL 11
Skills
Fighting 3 (Hand-to-Hand
3 (Hand-to-Hand Combat), Persuasion
Combat), Persuasion 3
(Intimidation), Resilience 2, Tactics 2
STRESS 7 INJURIES 2
ARMOUR 4 COURAGE 4
Attacks
Lashing Tentacle: (Han
Tentacle: (Hand-to
d-to-Han
-Hand
d Com
Combat)
bat),, 4 Stun
Scything Claws: (Hand-t
Claws: (Hand-to-H
o-Hand
and Com
Combat)
bat),, 4 Vicious
Vicious
Unearthly Presence: (M
Presence: (Ment
ental
al Att
Attack
ack),
), 5 Pierci
Piercing
ng 1
Special Rules
Fearsome 1: The Servitor inspires fear. It can make
1:
mental attack
mental attacks,s, includi
including
ng +1 and the the Piercing
Piercing 1
Allied Forces
RESISTANCE FIGHTER Attributes
Trooper NPC AGILI TY 8 BRAWN 8
You can use these statistics for both Aramis or Jean-Paul COORDINATION 9 INSIGHT 7
if you require a prole. These brave resistance ghters REASON 7 WILL 9
operate clandestinely either living locally within native
populations or taking to hills, mountains and abandoned Skills
places to ght their hidden war. 1, Engineering 1 (Explosives),
Athletics 1, 1 (Explosives), Fighting
Fighting 2
(Close Quarters), Resilience
Quarters), Resilience 3,
3, Stealth 2,
2, Tactics 1
Truths
STRESS 6 INJURIES 1
Civilian Dedicated to Overthrowing Nazi Occupiers
ARMOU R 0 COURAGE 2
C
Pregenerated
h
a
p
t
e
r
Player Characters
3
P
r
e
g
e
n
e
r
a
t
e
d
P
I N J U R I ES F ORTU NE
ARMOU R 0 COURAGE 0
Weapons
N AM E FOCUS R AN GE STRESS SALVO QUALITIES
Unarmed Strike Hand-to-Hand Reach 2 — Subtle
C
h
SPELLS Performing The Ritual a
p
Healing Performing this ritualistic Healing magic is a little more t
e
complicated than a battleeld spell and may require r
This simple two step ritual provides healing, xing 3
several stages to complete.
physical wounds, mental trauma or repairing the psychic P
damage inicted by the terrors of the Mythos. r
Requirements: Any ritual needs raw materials and most e
g
will require at least some basic tools or simple oerings. e
Medicine , Diculty 2
Skill: Will + Medicine, n
In Daphne’s case her ritual tools will allow her to perform e
Stress: 6
this Healing spell.
r
a
Steps: 2
Steps: 2 t
e
d
Cost: 1
Duration: Instant Test: Daphne will need to say who she is targeting
Skill Test: Daphne P
and what she what she is attempting to heal (physical l
a
or mental stress) and then make a test to y
Outcome: The caster denes whether they are attempting e
perform the Healing ritual. She uses
to heal physical or mental stress. Stress is healed a
r
Will + Medicine for
Medicine for a target score C
number of equal to the caster’s power.
h
of 11 on each test and requires 2 a
r
successes because of its Diculty
Diculty a
Miscast: If this spell is miscast, it inicts
Miscast: If c
of 2. If she rolls 19-20 this will t
stress, rather than healing, to both caster
e
result in a complication. r
and patient. The caster can decide what
s
37
C
Sven Nilsen
h
a
p
t
e
Skills & Focuses
r
3 DAUNTLESS RESISTANCE LEADER
5 (History, Occultism), Fighting 1,
Academia 5 (History, 1,
Sven is a Norwegian Runeweaver, a young man in his mid
P
r Observation 1,1, Persuasion 3,
3, Resilience 4,
4, Stealth 2,
2,
e
twenties who keeps the old traditions of his country, just
g Survival 1
e
n as his family has from when his ancestors went a Viking
e across the high seas in search adventure. Raised in the old Languages: Norwegian.
Languages: Norwegian. English
ways by his mother, who was herself a powerful sorceress,
r
a
Rating: 2
Power Rating: 2
he eventually succeeded her to lead a community of fellow
t
e
d
P believers in a small village in the north of Norway. When STRESS
l the Germans invaded in 1940, Sven sympathised with the
I N J U R IE S F OR TU N E
a
y resistance but believed his village was too remote to ever
0 2
e
r be directly involved in the conict. Instead, as a skilled ARMOU R COURAGE
C sherman and hunter he served the struggle by gathering
Talents
h
a
r intelligence and information on German troop movements
a and relaying it to the nearest resistance cell. A Pay: You understand that magic always
Price to Pay: You
c
t
e comes at a cost, and pay that price willingly, even
r
s Yet when the Black Sun came calling, scouring ancient sacricing more of yourself to augment your spells.
local Viking burial grounds for treasures and artefacts, Whenever you successfully cast a spell, you may gain 2
Sven found himself drawn directly into the conict. Away bonus Momentum, which may only be used to improve
on a hunting trip, he returned to discover a Black Sun the spell’s eect and cannot be saved. If you do so, the
detachment had desecrated several sites sacred to both spell’s Cost increases by +2 , and the Cost
Cost is physica
physicall
Thor and Odin. Awakening the latent magical powers stress instead of mental stress.
which he hoped he would never have to wield in anger,
Sven hunted and tracked the Troopers responsible, slaying Bizarre Insight: Your mind often shows you glimpses
Insight:
of things you couldn’t otherwise know. No more than
them to a man with his deadly bow. He then confronted
once per scene, you may generate 1 Threat to Obtain
and killed the Canon in charge, tearing her heart out and
Information (ask the GM a question) without passing a
sacricing it on an altar as a gift to Odin before stringing
skill test.
up the bodies of the remaining Troopers on a local yew
tree to serve as a warning to others. From that day forth, Mystical Power: You
Power: You have delved deep into immortal
Sven became an unremitting and implacable opponent of mysteries of the Mythos and the secrets of time and
the Black Sun and one of the ercest magical adepts in returned with greater aptitude for magical endeavours.
Norway. You gain an additional character truth: Glimpsed What
Mortals Should Not Know. When you cast a spell, you
Truths may incr
increas
easee your
your Pow
Power
er by
by +2
+2 .
Norwegian Resistance Leader If you do so, then each of your allies within Close
Runeweaver range suers 1 mental stress for each Eect you roll
Glimpsed What Mortals Should Not Know on the spell’s Cost, as they’re exposed to the unearthly
Access to Runeweaver contacts secrets you have learned.
Attributes Equipment
AGILI TY 7 BRAWN 7 Ritual Tools.
COORDINATION 9 INSIGHT 10 3
Ammo: 3
Ammo: ammo.
REASON 8 WILL 9
Weapons
N AM E FOCUS R AN GE STRESS SALVO QUALITIES
C
SPELLS
h
Skill:Observation a
Hammer of Thor 1
Diculty: 1
Diculty: p
t
Cost: 3 Drain
e
The weaver draws on the mystical rune of Thurisaz, long r
Duration: Instant 3
associated with the legendary god of thunder and calls
forth the power of his hammer, Mjolnir, to strike the Eect: Oracular spell. The spellcaster must choose a single
P
r
enemy with devastating thunderbolts and lightning. Winds creature within Medium range. The spellcaster gains three e
g
rise, storm clouds gather and electrical energy surges bonus Momentum, which may only be used to Obtain e
n
from the spellseer to strike their target, causing enormous Information about the creature, or to Create Truth where e
damage both to it and those close by. the created truth must reect knowledge of the targeted
r
a
creature’s weakness.
t
e
d
Skill:Fighting Momentum: For 2 Momentum, if the creature has the P
Diculty: 2
Diculty: 2 l
Invulnerable special ability, it loses that ability for a a
Cost: 3 Dr
Drai
ain,
n, Pi
Pier
erci
cing
ng 1 y
number of rounds equal to the spellcaster’s power. For 2 e
Duration: Instant
Momentum, any attacks made against the chosen creature
r
C
Eect: Attack spell. The spell targets a single enemy or by the spellcaster or their allies gain either the Intense or
h
a
object within Medium range and inicts power +4 Vicious eect (spellcaster’s choice, one eect is applied to r
a
damage upon its target, with the Area eect. all attacks). c
t
e
Momentum: For 1 Momentum, replace the Area eect
Momentum: For r
s
with the Piercing 2 eect. For 2 Momentum, add the
Vicious eect. For 2 Momentum, add the Stun eect.
Blessing of Eir
Eir, the Norse goddess and Valkyrie’s name
means “help” or “mercy”, and her runic aspect is
expressed through the rune laguz, a manifestation
of healing and renewal. Using this powerful runic
incantation, the runeweaver draws a portion of Eir’s
healing skills, restoring the wounded and even raising
those who have fallen, so they may renew the ght.
Skill:Medicine
3
Diculty: 3
Diculty:
Cost: 4 Drain
Duration: Instant
Wisdom of Frigg
Frigg, the consort of Odin, is a goddess renowned for
her wisdom and insight and calling forth the power
contained in Kaunaz, the rune of re and knowledge, the
runeweaver is able to tap into Frigg’s wisdom to nd the
most vulnerable aspects of an opponent and exploit its
weaknesses. Mythos
Mythos entities and creatures become much
more vulnerable when the Wisdom of Frigg is cast, and are
able to be aected by normal weapons and those eects in
turn are magnied, doing signicantly more damage.
39
C
COORDINATION 9 INSIGHT 8
REASON 10 WILL 10
English, French
Languages: English,
Languages:
STRESS
I N J U R I ES F ORTU NE
ARMOU R 1 COURAGE 0
Talents
Born Leader: You may spend a Fortune point in order
Leader: You
for a single ally to immediately gain a Fortune point.
Direct: In
Direct: an action scene, as a major action you can
select a single ally you can communicate with, that
character may immediately attempt a major action. If
this action includes a skill test, you assist them, using
your Tactics skill.
Weapons
N AM E FOCUS R AN GE STRESS SALVO QUALITIES
C
3
Ammo: 3
Ammo: ammo.
Talents
Heavy Leather Jacket:
Jacket:
Prototype: When
Prototype: you construct a prototype, come up
Gain +1 Armour
with a truth to the device. Anyone using the device
(included above).
can apply that truth to their skill tests. After the device
is use
used,
d, rol
rolll 1 , plus one addi
additio
tional
nal for each use
Weapons
N AM E FOCUS R AN GE STRESS SALVO QUALITIES
C
Truths
Australian
Deadly Commando
Raised in the Colonies
Attributes
AGILI TY 10 BRAWN 11
COORDINATION 9 INSIGHT 7
REASON 6 WILL 8
Languages: English
Weapons
N AM E FOCUS R AN GE STRESS SALVO QUALITIES
C
h
Crook
a
p
t
e
Truths r
3
TrainedDog
Loyal Companion
P
r
e
g
Attributes e
n
AGILIT Y 11 BRAWN 9
e
r
a
COORDINATION 5 INSIGHT 10 t
e
d
REASON 5 WILL 9 P
l
a
Skills & Focuses y
e
Athletics 2,
Athletics 2, Fightin
Fighting
g 2, Obser
Observatio
vationn 3 (Smell and Taste), r
Resilience 1, Survival 2 (Tracking) C
h
a
STRESS
r
a
c
I NJ UR I E S FORTUN E
t
e
r
ARMOU R 0 COURAGE 1
s
Attacks
Attacks
Bite: Agility
Bite: Agility + Fight ing (H
(Han
and-
d-to
to-H
-Han
and,
d, 3 )
Special Rules
Courageous: Crook gains 1 courage.
C
Half the city can see the lights from the party,
and they dream of the delights inside.
Will you tear it all to pieces?