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Null: A Pulp Cthulhu Sourcebook Jp

Stephens
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CREATED BY
JP Stephens

SPECIAL THANKS TO
Sam Briskin-Rodriguez Emma Dickson
Casey Kirkpatrick Dan Lobdell
Sean Lobdell Graham Theo

DEDICTATED TO
Elaina Stephens

I couldn’t have done it without all your hard work and help.

This supplement is best used with the Call of Cthulhu (7th Edition) roleplaying game, available separately.
NULL: A PULP CTHULHU SOURCEBOOK© copyright 2020 JP Stephens. All rights reserved.

Call of Cthulhu is a Trademark of Chaosium Inc. and is used with their permission via the OBS Community Content program.
For more information please visit Chaosium’s website: www.chaosium.com

All images licensed by Creative Commons

Not for resale. Permission granted to print or photocopy this document for personal use only.

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TABLE OF CONTENTS
INTRODUCTION............................................................................................................................. .............. 1
HOW TO USE THIS SETTING......................................................................................................................................... 1

CHARACTER CREATION INTRODUCTION................................................................................................... 1


OCCUPATIONS................................................................................................................................................................. 1
NULL ARCHETYPES........................................................................................................................................................ 2
CREDIT RATING AND WEALTH.................................................................................................................................... 3

FACTIONS............................................................................................................................. ........................ 3

LOCATIONS............................................................................................................................. ..................... 4

EQUIPMENT................................................................................................................................................. 6
ARMOR............................................................................................................................................................................. 6
WEAPONS........................................................................................................................................................................ 6
EXPLOSIVES.................................................................................................................................................................... 6
STANDARD EQUIPMENT............................................................................................................................................... 7

VEHICLES............................................................................................................................. ....................... 7

RADIATION POISONING............................................................................................................................. . 8

SPACE TRAVEL............................................................................................................................................. 8
SYSTEM FAILURE............................................................................................................................................................ 9

STARCRAFT............................................................................................................................. ..................... 10

KEEPERS ONLY............................................................................................................................................ 11

NULL............................................................................................................................. ................................ 11
NULL RADIATION............................................................................................................................................................ 11

ALIEN TECHNOLOGY............................................................................................................................. ....... 11

NPC STATS.................................................................................................................................................... 12

THE RING OF FIRE............................................................................................................................. ........... 14


BACKGROUND...……………………………………………………………………………………………………………............…..................... 14
ACT I...……………………………………………………………………………………………………………............…...................................... 14
ACT II...……………………………………………………………………………………………………………............…..................................... 17
ACT III...……………………………………………………………………………………………………………............…................................... 18
EPILOGUE...……………………………………………………………………………………………………………............…............................ 18
HANDOUTS...……………………………………………………………………………………………………………............….......................... 19
DRAMATIS PERSONAE...……………………………………………………………………………………………………………............…...... 20
ADVERSARIES...……………………………………………………………………………………………………………............…..................... 21
PRE-GENERATED HEROES...…………………………………………………………………………………………………………….............. 22
CHARACTER SHEETS...……………………………………………………………………………………………………………............…......... 23

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CTHULHU: NULL
INTRODUCTION CHARACTER
Welcome to Null, a sci-fi setting for the 24th Century. This
setting features cosmic horror, exploration, dark
conspiracies, and gritty action.
CREATION
Character creation follows the standard guidelines (pg. 15
Dark cultists of the King in Yellow seek to corrupt mortals on Pulp Cthulhu) using the Future setting skills. These rules may
Earth, the vanguard of an invasion force. Cults devoted to be substituted with the Call of Cthulhu 7e rules at the
Cthulhu sabotage one another as they seek to achieve Keeper’s discretion.
conflicting goals. Acolytes of Nyarlathotep climb to the
highest positions of power, reveling in the chaos their
activities spawn. Rival factions posture for dominance over
OCCUPATIONS
the solar system while exploiting the colonies. The time has The following Occupations are recommended for Null. You
come for the Old Ones to return. may incorporate other occupations or create your own (pg.
24 Pulp Cthulhu).
Humanity has slipped the bonds of Earth and stretched out
across the solar system, beginning the journey to the stars. Colonist
Starships powered by fusion drives can travel to the edges of • Occupation Skill Points: EDU x 2+ (DEX x 2 or STR x 2)
the solar system within weeks, though the stars remain firmly • Credit Rating: 9-30
outside of humanity’s grasp. If we only knew the true terrors • Skills: Art/Craft (Terraforming), one interpersonal skill
that lie sleeping in the void, perhaps we would not be so (Charm, Fast Talk, Intimidate, Persuade), Firearms,
eager to venture forth. Mechanical Repair, Natural World, Survival, Systems
Operations, and any one other skill.
Alien technology powered by a mysterious element we call
Null has catapulted humanity into the future. Null can Diplomat
generate dark energy and warp space-time. The effects • Occupation Skill Points: EDU x 2+ (INT x 2 or APP x 2)
caused by this element are as powerful as they are • Credit Rating: 50-90
incomprehensible. Nobody understands the technology, but • Skills: History, Law, Library Use, Listen, two interpersonal
that’s not stopping us from using it. The Anubis Corporation skills (Charm, Fast Talk, Intimidate, or Persuade),
holds exclusive patents on all Null technology, and their army Psychology, and any one other skill.
of lawyers guards those secrets jealously.
Doctor
• Occupation Skill Points: EDU x 3+ INT x 1
HOW TO USE THIS SETTING • Credit Rating: 30-80
This setting accommodates parties wishing for more fulfilling • Skills: First Aid, Medicine, Psychology, Science x2
sci-fi play. Before beginning, you’ll need to familiarize (Biology, Chemistry, or Pharmacy), plus choose three from:
yourself with the Pulp Cthulhu Rulebook. You can also Psychoanalysis, Science (any), Spot Hidden, System
choose to ignore the Pulp Cthulhu rules and adapt this for Operations, and Technical Repair.
use with the Call of Cthulhu 7th Edition rules: either the core
Call of Cthulhu: Core Rules or the Call of Cthulhu Engineer
Starter Set. Once you understand the basics, you’ll want to • Occupation Skill Points: EDU x 4
select or craft your starting adventure. A scenario included at • Credit Rating: 30-60
the end of this guide will get your party started. You’ll need to • Skills: Electronics, Computer Maintenance, Library Use,
use the Call of Cthulhu Future character sheets and skills. Science (Engineering or Physics), Systems Operations,
Technical Repair, and choose two from: Demolitions,
All you need are some dice, a character sheet, something to Electrical Repair, Mechanical Repair, and Operate Heavy
write with, and you’re ready to blast off! Machinery.

Entertainer
• Occupation Skill Points: EDU x 2+ APP x 2
• Credit Rating: 9-70
• Skills: Art/Craft (Acting, Singer, Comedian, etc.), Disguise,
two interpersonal skills (Charm, Fast Talk, Intimidate, or
Persuade), Listen, Psychology, and any two other skills.

Explorer
• Occupation Skill Points: EDU x 2+ (DEX x 2 or STR x 2)
• Credit Rating: 55-80
• Skills: Climb or Zero-G, First Aid, Natural World,
Navigate, Science (Astronomy, Geology, or Meteorology),
Survival, plus choose two from: Drive Auto, Firearms (any),
Language (Other), Pilot, and Spot Hidden.

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Investigator
• Occupation Skill Points: EDU x 2+ (DEX x 2 or STR x 2) • Characteristics for investigators start no higher than 90%;
• Credit Rating: 9-30 heroes, however, can begin with 95% in their core
• Skills: Disguise, Law, Library Use, one interpersonal skill characteristic. To determine a core characteristic, roll 1D6+13
(Charm, Fast Talk, Intimidate, or Persuade), Psychology, and multiply the result by 5 (see Step Two).
Science (Forensics) or Spot Hidden, and any two other skills.
• Any or all of the skills listed under each archetype may be
Journalist chosen; allocate the bonus points to as many or as few of
• Occupation Skill Points: EDU x 4 these skills as desired.
• Credit Rating: 9-30
• Skills: Art/Craft (Acting or Photography), History, Library
Use, one interpersonal skill (Charm, Fast Talk, Intimidate, or • The archetype requires one pulp talent to be chosen from a
Persuade), Psychology, Stealth, Spot Hidden and any one specific category.
other skill.
COLONIAL
Lawyer Colonials are fiercely independent and handy, relying on
• Occupation Skill Points: EDU x 4 their wits to survive on the edge of humanity. They’re
• Credit Rating: 30-80 typically tall and willowy from a lifetime of low gravity.
• Skills: Accounting, Law, Library Use, Listen, two
interpersonal skills (Charm, Fast Talk, Intimidate, or Adjustments
Persuade), Psychology, and any one other skill. • Penalty on all CON rolls.

Scientist • Core characteristic: INT or DEX.


• Occupation Skill Points: EDU x 4
• Credit Rating: 9-50 • Add 100 bonus points divided among any of the following
• Skills: Computer Maintenance or Library Use, Science x 3 skills: Astronomy, Computer Use, Electronics, First Aid,
(any), Spot Hidden, plus choose three from: Anthropology, Navigate, Systems Ops, Tech Repair, and Zero-G.
Archaeology, Electronics, Language (any), Science (any), and
Technical Repair.
• Talents: Any Mental Talent plus any Pulp Talent.
Scoundrel
• Occupation Skill Points: EDU x 2+ DEX x 2 EARTHBORN
• Credit Rating: 9-65 The inhabitants of Earth tend to be shorter and stockier than
• Skills: Disguise, Locksmith, one interpersonal skill other humans, but many suffer from psychological problems
(Charm, Fast Talk, Intimidate, Persuade), Psychology, Sleight brought on by overpopulation, pollution, and upheaval.
of Hand, Spot Hidden, Stealth, and any one other skill.
Adjustments
Soldier • Penalty on all POW rolls.
• Occupation Skill Points: EDU x 2+ (DEX x 2 or STR x 2)
• Credit Rating: 9-30
• Core characteristic: CON or EDU.
• Skills: Climb or Zero-G, Dodge, Fighting, Firearms,
Stealth, Survival, and two of the following: Demolitions, First
Aid, one interpersonal skill (Charm, Fast Talk, Intimidate, • Add 100 bonus points divided among any of the following
Persuade), and Operate Heavy Machinery. skills: One interpersonal skill (Charm, Fast Talk, Intimidate,
Persuade), Climb, Credit Rating, History, Jump, Library Use,
Technician Psychology, and Psychoanalysis.
• Occupation Skill Points: EDU x 3+ (INT x 1 or DEX x 1)
• Credit Rating: 9-30 • Talents: Any Miscellaneous Talent plus any Pulp Talent.
• Skills: Computer Maintenance, Electronics, Sciences x2
(Engineering and any other), Systems Operations, Technical
MARTIAN
Repair, plus choose two from: First Aid, Medicine, Navigate,
Martians must serve in the military or government to gain
Pilot, and Spot Hidden.
full citizenship. Their culture revolves around compliance
and duty, leading to rigid thinking.
NULL ARCHETYPES
Humans hail from a variety of worlds that have created Adjustments
substantially different physiological and cultural norms. • Penalty on all INT rolls.
Instead of choosing a Pulp Archetype (pg. 15 Pulp Cthulhu),
players will select one from the list below.
• Core characteristic: POW or STR.
• Each archetype has a characteristic that suffers a penalty die
on all rolls to represent the effect of the adverse conditions on • Add 100 bonus points divided among any of the following
the population. skills: Firearms, Law, Mechanical Repair, Natural World,
Science (any), Survival, Systems Operations, and Tracking.
• Each archetype offers a choice between two core
characteristics. • Talents: Any Combat Talent plus any Pulp Talent.

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CREDIT RATING AND WEALTH MARTIAN FEDERATION
Mars became a sovereign nation in the late 22nd Century and
Credit Cash Assets Spending has undergone years of terraforming, though the populace
Rating Level still lives under enormous domes. The Prime Minister of
Mars presides over the government from Olympus. The
Penniless $10 None $10 Mariner Valley is the most heavily populated location on the
(0) surface, though scattered settlements exist. Civilians must
serve in the government or military to gain full citizenship,
Poor CR x 20 CR x 20 $40 creating a culture of compliance and duty.
(1-9) ($20 - ($200 -
$180) $1,800)
MILITARY
The Federation military is small but advanced; their ships far
Average CR x 40 CR x 1,000 $200
deadlier than their UN counterparts. Fearsome Marines
(10-49) ($400 - ($10,000 -
armed with devastating Power Armor and Miniguns secure
$1,960) $49,000)
Martian interests.
Wealthy CR x 100 CR x 10,000 $1,000
(50-89) ($5,000 - ($500,000 - The Federation Navy consists of three battle groups
$8,900 $890,000) comprised of one battlecruiser, two destroyers, and a
corvette. Battlecruisers are named for major Greek gods,
Rich CR x 400 CR x 40,000 $5,000 destroyers for minor Greek gods, and corvettes are given
(90-98) ($36,000 - ($3.6M - names that suggest war and conquest.
$39,200) $3.92M)
Battlecruisers
Ares, Poseidon, Zeus
Super Rich $1 million $100 $100,000
(99) million+ Destroyers
Bia, Deimos, Enyo, Moros, Nemesis, Phobos

FACTIONS Corvettes
Ash, Ember, Fury
Factions offer a convenient backdrop for the story and can
provide information, resources, and plot hooks. These
devices can be even more effective when parties contain a UNITED NATIONS
mixture of loyalties. Allegiance with a faction can lead to new Earth’s nations banded together to form a global government
opportunities or threats. Included are some guidelines to early in the 22nd century. The United Nations is a massive
help flesh out the setting. bureaucracy presided over by a security council and
President who is elected by a popular vote by all nation-
states, that in turn govern their own countries. The
ANUBIS CORPORATION government has been accused of rampant corruption and
The Anubis Corporation is a mega-conglomerate created abuse of power.
through countless mergers and acquisitions over the past
several centuries. They fund the majority of colonization MILITARY
efforts throughout the system and have patents on most The United Nations boasts a large military with many
products used by humanity. The Corporation is responsible cruisers and frigates. It holds a significant advantage over the
for many of the breakthroughs on military hardware as well. Federation with more independent starcraft. Many join the
military out of desperation for a better life. Cruisers are
Massive freighters transport goods throughout the system. named for famous leaders, troop transports for major cities,
Transports fold space to rush wealthy travelers to the and frigates are given names to inspire fear and respect for
colonies. The Anubis Corporation’s opulent headquarters authority. Science vessels are named for revered explorers
tower above the high rises of Saturn’s largest moon, Titan. and scientists.

JOVIAN COLONIES Cruisers


Asoka, Augustus, Churchill, Cleopatra, Hannibal, Khan,
The Galilean Moons of Jupiter (Europa, Callisto, Ganymede, Napoleon, Washington
and Io) present enormous benefits to humanity. Low in
gravity and sunlight, each colony contains valuable resources.
A combination of private and government ventures Troop Transports
established the colonies during the 22nd and 23rd centuries. Beijing, Moscow, New York
In the early 24th century, a small yet bloody conflict broke
out as the colonies made a bid for independence from their Frigates
United Nations overlords. The efforts were partially Dauntless, Guardian, Hammer, Harbinger, Interceptor,
successful, with the colonies earning membership in the Justice, Liberator, Redemption, Sentinel, Stalwart, Zenith
United Nations.
Science Vessels (Corvettes)
Curie, Darwin, Galileo, Heisenberg, Kepler

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LOCATIONS Skyhooks (Pop. 50 million)
A dozen spinning megacities provide food and housing for
The solar system is divided into the inner system, asteroid
belt, and outer system. The population of humanity is the wealthy and powerful. Tethered by space elevators, these
approximately 36 billion. floating metropolises scrape the outer atmosphere while
starcraft ferry passengers and material between the colonies
and Earth.
INNER SYSTEM 0-2AU
The inner system is comprised of the smaller rocky planets. Luna (Pop. 1 million)
These terrestrial planets are relatively close together and easy United Nations Fleet Headquarters. Earth’s moon is
to research. home to roughly one million inhabitants. A military base and
research facilities, with the support needed for those
MERCURY .4AU (POP. THOUSANDS) operations, make up most of the population.
Mercury is a small rocky planet that fluctuates between
incredibly hot and cold temperatures. The mobile domed UN MARS 1.5AU (POP. 5 BILLION)
research station Apollo crawls in the temperate twilight zone. Capital of the Martian Federation. Mars has always
Mercury’s proximity to the Sun grants significant advantages been considered one of the most appealing planets in the
to scientific study. system to colonize, with a similar size and year length to
Earth. Mars has lower gravity which contributes to the typical
VENUS .7AU (POP. THOUSANDS) large Martian physique.
Venus is similar to Earth in size and distance from the sun,
but its surface is hot enough to melt metal due to its The red planet is an economic powerhouse. The capital,
overabundance of greenhouse gases. Floating research Olympus, is a glamorous domed metropolis. Martians are
stations collect data and generate new technologies for the united in their efforts to transform the red planet into a lush
United Nations. The atmosphere is highly acidic, and the paradise world. Over 90% of Martian adults have served in
surface is unsuitable to habitation, though the world is a the military or government.
wealth of data.

EARTH 1AU (POP. 30 BILLION)


Capital of the United Nations. Earth is overcrowded and
stressed to maintain its high population. Most of the
populace lives in major cities where the wealth gap is severe,
with many living in squalor in the lower districts. Seismic
shifts and tectonic activity have increased in recent years,
fueling an increase in colonization efforts and a resurgence in
religious activity.

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ASTEROID BELT 2-3AU SATURN 9.5AU
Rich in carbon, silicates, and precious metals, the belt is Saturn is the second largest planet in the solar system and
heavily mined by all factions. The United Nations, Mars, and home to Anubis Corporation operations. Saturn has more
Anubis Corporation operations leach this wealth to reap than 82 moons and an impressive series of rings. The gas
enormous profits. Conflicts have broken out over the years to giant is an excellent source of hydrogen and helium, a
secure the rights to the belt’s resources. treasure trove of untapped resources for the Anubis
Corporation.
Ceres, Vesta, Pallas, and Hygeia are the four largest bodies in
the belt, each housing a colony to support mining operations. Resorts and tourist destinations make the Saturn System a
Artificial gravity is generated by spinning the asteroids, paradise for the wealthy. Plans are underway to establish
although this only generates one-tenth of Earth gravity. factories and research installations. The corporation has even
Inhabitants tend to be taller and less robust than those found begun hauling ice from the rings to the asteroid belt, despite
elsewhere throughout the system due to the low gravity. protests from the UN’s environmental protection agency.

Ceres (Pop. 5 million) Titan (Pop. 25 million)


Ceres is an independent mining colony, netting billions of Anubis Corporation Headquarters. Saturn’s largest
dollars annually from exporting the precious metals in its moon is cold, dark, and beautiful. Titan is a marvel of
vicinity. The locals typically are the poorest and shortest- automation and fuel production, settled over a century ago by
lived humans in centuries, pressed into dangerous mining the Anubis Corporation. The atmosphere is thick enough that
operations and deprived of opportunities to improve their spacesuits are not required, only breath masks. Skyscrapers
lives. Water, air, and nutritious foods aren’t guaranteed. and factories crowd the surface of the planetoid, sprawling
under the breathtaking view of Saturn and its rings. Massive
OUTER SYSTEM 3-30AU processors cooled by Titan’s atmosphere compute data at an
unprecedented speed, turning the moon into a hyper-
The outer system is populated by gas and ice giants, with
intelligent supercomputer.
hundreds of moons ripe for colonization. Hydrogen and
helium mining operations are lucrative, providing fuel for
Access to the solar system’s largest moon is highly restricted
fusion reactors.
and limited to high-ranking Anubis Corporation employees
and essential personnel, bound by non-disclosure acts to
JUPITER 5AU never discuss details about the world’s surface. It’s
Jupiter is a brown dwarf with more than twice the mass of considered a rare privilege to be granted access to Titan.
every other object in the solar system combined, except for
the sun. It’s a gas giant composed primarily of helium and URANUS 19AU
hydrogen, an excellent source of fuel for fusion reactors. Uranus is an ice giant orbited by 27 moons and a thin ring. It
Jupiter gives off large amounts of heat and radiation, useful remains uninhabited by humans. Uranus is the coldest planet
for energy so far from the sun. in the solar system and the only to rotate on its side.
Colonizing the moons of Uranus is a matter of some dispute
There are more than 79 moons in Jupiter’s orbit, along with a amongst the factions. It’s generally agreed that the
delicate ring made mostly of dust. The area around the gas exploitation of the asteroid belt, Jupiter, and Saturn is more
giant is known as the Jovian System. The Galilean moons profitable for now.
are the four largest, and home to millions.
NEPTUNE 30AU
Europa (Pop. 10 million) Neptune is the eighth and final planet in the solar system. It
Jupiter’s fourth largest moon features underwater colonies has 14 moons and is slightly larger than Uranus. Like Jupiter
that provide food and livestock, while research stations study and Saturn, it’s a major source of hydrogen and helium, but
microscopic life in the oceans. Europa’s subterranean ocean its considerable distance from the sun makes it inconvenient.
contains twice as much water as all of Earth’s oceans. Neptune is currently uninhabited by humans, though
conversations have been had about exploiting its resources.
Callisto (Pop. 10 million)
Callisto is the second largest Galilean moon. Large domed
colonies and a spaceport make Callisto an essential waypoint THE KUIPER BELT 30-55AU
for travel through the Jovian system. Beyond Neptune lies a vast field of frozen rocky objects called
the Kuiper Belt. Numerous dwarf planets orbit the sun,
completely unexplored and full of potential.
Ganymede (Pop. 10 million)
Ganymede is the largest moon in the Jovian system, and is
even larger than Mercury. Agricultural domes and water Pluto 39.5AU
production make Ganymede the breadbasket of the Jovian Pluto is a dwarf planet located in the Kuiper Belt near the
colonies. Orbital mirrors direct sunlight to the surface to outer reaches of the solar system. Pluto is uninhabited by
increase food production. humans and there are no serious talks about colonization at
this point. Pluto is a tiny ball of rock and ice with 5 moons in
orbit.
Io (Pop. 1 million)
Io is the third largest Galilean moon and houses the largest
penal colony in the system. Its exiles manufacture energy THE OORT CLOUD 2,000+AU
cells for export. This hellish world is the nearest Galilean At the edge of the solar system is an area called the Oort
moon to Jupiter, experiencing frequent volcanic and Cloud. This cloud contains thousands of small frozen objects
radioactive activity that make it hostile to life. loosely orbiting the sun extending far into space.

5
EQUIPMENT
Armor Benefit Cost

Leather Jacket 1 (Upper Body) $200

Flak Vest 5 Armor (Abdomen/Chest) $500

Light Armor 3 Armor (Full Body) $500

Medium Armor 4 Armor (Full Body) $1,000(R)


MOV rate is reduced by 1

Heavy Armor 5 Armor (Full Body) $5,000(R)


MOV rate is reduced by 1

Helmet 5 Armor (Head) $500

Weapon Skill Damage Base Range Uses Per Round Ammo Cost Malfunction

Flamethrower Flamethrower 2D6 (Burn) 20m 1 10 $5,000(R) 93

Knife Melee 1D4+DB Touch 1 - $50 -

Minigun Machinegun 1D10 100m Auto 100 $15,000(R) 97

Omniblade Melee 1D6+DB Touch 1 - $500 -

Pistol Handgun 1D8 15m 1(3) 12 $350 98

Pulse Rifle Rifle/Shotgun 1D10 100m Burst 3 30 $5,000(R) 97

Revolver Handgun 1D10 20m 1(3) 6 $500 100

Rifle Rifle/Shotgun 2D10 150m 1 5 $1,000 100

Shotgun Rifle/Shotgun (4/2/1) D6 10/20/50m 1 5 $300 100

Submachine Gun SMG 1D8 15m Auto 30 $1,500 96

Stunner Handgun Stun D6 rounds 15m 1 - $250 99

Explosive Skill Damage Base Range Notes Cost Malfunction

Cryo Grenade Throw 3D6 (Cold 3m) STR/5m Stun 1 round $100(R) 99

Detonator Demolitions 2D10 (1m) - Timed or Remote $50(R) 100

Flashbang Throw Stun 1D6 rounds (3m) STR/5m Radius limited to 3m $100(R) 99

Fragmentation Grenade Throw 4D10 (3m) STR/5m - $100(R) 99

Incendiary Grenade Throw 2D6 (Burn 3m) STR/5m Burn $100(R) 99

Plastique Demolitions 6D10 (3m) - Requires Detonator $300(R) 99

*Half damage at twice the range, one quarter damage at three times the range.
(R) Restricted. May not be legally purchased or sold.

6
Equipment Description Cost

Ammunition 12 rounds for handguns. $5


(Pistol/Revolver)

Ammunition 100 rounds for miniguns. $50


(Minigun)

Ammunition 30 rounds for automatics. $15


(Pulse Rifle/SMG)

Ammunition 5 rounds for shotguns or rifles. $5


(Rifle/Shotgun)

Anti-Radiation Pill Automatically grants immunity to mild Radiation Poisoning for 24 hours. $20

Artificial Intelligence Library Use rolls take minutes instead of hours. $2,500

Climbing Gear Rappelling winch, cable, and harness. $300

Communicator Handheld communications device with a range of several kilometers. $200

Deep Space Probe Fired from a Torpedo tube. Grants a bonus on Science rolls. $5,000

Emergency Beacon Capable of sending a distress signal many kilometers on a general frequency. $500

Hazmat Suit Reduces the severity of radiation poisoning by two levels. $1,000

Magnetic Boots Negates Zero-G rolls when walking is possible. $500

Medical Scanner Allows the user to diagnose common diseases and take accurate biometrics readings. $1,000

Null Serum Grants temporary Insane Talents (pg. 75 Pulp Cthulhu). Effects last 1D10 hours. $100

Omnitool Hard Light projector capable of becoming an Omniblade or engineering tools. $5,000

Probe 1km range on rotors. Allows for Natural World or Spot Hidden rolls. 10 flying movement, 3 HP. $1,000

Spacesuit Allows the wearer to survive in a vacuum. 8 hours of air (recharges at the same rate). $5,000

Survival Gear Supplies that grant a bonus to CON rolls for hot or cold environments. $500

VEHICLES
Vehicles are easily modified for this setting using the modern
Vehicle Reference chart (pg. 145 Core Rules).

Power Armor ($100,000 R)


MOV: 8 BUILD: 3

Heavy bipedal sealed power armor with enhanced strength,


approximately the size of a gorilla. Uses Operate Heavy
Machinery skill.

7
RADIATION SPACE TRAVEL
Null introduces some new concepts to Pulp Cthulhu involving
POISONING space travel. Here are some things you’ll need to know.
If exposed to a massive dose of radiation, a character
develops acute radiation sickness. For a short time, called the ATTACKS AND RANGE
walking ghost phase, the character experiences no adverse Crew members typically operate starcraft weapons with the
effects. Afterward, characters experience intense nausea, Systems Operations skill. Ranges in space are intentionally
bleeding, hair loss, weakness, and diarrhea. Follow the somewhat abstract and limited to point-blank, short,
standard rules for poison (pg. 124 Core Rulebook). medium, long, and extreme. Moving between range bands
requires one Maneuver action, and ships begin combat at
An Extreme CON roll is made immediately and at intervals, extreme range.
depending on exposure. Success is required to halve the CON
loss. Anti-radiation pills automatically grant immunity to Point Defense Cannon
mild Radiation Poisoning for 24 hours. Point-Blank range only, damage 1D10 x10 (Systems Ops.)

Treatment requires a successful Extreme Medicine roll to PDCs can shoot down incoming warheads with a Hard
reduce the effect by one level. After curing radiation success.
poisoning, a successful Medicine roll daily may restore 1D4
CON.
Magnetic Accelerator Cannon
Short-range, damage 2D10 x10 (Systems Ops.)
MILD
1D10 CON reduction every 24 hours. Mild symptoms develop MACs can increase the range to Medium by upgrading the
after the initial 24 hours. Examples of sources of mild difficulty to Hard.
radiation include lingering radioactivity from a fusion reactor
meltdown, nuclear blast, or exposure to astronomical factors Torpedo
such as the magnetic field of a brown dwarf. Medium to Extreme range, damage 4D10 x10

STRONG Guided warheads will strike targets if not destroyed by Point


1D10 CON reduction every 12 hours. Moderate symptoms Defense Cannons or countermeasures.
develop after the initial 12 hours. Examples of sources of
strong radiation include indirect exposure to a reactor Nuclear Warhead
meltdown, proximity to a nuclear blast, or exposure to Medium to Extreme range, damage Lethal
astronomical factors such as stars and black holes.
Guided warheads will strike targets if not destroyed by Point
LETHAL Defense Cannons or countermeasures. Nuclear warheads
destroy everything at point-blank range and generate
1D10 CON reduction every 4 hours. Severe symptoms
radiation.
develop after the initial 4 hours with a penalty die to all rolls.
Examples of sources of lethal radiation include an unshielded
fusion reactor, proximity to a nuclear blast, or exposure to DARKSPACE TRAVEL
astronomical factors such as neutron stars. The Anubis Corporation restricts darkspace technology to
Anubis Corporation vessels through exclusive patents and an
army of lawyers. Darkspace Drives allow starcraft to travel
up to 10AU instantaneously.

Passengers report disorientation and weakness upon arrival.


Only healthy individuals who are not pregnant are permitted
aboard Corporation transports, and only after waiving the
right to sue the Corporation.

8
DISTANCE ROUNDS
The distance from the Sun to the Earth is 1 astronomical unit Rounds of space combat take approximately ten times longer
(AU). It takes light 499 seconds to travel this distance. Radio than on a personal scale (roughly six minutes). It's an
waves travel at the speed of light, as well. Starcraft travel via intentionally flexible measurement of time.
constant propulsion using fusion-powered engines, burning
at a standard rate of 1G (9.80665 m/s²). Starcraft accelerate
halfway to the destination before flipping around and TRAVEL
decelerating for the remainder of the journey. Space travel is not cheap, and the Anubis Corporation holds a
monopoly on darkspace travel. Travel through the Saturn
Common Travel Times System is restricted to Anubis Corporation vessels.
Moon: 5 hours
1AU: 3 days
Travel Price
5AU: 6 days
10AU: 9 days
20AU: 12 days Shuttle $1,000/AU
30AU: 15 days
40AU: 18 days Transport $2,500/AU
70AU: 24 days

At 1G acceleration, it would take just over 6 years to arrive at


Alpha Centauri. Traveling at nearly the speed of light for a
portion of the journey would cause time to pass more slowly
SYSTEM FAILURE
When a starcraft loses half or more of its Build, it suffers a
for those aboard, seeming closer to 3.5 years. The United System Failure and must roll 1D6. Refer to the following
Nations has discussed launching a mission to colonize Alpha table. A successful Technical Repair roll or combined
Centauri. Electronics and Mechanical Repair roll is required to repair
systems.
GRAVITY
Starcraft are oriented vertically so that the thrust of the Communications (1)
engines provides artificial gravity. When not under power or The ship may not send or receive messages.
while making rapid course corrections, the passengers are
subject to zero gravity. High-G maneuvers are hard on the
Engines (2)
human anatomy, often leading to health problems or death.
The engines cease to function, and the ship is adrift.

HULL BREACH Massive Damage (3)


Caution should be applied when firing weapons inside a Everyone aboard takes 1D6 damage, while the ship takes
spaceship. A missed shot that causes 10 points of damage another 1D6 x10 damage.
may pierce the hull. If in doubt, the Keeper may call for a
Luck check. Navigation (4)
Astronomy and Navigate skills drop to 1%
If the hull is breached, Asphyxiation and Drowning rules
come into effect in with the characters losing 1D3 HP upon Reactor Meltdown (5)
failure (pg. 124 Core Rulebook). These effects can take Everyone aboard is exposed to strong Radiation
seconds or minutes based on the size of the rupture and the Poisoning. Lethal radiation is present at the reactor core,
size of the breached room. A successful Mechanical Repair where repairs must take place. The ship begins to suffer 10
roll is required to seal the breach. There’s little danger of Burn damage, doubling every round.
being hurled out into space.
Sensors (6)
MANEUVERS Spot Hidden drops to 1%.
Starcraft must initiate a high-G burn maneuver to change
Range in combat. Everyone aboard must make a CON roll,
suffering (0/1D3) damage from G forces. The craft may
increase the rate to two or three movement bands by adding a
penalty die for each increase.

9
STARCRAFT FRIGATE
Frigates are multi-role craft often used as escort vessels or
SHUTTLE ($500,000) deployed in ‘wolf packs’.
Shuttles are small craft designed for short trips in space, such
as between planetary bodies. Shuttles can make planetfall.
Build: 30 Crew: 12
Build: 5 Crew: 1
Combat
Armaments: 4 (PDC), 1 (Torpedo). The Frigate carries 6
Combat Torpedoes.
Armaments: none.
Complement: 1 Shuttle, 5 Soldiers
Traits: Shuttles can transport up to 4 passengers and 1 ton
of cargo.
MARTIAN DESTROYER
Destroyers are specialized craft designed to eliminate enemy
ANUBIS TRANSPORT vessels and are often deployed in flotillas. Destroyers can
Transports are passenger vessels designed to transport make planetfall.
people from one spaceport to another by use of a Darkspace
Drive. Transports can make planetfall.
Build: 35 Crew: 20
Build: 10 Crew: 2
Combat
Combat Armaments: 2 (PDC), 2 (Torpedo). The Destroyer carries
Armaments: none. 12 Torpedoes.

Traits: Transports can transport up to 98 passengers. Complement: 2 Shuttles, 10 Marines

FREIGHTER UN CRUISER
Freighters are independent merchant ships that carry cargo The cruiser is a fast all-purpose capital ship, likely to operate
containers from one spaceport to another. Freighters can independently.
make planetfall.
Build: 50 Crew: 50
Build: 10 Crew: 2
Combat
Combat Armaments: 6 (PDC), 1 (Torpedo), 1 (MAC). The Cruiser
Armaments: none. carries 12 Torpedoes and 2 Nuclear Warheads.

Traits: Freighters can transport up to 100 tons of cargo. Complement: 4 Shuttles, 20 Soldiers

ANUBIS BULK FREIGHTER MARTIAN BATTLECRUISER


Bulk freighters are commercial merchant ships that carry The battlecruiser is likely to be the centerpiece of Federation
cargo containers from one spaceport to another by use of a flotillas, charged with defense or assault.
Darkspace Drive.
Build: 65 Crew: 100
Build: 30 Crew: 5
Combat
Combat Armaments: 4 (PDC), 2 (Torpedo), 1 (MAC). The
Armaments: none. Battlecruiser carries 12 Torpedoes and 4 Nuclear Warheads.

Traits: Super freighters can transport up to 25,000 tons of Complement: 6 Shuttles, 30 Marines
cargo.
TROOPSHIP
CORVETTE A troopship is designed to carry large numbers of soldiers
Corvettes are the smallest warships, generally assigned to and their equipment. They rely completely on their escorts
point defense or patrol. They tend to be lightly armed and for protection.
armored. Corvettes can make planetfall.

Build: 20 Crew: 8 Build: 70 Crew: 8

Combat Combat
Armaments: 4 (PDC), 1 (Torpedo). The Corvette carries 4 Armaments: none.
Torpedoes or Deep Space Probes.
Traits: Troopships can transport up to 1,000 passengers.

10
KEEPERS ONLY
On a failure, a mishap occurs: everyone aboard loses 1D4+1
SAN, and the starcraft suffers a Systems Failure. A fumble
attracts a hostile entity from darkspace.
If you intend to play Null, stop reading now.
Eldritch Gate
Seriously, the following information is for Keepers only. These devices were created by the Ancient Ones eons ago.
Reading further will reveal disturbing truths that will shatter Activating the gate creates a portal; any being or object that
your illusion of reality, causing an irresistible urge to gather a touches the portal instantly transports to another gate. Radio
cult to create your own campaign. waves may pass freely through the portal in either direction.
The gates can reach thousands of locations throughout the
You’ve been warned. galaxy.

Every gate requires a different sequence to reach, which is


NULL engraved on the face of each one. Destinations are set by
activating seven unique sigils of thirteen possibilities on the
Null powers advanced technology; it's a previously unknown gate’s control panel. A Mythos roll is needed to open a portal
element with an atomic weight of zero and the unique to a random working gate; an Extreme success allows one to
property of channeling dark energy. select a location.

Null Reactors weaken the barrier between our dimension All beings traveling through a gate must spend 14 magic
and darkspace to siphon off Null. Null gives off strange low points and automatically lose 1 SAN. Failing a roll represents
energy radiation. In truth, Null is the element that streams a wrong sequence that costs the operator 14 magic points and
off the Outer God known as Azathoth. 1 SAN. Fumbling the roll costs twice as many points.

Null Serum
NULL RADIATION Null may be distilled into a serum and injected into the
Caution must be taken with Null rifts, the same as any other bloodstream. It causes a mutation in human DNA, granting
form of radiation. Null radiation causes a mutation in human temporary Insane Talents (pg. 75 Pulp Cthulhu). The Anubis
DNA instead of radiation sickness, granting temporary Corporation produces and sells this concoction, and its use is
Insane Talents (pg. 75 Pulp Cthulhu). unrestricted.

Exposure causes 1/1D6 SAN loss and lasts 1D10 hours. +1% The creation of Null Serum requires a combined roll of
Mythos is gained, lowering the maximum sanity of the user. Mythos and Science (Biology, Chemistry, Pharmacy, or
If a Mythos roll is passed at the beginning of the exposure, Physics). Hard success is necessary to control the effect
effects become permanent. produced.

ALIEN TECHNOLOGY Exposure causes 1/1D6 SAN loss and lasts 1D10 hours. +1%
Mythos is gained, lowering the maximum sanity of the user.
If a Mythos roll is passed at the beginning of the exposure,
Humans were not the first race to reach the stars, nor are
effects become permanent.
they the most advanced civilization to do so. The ability to
restore or reverse-engineer lost technology can lead to new
and exciting scientific breakthroughs. Null Reactor
The Anubis Corporation discovered a Shan Reactor in a
cavern in England in the late 21st century. The reactor was
With a Darkspace Drive, starcraft can rip holes in space-
nonfunctional until removed from the Earth in the early 22nd
time to travel through darkspace. Handheld devices can
century. The Corporation’s science division was able to
power weapons to launch projectiles at incredible velocities
reverse engineer the device, solidifying their monopoly on
with dark energy. Tests may be conducted utilizing the dark
space travel.
energy for kinetic barriers, energy weapons, scanning
devices, and more. Human subjects exposed to Null radiation
will show surprising psionic abilities. This reactor opens a dimensional rift, pulling element Null
from darkspace into our dimension from the Outer God
Azathoth. This energy powers a fusion reactor, releasing
Keepers are encouraged to work with players and to use their
powerful dark energy. Strong magnetospheres interfere with
imaginations to come up with innovations for this
this rift, rendering the reactor useless on the planet Earth.
technology. The following technology helps to define the
setting and is exclusively controlled by the Anubis
Corporation. Null powers alien devices and magical effects. The Null
reactor can store 48 POW of Null and charges at a rate of 2
POW per hour.
Darkspace Drive
This experimental device rips a hole in spacetime. An
expenditure of 45 POW is required to open a rift, which may
come from a Null Reactor. A combined Navigate and
Astronomy roll is necessary to travel safely. All beings aboard
must spend 9 magic points to travel up to 10AU and will
automatically lose 1 SAN.

11
NPC STATS POLICE
STR 65 CON 50 SIZ 60 DEX 50 INT 50
The following are recommendations for non-player
characters for use in your games. APP 50 POW 50 EDU 50 SAN — HP 11
DB: 1D4 Build: 1 Move: 8 MP: 10 Luck: N/A
HUMANITY Combat
Each faction tends to have uniform equipment and training.
Attacks per round: 1
The following are some generic stat blocks.
Brawl 50% (25/10), damage 1D3 +1D4
Pistol 50% (25/10) 1D8, 15m
CORPORATE SECURITY Stunner 50% (25/10) Stun, 15m
STR 60 CON 50 SIZ 60 DEX 50 INT 50
APP 50 POW 50 EDU 50 SAN — HP 11 Dodge 40% (20/8)
DB: 0 Build: 0 Move: 8 MP: 10 Luck: N/A
Armor: 5 Flak Vest.
Combat Skills: 50% Law.
Attacks per round: 1
Brawl 50% (25/10) 1D3 TECHNICIAN
Shotgun 50% (25/10) (4/2/1) D6 10/20/50m
STR 50 CON 50 SIZ 60 DEX 50 INT 70
APP 50 POW 50 EDU 60 SAN — HP 11
Dodge 30% (15/6)
DB: 0 Build: 0 Move: 7 MP: 10 Luck: N/A

Armor: 3 Light Armor. Combat


Skills: none. Attacks per round: 1
Brawl 25% (12/5) 1D3
FIELD AGENT
STR 50 CON 50 SIZ 60 DEX 60 INT 70 Dodge 30% (15/6)
APP 50 POW 50 EDU 60 SAN — HP 11
DB: 0 Build: 0 Move: 8 MP: 10 Luck: N/A Armor: none.
Skills: Systems Op. 50%.
Combat
Attacks per round: 1 UNITED NATIONS SOLDIER
Brawl 60% (25/10) 1D3 STR 60 CON 60 SIZ 60 DEX 50 INT 50
Pistol 60% (30/12) 1D8, 15m
SMG 40% (20/8) 1D8, 15m APP 50 POW 50 EDU 60 SAN — HP 12
DB: 0 Build: 0 Move: 7 MP: 10 Luck: N/A
Dodge 30% (15/6)
Combat
Attacks per round: 1
Armor: none. Brawl 40% (20/8) 1D3
Skills: Psychology 50%, Stealth 50%. Pulse Rifle 50% (25/10) 1D10, 100m

MARTIAN MARINE Dodge 30% (15/6)


STR 90 CON 90 SIZ 80 DEX 90 INT 60
APP 50 POW 60 EDU 60 SAN — HP 17 Armor: 5 Heavy Armor/Helmet.
DB: 1D6 Build: 2 Move: 9 MP: 12 Luck: N/A Skills: none.

Combat
Attacks per round: 1
Brawl 50% (25/10) 1D3 + 1D6
Minigun 60% (30/12) 1D10 (Auto 6), 100m

Dodge 40% (20/8)

Armor: 10 Power Armor (3 Build).


Skills: Operate Heavy Machinery 50%.

12
ALIENS
Null scenarios typically involve the intervention of alien
species. Here are a few recommendations on species to use.

BYAKHEE
(pg.282 Core Rulebook)
Servants of the King in Yellow, who seeks the destruction of
Cthulhu and the Mi-Go.

MI-GO
(pg.301 Core Rulebook)
Technologically advanced fungoid aliens living on Yuggoth,
otherwise known as Eris. Eris lurks on the edge of the Sol
system.

SHAN (AKA INSECTS FROM SHAGGAI)


(pg.305 Core Rulebook)
Vicious insectoids from the lost home world of Shaggai living
on Earth.

STAR-SPAWN OF CTHULHU
(pg.308 Core Rulebook)
Servants of the slumbering Cthulhu who reside deep under
Earth’s oceans.

OLD ONES
The stars are right for the Old Ones to reawaken. R’lyeh is
rising, and it won’t be long until mighty Cthulhu once again
rules Earth. Cthulhu’s nemesis Hastur intends to greet his
half-brother with the fiery destruction of the planet.
Meanwhile, Nyarlathotep carries out his plans of chaos, a
cosmic wildcard. Humanity is firmly in the crosshairs of
beings of immense power.

CTHULHU
(pg.315 Core Rulebook)
High Priest of the Outer Gods, Cthulhu’s coming is said to
herald the awakening of the Old Ones and the destruction of
humanity. His cults rejoice in the liberation of conscience and
ecstasy of madness. A rival cult seeks to keep Cthulhu asleep
by appeasing him with human sacrifices. When great Cthulhu
wakes, everyone on Earth will fall under his sway.

HASTUR
(pg.320 Core Rulebook)
In his avatar as the King in Yellow, Hastur plots to kill his
half-brother Cthulhu. Hailing from a distant star, he relies on
the corruption of humans to pave the way for his alien
invasion force. The insidious Yellow Sign gnaws away at the
sanity of those who behold it. Every being in the Sol System is
a legitimate target to Hastur.

NYARLATHOTEP
(pg.323 Core Rulebook)
Messenger of the Outer Gods and said to have 999 forms,
Nyarlathotep is a force for chaos. His plots are inscrutable
and deadly. In the guise of the Black Pharaoh, he secretly
rules over the Anubis Corporation.

13
THE RING OF FIRE
BACKGROUND ACT I
This scenario takes place in 2354 AD. A team of experts has The opening act introduces the players to the scenario. They
arrived at the Anubis Corporation’s headquarters on will come to know Titan, the Anubis Corporation, and the
Titan. Anubis Corporation scientists uncovered an ancient gate. Act I is the perfect time to roleplay and establish goals.
Eldritch Gate under the ice of Antarctica, and the Now is the time to establish characters and setting.
Corporation had the artifact quietly shipped to their
headquarters on Titan. The ring is hundreds of millions of
years old and could be one of many gates scattered ANUBIS HEADQUARTERS
throughout the galaxy. Solving this mystery will make the Anubis has established headquarters on this incredibly
heroes incredibly wealthy and may help humanity reach the productive moon, constructing a colossal dark pyramid that
stars. towers over the surrounding buildings. The building is
enormous, standing 150 meters tall and 230 meters to a side.

THE KEEPER’S SECRET This building boasts some of the most advanced technologies
Secretly owned by one of the many cults of Nyarlathotep, known to humanity. Residents of the pyramid enjoy full
the Brotherhood of the Black Pharaoh, the Corporation has a gravity, vaulted ceilings, and incredible luxury. The floors
monopoly on alien technology. Humanity believes the and walls are dark stone polished to a mirror finish and
breakthroughs were made by talented scientists. gilded with delicate sigils. Crystalline elevators rise over the
concourse, protected by well-dressed security agents.
Every gate requires a different sequence to reach, engraved
on the face of each one. A series of seven runes were found on 1. Ground Floor
a nearby bas relief and determined to be an address of sorts. 1. Entrances: Monitored by security cameras and capable of
The discovered coordinates link to a small artificial planet remote lockdown, four entrances lead into the building.
created by the Ancient Ones to entomb the Old One known as Antechambers seal the oxygen in and filter out toxins.
Cthugha, whose slumber will be interrupted with the arrival
of the humans. Cthugha will seek to use the team to escape
imprisonment. The heroes must choose between acquiescing 2. Lobby: A central information and security desk located at
to or defying a god-like being. the heart of the pyramid overlooks elevators and stairs
leading to the upper levels. Clearance is required to ascend.

SCENARIO STRUCTURE 3. Residential Neighborhoods: Secure neighborhoods


• Set-Up: The Keeper briefly describes the scenario’s designed for employees of the corporation surround indoor
premise and introduces the pre-generated heroes. If there are parks.
new players at the table, then the Keeper may need to explain
how to play Pulp Cthulhu. Players then select or create their
4. Mall: A massive food court and three-story mall offer an
heroes and briefly introduce them.
impressive variety of diversions from shopping to
entertainment.
• Act I: An ancient gate is discovered, and the heroes must
journey through the mysterious relic. The Anubis
5. Hospital: This state-of-the-art hospital with highly skilled
Corporation promises vast wealth in exchange for unlocking
staff is the envy of the colonies.
its secrets. The alien device allows for instantaneous travel,
though safe return proves problematic.
2. Administration
The Anubis Corporation employs thousands of individuals in
•Act II: The heroes arrive at a pyramidal temple in the
this building alone to keep business running smoothly.
center of a hollow planet powered by a tiny star. The world is
beautiful and perfect for colonization. The team will have a
difficult time trying to return to Earth, as an Elder Sign 3. Legal Department
blocks outward travel. The star turns out to be a powerful An army of the sharpest and most ruthless lawyers
being, imprisoned by the magical ward in the temple. A safeguards the interests of the corporation.
deadly guardian must be faced before the characters can
escape. 4. Offices
Boardrooms, suites, and offices suit the various needs of
• Act III: The team discovers that the star is alive. It is running the corporation.
Cthugha, a star-like Old One entombed eons ago by the
Ancient Ones. Cthugha is angry and eager to break its bonds. 5. Research and Development
It may assist the team in exchange for its freedom. Access to this floor is highly restricted. Keycards, retinal
scans, face recognition software, and elite security teams.
• Epilogue: The scenario ends with a short epilogue, with
the Keeper following up on the consequences of their success 6. Executive Offices
or failure. Only the top officials of Anubis Corporation are permitted
access to this floor.
14
Anubis Headquarters Ground Floor

THE BRIEFING THE ELDRITCH GATE


The meeting takes place in a boardroom on the fourth floor The gate is located on the fifth floor of Anubis Headquarters.
with floor to ceiling windows. The softly lit room holds an It’s made from a lustrous black stone and has a diameter of 3
assortment of oxygen-rich plants and flowers give the air a meters. Its surface is engraved with seven unique symbols.
fresh smell. A pitcher of water sits on the rich wood table. These devices were created by the Ancient Ones eons ago.
Activating the gate creates a portal; any being or object that
Read or paraphrase the following aloud: touches the portal instantly transports to another gate. Radio
waves may pass freely through the portal. The gates can reach
2354 AD, Anubis Headquarters, Titan. Your team of experts thousands of locations throughout the galaxy.
has arrived at the opulent pyramid that towers over the
surrounding skyscrapers of Saturn’s largest moon. Whisked Every gate requires a different sequence to reach, engraved
through the luxurious corridors of this colossal monument, on the face of each one. Destinations are set by activating
you realize that you’re in the heart of the wealthiest and seven unique sigils of thirteen possibilities on the gate’s
most technologically advanced structure in the history of control panel. A Mythos roll is needed to open a portal to a
humanity. Security is tight, but your team is allowed entry. random working gate; an Extreme success allows one to
select a location. Failing a roll represents a wrong sequence
The meeting room on the fourth floor offers an unparalleled that costs the operator 14 magic points and 1 SAN. Fumbling
vista of the rings of Saturn and sweeping cityscape of the roll costs twice as many points. All beings traveling
factories interspersed with high-rises. A tall man wearing a through a gate must spend 14 magic points and automatically
suit that costs more money than most families earn in a lose 1 SAN.
lifetime swivels toward you in a high-backed chair. He
invites you to have a seat and begins the meeting. Read or paraphrase the following as the players travel
through the gate:
Director Smith and Doctor Clark present the team with
the briefing found in the Handouts section. If the Stepping through the gate is traumatic; you feel every cell in
Corporation can unlock the secrets of the gate, humanity may your body being violently ripped apart in a wave of electric
be able to reach distant stars. Doctor Clark and Agent agony. Cold doesn’t begin to explain the complete lack of
Bowers will accompany the team through the gate. warmth and sensation. And then you cease to exist.

The Corporation intends to profit from its findings and You awaken on a cold stone floor, retching on your vomit as
grants the team shares in the profits, projected to net the portal behind you slurps closed. Your destination is a
hundreds of millions of dollars to each member of the darkened room with high walls and bas reliefs of strange
expedition. Successful completion of the mission will increase beings. A gate identical to the one you entered stands
the heroes’ Credit Rating by 2D10+10, though the team will dormant with seven sigils on its face. A single corridor leads
be firmly in the Anubis Corporation’s grasp. down, directly across from the gate. An inert probe rests on
the floor several meters from the gate.

15
Anubis Headquarters

Ancient One Temple

16
ACT II The corridor is guarded by a grid of invisible lasers;
disrupting a beam will cause a force field to seal off the entire
The second act introduces the Ancient One temple and tomb lower corridor from door to stairs. The force field is
of Cthugha. The team will begin to understand the nature of impenetrable to all physical objects. A Spot Hidden roll is
the planet, temple, and star. They might even face the required to see a laser without revealing it with a fog or vapor
guardian of the temple. Act II is a time for investigation and effect (such as from a fire extinguisher or smoke). A Hard
discovery. DEX roll is required to avoid contacting a visible laser.
Failure represents an inability to proceed safely. Players are
encouraged to think up creative solutions to solve this trap.
ANCIENT ONE TEMPLE
GATE ROOM (A) A fumble or failed push roll will immediately activate the
Bas reliefs depict figures with arms raised to the sun trap, causing a single laser to race up and down the hallway,
engraved on the ceiling, which showers fire and sparks down attacking everyone on its turn. The mechanism is safely
upon strange structures depicted on the walls. The Elder Sign behind the stone wall and unreachable as the laser projects
located at the base of the pyramid blocks outbound gate through the stone. The trap will remain active for 10 rounds.
travel, although radio waves may pass through freely in both
directions if the gate is activated. After destroying this ward,
the team may enter the sigils to the gate on Titan to escape. Deactivating the trap at the terminal requires a Hard
Computer Maintenance or Electronics roll (Regular difficulty
with the Weird Science Talent). Destroying the console
This room is connected via a sloped tunnel to the Small doesn’t disable the trap, though it opens the door and
Chamber. disables the detection grid from triggering again. The console
has a Build of 2. A fumble will cause multiple lasers to attack,
SMALL CHAMBER (B) adding a bonus die to its attacks.
There is an alien console situated against the back wall.
Across from the console is a sealed door that leads to the Dexterity 30
main chamber. A Hard Computer Maintenance or Electronics Laser 50% (25/10) 2D10 damage
roll on this console unlocks the door and disables the
temporal trap (Regular difficulty with the Weird Science
Talent). On a failure, a second door seals off the ramp to the LOWER CHAMBER (E)
Gate Room, trapping everything in the chamber in a time There are seven large dials on the back wall. Across from
distortion field. Time slows inside the trap, to a rate of 1 week these is a sealed door that leads to the Elder Sign. The dials
per second that passes outside of it. must be rotated in a specific sequence to avoid triggering a
trap. A Hard Mechanical Repair or Engineering roll opens the
door and disables the radiation trap (Regular difficulty with
Deactivating the trap at the terminal requires a Hard the Weird Science Talent or by first making a Hard Idea roll).
Computer Maintenance or Electronics roll (Regular difficulty On a failure, everything in the room is instantly bathed in
with the Weird Science Talent). Destroying the console strong radiation. See the Radiation Poisoning section.
disables the trap; it has a Build of 2. A fumble or failed push
roll will reverse the time flow, instantly aging anyone trapped
inside the field by 1D6 x10 years. Destroying the door unleashes a lethal dose of radiation; it
has a Build of 4. A fumble or failed push roll will also unleash
a lethal dose of radiation. The dials are marked with sigils.
MAIN CHAMBER (C)
This tall room contains stone pillars and a black monolith
rising from the middle of a circle of arcane sigils. Bas reliefs ELDER SIGN (F)
show alien figures making arcane hand gestures while a A powerful arcane Elder Sign binds Cthugha and maintains
massive ring encircles the sun engraved on the ceiling. the integrity of the sphere world. It’s roughly shaped like a
star with an eye in the center. Destroying this sigil will cause
the sphere world to separate into eight sections that drift
A successful INT or Archaeology roll is required to apart while the temple floats in space and Cthugha goes free.
understand the meaning of the carvings in the chamber. A Explosives or considerable effort will destroy the ward. The
Success results in (1/1D6) SAN loss and a 5% increase in the Elder Sign has a Build of 10 and 6 points of Armor.
Mythos skill. Merely hearing the explanation results in
(0/1D3) SAN loss and a 1% Mythos skill increase. Show the
heroes the translation in the Handouts section. Should the ward be broken, the temple seals and the gate will
function normally. The air will continue to circulate, though
artificial gravity generation through centrifugal force ceases.
The room houses a powerful guardian, a sleeping shoggoth,
appearing as a 5m tall, 2m wide monolith that awakens if
threatened. The shoggoth is ancient and weakened after By studying the bas reliefs in the room for 8 hours and
millions of years of slumber. It’s surrounded by a magic circle making a successful INT roll, a hero learns that a ritual that
that prevents Cthugha’s minions from crossing. A successful may temporarily disrupt the Elder Sign’s defenses. The hero
Biology or Geology roll reveals that the monolith is not stone must study the spell for 8 hours and succeed on a Mythos roll
nor metal, but rather a protoplasm. The monolith conceals a for the ritual to be learned.
staircase that leads down to the Lower Chamber.
A being must spend 10 minutes casting the spell in the center
MAIN CORRIDOR (D) of the Elder Sign, spending 2D10 magic points before
At the base of the stairs is a mirrored corridor leading to a attempting a POW roll. Next, the caster must sacrifice 70
sealed door. An alien console beside the door unlocks it. POW, regardless of the result. Success will disable the ward
for one minute. A fumble will double the costs.
17
ACT III
individual has a high temperature of 40° Celsius (104°
Fahrenheit), high enough to cause concern. A Psychology roll
uncovers that the blessed does not sweat and appears more
The final act culminates with the struggle to escape the tomb vibrant.
as the Old One will exert pressure as the team attempts to
return home. The guardian may attack if it hasn't done so
already. The heroes must break the seal to return home. Cthugha may choose to speak through these Fire Vampires or
to impart knowledge on the host. An opposed POW roll is
needed to resist the Fire Vampire, who spends 10 magic
THE PLANET points. On a failure, the hero loses 1D6 SAN and suffers
The hollow artificial planet contains what appears to be a Amnesia (pg. 157-159 Core Rules). For 1D10 rounds, or hours
miniature star at its core. The characters emerge from a if alone, the Fire Vampire assumes control and may receive
smooth pyramid made from an unknown gray metal that an Insane Insight (pg. 169 Core Rules).
rises above the jungle, climbing over 40 meters in height. The
pyramid is made of the same nearly indestructible metal as The blessed gains the following abilities:
the shell of the sphere. This is the Ancient One temple, built
to protect the Elder Sign that entraps Cthugha. A clearing • Combustion: The user invokes the name of Cthugha, The
around the temple extends for 10 meters in every direction. Living Flame, spending 1D6 magic points and losing 1 SAN.
The Fire Vampire within causes the blessed to burst into
The planet is lush with vegetation and strange wildlife. The flames; they may not be harmed by fire for 1D3 rounds. The
atmosphere and conditions are perfect for colonization, flames cause 2D6 fire damage to everything within 1 meter.
though it’s small, with a radius of only 5 kilometers, and a Anything burned must pass a CON roll to take half damage
surface area of roughly 315 square kilometers (a little smaller and a Luck roll, or they will burst into flames.
than New York City). The team won’t find anything helpful to
the mission in the wilds. Small alien insects flit between tall
trees and ferns, water flows in small lakes and streams, and • Fiery Rebirth: The hero reforms as tiny swirling embers
the air is heavy with humidity. The insects are harmless and give form to the new body, which awakens in 1D4 hours.
resemble prehistoric dragonflies, stick bugs, beetles, etc. Being reborn in this fashion costs the being 1D20 SAN and
grants +5% Mythos.

CTHUGHA
The star is powerful, sentient, and eager to break free. Its REINFORCEMENTS
name is Cthugha. It swarms with small embers that look like Reinforcements arrive forty-eight hours after the first team if
solar flares. These are Fire Vampires, children of Cthugha. contact is lost, consisting of four Corporate Security
The Old One is powerless to enter the sealed temple or cross agents with field gear. The team is outfitted with shotguns
the circle that surrounds the shoggoth monolith. It can, and light armor. They’ve brought a bomb in case the situation
however, interact with any living being within the sphere. has gotten out of hand (4D10 x10 damage, 100m radius). The
bomb can collapse the temple and destroying the ward.
Cthugha doesn’t intend to let this chance at freedom pass it
by. Cthugha will contact the team, speaking telepathically
through its children, the Fire Vampires. It will promise rich
rewards for compliance or destruction for defiance.
EPILOGUE
If contained, Cthugha could unleash massive devastation or
continue to provide power for the sphere if the Corporation
Cthugha will grow impatient as time goes on, attempting to can determine a way to activate the gate without releasing
compel the team to destroy the Elder Sign binding Cthugha Cthugha. The Anubis Corporation will seek to use Cthugha to
to this prison, destroying the sphere in the process. The Old advance its goals rather than freeing the Old One. The team
One will grant a portion of its power to willing followers and will most likely return to Titan by freeing Cthugha from its
will punish those who resist. prison or by casting the ritual. They might, however, choose
to die to contain the Old One.
Gazing at the fiery entity or hearing it speak will prompt a
SAN roll (1D3/1D20). There’s a strong chance that this will
drive at least one hero mad. Should this come to pass, rather REWARDS
than selecting a Madness from the table, grant the hero the Award any surviving heroes the following Sanity points. The
Blessing of Cthugha. Keeper should reward heroes with optional Sanity points if
they thought of any particularly creative methods for
completing the scenario.
The individual cries out “Ph'nglui mglw'nafh Cthugha
Formalhaut n'gha-ghaa naf'l thagn! Ia! Cthugha!"
• Defeating the Shoggoth: +1D10 Sanity points.
An ember flies from Cthugha and enters the mouth of the
supplicant, whose eyes blaze like suns just before they • Freeing Cthugha: -1D10 Sanity points.
collapse unconscious for one minute. They have no memory
of this. • Returning to Titan: +1D8 Sanity points.

BLESSING OF CTHUGHA • Defeating Cthugha: +1D20 Sanity points.


Mortals blessed by Cthugha carry a Fire Vampire within,
connecting them to the deity. The temperature of the person • Mastering the gate: Credit Rating increase of 2D10+10.
is high. A First Aid or Medicine check reveals that the
18
TEMPLE TRANSLATION
HANDOUTS The Living Flame was imprisoned eons ago in the
unbreakable sphere following a war with the Ancient Ones.
MISSION BRIEFING Countless planets were incinerated in the conflict. The
The Corporation discovered the ring under the ice of Ancient Ones succeeded in imprisoning the Old One and
Antarctica in what appears to be an ancient alien laboratory. lulling it to sleep for eons, though that victory came with a
Anubis Corporation experts date the laboratory to be one heavy price. An ancient ward buried beneath the temple
hundred million years old. The ring is estimated to be 500 prevents escape from the tomb.
million years old; constructed of an unknown black stone
engraved with seven unique sigils. A control panel located on
the side of the ring contains thirteen unique symbols A powerful guardian prevents trespassers from destroying
arranged in a circle. the seal below, though the guardian is not immortal.
Eventually, it will weaken and the prison shall lack a
protector.
Pictographs found at the location suggest that a network of
gates to the stars exists and that this artifact is one of them. A
nearby bas relief contained seven symbols and a diagram of a When the stars are right, the Old Ones will return.
star. Doctor Clark believes them to be a set of coordinates to
another gate. Entering the symbols found on the gate
produced no visible effect. Entering in the symbols found on
the bas relief were entered, the gate activated, shimmering
like light reflecting on rippling waves.

A probe was sent through the gate, returning images of what


appears to be a tomb. The gate on the other side had seven
symbols matching the coordinates entered, confirming
Doctor Clark’s theory.

Doctor Clark believes that a wormhole was created allowing


for one-way passage of matter, and he’s certain that the gate
will easily be activated on the other side by entering in the
seven symbols found on the gate located on Titan. He states
that finding a specific gate randomly would be a challenge (1
in 8,648,640). Returning home should be a matter of simply
entering in the symbols on the home gate.

Doctor Clark will be leading the mission with Agent Bowers


acting as Security Chief. Mission parameters are to determine
what’s on the other side of the gate, report back, and
establish a field research station. A second team is scheduled
to arrive 48 hours after the first explorers to relieve them. No
further attempts will be made if contact is lost with that team.

The team will be given special Equipment to carry out its


tasks: 12 anti-radiation pills, 4 fragmentation grenades, 4
detonators, 4 blocks of plastique, hazmat suits, a probe,
survival gear, and an emergency beacon.

The team will be given a 1% share per member in the gate


technology and anything discovered during the mission.
Corporation accountants project the gate technology will be
worth hundreds of billions of dollars. Should a member of the
expedition perish the deceased’s share will transfer to the
beneficiary of their choice.

19
DRAMATIS PERSONAE
AGENT BOWERS, 31, field agent
Critical and deadly, Bowers has been in the employ of the
Anubis Corporation for almost a decade. She served as a
DIRECTOR SMITH, 44, executive Martian Marine and saw combat during the colonial
Smith is a high-ranking member of the Anubis Corporation rebellions. She believes that the Corporation is humanity’s
and a loyal follower of the Brotherhood of the Black Pharaoh. best hope of survival in a cold universe. Agent Bowers is
He briefs the team about the gate, freely sharing information nominally in charge of the team when it comes to security.
about its suspected extraterrestrial origins.
• Description: Genetically engineered as all Martian Marines
• Description: Slender build, tall and immaculately dressed. are. She stands 2.5 meters tall, with dark hair and piercing
eyes. She wears Power Armor and wields a minigun.
• Traits: Every hair is in place and he speaks in crisp, clipped
tones. No trace of humor in his demeanor. • Traits: Dangerous, fearless, and confident. Bowers is fully
committed to carrying out the mission.
• Roleplaying hooks: Smith’s goal is to understand the gate
and to offer it as a tribute to his dark god in exchange for • Roleplaying hooks: “The mission comes first”.
even more prestige. He’s willing to sacrifice everyone on the
team to increase his power or reward them richly for success.
STR 90 CON 90 SIZ 80 DEX 60 INT 40
APP 50 POW 40 EDU 50 SAN — HP 34
STR 30 CON 50 SIZ 45 DEX 45 INT 100 DB: 1D6 Build: 2 Move: 8 MP: 8 Luck: 50
APP 70 POW 90 EDU 70 SAN — HP 19
DB: 0 Build: 0 Move: 8 MP: 18 Luck: 50 Combat
Attacks per round: 1
Combat Brawl 50% (25/10) 1D3 + 1D6
Attacks per round: 1 Minigun 60% (30/12) 1D10 (Auto 6), 100m
Brawl 25% (12/5) 1D3
Dodge 40% (20/8)
Dodge 40% (20/8)
Armor: 10 Power Armor (3 Build).
Armor: none. Skills: Operate Heavy Machinery 50%, Survival 50%.
Skills: Accounting 90%, Law 70%, History 80%.

DOCTOR STEVEN CLARK, 46, astrophysicist


Doctor Clark is the lead scientist on this project and head of
the research and development of interstellar travel.

• Description: Ruddy-faced and soft-bellied.

• Traits: Prone to fidgeting and stuttering.

• Roleplaying hooks: Doctor Clark will study the gate and


Cthugha. He’s fascinated by alien technology, although he
doesn’t understand it half as well as he claims. He’ll try to
subjugate Cthugha, believing that he can control it.

STR 50 CON 50 SIZ 75 DEX 45 INT 70


APP 50 POW 65 EDU 95 SAN — HP 25
DB: 1D4 Build: 1 Move: 7 MP: 13 Luck: 50

Combat
Attacks per round: 1
Brawl 25% (12/5) 1D3

Dodge 20% (10/4)

Armor: none.
Skills: Astronomy 90%, Mathematics 70%, Physics 80%.

20
ADVERSARIES Pseudopod
Engulf
50% (25/10) 2D6 damage
35% (17/6)
This section contains the statistics for The Ring of Fire’s main
adversaries: the Shoggoth Guardian, Cthugha, and the Fire Dodge 8% (4/1)
Vampires.
Armor: None, but
SHOGGOTH (1) fire and electrical attacks do only half damage
(pg. 306 Core Rulebook) (2) physical weapons such as firearms and knives do only 1
The nightmare, plastic column of fetid, black iridescence point of damage per hit
oozed tightly onward… A shapeless congerie of protoplasmic (3) it regenerates 2 hit points per round.
bubbles, faintly self-luminous, and with myriads of
temporary eyes forming and unforming as pustules of Sanity Loss: 1D6/1D20 Sanity points for seeing a shoggoth.
greenish light all over the tunnel-filling front that bore down
upon us, crushing the frantic penguins and slithering over FIRE VAMPIRE
the glistening floor that it and its kind had swept so evilly (pg. 292 Core Rulebook)
free of all litter. Still came that eldritch mocking cry— These appeared as thousands of tiny points of light…The
”Tekeli-li! Tekeli-li!” myriad points of light were living entities of flame! Where
—H.P. Lovecraft, At the Mountains of Madness they touched, fire sprang up.
—August Derleth, The Dweller in Darkness
Shoggoths are among the most horrible and loathsome of
Mythos monsters. Mighty sacks of protoplasm, roughly 15- Fire vampires are minions of the Great Old One named
feet in diameter, these amphibious creatures are able to form Cthugha and, like him, dwell on or near the star Fomalhaut.
limbs, eyes, and other appendages at will, imitate other life They come to Earth when summoned or when accompanying
forms and perform great feats of strength. They communicate Cthugha. They appear to be a form of intelligent gas or
in whatever manner their master race wishes, forming special plasma.
organs for the purpose.
Motivation: To serve Cthugha and free their master.
Despite Abdul Alhazred's claims that there were none on
Earth itself, save in the crazed nightmares of dreamers,
shoggoths do exist in deep and dark places. Often found as Fire Vampire, servant of Cthugha
servants of deep ones and other races, they are surly at best, STR — CON 35 SIZ 01 DEX 80 INT 50
ever becoming more intelligent, more rebellious, and more APP — POW 65 EDU — SAN — HP 3
imitative. Their creators found to their cost the true nature of DB: — Build: -2 Move: 11 MP: 13 Luck: N/A
their servants in a rebellion that virtually destroyed their
civilization.
Combat
Attacks per round: 1
Motivation: To protect the Elder Sign.
Fighting Attacks: Fire vampires attack by touching their
Shoggoth, weakened protector victims and can set flammable objects alight by touch. They
STR 260 CON 180 SIZ 250 DEX 15 INT 20 damage humans by heat-shock. To determine the heat-shock,
APP — POW 30 EDU — SAN — HP 43 roll 2D6 damage for the vampire’s attack. If the hero passes a
DB: 5D6 Build: 6 Move: 10 MP: 10 Luck: N/A CON roll, half of this damage is taken; if failed, the full
damage is inflicted.
Combat
Attacks per round: 2 In the same attack, the vampire will try to steal magic points
from its target: use an opposed POW roll; if the vampire
wins, it steals 1D10 magic points from the victim; if the target
Fighting Attacks: In combat, the shoggoth covers an area 5 wins the roll, the fire vampire loses one of its own magic
meters square and can produce tentacles, claws, or any points. Thus, in each attack by a fire vampire, roll twice—
manner of appendages at will with which to perform a once to determine heat damage and once to determine magic
crushing attack. Those unfortunate enough to be hit by an point loss.
attack may also be engulfed.
Fighting 85% (42/17), damage 2D6 burn + magic
Engulf: Each person engulfed within the shoggoth must make point drain
a successful opposed STR roll or be sucked apart. If the
shoggoth attacks more than one target, it must divide its STR
among all targets. Dodge 40% (20/8)

Those held within its black bulk can strike back only on Armor: Standard material weapons cannot harm them,
rounds in which they make a successful STR roll. As an (blades, bullets, etc.) Water costs a fire vampire one hit point
attack, the shoggoth initiates an opposed STR roll. If victims per half-gallon poured over it, a typical handheld fire
fail, they lose 5D6 hit points; the damage describable as extinguisher does 1D6 hit points of damage to it, while a
rupturing, crushing, and being sucked into pieces. The bucket of water costs it 1D3 hit points.
shoggoth can engulf any number of enemies; however, it may
not exceed a total SIZ greater than its SIZ. Sanity Loss: 0/1D6 Sanity points for seeing a fire vampire.

21
CTHUGHA
(pg. 314 Core Rulebook)
But even though we had shielded our eyes, it was impossible
PRE-GENERATED
not to see the great amorphous shapes streaming skyward
from this accursed place, nor the equally great being
hovering like a cloud of living fire above the trees.
HEROES
HENRY SCHAEFFER, 53, Earthborn Scientist
—August Derleth, The Dweller in Darkness
Professor Schaeffer is a renowned archaeologist and
anthropologist with strange theories about ancient alien
Cthugha resembles an enormous burning mass, continually intervention on Earth. These theories have stalled his career
varying in shape. It dwells at or near the star Fomalhaut, and led to public dismissal of his work. The Anubis
whence it may be called. It is one of the most obscure and Corporation has recently employed Schaeffer as a consultant,
remote of all the Great Old Ones. having independently confirmed his findings.

Motivation: To break free of its prison. • Description: blonde and tan with an athletic build.

Cthugha, The Living Flame • Traits: exuberant and prone to rambling.


STR400 CON 600 SIZ 700 DEX 105 INT 105
APP — POW 210 EDU — SAN — HP 130 • Roleplaying hook: “Ancient aliens created humanity.”
DB: 13D6 Build: 14 Move: 0 MP: 42 Luck: 75
EMILIA HARRIS, 38, Earthborn Explorer
Cult Harris is a respected explorer, having led successful
No cult appears to relate to Cthugha, though scattered fire expeditions to Antarctica, the seas of Europa, and beyond
cults to it have existed in the past, such as the church of Saturn. She is fearless and temperamental, though known to
Melkarth in ancient Rome. It is served by entities known as have never lost a member of her expeditions.
fire vampires. In some books, the fire vampires are stated to
be ruled by a being known as Fthagghua; perhaps this is just • Description: slight and dark-skinned with hazel eyes.
another way to spell Cthugha.
• Traits: competent and practical.
Combat
Attacks per round: 3
• Roleplaying hook: “I’m not about to lose my first teammate
today”.
Fighting Attacks: Each round, Cthugha can form pseudopods
from its formless mass with which to flail or squeeze
individual targets. PRIYA DAYAL, 41, Colonial Doctor
Doctor Dayal is a very successful medical professional with
experience in everything from viral pandemics to
Automatic Scorch: Cthugha releases 1D100 x10 fire vampires, neurosurgery. A true humanitarian, she volunteered to
which immediately begin to set the area alight. 1D6 fire establish aid stations during the colonial uprising and was
vampires will attack the party. Cthugha itself scorches and instrumental in curbing the system-wide plague of 2342.
burns the entire site. Humans in the area lose hit points to
the heat. Each round the players must attempt to roll CON.
Upon failure, the hero loses 1 hit point per round until death. • Description: dark-haired and willowy.

Flame Burst: Cthugha may belch forth fire instead of using • Traits: warm and highly intelligent with a comforting
pseudopods. A flame bust has a range of 150 yards and presence.
blankets the target site with fire, incinerating an area 20
yards across. Heroes within the area must attempt an • Roleplaying hook: “I’ll try anything once”.
Extreme CON roll (rolling equal to or below one-fifth of their
CON): a failed roll indicates incineration. A success indicates HARUTO TANAKA, 25, Martian Engineer
1D10 hit point loss. Body armor is of no help against this Tanaka is fascinated by new technologies and highly
attack, but an intervening wall or embankment would be. proficient with fieldwork. His family helped to develop many
of the hardlight projectors used commonly today.
Fighting 40% (20/8), damage 1D6 + half damage
bonus • Description: young and loud with a green mohawk.

Flame Burst Targets must make an Extreme CON roll, • Traits: excited or bored easily. Moody.
special (see above)
• Roleplaying hook: “Out with the old.
Armor: 14 points of armor. Weapons that encounter Cthugha
are destroyed.

Sanity Loss: 1D3/1D20 Sanity points for seeing Cthugha.

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whether their seat is central or peripheral. We will notice here some
of the prominent symptoms resulting from nerve injuries which may
be useful in distinguishing peripheral from central lesions, although
in many cases it is only by the careful consideration of all symptoms
and the impartial weighing of all attending circumstances that a
probable conclusion can be arrived at.

The rapid loss of muscular tone and the early atrophy of the muscles
is a mark of paralysis from nerve-injury which distinguishes it from
cerebral paralysis, even when the latter occupies circumscribed
areas, as is sometimes the case in cortical brain lesion. In spinal
paralysis also the muscles retain their tone and volume (the latter
being slightly diminished by disuse), except in extensive destruction
of gray matter, when all tonicity is lost, and in lesions of the anterior
horns of gray matter (poliomyelitis), when there is loss of muscular
tone and marked atrophy. The first of these spinal affections may be
distinguished by the profound anæsthesia and by the paralysis being
bilateral—by the implication of bladder and rectum and the tendency
to the formation of bed-sores; such symptoms being only possible
from nerve-injury when the cauda equina is involved. In poliomyelitis
the complete integrity of sensation—which is almost always
interfered with at some period after nerve-injury—and the history of
previous constitutional disturbance will aid us in recognizing the
diseased condition. While the reflexes are wanting in peripheral, they
are, as a rule, retained, and often exaggerated, in cerebral and
spinal paralysis; the exceptions being in the two lesions of the cord
above mentioned, in which the reflex arc is of course destroyed by
the implication of the gray matter. Loss or alteration of sensation,
where it occurs from nerve-injury, generally shows itself in the
distribution of the nerve, while the sensitive disturbances from
disease or injury of the brain or spinal cord are less strictly confined
to special nerve territories. The trophic disturbances arising from
nerve-irritation are distinctively characteristic of nerve-injury.

But it is in the behavior of the nerves and muscles to electricity that


we find some of the strongest points on which to base a diagnosis of
nerve-injury, and, although not always conclusive as to the seat of
lesion, it enables us to reduce within very narrow limits the field for
discrimination. The degenerative reaction which we have seen takes
place in muscles the continuity of whose nerves have been
destroyed, or in which degenerative changes have taken place in
consequence of injury to their nerves, is never found in muscles
paralyzed from the brain. In spinal paralysis resulting from
transverse myelitis the electrical excitability of the nerves and
muscles may be increased or diminished, but there is no
degenerative reaction. In progressive muscular atrophy a careful
electrical examination may discover the degenerative reaction in the
affected muscles; but it is too obscure, and there are besides too
many characteristic symptoms in that disease, to allow of a practical
difficulty in diagnosis from its presence. In poliomyelitis anterior
(infantile paralysis and the kindred affection in the adult) we have, it
is true, the quantitative, qualitative changes of degenerative reaction,
such as are seen after nerve-injury, and in such cases its presence
is not conclusive of peripheral lesion. Here we may be assisted by
remembering that while in poliomyelitis sensation is intact, in nerve-
injury it is almost always affected in a greater or less degree,
although it may have been recognizable but for a short time. In lead
paralysis we also have the degenerative reaction, but whether the
seat of lesion in that affection is central or peripheral is an undecided
question.

TREATMENT OF NERVE-INJURIES.—The therapeutics of nerve-injuries


belong largely to surgery. When there is complete division of a nerve
the ends should be united by suture at the time of injury. When this
has not been done, and after the lapse of time no return of function
is observed, the ends of the nerve should be sought for, refreshed
with the knife, and brought together by suture. There is the more
hope that such a procedure will be successful as we know that after
a time the fibres of the peripheral portion of the nerve may be
regenerated, even when there has been no reunion, and thus be in a
condition to render the operation successful. It is a matter for
consideration whether in injuries in which a certain portion of the
nerve, not too great in extent, has been crushed or otherwise
obviously destroyed, it would not be best to excise the destroyed
portion and bring the ends together. Whether the use of electricity,
the galvanic current, hastens the regeneration and restitution of the
injured nerves cannot be affirmed with certainty, although in practice
this has seemed to us to be the case, and the known catalytic action
of the current gives us a possible explanation of such beneficial
effects. But, however this may be, it is certain that with the first
symptoms of returning function in the nerves and muscles the use of
electricity obviously accelerates the improvement. And, again, in the
treatment of the results of nerve-injury, such as paralysis,
anæsthesia, pain, it is in the careful and very patient use of the
electric currents, both faradic and galvanic, that most confidence is
to be placed; the galvanic being generally most applicable and giving
the better results. The symptoms of nerve-irritation are amongst
those most difficult to treat successfully. Counter-irritation, heat, cold,
electricity, may all be tried in vain, and as a last resource against
pain, ulceration, and perverted nutrition we may be obliged to resort
to nerve-stretching, or neurotomy. Under the head of Neuritis much
must be said of treatment applicable to the inflammation, acute and
chronic, resulting from nerve-injuries.

INFLAMMATION OF NERVES.

Neuritis.

Although inflammation of the nerves has been for a long time a


recognized disease, its frequency and the extent and importance of
its results have been appreciated only within a comparatively short
time. The observations upon neuritis were formerly almost
exclusively confined to acute cases, the results of traumatic lesions
or the invasion of neighboring disease, while the more obscure forms
occurring from cold, toxic substances in the circulation, constitutional
disease, etc., or those apparently of spontaneous origin, escaped
attention, or were classed according to their symptoms simply as
neurosis, functional disease of the nerves, or affections of the spinal
cord. Hence the classic picture of neuritis is made to resemble
exclusively the acute inflammation of other tissues, and tends to
blind as to the subtler but not less important morbid processes in the
nerves which at present we must classify as inflammation, though
wanting, it may be, in some of the striking features seen in
connection with inflammatory processes elsewhere. In short, we
must not look for heat, redness, pain, and swelling as absolutely
necessary to a neuritis.

Entering into the structure of the peripheral nerves we have the true
nervous constituent, the fibres, and the non-nervous constituent, the
peri- and endoneurium, in which are found the blood-vessels and
lymph-channels. Though intimately combined, these tissues,
absolutely distinct structurally and functionally, may be separately
invaded by disease; and although it may not be practicable nor
essential in every case to decide if we have to do with a
parenchymatous or interstitial (peri-) neuritis, it is necessary to keep
in mind how much the picture of disease may be modified according
as one or the other of the constituents of the nerve are separately or
predominantly involved. Thus, a different group of symptoms will be
seen when the vascular peri- and endoneurium is the seat of
inflammation from that which appears when the non-vascular nerve-
fibres are themselves primarily attacked and succumb to the
inflammatory process with simple degeneration of their tissue.
Furthermore, it is not too speculative to consider that the different
kinds of nerve-fibres may be liable separately or in different degrees
to morbid conditions, so that when mixed nerves are the seat of
neuritis, motor, sensitive, or trophic symptoms may have a different
prominence in different cases in proportion as one or other kind of
fibres is most affected.

ETIOLOGY.—Traumatic and mechanical injuries of nerves are the


most common and best understood causes of neuritis. Not only may
it be occasioned by wounds, blows, compression, and other insults
to the nerves themselves, but jolting and concussion of the body,
and even sudden and severe muscular exertion, have been recorded
as giving rise to it. We readily understand how neuritis is caused by
the nerves becoming involved in an inflammation extending to them
from adjacent parts, although the nerves in many instances show a
remarkable resistance to surrounding disease. Less easily
understood but undoubted causes of neuritis are to be found in the
influence of cold, especially when the body is subjected to it after
violent exertion. Although the causal connection is unexplained, we
find neuritis a frequent sequel of acute diseases, as typhoid fever,
diphtheria, smallpox, etc. In the course of many chronic
constitutional affections, as syphilis, gout, elephantiasis græcorum,
we encounter neuritis so frequently as to make us look for its cause
in these diseases. Finally, neuritis may develop apparently
spontaneously in one or many nerves.

MORBID ANATOMY.—The macroscopic appearance of nerves affected


by neuritis is very varied, according as the disease is more interstitial
or parenchymatous, acute or chronic. Sometimes the nerve is
swollen, red, or livid, the blood-vessels distended, with here and
there points of hemorrhage, the glistening white of the fibres being
changed to a dull gray. Sometimes the nerves are reduced to gray
shrunken cords. When the perineurium has been the principal seat
of the inflammation we may have swellings at intervals along the
course of the nerve (neuritis nodosa, perineuritis nodosa acuta) or,
as in chronic neuritis, the trunk of the nerve may be hard and
thickened from proliferation of the connective tissue, sclerosis of the
nerve. The nerve does not always present the appearance of
continuous inflammation, but the evidence of neuritis may be seen at
points along its course which are separated by sound tissue. These
points of predilection are usually exposed positions of the nerve or
near joints. Often the nerve appears to the naked eye normal, and
the characteristic changes of neuritis are only revealed by the
microscope. The microscopical changes in neuritis may extend to all
of the constituents of the nerve, and present the ordinary picture of
acute inflammation, hyperæmia, exudation, accumulation of white
corpuscles in the tissues, and even the formation of pus, the nerve-
fibres exhibiting in various degrees the destruction of the white
substance of Schwann and the axis-cylinder. Or, as in chronic
neuritis, the alterations may consist in the more gradual proliferation
of the peri- and endoneurium, which, contracting, renders the nerve
dense and hard and destroys the nerve-fibres by compression. In
acute as well as in chronic neuritis the perineurium may be
exclusively affected, the fibres remaining normal (Curschman and
Eisenlohr). The nerve-fibres themselves may be the primary and
almost exclusive seat of the neuritis, exhibiting more or less
complete destruction of all their constituent parts, except the sheath
of Schwann, without hyperæmia and with little or no alteration of the
interstitial tissue. Sometimes the fibres are affected at intervals, the
degeneration occupying a segment between two of Ranvier's nodes,
leaving the fibre above and below normal (nèvrite segmentaire peri-
axile, Gombault). All of these lesions of the nerve-fibres may be
recovered from by a process of regeneration, the fibres showing a
remarkable tendency to recover their normal structure and function.

SYMPTOMS OF NEURITIS.—When a mixed nerve is the seat of an acute


neuritis, with hyperæmia of its blood-vessels, it becomes swollen by
inflammatory exudation, and can be felt as a hard cord amongst the
surrounding tissues. It is not only highly sensitive to direct pressure,
but muscular exertion, or even passive movement of the part, excites
pain. Spontaneous pain is one of the most prominent symptoms, and
is sometimes so severe and continuous as to destroy the self-control
of the patient, and demand the employment of every agent we
possess for benumbing sensibility and quieting the excited system.
At first there may be hyperæsthesia of the skin in the region of the
distribution of the nerve, but a much more constant and significant
symptom is cutaneous anæsthesia, which generally makes its
appearance early in the course of the disease. The degree and
extent of the anæsthesia varies very much in different cases, but is
seldom total, except over small areas, even when the inflammation
has seriously damaged the nerve-fibres. This is explained by the
sensibility supplied to the part by neighboring nerves, as already
described in treating of traumatic nerve-injuries. Very characteristic
of acute neuritis are various abnormal sensations (paræsthesiæ)
which are developed in a greater or less degree during the progress
of the disease, and are described by the patients as numbness,
tingling, pins and needles, burning, etc. In a case of acute neuritis of
the ulnar nerve seen by the writer the patient was much annoyed by
a persistent sensation of coldness in the little and ring fingers, which
caused him to keep them heavily wrapped up even in the warm
weather of summer. When motor symptoms make their appearance
they begin with paresis of the muscles, which may increase rapidly
to paralysis. As this is the result of destructive changes, more or less
complete, in the motor nerve-fibres, we will have, as would be
expected, accompanying the paralysis the symptoms already
detailed in the consideration of nerve-injuries with destruction of
continuity—namely, absence of muscular tone, loss of skin and
tendon reflexes, increased mechanical excitability, atrophy of
muscles, and the different forms of degenerative reaction, with loss
of faradic contractility. When spasm or tremor has been observed in
acute neuritis of mixed nerves, it is a matter of doubt whether it is not
to be explained by reflex action of the cord excited by irritated
centripetal fibres. Various trophic symptoms may show themselves,
as herpes zoster or acute œdema. Erythematous streaks and
patches are sometimes observed upon the skin along the course of
the inflamed nerve-trunks. In chronic neuritis, into which acute
neuritis generally subsides or which arises spontaneously, the
symptoms above described are very much modified; indeed, cases
occur which exist for a long time almost without symptoms. While the
affected nerve may be hard and thickened by proliferation of its
connective tissue, pain, spontaneous or elicited by pressure, is not of
the aggravated character present in acute neuritis, and may be quite
a subordinate symptom. It has more of a rheumatic character, is less
distinctly localized, more paroxysmal, and has a greater tendency to
radiate to other nerves. It is probable that many ill-defined, so-called
rheumatic pains which are so frequently complained of are the result
of obscure chronic neuritis. Anæsthesia and various paræsthesiæ
are often more prominent symptoms than pain. Sometimes there is a
hyperæsthesic condition of the skin, in which touching or stroking the
affected part causes a peculiarly disagreeable nervous thrill, from
which the patient shrinks, but which, however, is not described as
pain.
The motor symptoms in chronic neuritis of mixed nerves often
remain for a remarkably long time in abeyance or may be altogether
wanting. They may appear as tremor, spasm, or contraction, these,
however, being probably reflex phenomena. Most commonly there is
paresis, which may deepen into paralysis with atrophy of muscles
and degenerative reaction. The trophic changes dependent on
chronic neuritis are frequently very prominent and important. The
skin sometimes becomes rough and scaly, sometimes atrophied,
smooth, and shining (glossy skin). Œdema of the subcutaneous
cellular tissue is often seen, for example, on the dorsum of the hand,
where it may be very marked. The hair of the affected part shows
sometimes increased growth, sometimes it falls off. The nails may
become thickened, ridged, and distorted. Deformity of joints with
enlargement of the ends of the bones is not infrequently met with as
the result of chronic neuritis. In short, we may meet with all of those
trophic changes which have been described as arising from nerve-
irritation, and which occur in chronic neuritis as the result of
compression of nerve-fibres by the contraction of the proliferated
connective tissue in the nerve-trunk.

The symptom-complex varies greatly in neuritis, so that there is


hardly a symptom which may not be greatly modified or even
wanting in some cases—a fact, which, as we have already said, may
be explained by the morbid process fixing itself exclusively or in
different degrees upon one or other of the component parts of the
nerve-trunk, or, it may be, upon fibres of different functional
endowment. Thus pain, usually one of the most prominent symptoms
of neuritis, may be quite subordinate, or even absent, in cases of
neuritis acute in invasion and progress. In a case of neuritis of the
ulnar nerve seen by the writer, beginning suddenly with numbness
and paresis, and rapidly developing paralysis, atrophy of muscles,
loss of faradic contractility, with degenerative reaction, there was no
pain during the disease, which ended in recovery.7 On the other
hand, in mixed nerves the sensitive fibres may be long affected,
giving rise to pain and various paræsthesiæ before the motor fibres
are implicated, or these last may escape altogether.
7 “Two Cases of Neuritis of the Ulnar Nerve,” Maryland Medical Journal, Sept., 1881.

The swollen condition of the nerve, so characteristic in many cases


of neuritis where the perineurium is the seat of a hyperæmia, is
wanting in cases where the stress of the attack is upon the nerve-
fibres themselves. Again, the trophic changes induced in the tissues
by a neuritis may predominate greatly over the sensitive or motor
alterations. Thus, in the majority of cases in which herpes zoster
occurs it is without pain or paræsthesia. Indeed, in chronic neuritis
the symptoms show such variations in different cases that it is
difficult to give a general picture of the disease sufficiently
comprehensive and at the same time distinctive. The prognosis in
acute neuritis is generally favorable, although it must depend in a
great measure upon the persistence of the cause producing it. Thus,
if it has been excited by the inflammation of neighboring organs it
cannot be expected to disappear while these continue in their
diseased condition. In other cases the symptoms may subside with
comparative rapidity; and so great is the capacity of the nerve-fibres
for regeneration that recovery may be complete and nothing remain
to indicate the previous inflammation. The nerve, however, that has
once suffered from neuritis shows for a long time a tendency to take
on an inflammatory action from slight exciting causes. If there has
resulted an atrophy of muscles, we must expect some time to elapse
before they recover their functional activity and normal electric
reaction.

Acute neuritis most frequently passes into the chronic form, and it
may then drag on indefinitely, stubbornly resisting treatment and
giving rise to permanent derangement of sensibility, loss of muscular
power, or perverted nutrition. Neuritis shows a tendency to spread
along the affected nerve centripetally, sometimes reaching the spinal
cord, and, as it has appeared in some cases, even the brain, causing
tetanus or epilepsy.

Reflex paralyses, which at one time were believed to be the not


infrequent result of nerve-irritation and inflammation, affecting from a
distance the functions of the spinal cord, have been shown to be the
effect of an extension of the lesion of the inflamed nerve to the cord,
causing organic disease. Instances of the extension of a neuritis to
distant nerves, as those of an opposite extremity, without the
implication of the spinal cord (neuritis sympathica), are most
probably cases of multiple neuritis, to be considered farther on.

The DIAGNOSIS of cases of traumatic neuritis can scarcely present a


difficulty. Acute neuritis with spontaneous pain, swelling, and
tenderness of the nerve, presents distinctive features hardly to be
confounded with any other affection, although thrombosis of certain
veins, as the saphenous, may present some of its symptoms. To
distinguish chronic neuritis or the cases wanting those obvious
symptoms just indicated (many cases of sciatica) from neuralgia is a
more difficult task. The following distinctive points may be noted: In
neuritis the persistent and continuous character of the pain helps us
to distinguish it from the more paroxysmal exacerbations of
neuralgia, and its tendency, often seen, to spread centripetally
spontaneously or when pressure is made on the nerve, may be also
considered as characteristic of neuritis. Cutaneous anæsthesia,
paresis, and atrophy of muscles are distinctive in any case of a
neuritis rather than a neuralgia. Herpes zoster and other trophic
changes speak strongly for a neuritis.

In the TREATMENT of neuritis the first indication is to get rid, as far as


possible, of such conditions as may cause or keep up the
inflammation, as, for instance, the proper treatment of wounds, the
removal of foreign bodies, the adjustment of fractures, the reduction
of dislocations, the extirpation of tumors, etc. Absolute repose of the
affected part in the position of greatest relaxation and rest is to be
scrupulously enforced. In acute neuritis local abstraction of blood by
leeches and cups in the beginning of the affection is of the greatest
advantage and should be freely employed. The application of heat
along the course of the inflamed nerve has appeared to us
preferable to the use of ice, although this also may be employed with
excellent effect. The agonizing pain must be relieved by narcotics,
and the hypodermic injection of morphia is the most efficient mode of
exhibition. Salicylic acid or salicylate of sodium in large doses
contributes to control the pain. Iodide of potassium in large doses
appears to act beneficially, even in cases with no syphilitic
complications. In subacute or chronic neuritis local bloodletting is not
as imperatively demanded as in the acute form, although it is
sometimes useful. Here counter-irritation in its various forms and
degrees, even to the actual cautery, is to be recommended. An
excellent counter-irritation is produced by the application of the
faradic current with the metallic brush. It appears from general
experience that the counter-irritation has the best effect when
applied at a little distance from the inflamed nerve, and not directly
over its course. In the galvanic current we possess one of the very
best means not only for relieving the symptoms of chronic neuritis,
but for modifying the morbid processes in the nerve and bringing
about a restoration to the healthy condition. Its application is best
made by placing the anode or positive pole as near as possible to
the seat of the disease, while the cathode or negative pole is fixed
upon an indifferent spot at a convenient distance. The positive pole
may be held stationary or slowly stroked along the nerve. Finally, in
protracted cases nerve-stretching may be resorted to with great
benefit. It probably owes its good effects to the breaking up of minute
adhesions which have formed between the sheath of the nerve and
the surrounding tissues, and which act as sources of irritation.

Multiple Neuritis, Multiple Degenerative Neuritis, Polyneuritis.

Cases of this important form of neuritis have been observed and


recorded since 1864, but the resemblance of its symptoms to those
of certain diseases of the central nervous system (poliomyelitis,
Landry's paralysis, etc.) has prevented its general recognition, and it
is only within the last few years that its distinctive pathological
lesions have been demonstrated and its diagnosis made with
considerable certainty. We can hardly overrate the importance of this
in view of the great difference in gravity of prognosis between it and
other diseases with which it may be confounded.
Multiple neuritis consists in a simultaneous or more or less rapidly
succeeding inflammation of several or many usually bilaterally
situated nerves, with a greatly preponderating, almost exclusive,
lesion of the motor fibres. Commonly the disease attacks the lower
extremities and progresses upward, although occasionally it has
been seen to begin in the arms. It does not confine itself to the
nerves of the extremities and trunk, but often involves the phrenics,
causing paralysis of the diaphragm, and frequently invades one or
more of the cranial nerves, notably the vagus, thus giving rise to the
rapid heart-beat so often seen in the disease. In the cases of
multiple neuritis observed the muscles of deglutition have never
been paralyzed. The sphincter ani and bladder have likewise
escaped. All degrees of acuteness are observed in the course it
runs, from the cases terminating rapidly in death to those in which
the disease extends over months, slowly involving nerve after nerve,
until nearly all of the muscles of the body are paralyzed, when death
may result or a more or less complete recovery take place. The
invasion of the disease is in most cases sudden, even when its
subsequent course is chronic, and is often marked by decided
constitutional disturbance, as rigors, fever, delirium, albuminuria, etc.
Disturbances of sensation are prominent among the initial
symptoms, and are of great importance for the diagnosis of the
disease. Severe, spontaneous, paroxysmal pain of a shooting,
tearing character has ushered in most of the cases on record,
remitting, however, during their progress. Pain is not always present,
nevertheless, and cases not infrequently occur which run a painless
course. In some cases which have come under the writer's notice
spontaneous pain did not occur until some days after the disease
was fully declared by other symptoms. More constantly present, and
more characteristic of multiple neuritis, are the disturbances of
sensation which show themselves in subjective feelings of
numbness, tingling, pins and needles, coldness, burning, and other
paræsthesiæ, which appear at its outset and continue to be present
more or less during its course. Anæsthesia, not of a high degree nor
at all coextensive with the paralysis of the muscles—sometimes,
indeed, confined to very circumscribed areas—may be said to exist
always in multiple neuritis—a fact of great diagnostic value.
Hyperæsthesia of the skin is frequently seen. Hyperalgesia and
analgesia are sometimes observed. Hyperæsthesia of the muscles is
a very marked symptom in almost every case, and shows itself not
only upon direct pressure being made, but also in the pain elicited by
passive movements of the parts affected. Pressure upon nerve-
trunks does not cause pain as invariably as might have been
expected from the location of the disease. Delayed sensation has
been frequently observed.

Paresis of muscles, often commencing suddenly, is early seen in


multiple neuritis, and increases until there is more or less complete
paralysis, the most important feature of the disease. The paralyzed
muscles present the flabby condition characteristic of muscles
deprived of the tonic influence of the spinal cord. Atrophy, which is
not commensurate, however, with the paralysis, soon begins, and
may go on to an extreme degree. As the paralysis develops the
tendon reflexes are lost, and there may be diminution or loss of the
skin reflexes also. The paralyzed muscles lose their faradic
contractility, and exhibit diminution of electric excitability to the
galvanic current, and, finally, the various forms of degenerative
reaction. It is remarkable that neither the impairment of sensation nor
the paralysis is, as a rule, strictly confined to the areas of distribution
of particular nerves, but is diffused over regions of the body. Thus in
the limbs the motor and sensory symptoms are most marked at their
extremities, gradually diminishing toward the trunk. In some cases
multiple neuritis appears to have occasioned the inco-ordinate
movements of locomotor ataxy. In the progress of the disease a
rigidity and contracted condition of muscles may be developed,
occasioning a fixed flexion of some of the joints. Profuse sweating,
œdema of the hands and feet, trophic changes in the skin, mark at
times the implication of trophic and vaso-motor nerves. Bed-sores do
not occur.

The pathological changes in pure cases of multiple neuritis are found


in the nerve-trunks, mainly toward their peripheral terminations, and
in their muscular branches, the evidences of disease diminishing
toward the larger trunks, the nerve-roots being unaffected and the
spinal cord showing no lesions. Sometimes the affected nerves
present, even to the naked eye, unmistakable proof of acute
inflammation. They are reddened by hyperæmia, swollen by
exudation, and small extravasations of blood may be seen among
their fibres. The microscope shows congestion of the blood-vessels,
exudation of the white corpuscles, even to the formation of pus,
alteration of the endo- and perineurium; in short, all the evidence of
an interstitial inflammation, the nerve-fibres being comparatively little
altered, and suffering, as it were, at second hand. In most of the
cases, however, the nerves macroscopically present little or nothing
giving indication of disease. The microscopic changes, however, are
extensive, and pertain almost exclusively to the nerve-fibres
themselves. These are altered and degenerated, giving an
appearance almost precisely the same as already described in
treating of the changes occurring in nerves separated by injury from
the centres—Wallerian degeneration.8 There is no hyperæmia,
thickening, or change in the endoneurium. So great are these
differences in the microscopic appearance of the nerves in different
cases of multiple neuritis that objection has been raised to classing
the two varieties together, and it has been argued that we cannot
with right designate the cases in which hyperæmia and other
evidence of a general inflammation are absent as neuritis. It has
been, however, argued—apparently, to the writer, with better reason
—that the same morbid influence which at one time affects the
blood-vessels, causing their congestion and the passage through
their walls of the white corpuscles and the exudation of inflammation,
may at another time, by a direct and isolated influence upon the
nerve-fibres, cause their degeneration; in other words, that there
may be a parenchymatous neuritis, which shall affect only the nerve-
fibres. The vastly disproportionate implication of the motor fibres
would point to the fact of a selective infection in multiple neuritis of
certain fibres, as there is a selective infection in poliomyelitis of the
motor cells of the anterior horns of the spinal gray matter.
8 Gombault's observations (Arch. de Névrologie, 1880) would seem to show that
there is a difference in the lesion of the fibres in neuritis from that in simple Wallerian
degeneration, inasmuch as that in the former the first alteration is seen about the
nodes of Ranvier, and occurs at points separated from each other by healthy fibre,
and also in the more tardy destruction of the axis-cylinder.

ETIOLOGY.—Much in the symptomatology of multiple neuritis,


especially of its invasion, strongly urges us to the conclusion that it is
a constitutional disease caused by an unknown morbid influence, the
stress of which falls upon the nervous system. This view receives
strong support from the history of the Japanese kak-ke or Indian
beriberi, a disease at times epidemic in those countries, and which
has the undoubted symptoms and the characteristic pathological
alterations of multiple neuritis. After many acute infectious diseases
neuritis of individual nerves is not uncommon, but the distinctive
characteristics of multiple neuritis have, so far, been observed
almost exclusively after diphtheria, to which it is not infrequently a
sequel. It has been observed as the result at least occurring in
intimate connection with polyarthritis, and the frequency with which it
has occurred in the phthisical is remarkable. There have been not a
few cases of multiple neuritis recorded as having been produced by
chronic alcohol-poisoning. A well-marked case has come under the
writer's observation in which the immediate cause was acute
poisoning by arsenious acid, a very large amount having been taken
at one dose by mistake. The poison of syphilis has been regarded as
standing in a causal relation to multiple neuritis. For the rest, the
exciting causes (probably acting in connection with a peculiar
condition of the system) have appeared to be exposure to cold, great
muscular exertion, direct mechanical injury to the nerves, as the
rough jolting of a wagon, or the inflammation of a nerve which has in
some unknown way extended to others.

The DIAGNOSIS of multiple neuritis in certain cases presents great


difficulty, from the close resemblance of its symptoms to those of
poliomyelitis. The prominent symptoms in the muscular system—viz.
paralysis, atrophy, the degenerative reaction—are the same in both.
It may be remarked, however, that in multiple neuritis the paralysis is
more generally diffused over the muscles of the affected limbs, while
in poliomyelitis it is more confined to the areas of distribution of
particular nerve-branches. Pain is common to the beginning of both
diseases, but it generally passes off more quickly and completely in
poliomyelitis. The persistent hyperæsthesia of the muscles is
wanting in poliomyelitis. But it is in the diminution and alteration of
sensation that we have the surest means of distinguishing between
the two affections. This symptom seldom or never fails to show itself
in multiple neuritis, although its area may be circumscribed and it
may be slight in degree, while it certainly makes no part of the
symptomatology of poliomyelitis. It has been asserted that the
implication of the cranial nerves so often seen in multiple neuritis
never occurs in poliomyelitis. When we consider the intimate
connection of the anterior horns of the spinal gray matter with the
motor nerve-fibres, it appears highly probable that the same morbid
influence may invade both simultaneously or in quick succession,
thus producing a complex of symptoms rendering a diagnosis very
difficult, and probably giving rise to some confusion in the recorded
symptoms of multiple neuritis. From Landry's paralysis multiple
neuritis is to be distinguished by the impairment of sensibility, the
loss of faradic contractility, and absence of the tendon reflex; from
progressive muscular atrophy, by the loss of sensibility and the much
more obvious degenerative reaction.

The PROGNOSIS of multiple neuritis is in the great majority of cases


not grave, so far as life is concerned, even when there is extensive
paralysis. Death may occur early in the acute form of the disease or
it may take place at the end of chronic cases. When the disease
proves fatal, it is from paralysis of the diaphragm and the other
muscles of respiration. Where the paralysis and atrophy have been
great, showing profound alteration of the nerves, a long time is
required for recovery, and more or less paralysis, contracture, or
defective sensibility may permanently remain.

The TREATMENT consists, at the outset, in rest and position, the local
abstraction of blood (in cases where the nerve-trunk is swollen and
tender), and the administration of such drugs as we suppose act
favorably upon the inflammation of the nerves. Salicylic acid or
salicylate of sodium seem to act beneficially in relieving the severe
pains in the outset of the disease. Iodide of potassium, gradually
increased until large doses are taken, has, in the experience of the
writer, seemed to beneficially modify the course of multiple neuritis.
The necessary relief of pain is best obtained by hypodermic
injections of morphia, supplemented by heat applied to the affected
nerves. To these means may be added rubbing with chloroform and
applying to the painful parts cloths dipped in a 5 per cent. solution of
carbolic acid. After the acute stage has been passed and in chronic
cases, just as soon as we have reason to suppose that the
degenerative process in the nerves has come to a standstill, we
possess in the use of electricity the means of hastening the
regeneration of the nerve-fibres, strengthening the paralyzed
muscles, and restoring the sensation. The galvanic current is to be
preferred, and it is to be applied to the crippled nerves and muscles
—sometimes stable for its electrolytic action, sometimes interrupted
to obtain its exciting and stimulating effect. The excitement to nerves
and muscles by the use of the faradic current has also its uses in
hastening recovery. Protracted treatment and much patience are
required to overcome contractions and restore the nerves and
muscles, and the effects of the disease may be seen for a long time
in the weakness and diminished electric reaction of the muscles.

Anæsthesia of Peripheral Origin.

A prominent and important symptom of the lesion of peripheral


nerves is the diminution and loss of cutaneous sensibility. Besides
the anæsthesia caused by the affections of the fibres themselves,
which has been touched upon in the preceding pages, it may be
produced by morbid states of the peripheral end-organs or
cutaneous terminations of the nerves. Cold applied to a nerve-trunk
may produce alterations which for days after cause numbness and
paræsthesia in the surface to which it is distributed, and the
application of cold to the surface of the body, as we know from
common observation, causes blunting of the cutaneous sensations,
especially that of touch. In this way, from exposure to the
atmosphere at low temperatures, to cold winds, or by the immersion
of the body in cold water, the end-organs of the nerves in the skin
are morbidly affected, and anæsthesia results, the so-called
rheumatic anæsthesia. Many substances, as acids, notably carbolic
acid, alkalies, narcotics, etc., act upon the cutaneous end-organs in
a way to destroy their capacity for receiving or transmitting
impressions and produce a more or less persistent anæsthesia of
the skin. In the anæsthesia so often observed in the hands and
forearms of washerwomen we have an example of the action
probably of several of these causes, as the frequent plunging of the
hands into cold water and the action upon the skin of alkalies and
alkaline soaps. The diminution or interruption of the circulation
through the skin, as in ischæmia from spasm of the minute arteries
due to an affection of the vaso-motor nerves, is also a cause of
cutaneous anæsthesia. In lepra anæsthetica (Spedalskhed) the
cutaneous anæsthesia is dependent upon a neuritis of the minute
branches in the skin. The local anæsthesia met with so often in
syphilis, though its pathology is doubtful, is not improbably
sometimes caused by an affection of the peripheral nerves
(neuritis?) and their end-organs. After many acute diseases,
diphtheria, typhoid fever, etc., we have cutaneous anæsthesia in
connection with muscular paralysis, the cause of both being a
neuritis. The patient is made aware of the loss of sensation by some
interference with his usual sensations and movements. If he puts a
glass to his lips, the sensation is as if a bit were broken out of the
rim; his accustomed manipulations are awkward, because of the
want of distinct appreciation of the objects he holds; he fumbles in
buttoning his clothes or he stumbles unless looking to his steps. An
examination, nevertheless, almost always reveals that the
anæsthesia is greater than would have been supposed from the
subjective feelings of the patient; indeed, cases occur in which he is
not aware of an existing defect of sensation. But a careful
examination is not only required to determine the extent, but by it
alone can we arrive at a knowledge of the quality of the anæsthesia
—viz. whether there is a loss of all of the different kinds of sensation,
whether they are affected in an unequal degree, or whether some
have entirely escaped. Thus we must test for the acuteness of the
simple sense of touch by comparing the sensations elicited by the
contact of small surfaces of unequal size, as the point and head of a
pin or pencil, observing the appreciation by touch of the patient for
different substances, as woollen, silk, linen, cloth, or comparing the
sensation of the anæsthesic part with the same part on the opposite
healthy side of the body. The sense of locality and space may be
examined by placing at the same instant upon the skin of the patient,
his eyes being closed, two points (the anæsthesiometer or the points
of a compass), and observing his capacity for appreciating the
impression as double. As there is an enormous difference of
acuteness of the space-sense in the skin of different parts of the
body (see textbooks of physiology)—ranging from the tip of the
tongue, where the touch of two points separated 1.2 mm. gives a
double sensation, to the thigh, where the points must be separated
77 mm. to be felt as two—we must be careful to consider in making
the examination the normal space-perception of the region. Care
must be taken not to repeat the test too often, as a rapid education
of the surface to a more delicate appreciation of the impressions is
the result. In certain abnormal conditions from spinal disease we
have a condition of polyæsthesia in which the impression of one
point is felt as two or more. The sense by which we appreciate the
pressure of objects must be tested by placing upon the surface to be
examined, in succession, objects of different weight, care being
taken to have the area which touches the skin and the temperature
the same in each. The parts to be tested must be firmly supported,
and all muscular contraction on the part of the patient prevented.
The temperature sense is examined by the application of hot and
cold water or bodies of different temperature. We sometimes meet
with a perversion of this sense in which the application of a cold
surface to the skin gives the sensation of warmth, and the contrary.
In testing the sense of temperature and the sense of pressure it is
not the absolute capacity of appreciating on the part of the patient
that we investigate, but the power of discriminating between different
degrees of temperature or pressure. The sense of pain must likewise
be tested, since morbid conditions occur in which it may be caused
more readily than is normal by exciting the cutaneous nerves, and
that, too, in parts which have in a great measure or quite lost the
sense of touch; or, on the other hand, touch may be retained, while
irritation of the skin can excite no feeling of pain (analgesia). We
have in the faradic current an excellent means of testing the
cutaneous sensibility, inasmuch as it excites the skin over the
various parts of the body about equally, and it can be employed in
very gradually increasing or decreasing strength. Its effects on the
affected part must be compared with those produced on the healthy
surface of other parts of the patient's body or on healthy individuals.

Frequently accompanying cutaneous anæsthesia, but constituting no


part of it, are various paræsthesiæ, as formication, pins and needles,
burning, etc. Pain, sometimes of great intensity, is not infrequently
connected with it (anæsthesia dolorosa). The paræsthesiæ and pain
are the result of irritation in some portion of the conducting tracts,
and, together with the trophic changes so often seen in connection
with nerve-injuries, they have been already considered under that
head.

It is a very important point to make the diagnosis between central


and peripheral anæsthesia, but it is often a matter of great difficulty,
and sometimes not to be made at all. The history of the case must
be carefully considered, and an examination made for symptoms of
brain or spinal disease, the existence of nerve lesions, or if there is a
history of toxic influences, etc. In peripheral anæsthesia the reflexes
which may be normally excited from the affected surface are
wanting, in contradistinction to anæsthesia of central origin, in which
they are most generally retained or even increased. Concomitant
trophic changes speak strongly for a peripheral origin, as do also
paralysis and atrophy of muscles. Loss of some of the forms of
sensation, with retention of others—i.e. partial paralysis of sensation
—indicate a central origin.

The TREATMENT of peripheral anæsthesia must look, in the first place,


to removal, if possible, of its cause, and the treatment of diseased
conditions, if any exist, of the nerve-trunks, as neuritis, mechanical
injuries, etc. Local applications of a stimulating character may be
advantageously used upon the anæsthesic parts. By far the most
effective stimulant to the diseased nerves is the faradic or galvanic

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