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| Quick-Start Rules | |
| “The oldest and strongest emotion of mankind is fear.” | |
| —H. P. Lovecraft | |
| CREDITS | |
| Authors | |
| Mike Mason with Paul Fricker, | |
| Sandy Petersen, and Lynn Willis | |
| Editorial | |
| Lynne Hardy | |
| Cover Art | |
| Lin Hsiang | |
| Interior Art | |
| Lin Hsiang, Victor Leza, Rachel Kahn, | |
| Andrey Fetisov, and Albeerto Bontempi | |
| Layout | |
| Nicholas Nacario | |
| Licensing | |
| Michael O’Brien, James Lowder, and Mike Mason | |
| Call of Cthulhu Creative Director | |
| Mike Mason | |
| Clear Credit | |
| The Call of Cthulhu roleplaying game was originally written by Sandy Petersen, with later revisions by Lynn Willis and others. The 7th edition of the | |
| game was a collaboration between, and written by, Mike Mason and Paul Fricker. This Quick-Start revision written by Mike Mason and based upon | |
| work by Paul Fricker and Mike Mason. Investigator sheet design by Matt Ryan and Max Harrison. | |
| Cthulhu of Cthulhu: Quick-Start Rules © 1990, 2007, 2018, 2021 Chaosium Inc. All rights reserved. | |
| Call of Cthulhu © 1981–2021 Chaosium Inc. All rights reserved. | |
| Call of Cthulhu, Chaosium Inc., and the Chaosium logo are registered trademarks of Chaosium Inc. | |
| This is a work of fiction. This book includes descriptions and portrayals of real places, real events, and real people; these may not be presented | |
| accurately and with conformity to the real-world nature of these places, people, and events, and are reinterpreted through the lens of the Cthulhu | |
| Mythos and the Call of Cthulhu game in general. No offense to anyone living or dead, or to the inhabitants of any of these places, is intended. | |
| This material is protected under the copyright laws of the United States of America. Reproduction of this work by any means without written | |
| permission of Chaosium Inc., except for the use of short excerpts for the purpose of reviews and the copying of character sheets, maps, and handouts | |
| for in-game use, is expressly prohibited. | |
| Chaosium recognizes that credits and copyrights for the Cthulhu Mythos can be difficult to identify, and that some elements of the Mythos may be | |
| in the public domain. If you have corrections or additions to any credits given here, please contact us at mythos@chaosium.com. | |
| chaosium.com | |
| Chaosium Inc. | |
| 3450 Wooddale Ct. | |
| Ann Arbor, MI 48104 | |
| Chaosium publication 231@@ | |
| ISBN-13: 978-1-56882-@@@-@ | |
| Printed in @@@@@. | |
| TABLE OF CONTENTS | |
| DO YOU HEAR THE CALL OF CTHULHU? 5 | |
| Overview 6 | |
| Roleplaying Dice 6 | |
| Equipment Required 7 | |
| INVESTIGATORS 8 | |
| GAME SYSTEM 10 | |
| Skill Rolls and Difficulty Levels 10 | |
| Opposed Rolls 10 | |
| Bonus and Penalty Dice 11 | |
| Luck Rolls 12 | |
| Sanity 12 | |
| Combat 12 | |
| Close Combat 13 | |
| Fighting Maneuvers 13 | |
| Outnumbered 14 | |
| Firearms 14 | |
| Hit Points, Wounds, and Healing 14 | |
| Other Forms of Damage 15 | |
| THE HAUNTING 25 | |
| Collected Player Handouts 32 | |
| READY-MADE INVESTIGATORS 34 | |
| 4 | |
| welcome to | |
| DO YOU HEAR | |
| THE CALL OF CTHULHU? | |
| Call of Cthulhu is a horror-themed roleplaying game | |
| concerning both horrors from beyond and from within. The | |
| game is inspired by the 20th century horror and weird fiction | |
| written by H. P. Lovecraft and other writers like Frank | |
| Belknap Long, Lin Carter, and August Derleth, as well as | |
| contemporary writers like Ramsey Campbell (to name but | |
| a few). The game draws upon the fictional invention of what | |
| has become known as the “Cthulhu Mythos,” a selection of | |
| stories sharing common plot elements—such as mythical | |
| books of arcane lore and alien god-like entities. The game | |
| draws on the imaginative ideas and creations arising from | |
| the Cthulhu Mythos, while avoiding Lovecraft’s own | |
| distasteful personal views and racism, which have no place | |
| in the game. If you have not read any Cthulhu Mythos | |
| stories we encourage you to do so—there are many to | |
| be found alongside Lovecraft’s own, including modern | |
| reinterpretations of the Cthulhu Mythos seen through the | |
| eyes of differing cultures and heritages. | |
| These Quick-Start Rules gives you all the information | |
| you will need to begin playing and having fun with the Call | |
| of Cthulhu roleplaying game, and include a brief overview | |
| of the core rules and how to play the game. If you enjoy | |
| the experience, we recommend you consider moving on to | |
| the Call of Cthulhu Starter Set, which includes the full basic | |
| rules, a simplified investigator creation system, and four | |
| introductory adventures. Once you have mastered and played | |
| through the material in the Starter Set, you’ll be ready to use | |
| the Call of Cthulhu: Keeper Rulebook, which contains the full | |
| rules and a complete investigator creation system, as well | |
| as a plethora of game information. You can purchase these | |
| products from good game and hobby stores, large bookstores, | |
| online, and directly from chaosium.com. | |
| Interested in Chaosium’s Call of Cthulhu? You are not alone! | |
| Call of Cthulhu is Chaosium’s tabletop roleplaying game of | |
| mystery and horror, where ordinary people delve into weird | |
| events and lore, and confront the terrifying and alien forces | |
| of the Cthulhu Mythos. | |
| The game has won many awards for gaming excellence and | |
| is published by Chaosium Inc., one of the oldest roleplaying | |
| game companies in the world. Chaosium is famous for | |
| publishing engaging games—including Call of Cthulhu, | |
| RuneQuest, Pendragon, 7th Sea, and many more. | |
| All you need to play Call of Cthulhu for the first time is | |
| this Quick-Start Rules guide, some polyhedral dice (or a | |
| dice-rolling app), plenty of imagination, and your friends. | |
| Welcome to the worlds of Call of Cthulhu! | |
| INTRODUCTION | |
| Call of Cthulhu is a game full of secrets, mysteries, and horror. | |
| Playing the roles of steadfast investigators, you and your | |
| friends will travel to strange and dangerous places, uncover | |
| foul plots, and stand against the terrors of the night. Within | |
| strange and forgotten tomes of lore you may discover secrets | |
| that humanity was not meant to know. Along the way, sanityblasting monsters and insane cultists work to bring about | |
| your demise. You and your companions may well decide the | |
| fate of the world! | |
| 5 | |
| WELCOME TO CALL OF CTHULHU | |
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 0 | |
| AN OVERVIEW | |
| OF THE GAME | |
| Keeper takes on the roles of all the supporting characters and | |
| monsters in the adventure, while each of the players just plays | |
| one role—that of their investigator. | |
| “Winning” in such a situation depends on whether the | |
| investigators succeed in their goal, and “losing” is what happens | |
| if they fail to achieve it (though they may be able to try again | |
| later). During the game, investigators may become injured, | |
| suffer sanity-shattering experiences, or even die! However, | |
| someone has to make a stand against the cosmic horrors of the | |
| Cthulhu Mythos, and the death of a single investigator matters | |
| little if it means repulsing Cthulhu’s master plan to enslave the | |
| Earth! In the game, investigators are mostly ordinary people | |
| forced into heroic roles, but they are still fragile humans and | |
| prone to injury and death. If an investigator must “retire” from | |
| play, their player can pick up or create a new investigator to | |
| join the team and continue the story. | |
| Investigators who survive gain knowledge of horrendous | |
| monsters, power from arcane volumes of forgotten lore, and | |
| advancement in their skills as they become more experienced; | |
| thus, the players’ investigators continue to progress until their | |
| demise or retirement—whichever comes first. | |
| The aim of playing Call of Cthulhu is to have fun with your | |
| friends as you explore and create a story of mystery and horror. | |
| One player takes the role of game moderator, known as the | |
| Keeper of Arcane Lore (“Keeper” for short), whose role is to | |
| run the game for the rest of the players and apply the rules as | |
| necessary. Everyone else takes the parts of intrepid Investigators | |
| of the Unknown (“investigators”)—the heroes of the story— | |
| attempting to seek out, understand, and eventually confront the | |
| horrors, mysteries, and secrets of the Cthulhu Mythos. | |
| As you are the person reading this book, we will assume | |
| that you are going to take on the role of Keeper for the first | |
| few games you play. The Keeper picks a story to run—these | |
| are known as “adventures” or “scenarios.” You can find an | |
| introductory adventure at the back of this book—a scenario | |
| called The Haunting (page 17). Each adventure provides the | |
| Keeper with the structure of a story (the plot) to present to | |
| the players. The Keeper’s role is a little like that of a director | |
| making a movie in which the actors don’t know how the story | |
| will develop. The players are like actors, who have the freedom | |
| to improvise their own scripts and actions within the game. | |
| The investigators need not be anything at all like the | |
| people who play them. Indeed, it is often more rewarding | |
| and enjoyable for players to create characters entirely unlike | |
| themselves—such as tough private eyes, wisecracking | |
| journalists, or learned academics. Most of the game play is | |
| a verbal exchange. The Keeper sets the scene, describing the | |
| environment, the individuals, and encounters to the players. | |
| The players tell the Keeper what they intend for their | |
| investigators to do, how they interact with people and things, | |
| and so on. The Keeper then tells the players what happens. | |
| In play, the game takes the form of a group conversation, | |
| with many twists and turns and fun along the way. Together, | |
| everyone tells the group’s story—their version of how their | |
| characters overcame (or not) the challenges of the adventure. | |
| The game’s rules use polyhedral dice to determine if an | |
| investigator’s action succeeds or fails when a dramatic “conflict” | |
| presents itself—for example, whether the investigators are able | |
| to leap out of the way of a giant statue about to crash down | |
| upon their heads! The rules in this Quick-Start describe how | |
| to decide the outcome of such conflicts. | |
| ROLEPLAYING DICE | |
| The Keeper and players use a set of roleplaying dice in the game. | |
| These polyhedral dice include: percentile dice (D100), a foursided die (D4), a six-sided die (D6), an eight-sided die (D8), | |
| and a twenty-sided die (D20). Such sets can be purchased from | |
| game hobby stores—only one set is needed, although players | |
| often like to have their own dice sets; alternatively, you may | |
| prefer to use a dice-rolling app instead. The letter “D” stands for | |
| “dice.”The number after the D is the range of numbers available: | |
| 1D8 generates random numbers 1 through 8, for instance, while | |
| 1D100 generates the numbers 1–100. In an adventure, the text | |
| will call for different dice rolls using this terminology. So, if the | |
| text says a monster delivers 1D8 damage, then roll the 8-sided | |
| die once to determine how much damage is actually caused. | |
| Reading D100 (Percentile Dice) | |
| Winners and Losers | |
| In Call of Cthulhu there are no winners and losers in the standard | |
| competitive sense—play is cooperative. The participants work | |
| together to attain a common goal—usually to discover and | |
| then foil a nefarious plot being perpetrated by the minions | |
| of a dark cult or some devious monster. The opposition that | |
| the investigators face can often be an alien or hostile situation | |
| controlled by an impartial Keeper, not another player. The | |
| 6 | |
| WELCOME TO CALL OF CTHULHU | |
| NEVER PLAYED A ROLEPLAYING GAME BEFORE? | |
| If you’ve never played a roleplaying game before you may | |
| be wondering what this is all about. To set you on the right | |
| track, it may be useful to describe an average session of play, | |
| which can take place in person around a table or online over | |
| a video conference. | |
| responds to this, putting on the voice of their investigator to say | |
| that such things are “Complete hokum.” As the story unfolds, | |
| everyone becomes involved, describing what their characters are | |
| doing or saying. Some of the players decide to speak in the manner | |
| of their characters, such as with a New York accent, while others | |
| prefer not to “act” out their character and just speak normally. | |
| Dramatic conflicts arise and dice are rolled to determine the | |
| outcome, with John being the referee of the rules. | |
| Sometimes the players get their way, while at other times | |
| events appear to conspire against them. It is all played out simply | |
| by talking and rolling dice to determine the outcome of certain | |
| situations; people aren’t getting out of their chairs to act it out, | |
| neither are they donning costumes. | |
| Everyone ceases play at around ten-thirty, and then chat for a | |
| while before calling it a night at around eleven o’clock. Everyone | |
| is looking forward to meeting up again next week to find out how | |
| the story develops. | |
| Debbie and their partner Alex, along with their two friends | |
| Morgan and Susan, meet up at John’s house on Friday evening | |
| at around seven o’clock. After catching up on the week’s news and | |
| getting some drinks and nibbles, they sit down in the lounge, | |
| ready to play. John hands out some ready-made investigators | |
| along with some paper and pencils, and everyone is ready to start. | |
| It’s now about eight o’clock. John kicks off the game by describing | |
| the opening scene from the adventure they have chosen to play, | |
| telling how the investigators find themselves talking with a man | |
| who wants them to check out an old property he owns; rumor | |
| has it that it might be haunted! One of the players immediately | |
| Percentile dice usually consist of two 10-sided dice, which | |
| are rolled together at the same time. One die (units) is | |
| numbered 1 to 0, the other die (tens) being numbered 10 | |
| to 00. Both dice are rolled and should be read together— | |
| e.g. “30” on the tens die and “05” on the units die is read as | |
| 35%. A roll of “00” (tens die) combined with a “0” (units die) | |
| indicates a result of 100%, while a roll of “00” on the tens die | |
| combined with any other roll on the units die indicates a roll | |
| of under 10%; for example, a roll of 00 on the tens die and 3 | |
| on the units die is read as 3%. | |
| EQUIPMENT REQUIRED | |
| When you are ready to begin playing Call of Cthulhu, you’ll | |
| need a few things to start: | |
| • | |
| • | |
| • | |
| • | |
| • | |
| • | |
| This Quick-Start Rules guide. | |
| A set of polyhedral (“roleplaying”) dice or a dice-rolling app. | |
| Some notepaper. | |
| Some pencils. | |
| At least one other person to game with. | |
| A quiet place to play, such as around a kitchen table or | |
| lounge. | |
| • Two to four hours in which to play. | |
| Of course, playing online is possible too. Instead of | |
| a set of real dice you could use an online dice roller,” and | |
| you could share investigator sheets as PDFs (you can | |
| download writable PDF sheets at chaosium.com). Any video | |
| conferencing platform could be used—you just need to make | |
| sure everyone can see and hear everyone else in the game. | |
| Dice Roll Variations | |
| Sometimes, a dice notation is preceded by a number other | |
| than “1”—this means that more than one such die should be | |
| rolled, with their results added together. For instance, 2D6 | |
| means that two 6-sided dice are rolled and totaled (or roll a | |
| D6 twice and add the results together). | |
| You might also see 1D8+1 or 1D6+1, for instance. This | |
| means that the number following the plus sign should be | |
| added to the result of the die roll. For 1D6+1, the result must | |
| be 2, 3, 4, 5, 6, or 7. If a monster claws for 1D6+1+2D4 damage, | |
| find the result of the attack by rolling the two requested dice, | |
| totaling the results, and adding 1 (rolling 1D6 and 2D4, then | |
| adding 1 to the total rolled across all of the dice). | |
| 7 | |
| WELCOME TO CALL OF CTHULHU | |
| 1 INVESTIGATORS | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 0 | |
| box would be “30” (half of 60) and the lower box would be | |
| “12” (one-fifth of 60). See Skill Rolls and Difficulty Levels, | |
| page 10, for what these values mean in play. | |
| Each of the characteristics measures a certain attribute: | |
| This Quick-Start guide does not include the rules for creating | |
| investigator characters from scratch—those rules are included | |
| in the Call of Cthulhu Starter Set and the Call of Cthulhu: Keeper | |
| Rulebook. Instead, at the back of this book you will find four | |
| ready-to-play investigators—note that PDF versions of these | |
| characters are available to download from chaosium.com. The | |
| players can pick from these pre-generated characters and use | |
| them when playing the included adventure, The Haunting. To | |
| help understand the investigator sheet, here’s the lowdown on | |
| what everything means. | |
| Players record the details of their character on an | |
| investigator sheet, which holds all the information they need | |
| in the game. Each sheet is divided into sections: | |
| • STR: the raw physical power your investigator can bring | |
| to bear. | |
| • CON: the health and hardiness of your investigator. | |
| • SIZ: an abstracted value of your investigator’s height and weight. | |
| • DEX: physical agility and speed. | |
| • APP: the physical appeal or how “good looking” your | |
| investigator is. | |
| • EDU: a measure of the knowledge that your investigator | |
| has accumulated through formal education or the venerated | |
| “school of hard knocks” (i.e. street smarts). | |
| • INT: a measure of your investigator’s cunning, problem | |
| solving, and ability to make leaps of logic and intuition. | |
| • POW: a combination of force of will, spirit, and mental stability. | |
| 1. About Your Investigator: your investigator’s name, age, | |
| gender, and occupation, as well as their birthplace and current | |
| residence. In Call of Cthulhu, an investigator’s occupation | |
| determines the skills they are most proficient with. | |
| 2. Characteristics: there are eight characteristics used to measure | |
| Strength (STR), Constitution (CON), Size (SIZ), Dexterity | |
| (DEX), Appearance (APP), Education (EDU), Intelligence | |
| (INT), and Willpower (POW). Each of these has a “Regular” | |
| percentile value between 1 and 100; thus, STR 60 means | |
| Strength 60%. Note that there are two smaller boxes to the | |
| edge of each characteristic—the upper small box is half value | |
| (or “Hard” value, i.e. the Regular value divided by 2), while the | |
| lower small box is the one-fifth value (or “Extreme” value, i.e. | |
| the Regular value divided by 5). E.g. with STR 60, the upper | |
| In addition,there there are four key values for an investigator— | |
| Hit Points (HP), Magic Points (MP), Luck (Luck), and Sanity | |
| (SAN). These values may go up and down in play. | |
| • Hit Points (HP): when your investigator suffers damage, | |
| deduct damage points from hit points—at zero hit points | |
| your investigator falls unconscious and may die—see Hit | |
| Points, Wounds, and Healing, page 14. | |
| • Magic Points (MP): used to cast a spell or some other magical | |
| effect. When spent, magic points regenerate at a rate of 1-point | |
| per hour. If a character uses up all of their magic points, any | |
| further expenditure is taken from their hit points (becoming | |
| physical damage)—see Corbitt’s Spells, page 31, in The | |
| Haunting for an example of how magic points are used. | |
| • Luck: used to determine whether external circumstances are | |
| with or against your investigator (whether your investigator | |
| can find a lantern in a dark barn, and so on)—see Luck | |
| Rolls, page 12. | |
| • Sanity (SAN): measures your investigator’s ability to deal | |
| with the shock and corruption from exposure to alien and | |
| mind-bending horrors of the Cthulhu Mythos. Sometimes, | |
| when such things overcome your investigator, they lose Sanity | |
| points, reflecting the lingering effect of such trauma—see | |
| Sanity, page 12. Note that “Starting” SAN begins equal to | |
| POW, but may later rise or fall through play, and the “Insane” | |
| box is used to write in one-fifth of the “Starting” SAN value. | |
| Running along the bottom of this section are Temporary | |
| Insanity, Indefinite Insanity, Major Wound, Unconscious, | |
| and Dying—these are checked when certain events happen | |
| during the game. | |
| 8 | |
| WELCOME TO CALL OF CTHULHU | |
| 3. Skills: this section lists all of the common skills available. | |
| Your investigator can attempt to use most of these skills | |
| using the “base value” noted in parentheses next to the skill, | |
| e.g. “Accounting (05%)” means that everyone has a 5% skill | |
| in accountancy. On the ready-made investigator sheets you | |
| can see that each character has increased values for certain | |
| skills (these higher values supersede the base values). The | |
| ones with increased values are the skills your investigator | |
| is relatively proficient in; the higher the value, the more | |
| skilled they are. | |
| Note that there are two boxes to the right of each skill | |
| box—the middle box is half value (or “Hard” value, i.e. | |
| the Regular value divided by 2), while the box on the | |
| right is the one-fifth value (or “Extreme” value, i.e. the | |
| Regular value divided by 5). E.g. with a Charm skill of | |
| 50%, the middle box would be “25” (half of 50) and the | |
| box to the right would be “10” (one-fifth of 50). See Skill | |
| Rolls and Difficulty Levels, page 10, for what these | |
| values mean in play. | |
| 4. Weapons: notes any weapons possessed by your investigator. | |
| Each weapon has an entry for its Regular, Hard, and | |
| Extreme skill values, the damage it can inflict (usually a die | |
| roll), and the number of attacks (per round) it can be used; | |
| and, for firearms, its range, ammunition, and its malfunction | |
| number—see Combat, page 12, for more details. | |
| 5. Action Reference: this is a quick reference area showing | |
| Move (the human average is Move 8), Build, Damage Bonus | |
| (DB), and also a duplicate of your investigator’s Dodge skill | |
| value—all useful during combat and other dramatic events! | |
| 6. My Story: use this to write in the personal history of your | |
| investigator. You might add to and develop this during play. | |
| 7. Backstory: each entry is a way to further describe your | |
| investigator, whether it’s a short description of how they | |
| appear, their ideology and beliefs, or their traits and | |
| mannerisms. You can also make a note about any significant | |
| people in their life, treasured possessions, and locations that | |
| are important to them. Most times, filling in two or more of | |
| these sections helps to round out your character. Note that | |
| Injuries & Scars, Phobias & Manias, Arcane Tomes, Spell & | |
| Artifacts, and Encounters with Strange Entities are usually | |
| filled out during play rather than beforehand. | |
| 8. Gear and Possessions: record important items, equipment, | |
| and weapons carried on your investigator’s person. As a rule | |
| of thumb, an investigator would be carrying the items they | |
| would use day-to-day in their occupation, so there’s no need | |
| to write every single thing down—only the important and | |
| relevant stuff. | |
| CREDIT RATING | |
| Credit Rating is a skill on the investigator sheet, and can be | |
| used as a means to exemplify your investigators wealth (or | |
| lack of it) and social status. | |
| • | |
| • | |
| • | |
| • | |
| • | |
| • | |
| Credit Rating of 0: Penniless, living on the streets. | |
| Credit Rating of 1–9: Poor, has the bare minimum. | |
| Credit Rating of 10–49: Average, a reasonable comfort level. | |
| Credit Rating of 50–89: Wealthy, some degree of luxury. | |
| Credit Rating of 90–98: Rich, great wealth and luxury. | |
| Credit Rating of 99–100: Super rich, money is no object. | |
| 9. Wealth: don’t worry about this section—it’s just for advanced | |
| games, where a character’s money on hand and savings might | |
| be important (these are covered in the Call of Cthulhu: Keeper | |
| Rulebook)—see the nearby box about Credit Rating. | |
| 10.Fellow Investigators: record the names of the other | |
| players in your game, as well as their investigators’ names. | |
| 11.Quick Reference Rules: a handy rules reminder and | |
| something you might refer to once you have more | |
| experience of playing the game. | |
| 9 | |
| WELCOME TO CALL OF CTHULHU | |
| 1 GAME SYSTEM | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 0 | |
| If you can justify it through your investigator’s actions, you | |
| can “push” a failed skill roll. Pushing a roll allows you to roll the | |
| dice a second time; however, the stakes are raised. If you fail a | |
| second time, the Keeper gets to inflict a dire consequence upon | |
| your character—you might partially succeed in your goal or not, | |
| depending on the Keeper’s determination, but either way, your | |
| investigator will pay some sort of price for failing the roll. Before a | |
| pushed roll is made, the Keeper has the option of foreshadowing | |
| what might happen if the pushed roll is failed; the player can then | |
| decide whether it’s worth the risk to take the second roll or not. | |
| “Skill rolls” may be called for during dramatic situations in | |
| the game. Walking down a well-lit hallway is not a dramatic | |
| situation, whereas running down a rubble-strewn corridor | |
| while being chased by monsters most definitely is! Only | |
| make a skill roll when the outcome is uncertain and dramatic. | |
| When attempting a skill roll, you should first agree a | |
| goal with the Keeper—what is your investigator trying to | |
| achieve? If your skill roll is successful, you achieve your goal. | |
| Additionally, when you successfully roll a skill, put a check | |
| mark in the box next to it on your investigator sheet. You | |
| can only get one check per skill at a time. At the end of the | |
| scenario, that skill could increase due to experience—your | |
| Keeper will ask you to “roll for skill increases,” if you roll over | |
| a checked skill’s value, you gain +1D10 points to that skill | |
| (with a checked Climb skill of 40, you roll 1D100 and get | |
| 58, as this is above 40, you get to add 1D10 points to Climb). | |
| In other words, the more you know, the hardier it is to learn | |
| something new or to get better. | |
| On occasion, you may need to roll a test that is not covered | |
| by the skills on your sheet. If so, look at your investigator’s | |
| characteristics and determine which one of them is best to | |
| use and treat it like a skill. | |
| Example: your investigator is trying to open the heavy stone | |
| door of a crypt—the goal is “open the crypt.” The Keeper decides | |
| this is very difficult and asks for a STR roll, specifying that a | |
| “Hard success” is required. Your investigator’s STR is 60, so a | |
| Hard success requires a roll of 30 or below. You roll the dice but | |
| the result is 43—you have failed, as you rolled above half your | |
| investigator’s STR. You ask if you can push the roll, saying that | |
| your character is picking up and using a spade to help lever the | |
| door. The Keeper permits a second roll, but warns that if you fail | |
| this roll, not only will the door still be closed but “something” | |
| may hear you and could be coming for your blood! Note that we | |
| used the STR characteristic here, as opening the door is feat of | |
| strength rather than a specific skill; if the door had a lock on it, | |
| you might instead use the Locksmith skill at Regular difficulty or | |
| a Mechanical Repair roll at Hard difficulty. | |
| SKILL ROLLS AND | |
| DIFFICULTY LEVELS | |
| OPPOSED SKILL ROLLS | |
| Your Keeper will tell you when you should attempt a skill | |
| roll and how difficult the task is—you just describe what your | |
| investigator is doing, and the Keeper will advise you if a skill | |
| roll is needed. | |
| If two investigators are opposing one another, or if an | |
| investigator is in a conflict with a significant Keepercontrolled character (a monster or NPC, i.e. one for whom | |
| statistics are listed in the scenario), the Keeper may require | |
| an “opposed roll.” To resolve an opposed roll, both sides | |
| make a skill (or characteristic) roll and compare their levels | |
| of success. A Regular success beats a Fail, a Hard success | |
| beats a Regular success, and an Extreme success beats a Hard | |
| success. In the case of a draw, the side with the higher skill | |
| value wins—if both skills are equal, then have both sides roll | |
| 1D100, with the lower result winning. | |
| • A regular task requires a roll of equal to or less than your | |
| skill value on 1D100 (a Regular success). | |
| • A difficult task requires a 1D100 roll result equal to or less | |
| than half your skill value (a Hard success). | |
| • A task approaching the limits of human capability requires a | |
| 1D100 roll equal to or less than one-fifth of your skill value | |
| (an Extreme success). | |
| LEVELS OF SUCCESS | |
| (worst) FAIL — REGULAR SUCCESS — HARD SUCCESS — EXTREME SUCCESS (best) | |
| 10 | |
| WELCOME TO CALL OF CTHULHU | |
| Bonus and Penalty Dice | |
| (see fig 1.) The units die reads 4 and can be paired with either of | |
| the two tens dice to give scores of 44 or 24. Malcolm’s player takes | |
| the lower result 24—a Hard success. Malcolm wins the opposed | |
| roll, and his proposal of marriage to Lady Greene is accepted. | |
| Sometimes, the prevailing conditions for the investigators, | |
| their environment, and/or the time available can hinder or | |
| benefit a skill or characteristic roll. Under certain conditions | |
| the Keeper may grant a “bonus” or a “penalty” die to a roll. | |
| One bonus die and one penalty die cancel each other out. | |
| Such bonuses and penalties operate in a similar way to | |
| raising the difficulty of a roll, and can be used instead of, | |
| or in addition to, an increased difficulty. Normally, though, | |
| bonus and penalty dice are used primarily with opposed rolls. | |
| For each penalty die: roll an additional “tens” die alongside | |
| the usual pair of percentile (D100) dice. You’re now rolling | |
| three separate dice: one “units” die and two “tens” dice. For a | |
| penalty, use the “tens” die that yields the worst (higher) result. | |
| Example: in a dire turn of events, two investigators—Felix and | |
| Harrison—have been captured by the cultists of the Scarlet Smile. The | |
| cultists decide to have some “fun” at the investigators’ expense, decreeing | |
| that both must undertake the Ordeal of Pain, from which only one can | |
| survive as the loser will be sacrificed to the cultists’ foul god. | |
| The Ordeal of Pain involves lifting a huge rock and holding it | |
| aloft. Whoever holds the rock up the longest wins. This requires an | |
| opposed STR roll from each of the investigators; however, the Keeper | |
| rules that Harrison must take a penalty die, as he recently suffered a | |
| major wound (he received an injury when he was captured by the | |
| cultists) and is still recovering. Felix’s player rolls 51 against STR | |
| 65—a Regular success. Harrison’s STR is 55. His player rolls 20 | |
| and 40 on two tens dice and 1 on the units die (see fig 2.), which | |
| can be combined to read 21 or 41. The extra die was a penalty die, so | |
| Harrison must take the higher result—a Regular success | |
| Both players have achieved a Regular success; Felix wins | |
| because he has the higher STR value. Felix is able to hold the rock | |
| above his head for longer than Harrison. The cultists jeer and lead | |
| Harrison off towards their altar… | |
| For each bonus die: roll an additional “tens” die alongside | |
| the usual pair of percentile (D100) dice when making a roll. | |
| You are now rolling three separate dice: one “units” die and | |
| two “tens” dice. To take the benefit of the bonus, use the | |
| “tens” die that yields the better (lower) result. | |
| Example: two rival investigators, Malcolm and Hugh, are vying | |
| for the affection of Lady Greene. Only one can gain her hand in | |
| marriage, so the Keeper decides that an opposed roll is needed to | |
| determine the outcome of their wooing. It is decided that an opposed | |
| Charm roll should fit the scene. The Keeper reviews the events of the | |
| scenario so far: Malcolm has visited Lady Greene twice, each time | |
| lavishing expensive gifts upon her, while Hugh has only visited | |
| once and brought no gifts at all. The Keeper states that Malcolm has | |
| an advantage and receives a bonus die in the opposed roll. | |
| Hugh’s player rolls first against his Charm skill of 55, getting | |
| 45—a Regular success. Malcolm’s player rolls against his Charm | |
| skill with one bonus die, rolling one units die and two tens dice | |
| Fig. 1 | |
| Fig. 2 | |
| 11 | |
| WELCOME TO CALL OF CTHULHU | |
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 0 | |
| LUCK ROLLS | |
| In addition, when falling insane, an investigator suffers | |
| a “bout of madness”—roll 1D10 and refer to the Bouts | |
| of Madness Table (page 29). If the investigator is in the | |
| presence of other investigators, play out the result round | |
| by round (the player has, more or less, control of their | |
| character, but should be guided by Keeper in terms of their | |
| investigator’s portrayal of madness). If the investigator is | |
| alone you may use the result to describe how the investigator | |
| is found sometime later in a bad way, perhaps hiding in a | |
| cupboard, drunk in a gutter, or unconscious under a tree. | |
| If your investigator is temporarily insane, the Keeper | |
| may decide to add a phobia or mania to your sheet | |
| (such as “fear of the dark,” “fear of confined spaces,” or | |
| “kleptomania, an irrational compulsion to steal things”). | |
| Alternatively, they may decide to rewrite one of your | |
| existing backstory entries, perhaps corrupting it in some | |
| way (where you wrote “Trusting” under Traits, the Keeper | |
| corrupts this to “Fearful.”) | |
| While temporarily insane, the Keeper may present your | |
| investigator with “Delusions” (hallucinations)—is that a | |
| zombie creeping up on you or is it just a homeless person | |
| asking for spare change? You can only be certain by asking | |
| to make a “reality check”—electing to make a Sanity roll; | |
| if you’re successful, you see through the hallucination, but | |
| if you fail, you fall deeper into the madness and believe | |
| the delusion! | |
| Once 1D10 hours have passed, the investigator is sane | |
| once more and cannot be affected by more delusions; | |
| however, altered backstories or phobias or manias gained | |
| while insane remain in effect. | |
| Unfortunately, regaining lost Sanity points can be a long | |
| and arduous process. Checking characters into some form | |
| of care while they take a break from the action, or undergo | |
| some form of psychotherapy, are ways to recover small | |
| amounts of Sanity. Successfully completing investigations | |
| also provides a way to gain Sanity points. But, such gains | |
| often do not outweigh the steady loss of Sanity, which tends | |
| to be a downward spiral. As Sanity slips away, investigators | |
| become less stable and their ability to deal with new horrors | |
| diminishes. Full rules for Sanity and Insanity in the game are | |
| more fully explained in the Call of Cthulhu: Keeper Rulebook. | |
| Luck rolls may be called for by the Keeper when | |
| circumstances external to an investigator are in question, | |
| and also when determining the fickle hand of fate. If, for | |
| example, an investigator wants to know if there is an item | |
| lying nearby that could be used as weapon, or if the flashlight | |
| they have found has any juice left in it, then call for a Luck | |
| roll. Note that if a skill or characteristic is more appropriate | |
| to a situation, then it should be used rather than Luck. To | |
| succeed with a Luck roll, the investigator must roll equal to | |
| or under their current Luck value. | |
| If the Keeper calls for a “group Luck roll,” the player whose | |
| investigator has the lowest Luck score (among those present | |
| in the scene) should make the roll on behalf of the group. | |
| Example: finding a cab doesn’t require a dice roll, but getting one | |
| before the investigators lose sight of the car that they wish to pursue | |
| could. Credit Rating could be a factor in attracting the attention | |
| of a cabdriver on the lookout for a well-dressed fare who may tip | |
| generously. However, quickly getting a ride at two o’clock in the | |
| morning on the undesirable side of town might not be so easy. | |
| Would there even be a cab to hail? No skill is going to make a cab | |
| appear at that moment. It is a matter of chance whether a cab may | |
| be driving down that road, hence a Luck roll is required. | |
| SANITY (SAN) | |
| Whenever an investigator encounters the horrors of the | |
| Cthulhu Mythos or comes across something mundane yet | |
| horrific (such as stumbling across a friend’s mutilated corpse), | |
| make a percentile roll against the investigator’s current Sanity | |
| score. If you roll over your current Sanity, you lose a greater | |
| amount of Sanity points. If you roll under, you will lose less | |
| or none. The Sanity loss is generally described for an event as | |
| something like “0/1D6” or “2/1D10.” The number before the | |
| slash mark tells you how much Sanity your character loses | |
| if the roll is equal to or under their current Sanity score; the | |
| number after the slash is how much your investigator loses | |
| if you roll over their current Sanity score (the worst result). | |
| When you fail a “Sanity roll” the Keeper gets to | |
| momentarily dictate your investigator’s next action as the | |
| fear takes hold; perhaps they unwittingly scream, freeze, or | |
| squeeze the trigger of the gun they are holding. | |
| If an investigator loses 5 or more Sanity points as the | |
| consequence of a single Sanity roll, they have suffered major | |
| emotional trauma, and the player must roll 1D100. If the | |
| result is equal to or less than their Intelligence (INT), the | |
| investigator fully understands and comprehends what has | |
| been seen and goes temporarily insane (for 1D10 hours). If | |
| they fail the roll, their mind is closed to the horror and they | |
| remain sane (for now). | |
| COMBAT | |
| When you are confronted with the horrors of the Cthulhu | |
| Mythos it is generally a better idea to run away or avoid | |
| confrontation altogether, as such entities are very powerful | |
| and often resistant to bullets! However, sometimes there is | |
| no other choice than to go in, guns blazing, and make the | |
| best of it. | |
| 12 | |
| WELCOME TO CALL OF CTHULHU | |
| When a combat occurs, all investigators, as well as | |
| characters and monsters controlled by the Keeper, act in | |
| order of their DEX values. The investigator, character, or | |
| monster with the highest DEX acts first and then the others | |
| go in descending order from there. | |
| The duration of a combat round is best described as “long | |
| enough for everyone to take one significant action.” The | |
| Keeper controls the flow of the round. On each character’s | |
| DEX turn, the Keeper decides or asks (if an investigator) | |
| what action is being taken; usually this is something as | |
| simple as, “I attack the monster,” “I pull out my revolver,” or “I | |
| run away!” The Keeper should give everyone a chance to do | |
| something, while being aware of the narrative flow of the | |
| events taking place. | |
| Investigators have three combat skills: Fighting, Dodge, | |
| and Firearms. Two of these skills are made up of multiple | |
| specializations, such as Fighting (Brawl) or Firearms | |
| (Rifle/Shotgun)—each investigator may have different | |
| specializations (or none at all). Note that the Fighting | |
| (Brawl) skill includes unarmed combat and the use of simple | |
| weapons (like knives and clubs); however, wielding a sword | |
| requires the Fighting (Sword) specialization. | |
| You make a combat roll using the appropriate skill, just | |
| like any other skill roll; however, you don’t get to “push” | |
| combat rolls—you simply make another attack next round. | |
| “extreme damage” if they win the combat with an Extreme | |
| success—if a blunt weapon, extreme damage deals maximum | |
| damage plus damage bonus (if any); if an impaling weapon | |
| (like a knife), extreme damage deals maximum damage (of | |
| the weapon) plus an additional dice roll for the weapon’s | |
| damage and also damage bonus (if any). E.g. when a | |
| knife with 1D4 damage causes extreme damage, it deals | |
| 4+1D4+damage bonus (if any). | |
| Close Combat | |
| If a player describes a goal in combat that is something | |
| other than simply inflicting harm, it can be resolved with | |
| a “Fighting Maneuver.” A successful maneuver allows the | |
| character to achieve one thing, such as: | |
| Example: a ghoul initiates, swinging a clawed hand at Susan, | |
| who elects to dodge. The Keeper rolls 03—an Extreme success | |
| (below one-fifth of the ghoul’s skill). Susan rolls 20 for her Dodge | |
| roll—a Hard success. The attacker has achieved a better level | |
| of success than the dodger, so Susan is hit, automatically taking | |
| maximum damage of 6+1D4 (1D6+1D4 damage bonus) because | |
| the attack was an Extreme success. | |
| The ghoul is a monster with 3 attacks per round (all of its | |
| attacks take place simultaneously on its DEX). On its second | |
| attack it tries to bite Susan, who fights back. Susan achieves a | |
| Hard success; the ghoul achieves a Regular success. Susan has | |
| a better level of success than the ghoul, so she successfully fights | |
| back—not only does she avoid injury, but she also inflicts 1D3 | |
| points of damage on the ghoul. | |
| Fighting Maneuvers | |
| On a character’s turn in the DEX order, they may choose | |
| to initiate an attack against an opponent. In addition, each | |
| time a character is attacked, they get to choose how they will | |
| respond, be it by dodging (attempting to avoid the attack | |
| completely) or fighting back (attempting to avoid, block, or | |
| parry an attack while also hitting back). Both attacker and | |
| defender roll percentage dice (1D100) and compare their | |
| levels of success. | |
| • Disarm an opponent. | |
| • Knock an opponent to the floor. | |
| • Seize and hold an opponent, whereupon the opponent must | |
| apply one penalty die to their actions until they can break | |
| free with an opposed STR roll. | |
| • If you are initiating the attack: roll your Fighting skill and | |
| compare the result to your opponent. | |
| • If you are responding—fighting back: use your Fighting | |
| skill. You need to achieve a higher level of success than | |
| your attacker (you inflict damage instead of your opponent). | |
| • If you are responding—dodging: use your Dodge skill. Your | |
| attacker needs to achieve a higher level of success than you | |
| (if you equal or exceed your attacker’s level of success, you | |
| successfully dodge and avoid taking damage). | |
| A maneuver is treated the same way as a normal Fighting | |
| attack, using the Fighting (Brawl) skill. The opponent may | |
| dodge or fight back as usual. Compare the Build of the two | |
| combatants. If the character initiating the maneuver has a | |
| smaller Build than their opponent, they take a penalty die for | |
| each point of difference (to a maximum of two penalty dice). | |
| If an opponent exceeds the attacker’s Build by three or more | |
| points, any fighting maneuvers are ineffective; the attacker | |
| may be able to lay hands on their opponent, but lacks the | |
| strength and size required to take advantage of their grip. | |
| The winning side avoids receiving any damage and inflicts | |
| damage (unless they are dodging) on their opponent. Note | |
| that, when fighting back (responding to an attack on you), | |
| the best a person can achieve is “regular” damage, whereas | |
| a character initiating an attack (if successful) could achieve | |
| Example: Susan attempts to push a ghoul out of a window (a | |
| Fighting Maneuver). Susan’s Build is zero and the ghoul’s Build is | |
| 1, so Susan suffers one penalty die on her attack roll. Susan rolls 02 | |
| 13 | |
| WELCOME TO CALL OF CTHULHU | |
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 0 | |
| and 22; as she had a penalty die, she must take the higher result—a | |
| Hard success (under half Susan’s Fighting skill). The ghoul is | |
| fighting back, and it rolls a Regular success on its Fighting skill. | |
| Susan has achieved a better level of success and so her maneuver is | |
| successful—she shoves the ghoul through the window. | |
| through stabilizing the character. If a character suffers points | |
| of damage greater than or equal to their maximum hit points | |
| in a single blow, they die instantly. | |
| • Characters without a major wound naturally heal 1 hit point | |
| per day. | |
| • Characters with a major wound must make a healing roll | |
| (rolling equal to or under their CON) at the end of each | |
| week—if successful, they regain 1D3 hit points, or 2D3 | |
| points for an Extreme success. The major wound condition | |
| is removed if either an Extreme success is rolled or current hit | |
| points are healed to half their maximum value or greater. Thus, | |
| it may take a number of weeks for a major wound to heal. | |
| Outnumbered | |
| A character outnumbered by the opposition is at a disadvantage. | |
| Once a character has responded to an attack (either fought back | |
| or dodged) in the present combat round, all subsequent melee | |
| attacks on them (in the same round) are made with one bonus | |
| die. This does not apply to attacks made using firearms. | |
| Firearms | |
| You may shoot a firearm on your turn in the DEX order | |
| to initiate an attack (usually, firearms cannot be used in | |
| fighting back reactions). Make a percentile (1D100) roll and | |
| compares the result with the Firearms skill. | |
| Successful First Aid can heal 1 hit point, as well as rousing | |
| a character from unconsciousness. If First Aid is used on | |
| a dying character it, extends the character’s life so that the | |
| Medicine skill can use used. The Medicine skill can heal | |
| 1D3 hit points, but takes at least one hour and appropriate | |
| equipment and supplies. If Medicine is used on a dying | |
| character, it allows a healing roll at the end of one week. | |
| • Readied firearms act at DEX+50 for the purpose of | |
| determining the DEX turn order. | |
| • If firing 2 or 3 shots from a handgun in one round, apply | |
| one penalty die to each shot. | |
| • If at point-blank range (within one-fifth of DEX in feet), | |
| the shooter gains one bonus die on the skill roll. | |
| Example: Brian starts with 12 hit points. On Monday he gets in | |
| a barroom brawl, taking damage from three separate slugs to his | |
| jaw of 4, 2, and 4 points. This is a total of 10 damage, reducing | |
| his hit points to 2. He has not taken a major wound (as no single | |
| attack delivered significant damage) and recovers at the rate of | |
| 1 hit point per day. On Thursday, Brian (now at 5 hit points) | |
| clumsily falls out of a window; suffering 7 hit points of damage. | |
| This is a major wound (7 damage is more than half of Brian’s | |
| The target of the shot cannot fight back (you can’t | |
| dodge a bullet) but may instead “dive for cover” by rolling | |
| against their Dodge skill. If the Dodge roll is successful, the | |
| attacker’s roll(s) to hit are made with one penalty die (i.e. | |
| make the Dodge roll before the Firearms roll). A character | |
| that opts to dive for cover forfeits their next attack or action | |
| (regardless of whether they were successful or not), or if they | |
| have already used their attack this round, they forfeit their | |
| attack in the following round. | |
| WEAPON DAMAGE | |
| • | |
| • | |
| • | |
| • | |
| • | |
| • | |
| • | |
| Unarmed attacks (human): 1D3 + damage bonus | |
| Small knife: 1D4 + damage bonus | |
| Machete: 1D8 + damage bonus | |
| Small club: 1D6 + damage bonus | |
| Baseball bat: 1D8 + damage bonus | |
| Handgun: 1D10 | |
| Shotgun: 4D6 (at close range*, otherwise 2D6; does not | |
| impale) | |
| • Rifle: 2D6+4 | |
| HIT POINTS, | |
| WOUNDS, AND HEALING | |
| Points of damage are deducted from a character’s hit points. | |
| Hit points cannot fall below zero, so do not record a negative | |
| value. When a character’s hit points reach zero, they fall | |
| unconscious and, in some situations, may die. | |
| When a character takes damage of greater than or equal | |
| to half their full hit points in a single blow, they have | |
| received a “major wound”—they must make a CON roll or | |
| fall unconscious. If a character with a major wound falls to | |
| zero hit points they are close to death (dying). They must | |
| make a successful CON roll at the end of the following | |
| round and every round thereafter or die. Only successful | |
| use of the First Aid skill can alleviate the dying condition, | |
| *Close range: within DEX in feet (i.e. if DEX is 60, close | |
| range is 60 feet). | |
| 14 | |
| WELCOME TO CALL OF CTHULHU | |
| maximum 12 hit points). A friend administers First Aid and | |
| rushes him to hospital. After seven days have passed, a successful | |
| CON roll is made for Brian and he regains 2 hit points on a | |
| 1D3 die roll. At the end of the second week, Brian’s player rolls | |
| an Extreme success on the CON roll and regains 4 hit points on | |
| a 2D3 roll of the dice, and his current hit points now stand at | |
| 6. This erases his major wound marker (he has regained half his | |
| maximum hit points), after which he heals at 1 hit point per day. | |
| ABOUT THE READY-MADE INVESTIGATORS | |
| The four ready-made investigators are designed to be used | |
| with The Haunting. Give these to your players and get them | |
| each to pick whichever one they prefer. Each player can decide | |
| the name and gender of their investigator, and write these | |
| details in the top left-hand box on their character’s sheet. The | |
| four characters are a team, brought together to solve a case, | |
| although it’s ok if you have less than four players—every | |
| player takes on the role of one of these characters. | |
| OTHER FORMS OF DAMAGE | |
| Often the Keeper will be forced to judge the amount of | |
| damage caused by some random event. Whatever the cause, | |
| consider the likely injury and rate it against the left-hand | |
| column on the Other Forms of Damage Table. Each injury | |
| type is for one incident or one combat round (one round | |
| of being punched by an attacker, one bullet, one round of | |
| drowning, one round of being burned, etc.). The character | |
| takes further damage on each successive round that they are | |
| exposed to the source of the harm. | |
| • | |
| • | |
| • | |
| • | |
| A weary private detective | |
| An enthusiastic graduate student | |
| An open-minded academic | |
| An author with an interest in the occult | |
| OTHER FORMS OF DAMAGE | |
| Injury | |
| Damage | |
| Examples | |
| Minor: a person could survive numerous | |
| 1D3 | |
| occurrences of this level of damage. | |
| Punch / kick / head-butt / mild acid / breathing smoky atmosphere / a | |
| thrown fist-size rock / falling (per 10 feet) onto soft ground. | |
| Moderate: might cause a major wound; | |
| 1D6 | |
| it would take a few such attacks to kill. | |
| Falling (per 10 feet) onto grass / club / strong acid / breathing water / | |
| exposure to vacuum / small-caliber bullet / arrow / fire (burning torch). | |
| Severe: likely to cause a major wound. | |
| One or two occurrences would render a 1D10 | |
| person unconscious or dead. | |
| .38 calibre bullet / falling (per 10 feet) on to concrete / axe / fire | |
| (flamethrower, running through a burning room) / being 6 to 10 yards | |
| from an exploding hand grenade or stick of dynamite / mild poison. | |
| Deadly: the average person has a 50% | |
| 2D10 | |
| chance of dying. | |
| Hit by a car at 30 mph / being 3 to 6 yards from an exploding hand | |
| grenade or stick of dynamite / strong poison. | |
| Terminal: outright death is likely. | |
| 4D10 | |
| Hit by a speeding car / being within 3 yards of an exploding hand | |
| grenade or stick of dynamite/lethal poison. | |
| Splat: outright death is almost certain. | |
| 8D10 | |
| Being involved in a high-speed head-on collision, being hit by a train. | |
| 15 | |
| 16 | |
| THE | |
| HAUNTING | |
| PREPARING FOR PLAY | |
| This scenario is designed for new Keepers and players. Advice | |
| for the Keeper is included within the text (Keeper’s Notes) on | |
| how and when to use dice and rules, as well as guidance on how | |
| to run the scenario. Once you have read through this scenario, | |
| copy or print out the ready-made investigators and ask your | |
| players to each choose one to play. | |
| The boxed text within the scenario is meant to be read aloud | |
| to the players—paraphrase these lines in your own words or | |
| just read out what is written. | |
| Player handouts are marked in the text and have been | |
| collected at the end of the scenario to allow Keepers to copy | |
| them for presentation to the players when directed. | |
| The year is 1920 and the location is Boston, Massachusetts, | |
| although this scenario could be transported to a modern setting | |
| if desired. | |
| Give each of your players one of the four ready-made | |
| investigators (pages 34–41). If you have more than four players, | |
| just duplicate the sheets as necessary. Each player can decide | |
| their character’s name and gender. When ready, tell the players | |
| the premise of the scenario. | |
| You are going to be hired to investigate an old house in 1920s | |
| Boston—rumor has it that it may be haunted! | |
| The players are a team of professional and amateur detectives | |
| who have volunteered for the task. Encourage the players to | |
| introduce their characters and write a few notes about their | |
| backgrounds in the My Story box, and discuss how they know | |
| each other. Keep it all reasonably brisk and avoid getting | |
| bogged down with unnecessary details. | |
| Note down each investigator’s name, appearance (APP), | |
| Credit Rating score, and any notable aspects of their backstory | |
| for your reference during play. | |
| THE KEEPER’S SECRET | |
| The body of Walter Corbitt is buried in the basement of the | |
| Corbitt house. The mind of Walter Corbitt still lives, aware of | |
| events within the house. He haunts the place. Corbitt knows | |
| Mythos magic that preserves his identity and enables him to | |
| animate his body after death. He sometimes vampirically preys | |
| upon residents of the house, driving away or slaying those who | |
| learn his secret. | |
| To solve the mystery posed to them, the investigators must | |
| learn about Corbitt. While they do this, Corbitt will be aware | |
| of the investigators and will try to mislead them and scare them | |
| away. Failing that, he will try to murder them. | |
| LOCATION 1: | |
| INTRODUCTION | |
| KEEPER’S NOTE: This introduction takes place with | |
| the investigators meeting up with the landlord. Perhaps in | |
| his home or in a café. The location isn’t overly important, but | |
| take a moment to set the scene. Then read the following aloud, | |
| roleplaying the landlord’s discussion with the players. . | |
| 17 | |
| 17 | |
| WELCOME TO CALL OF CTHULHU | |
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 0 | |
| Handout 1 | |
| The clippings files are not open to the general public and the | |
| investigators will have to Persuade Arty Wilmot (a Boston | |
| Globe editor) of their case for access. Arty enjoys the little | |
| power he has and will try to deny the investigators access; | |
| play up his pomposity and encourage the players to strive to | |
| gain access to the morgue. | |
| A landlord, Mr. Knott, asks you to examine an old house | |
| in central Boston, known as the Corbitt House. The former | |
| tenants, the Macario family, were involved in a tragedy and | |
| the owner wishes to understand the mysterious happenings at | |
| the house and set matters straight. Mr. Knott has been unable | |
| to rent the house out since the tragedy and hopes that you can | |
| clear things up and restore its good name. He offers to pay for | |
| your time and trouble, at a rate of $20 per day. The landlord | |
| gives you the keys, the address, and $20 cash in advance. | |
| Knowing your jobs, you will want to conduct some | |
| research before you head to the house. You could check out old | |
| newspaper articles at the offices of the Boston Globe, head | |
| to the Central Library, or go to The Hall of Records. The | |
| choice is yours. | |
| Using Dice To... | |
| Gain Access To The Clippings Files | |
| KEEPER’S NOTE: Usually when encountering a | |
| neutral non-player character you should roll versus the | |
| investigator’s APP or Credit Rating; however in Arty’s case | |
| the decision is preordained—he’s unhelpful. | |
| First, establish a goal with the players, along the lines of | |
| “gain access to the clippings files.” | |
| Roleplay the interaction between Arty and the | |
| investigators. Based on the way the roleplay goes, choose one | |
| of the following options: | |
| Pass Handout 1 (page 29) to the players in case they | |
| wish to refer to it later. Give them time to absorb the | |
| information, discuss matters, and decide on a course of | |
| action. Some players will be keen to head straight to the | |
| house, but you should suggest that they would be better off | |
| conducting some research first. | |
| Mr. Steven Knott recently inherited the property and | |
| would like to make a profit on the place somehow, either by | |
| renting it or selling it, but has been unable to do either due | |
| to the terrible reputation of the place. | |
| Proceed to Location 2, 3 or 4, depending where the | |
| players decide to go next. | |
| • If the investigator is trying to win Arty round with | |
| friendliness, use the Charm skill. | |
| • If the investigator is being aggressive towards Arty, use the | |
| Intimidate skill. | |
| • If the investigator is using rational arguments to persuade | |
| Arty, use the Persuade skill. | |
| • If the investigator is trying to con Arty, use the Fast Talk | |
| skill. | |
| KEEPER’S NOTE: It is up to you to describe the locations | |
| as you wish. Use your imagination and try to evoke the feel | |
| of the places; the smell and noise of the printing presses at the | |
| Boston Globe, for example. There is no need to go in to detail | |
| when it comes to moving between locations—just cut to the | |
| investigators arriving at the a new location. | |
| Ask the player doing most of the talking to roll percentage dice | |
| (1D100) and compare the result with his or her investigator’s | |
| Persuade, Fast Talk, Charm, or Intimidate skill, as appropriate. | |
| If the roll is equal to or lower than the skill, the investigator has | |
| succeeded in gaining access for the group. | |
| KEEPER’S NOTE: Notice here how the difficulty level | |
| for the players versus Arty is Regular; Arty’s profession | |
| does not require a professional level (50%+) in Persuade, | |
| Charm, Intimidate or Psychology. If it did, the difficulty | |
| level would be Hard. | |
| LOCATION 2: | |
| THE BOSTON GLOBE | |
| Pick up the roleplay again and incorporate the outcome of | |
| the skill roll in to what Arty says: | |
| A DAILY NEWSPAPER OF GOOD REPUTE | |
| KEEPER’S NOTE: As the players make their initial | |
| enquiries at the newspaper offices, roleplay the people they | |
| could meet—the desk clerk, a journalist, or one of the editors. | |
| Be sure to mention the “morgue” (the newspaper clippings | |
| files) in the basement of the Boston Globe. | |
| • If the investigators have won, have Arty back down in a | |
| way that seems appropriate to you and allow them access | |
| to the files. | |
| • If the investigators failed, have Arty puff himself up and tell | |
| the investigators to leave. | |
| 18 | |
| WELCOME TO CALL OF CTHULHU | |
| Pushing The Roll? | |
| If an investigator flirts with or befriends Ruth Blake, the | |
| record keeper in the clippings file (don’t bother with dice | |
| here, the information isn’t crucial), she remarks that the | |
| Globe files go back no further than a fire in 1878. If the | |
| Corbitt House is mentioned earlier than that, there is no | |
| record of it here. | |
| If the players fail the roll, ask if they want to persist in their | |
| efforts to gain access to the clippings files. If they choose | |
| to do so, they may attempt a Pushed roll by continuing to | |
| pressure Arty in some way (they may change their approach | |
| and use an alternate method at this point). | |
| Depending on their course of action you should decide on | |
| what will happen if they fail (a consequence); for example: | |
| LOCATION 3: | |
| THE CENTRAL LIBRARY | |
| • If the investigators are using Intimidate, the consequence | |
| might be that Arty calls their bluff, leading to an exchange | |
| of blows. | |
| • If the investigators are using Charm or Persuade, the | |
| consequence might be that Arty takes offence and screams | |
| at them to leave. | |
| This worthy institution has several interesting items tucked | |
| away. For each half-day spent in research at the library, ask | |
| each player to make a Library Use roll (rolling equal to or | |
| less than their skill on 1D100). If failed, there is no need to | |
| push the roll; the players can simply keep trying again and | |
| again, but each roll means they have spent half a day more | |
| in research. If they spend more than a day researching, have | |
| their employer, Mr. Knott, contact them to ask how things are | |
| progressing, urging them to resolve their investigations—time | |
| is money after all. | |
| For each success, give out one of the following Handouts | |
| (in order). | |
| Whatever the consequence, ensure that it escalates beyond | |
| Arty just asking them to leave—for example, have Arty call | |
| on some strong-armed maintenance men for backup. | |
| The Clippings Files | |
| If the investigators gain access, describe the dusty shelves of | |
| the clippings files morgue. | |
| You are taken down some steps by Ruth Blake, the records | |
| keeper, into a dusty basement filled with filing cabinets and | |
| stacked high with old newspapers and other assorted junk. | |
| The whole room smells musty and the boiler system in the | |
| corner gives out a lot of heat. | |
| Handout 3 | |
| In 1835, a prosperous merchant builds the house, but | |
| immediately falls ill and sells it to a Mr. Walter Corbitt, esquire. | |
| Handout 4 | |
| The pertinent clippings are filed by street address. Since | |
| the players have already had to succeed in dice rolls to get | |
| in to the morgue it would be churlish stop them getting | |
| the one clue that is here, so it should be made obvious. Pass | |
| Handout 2 (page 30) to a player. | |
| In 1852, Walter Corbitt is sued by neighbours, who petition | |
| to force him to leave the area “in consequence of his surious [sic] | |
| habits and unauspicious demeanor.” | |
| Handout 5 | |
| Evidently Corbitt wins the lawsuit. His obituary in 1866 | |
| states that he still lived in the same place. It also states that | |
| a second lawsuit was being waged to prevent Corbitt from | |
| being buried in his basement, as provided by his will. | |
| Handout 2 | |
| Unpublished Story, Boston Globe 1918: A feature story, | |
| which was never published. It states that in 1880, a family | |
| of French immigrants moved into the house but fled after | |
| a series of violent accidents left the parents dead and three | |
| children crippled. The house long stood vacant. | |
| In 1909, another family moved in and immediately fell | |
| prey to illnesses. In 1914, the oldest brother went mad and | |
| killed himself with a kitchen knife, and the heartbroken | |
| family moved out. In 1918, a third family, the Macarios, | |
| rented the house, but they left almost immediately under | |
| mysterious circumstances. | |
| Handout 6 | |
| No outcome to the second lawsuit is recorded. | |
| 19 | |
| WELCOME TO CALL OF CTHULHU | |
| 1 LOCATION 4: | |
| 2 HALL OF RECORDS | |
| 3 | |
| 4 | |
| 5 Handout 7 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 0 | |
| • Charm skill: A flutter of eyelids might gain access for a | |
| charming investigator. | |
| • Fast Talk skill: Perhaps this involves flashing a fake I.D. | |
| This is a risky approach given the location. | |
| Ask for a Library Use roll. If successful, pass Handout 7 | |
| to the players. Use the same guidelines as for the Central | |
| Library. | |
| If the roll is successful, pass Handout 8 to the player. | |
| If the players fail their roll, ask if they wish to continue | |
| their efforts. They need to justify a Pushed roll. If using | |
| Credit Rating, Persuade, or Charm, they risk overstepping | |
| the mark, leading to a consequence such as causing offence | |
| and earning the antipathy of the police (perhaps receiving a | |
| shakedown or threats). | |
| Civil court records show that the executor of Walter Corbitt’s | |
| will was Reverend Michael Thomas, pastor of the Chapel of | |
| Contemplation and Church of Our Lord Granter of Secrets. | |
| The register of churches (also available in the Hall of Records) | |
| notes the closure of the Chapel of Contemplation in 1912. | |
| If the players think to look up the Chapel of Contemplation | |
| in criminal court records, they find references to actions | |
| taken in 1912; however, the actual records are not present. If | |
| the investigators have been courteous to the clerk, he points | |
| out that serious crimes would be handled in the county, | |
| commonwealth, or federal courts. A successful Law skill | |
| roll can indicate the same thing. The records of city officers | |
| participating in arrests or seizures are filed at the Central | |
| Police Station. | |
| Handout 8 | |
| The file concerns a secret raid on the Chapel of | |
| Contemplation. The police raid was occasioned by affidavits | |
| swearing that members of the church were responsible for | |
| the disappearances of neighborhood children. During the | |
| raid, three policemen and seventeen cult members were | |
| killed by gunplay or fire. Autopsy reports are singularly | |
| lacking detail and uninformative, as though the coroner had | |
| not actually performed examinations. | |
| Though 54 members of the church were arrested, all but | |
| eight were released. The records hint of illegal intervention | |
| in the proceedings by an important local official offering | |
| stories of the battle—the biggest criminal action in the city’s | |
| history—that never appeared in print. | |
| Pastor Michael Thomas was arrested and sentenced to 40 | |
| years in prison on five counts of second-degree murder. He | |
| escaped from prison in 1917 and fled the state. | |
| LOCATION 5: | |
| HIGHER COURTS; | |
| CENTRAL POLICE STATION | |
| Gaining access to these records will prove difficult, requiring | |
| at least one player to make a successful skill roll. Players can | |
| use one of the following: | |
| LOCATION 6: | |
| THE NEIGHBORHOOD | |
| • Law skill: To establish that an investigator has an existing | |
| contact within the courts who will grant access. If failed, | |
| the player can ask to Push the Law skill roll to establish a | |
| contact. You should make a concealed roll on behalf of the | |
| player. Do not inform the players of the outcome of the | |
| roll. Regardless of the dice roll, the investigator knows Kim | |
| Debrun, a clerk in the Court offices. If the roll is successful, | |
| Kim is warm and friendly and will allow the investigators | |
| access to the file (Handout 8). If the roll is a failure, Kim is | |
| unscrupulous and will demand a bribe before reneging on | |
| the deal and claiming not to know the investigators. | |
| • Credit Rating: If the player makes a successful roll and has | |
| a Credit Rating score of 75 or more, they may impress a | |
| clerk sufficiently to gain access. | |
| • Persuade skill: The player should present a good case for | |
| why access should be granted. | |
| Most of the people who lived in the area before the Great | |
| War have moved away or died. New offices and businesses | |
| have replaced the nineteenth-century homes, and the house | |
| in question (the “Corbitt House”) with its overgrown front | |
| yard is now the only private residence on the block. If the | |
| investigators ask around they find a Mr. Dooley, a vendor of | |
| cigars and newspapers, who knows the area. | |
| Using Dice To... | |
| Gauge Mr. Dooley’s Reaction to the Investigators | |
| Establish Mr. Dooley’s reaction to investigators who | |
| speak to him by rolling 1D100 and comparing it with the | |
| investigator’s APP or Credit Rating. A dice roll that is equal | |
| to or lower than one of these yields a positive reaction from | |
| Mr. Dooley. Otherwise Dooley is less than forthcoming to | |
| 20 | |
| WELCOME TO CALL OF CTHULHU | |
| that particular investigator. A different investigator may try | |
| a Charm, Fast Talk, Persuade, or Intimidate roll to get | |
| Dooley to talk. | |
| The Keeper can answer more questions, but Gabriela is | |
| unable to give specific information. | |
| The Keeper should end the interview quickly, since the | |
| investigator’s questions will greatly upset her. | |
| The two young Macario boys are being cared for by relatives | |
| in Baltimore. The investigators can visit, but they know | |
| nothing except that they miss their parents and that in their | |
| former home they often had nightmares of a strange man with | |
| burning eyes. | |
| Dooley Talks | |
| If the players manage to get Dooley talking and ask about | |
| the Chapel of Contemplation, he is able to point out where | |
| it stood a few blocks distant. If asked about the house, he will | |
| refer to it as “the Corbitt House.” | |
| Encourage the players to roleplay and engage Mr. Dooley | |
| in conversation. Draw upon the following points and | |
| incorporate them in to the conversation: | |
| LOCATION 8: | |
| THE CHAPEL OF | |
| CONTEMPLATION | |
| • The Macario family moved into the house a couple of years ago. | |
| • A year after moving in, the father had a serious accident and | |
| shortly thereafter went violently mad. | |
| • They say he babbled about a haunting form with burning | |
| eyes. | |
| • About a month back, the old lady, Mrs. Macario, also went | |
| mad. | |
| • Mrs. Macario is with her husband over in Roxbury | |
| Sanitarium, a few miles from Boston. | |
| • The kids were taken in by relatives down in Baltimore. | |
| Read the following to the players: | |
| What is left of the old church stands at the end of a crooked, | |
| dingy street. The ruins are so weathered and overgrown | |
| with greenery that the grey stone rubble seems more like | |
| natural stone than former walls and foundation. You pass a | |
| slumping wall bearing white-painted symbols, apparently | |
| freshly swabbed—three Y’s arranged in a triangle so that | |
| the top elements of each Y touch the other two Y’s. In the | |
| center, so created, is painted a staring eye. | |
| KEEPER’S NOTE: Portray Dooley as you wish and | |
| improvise his dialogue freely—not everything spoken | |
| by a non-player character has to be true and he may well | |
| exaggerate. He is a salesman and used to engaging in banter | |
| and gossip. | |
| Handout 9 is an image of this symbol. Show it to the players. | |
| LOCATION 7: | |
| ROXBURY SANITARIUM | |
| If the players decide to visit the sanitarium, they will find | |
| Vittorio Macario is quite mad. He is clasping a bible to his | |
| chest. At some point he may open the bible at a random | |
| place (you decide where) and point to a passage (apparently | |
| quoting), “By his own weapon is the devil worsted!” While | |
| not a genuine quotation from the bible, this is a useful clue. | |
| If remembered later on in the scenario, an attentive player | |
| might realize that Corbitt may be killed with his own dagger. | |
| Don’t overplay it—leave it up to the players to take note of | |
| the clue or not. Nothing more can be gleaned from Vittorio. | |
| Gabriela Macario is conscious and approachable. She can | |
| explain that an evil presence lives in the house. At night she | |
| would sometimes wake to find “it” leaning over her. When it | |
| was angry, the thing might cause dishes or other objects to | |
| fly around the room. Mostly, it hated her husband, Vittorio, | |
| and concentrated its anger on him. | |
| While the investigators are near the signs, subtly describe | |
| to the players how they begin to feel tingles in their | |
| foreheads, like headaches, but not quite. When they leave, | |
| the irritation stops. | |
| Encourage the players to explore the ruins; try to describe | |
| the scene and ask what they are doing. Prowling the chapel, | |
| they find mostly blocks of granite, old half-burned timbers, | |
| and ancient rubbish. At some point they should become | |
| aware that the earth they stand on is covering weakened | |
| floorboards. Call for Luck rolls: those that fail their Luck | |
| 21 | |
| WELCOME TO CALL OF CTHULHU | |
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 0 | |
| rolls must attempt a Jump roll to leap to safety or find | |
| themselves falling as the floor gives way. The fall is ten feet | |
| into the basement. | |
| The tome is a copy of the Liber Ivonis. A cursory look at the | |
| book will show that it is in Latin and deals with matters of an | |
| occult nature. An initial reading of this book (requiring either | |
| a Read Latin skill of 50% or more, or a successful Read Latin | |
| roll) will take a minimum of three hours. If an investigator | |
| takes the time to do this then have that investigator gain 2% | |
| Cthulhu Mythos knowledge (and reduce Maximum Sanity | |
| by the same amount, from 99 to 97). | |
| • If the Jump is failed, ask the players if there’s anything they | |
| can do to justify Pushing the Jump roll—perhaps they make | |
| a last minute grab for the edge. | |
| Each falling investigator loses 1D6 hit points. Increase | |
| the consequence if a player fails a Pushed roll, though | |
| perhaps rather than simply increasing the damage have that | |
| investigator lose or break a personal possession. | |
| LOCATION 9: | |
| THE OLD CORBITT PLACE | |
| KEEPER’S NOTE: This fall may be the first incident of | |
| physical damage in the game. Tell the players to subtract the | |
| damage from their current hit points. Refer to Hit Points, | |
| Wounds, and Healing (page 13) as to whether a Major | |
| wound has occurred and for rules on treatment, recovery, | |
| and healing. | |
| Read the following aloud to the players: | |
| The brick building is overshadowed by taller, newer office | |
| buildings on either side. The house fronts the street. In the | |
| rear are overgrown plantings and a half-collapsed arbor. | |
| Access to the rear exists on either side of the residence. | |
| If an investigator falls, read the following aloud: | |
| Studying the house, the observer is impressed by the way | |
| the house seems to withdraw into the shadows cast by the | |
| flanking buildings, and how the blank curtained windows | |
| hide all understanding of what lies within. | |
| You’ve fallen in to a part of the basement that was sealed off | |
| from the rest, originally reached by separate stairs now buried | |
| under tons of rubble. Within this room, next to a cabinet, are | |
| two skeletons dressed in tattered silk robes; perhaps they hid | |
| from the police and then perished in the fire. | |
| The front door is secured with a single lock. Four additional | |
| bolts seem to have been added within the last year or two. | |
| If the investigators think to test the ground floor windows, | |
| they find them all nailed shut from the inside. | |
| Study the plan provided on the next page. Sketch out each | |
| floor on a sheet of paper as the investigators explore it, or use | |
| the “investigator” version of the plan provided on page @@. | |
| If the players search the cabinet it is found to contain | |
| moldering church records. If they don’t think to look under | |
| the cabinet, ask for a Spot Hidden roll—only point out the | |
| journal and tome if player succeeds in the skill roll. Allow | |
| the players to Push the Spot Hidden roll if they volunteer to | |
| conduct a thorough, more time-consuming search. If | |
| they fail the pushed Spot Hidden roll, they might step | |
| on a nail or ruin their clothing. | |
| With a successful Spot Hidden roll allow a player | |
| to find a journal (of cult activities) and a tome. Read | |
| the following aloud: | |
| The musty old journal falls to pieces as you turn the | |
| pages, but the name Walter Corbitt catches your eye. | |
| An entry records that Walter Corbitt was buried in | |
| the basement of his house, “In accordance with his | |
| wishes and with the wishes of that one who waits | |
| in the dark”. | |
| Alongside the journal is an enormous volume, | |
| handwritten in Latin, but so rotten and worm-eaten | |
| that whole sections no longer can be understood.” | |
| 22 | |
| WELCOME TO CALL OF CTHULHU | |
| Corbitt House Map (Keeper Version) | |
| 23 | |
| WELCOME TO CALL OF CTHULHU | |
| 1 GROUND FLOOR | |
| 2 INTERIOR | |
| 3 ROOM 1, A Storage Room | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 0 | |
| ROOM 4, The Living Room | |
| This room contains conventional furnishings: a radio, couch, | |
| stuffed chairs, and shelves laden with gewgaws. You cannot | |
| help but notice the unusual quantities of crosses, images of | |
| the Virgin and other Catholic artifacts. | |
| The room is filled with boxes and junk, such as rusted water | |
| tanks and old bicycles. At the right end of the room is a | |
| cupboard, boarded shut. | |
| KEEPER’S NOTE: Try to build a creepy atmosphere | |
| as the players explore the house. Remember Corbitt haunts | |
| the place and at any time a noise might be heard upstairs | |
| (Bedroom 3). | |
| If the cupboard is wrenched open, three bound books are | |
| found within—the diaries of a certain W. Corbitt, a former | |
| inhabitant of the house, as the address on the flyleaf of | |
| volume one testifies. | |
| The Corbitt Diaries are in English, though sometimes | |
| strangely phrased. The three volumes take a total of two days | |
| to read, adding +4 to Cthulhu Mythos skill and losing 1D4 | |
| Sanity points. | |
| The diaries describe Corbitt’s various occult experiments, | |
| including the summoning of some unearthly spirit and other | |
| magic, and clearly describe a spell entitled “Call Forth the | |
| Opener of Ways” (an alternative title for the spell Summon | |
| / Bind Dimensional Shambler). No other spells exist in the | |
| diaries. The spell takes 2D6 weeks to learn after the diaries | |
| have been read. | |
| ROOM 5, The Dining Room | |
| This is the dining room, complete with a long mahogany | |
| table, a built-in sideboard, and seven chairs. Three places are | |
| set and unused. Scraps of rice soup rot in a tureen. | |
| ROOM 6, Kitchen | |
| A conventional kitchen, with icebox, wood-fed stove and | |
| oven, plus a meager larder. Some of the foodstuffs may be | |
| edible—there is canned soup and meat, rice kernels, several | |
| pastas, and a few bottles of homemade wine. The produce | |
| which has not spoiled has been eaten by rats, judging by the | |
| spoor left behind. | |
| KEEPER’S NOTE: This spell is not intended for use in | |
| this scenario and is included as an added feature. It is unlikely | |
| that this investigation will continue long enough for this spell | |
| to be of use—not that summoning a dimensional shambler is | |
| likely to be beneficial in any case! Details of the spell can be | |
| found in the full Call of Cthulhu: Keeper Rulebook. | |
| UPPER FLOOR | |
| ROOM 1, Main Bedroom | |
| An ordinary bedroom, with a double bed, bookshelf and | |
| window view. Apparently the room of Vittorio and | |
| Gabriela. More crosses and many candles are here, and a | |
| rosary and breviary rest on a table beside the bed. | |
| ROOM 2, A Second Storage Room | |
| This room contains old furniture that might be broken up to | |
| burn in a wood stove. | |
| ROOM 2, Children’s Bedroom | |
| ROOM 3, The Mud Room | |
| This room contains two small beds, toys, and dressers. | |
| Pictures of aircraft and cowboys mark this as the children’s | |
| bedroom. | |
| Here hang overcoats, galoshes, hats, and umbrellas. Several | |
| bags of coal for the living room’s freestanding stove are here. | |
| You notice that the side door is secured with three bolts and | |
| two locks. | |
| 24 | |
| WELCOME TO CALL OF CTHULHU | |
| ROOM 3, Spare Bedroom | |
| KEEPER’S NOTE: It is important to remain impartial | |
| as Keeper, so when inflicting a dangerous event on the | |
| investigators it is best to pick one of them at random. To do | |
| this, choose the investigator with the lowest Luck score or | |
| simply roll randomly. When selecting a player to be attacked | |
| by the bed, be clear on who is standing next to the window, | |
| and select among them at random. | |
| This room contains a bed frame, bare bedsprings, and a | |
| dresser. Though unused, this room looks like the other two | |
| bedrooms. | |
| This was once the room of old Corbitt himself. He stayed | |
| here so long that his psychic influence lingers on and he is able | |
| to will certain deeds to happen in this room. Whenever he | |
| does, a horrible smell manifests—a sure sign of the Mythos! | |
| If the investigator is struck by the bed, he or she is thrown | |
| through the window. The broken glass and fall costs the | |
| victim 1D6 + 2 hit points. | |
| Anyone who witnesses the bed move of its own accord | |
| should make a Sanity check (SAN 1/1D4). Those who pass | |
| should lose one Sanity point, and those who fail should roll | |
| 1D4 to determine how many Sanity points they lose. | |
| KEEPER’S NOTE: Though Corbitt lays low at first, if | |
| the investigators seem determined to learn the secrets of the | |
| house then Corbitt tries to convince them that this room is | |
| the centre of the psychic disturbance. To this end, he makes | |
| pools of blood appear and tries to frighten the investigators | |
| off with thumping sounds on the doors and walls. If an | |
| investigator is not convinced by Corbitt’s haunting routine, | |
| Corbitt tries to lure him or her into this room to be killed (see | |
| Bed Attack), attracting the investigator to the window by | |
| making it rattle. | |
| KEEPER’S NOTE: The bed attack has the potential to | |
| deliver a major wound to an investigator. In the unlikely | |
| event of investigator death, have Mr. Knott (the landlord) | |
| brought in for use by that player. | |
| ROOM 4, Bathroom | |
| Pick any of the following events and have them happen as | |
| and when you wish: | |
| A bathroom containing a sink, bathtub, and a water closet with | |
| an overhead tank. Towels and other possessions are still here, | |
| typical to a family of four. A brackish pool of water has collected | |
| in the bathtub, fed by a dripping faucet which cannot quite be | |
| closed off. | |
| • Corbitt can cause loud thumping noises to emanate from | |
| this room. These noises can be heard from anywhere in | |
| the house. | |
| • Corbitt can form a pool of blood on the floor or to drip | |
| down from the ceiling or walls. | |
| • Corbitt can make a rattling, scratching sound on the | |
| windowpane or door. | |
| • Corbitt can impel the bed at good | |
| speed, fast enough to strike a strong | |
| blow against anything in the room | |
| (see below). | |
| Bed Attack | |
| Corbitt will lure the investigators to | |
| inspect the window in the spare bedroom, | |
| then make the bed fly across the room | |
| at high speed toward an unfortunate | |
| investigator. Ask the player of the | |
| investigator inspecting the window to | |
| make a Spot Hidden roll: if successful | |
| the player may attempt a Dodge roll to | |
| avoid being hit by the bed. | |
| 25 | |
| WELCOME TO CALL OF CTHULHU | |
| 1 THE BASEMENT | |
| 2 ROOM 1: Storage | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 0 | |
| With a successful Spot Hidden roll, the investigator finds | |
| Corbitt’s knife (see The Floating Knife) and may pick it up. | |
| Once picked up, the knife will try to wrest itself free from the | |
| investigator’s grasp and attack the investigator (see Having | |
| Hold of the Knife). | |
| If the player fails the Pushed Spot Hidden roll, the | |
| unaware investigator catches a hand on the possessed knife | |
| and it slashes him or her for 1D4+2 hit points of damage. | |
| The door to the basement has a lock and three bolts, able to | |
| be opened from the upstairs side only. Below is the main | |
| basement storage room. The stairs are in poor repair and the | |
| electric light bulb does not work. The walls of the basement | |
| are lined with closely fitted boards. | |
| KEEPER’S NOTE: Notice how you can inflict automatic | |
| damage as the result of a failed Pushed roll. There’s no need | |
| for an attack roll in this instance—the harm was the | |
| consequence of failing a Pushed roll. | |
| Corbitt has turned off the electricity to the basement at the | |
| fuse box upstairs in the kitchen—if the investigators turn it | |
| back on, Corbitt can switch it off again when it best suits him. | |
| The stairs are perilous; all the more so because Corbitt | |
| can make them move. One at a time, ask each investigator | |
| descending the stairs to make a DEX or Climb roll. Treat | |
| this as a Combined roll: the players should roll dice once and | |
| compare the result with their DEX and Climb skills. Rolling | |
| equal to or below one of these values counts as a success. | |
| Anyone failing the DEX / Climb roll should be told | |
| that the stairs are too dangerous and that to go further risks | |
| injury. They now have a choice: remain upstairs or Push the | |
| roll and risk falling. Failing the Pushed roll will result in the | |
| loss of 1D6 hit points as the investigator slips and crashes to | |
| the basement floor. | |
| The walls are lined with wooden boards, a cursory inspection | |
| of which will reveal hollow areas (rooms 2 and 3). | |
| The Floating Knife | |
| An old knife with an ornate hilt, whose blade is coated with | |
| oddly thick rust. This is Corbitt’s magic dagger and the rust | |
| is the dried blood of victims. If the players find it, Corbitt | |
| will use it to attack. If they do not find it, he will attack | |
| them with it if they begin tearing down the wooden wall that | |
| conceals his body. | |
| Attacking With the Knife | |
| The knife floats into the air and stabs at an investigator. This | |
| costs Corbitt 1 Magic point per combat round. The knife can | |
| make one attack per round. | |
| KEEPER’S NOTE: In a situation such as this, one | |
| investigator (who successfully negotiates the stairs) might | |
| volunteer to help another. You need to be a little creative | |
| with the rules in such a situation. As one investigator has | |
| already been successful, grant the second player a bonus die, | |
| but this time if the roll is failed then both fall and take | |
| damage. In this way the player who is pushing the roll has | |
| an increased chance of success, but both players are sharing | |
| the risk. This creates a moment of tension and drama, exactly | |
| as dice rolls should do. | |
| • Roll 1D100 and compare the result with Corbitt’s POW. | |
| • Ask the player to roll 1D100 and compare the result with the | |
| investigator’s Dodge roll. | |
| • Compare Levels of Success and decide whether the | |
| investigator is hit: | |
| • If Corbitt rolls a Fail (91 or over), the investigator has | |
| avoided being hit with the knife. | |
| • If Corbitt achieves a Regular success (46 to 90) and the | |
| investigator achieves a Fail, inflict 1D4+2 damage. | |
| • If Corbitt achieves a Hard success (19 to 45) and the | |
| investigator achieves a Fail or Regular success, inflict 1D4+2 | |
| damage. | |
| • If Corbitt achieves an Extreme success (18 or below) and | |
| the investigator achieves a Fail, Regular, or Hard success, | |
| the attack has impaled, driving deep into the investigator’s | |
| vitals and inflicting 6+1D4+2 damage. | |
| • If the investigator picks up a garbage can lid for protection, | |
| grant a bonus die on the Dodge roll. | |
| Tell the players that in this smallish room are scattered | |
| tools, pipe, a trash can lid, lumber, nails, screws, and so | |
| forth. If an investigator searches through the mess, ask the | |
| player to make a Spot Hidden roll. Treat this as an Obscure | |
| Clue (don’t give the clue out if the player fails the roll). The | |
| player might Push the roll by taking time to conduct a more | |
| thorough search. You can foreshadow the consequence of | |
| failure by pointing out the many sharp things among the | |
| mess and the risk of injury. | |
| 26 | |
| WELCOME TO CALL OF CTHULHU | |
| • If the investigator is unaware of the attack, ask the player to | |
| make a Spot Hidden roll to notice the dagger floating into the | |
| air. If the investigator fails to notice the dagger, award a bonus | |
| die to the attack roll and do not allow a Dodge roll. The attack | |
| inflicts 1D4+2 damage, or 6+1D4+2 if an Extreme success is | |
| rolled, and only misses if a fumble (100) is rolled. | |
| • Seeing the knife attack in this manner requires a Sanity check | |
| (SAN 1/1D4). If successful, the investigator loses 1 Sanity point. | |
| If unsuccessful, lose 1D4 Sanity points. | |
| KEEPER’S NOTE: When the knife floats in to the air you | |
| should begin a combat round. Corbitt’s DEX is low, so the | |
| investigators will probably get to act first. If they decide to flee, | |
| the knife will attack anyone left in the basement or the last person | |
| to get to the stairs (it moves quite fast). Whether it pursues people | |
| through the house is up to you. | |
| Having Hold of the Knife | |
| If an investigator has hold of the knife, Corbitt may attempt | |
| to wrench it away on future rounds: each combat round | |
| costs Corbitt another Magic point. To keep hold of the | |
| knife the player must succeed in an opposed roll, using the | |
| investigator’s STR versus Corbitt’s POW. | |
| Room 2: | |
| An Empty Storage Bin | |
| A storage bin, once intended for coal. The door to the outside | |
| coal chute has been nailed firmly shut. | |
| ROOM 3: Corbitt’s Hidden Lair | |
| Using a Fighting Maneuver to Grab the Knife | |
| The investigators can try to grab the knife out of the air using | |
| the Fighting Maneuver rules (see Fighting Maneuvers, page | |
| 13). The player’s goal is to grab the knife. The players use their | |
| investigator’s Fighting (Brawl) skill in an opposed roll against | |
| Corbitt’s POW. | |
| If the player scores a higher level of success than Corbitt then | |
| the knife has been grabbed. In the case of a draw, the side whose | |
| turn it is wins the roll (if it was Corbitt’s action, the knife would | |
| hit on a draw; if it was the investigator’s action they would grab | |
| the knife on a draw). Usually a player would compare his or | |
| her investigator’s Build with that of the opponent to resolve | |
| a fighting maneuver, but since no one is actually holding the | |
| dagger this can be ignored. If the players are creative and use a | |
| thick coat to help them in catching the knife, you | |
| may award a bonus die. | |
| KEEPER’S NOTE: All characters present in | |
| the basement get to initiate one action each combat | |
| round, and this includes Corbitt, using his floating | |
| knife. The one Magic point Corbitt spends to | |
| activate the knife covers all actions made with it | |
| during that round. | |
| 27 | |
| If the boards in the cellar are broken or removed, a crawl | |
| space is revealed between two wooden walls. Foul odors | |
| emanate from the rats that nest here. | |
| A pack of rats live in the wall. If the investigators do not | |
| give the rats room to escape, they attack whoever tries to | |
| explore this space. The rats will use their Overwhelm attack | |
| against one investigator. Once one rat has been killed, those | |
| remaining will flee. | |
| Rat Pack | |
| Individual rats are not worthy opponents; however, an | |
| infestation of rats can be daunting. Assume ten rats per pack. | |
| A successful attack by an investigator kills one or two rats | |
| and usually chases away the rest of that pack. | |
| Rat packs exist only for the purposes of gaming. | |
| WELCOME TO CALL OF CTHULHU | |
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 0 | |
| RAT PACK | |
| STR 35 | |
| CON 55 SIZ 35 | |
| HP: 9 | |
| Average Damage Bonus: -1 | |
| Average Build: -1 | |
| Move: 9 | |
| POW 50 | |
| OPTION: Corbitt Casts the Dominate Spell | |
| DEX 70 | |
| At any time, whether he has moved or not, Corbitt may cast | |
| his Dominate spell (see Corbitt’s Spells). He does not need | |
| to move at all to cast the spell. The casting time for the spell | |
| is instantaneous. Add 50 to Corbitt’s DEX for determining | |
| his turn in the round if he is casting this spell. Casting the | |
| spell in combat requires him to use his action for the round. | |
| He may choose to cast it as the investigators are breaking | |
| through the wall. | |
| Combat | |
| Attacks per round: 1. | |
| Fighting attacks: Rats attack with teeth and claws. | |
| ROOM 4: | |
| CORBITT’S HIDING PLACE | |
| Overwhelm (fighting maneuver): As a pack they may assault | |
| and overwhelm an individual using the Fighting maneuver | |
| rules, because of their numbers they gain one bonus die on | |
| the attack. Such an attack would involve swarming over the | |
| target, biting, and scratching as they do so. | |
| Lying motionless and seemingly dead on a pallet in the | |
| centre of the room is a drawn, wooden-looking, wizened | |
| figure of some six-feet. Skinny and naked, with ghastly | |
| wide-flaring, saucer-like eyes and a nose like a knife blade. | |
| Some sort of chain rests around his neck. He has lost all hair | |
| and his shrunken gums make his teeth look very long. From | |
| him comes a sharp, sweet, churning scent, like rotten corn. | |
| The floor is earthen and there is a table in the southwest | |
| corner with some curled papers on it. | |
| Fighting 40% (Hard 20/Extreme 8), damage 1D3 | |
| Overwhelm (fighting maneuver) damage 2D6 | |
| Dodge | |
| 42% (Hard 21/Extreme 8) | |
| Carved into the inner wall of the crawl space are the words | |
| “Chapel of Contemplation” in irregular, scratchy letters (treat | |
| this as an Obvious clue, do not ask for a Spot Hidden roll— | |
| not finding it will not add anything to the game). | |
| If the investigators break through this wall, they find | |
| themselves in Room 4. | |
| The papers on the table crumble to dust if touched. What the | |
| investigators can see upon the papers looks like a horoscope. | |
| If they retrieve or photograph this material, the Keeper | |
| should disclose its true nature in some later adventure— | |
| whatever this may be is up to the Keeper to determine and | |
| is placed here as a scenario seed for Keepers to | |
| use in future adventures with the same group of | |
| investigators. | |
| Corbitt Attacks | |
| By spending 2 Magic points, Corbitt can move | |
| his body for five combat rounds. Given the cost, | |
| he is reluctant to move at all unless threatened. | |
| SANITY ROLLS: When he rises from his pallet, | |
| ask all players who have an investigator present to | |
| make a Sanity roll (1/1D8). Those who fail the | |
| roll make one involuntary action of the Keeper’s | |
| choice, perhaps dropping their gun or screaming. | |
| If an investigator loses 5 or more Sanity points, | |
| the player should make an INT roll. If the INT | |
| roll is passed, the investigator has understood the | |
| full implications of the situation and is driven | |
| temporarily insane (see Temporary Insanity as | |
| a Result of Meeting Corbitt). If the INT roll is | |
| failed, the character is shaken but remains sane. | |
| 28 | |
| WELCOME TO CALL OF CTHULHU | |
| USING DICE TO RESOLVE COMBAT: A combat | |
| round will begin when Corbitt first moves. Draw up a list | |
| of the investigators and Corbitt in DEX order, highest first. | |
| BOUTS OF MADNESS | |
| • If a character has a gun drawn already, add 50 to the | |
| investigator’s DEX on the list. If an investigator draws a | |
| gun, it will be ready to use on the character’s regular DEX | |
| this round. | |
| • Start with the first name on the list. Given Corbitt’s DEX | |
| of 35, it is safe to assume that an investigator will go first, | |
| unless Corbitt is casting his Dominate spell, in which case | |
| he acts on his DEX + 50 (during rounds in which he does | |
| not cast the spell you should continue to use his DEX 35). | |
| Ask what the player is doing. | |
| • If an investigator is attacking Corbitt using the Fighting | |
| skill, Corbitt fights back using his Fighting skill. Corbitt | |
| will also fight back against subsequent attacks in the round | |
| using his Fighting skill. | |
| • If an investigator is attacking Corbitt using the Firearms | |
| skill, simply roll to hit. Corbitt will not Dive for Cover. If | |
| close enough, shots are made at point-blank range, granting | |
| a bonus die to the attack. | |
| • The second investigator to attack Corbitt should get a bonus | |
| die for outnumbering the target (see Outnumbered, page 13). | |
| (CHOOSE OR ROLL 1D10) | |
| 1. AMNESIA: The investigator has no memory of events that | |
| have taken place since they were last in a place of safety. It seems | |
| to them that one moment they were eating breakfast and the | |
| next they are facing a monster. This lasts for 1D10 rounds. | |
| 2. PSYCHOSOMATIC DISABILITY: The investigator | |
| suffers psychosomatic blindness, deafness, or loss of the use | |
| of a limb or limbs for 1D10 rounds. | |
| 3. VIOLENCE: A red mist of rage descends on the afflicted | |
| investigator and he or she explodes in a spree of uncontrolled | |
| violence and destruction directed at their surroundings, allies | |
| and foes alike, for 1D10 rounds. | |
| 4. PARANOIA: The investigator suffers severe paranoia for | |
| 1D10 rounds. Everyone is out to get them! No one can | |
| be trusted! They are being spied on; someone has betrayed | |
| them; what they are seeing is a trick. | |
| 5. SIGNIFICANT PERSON: Review the investigator’s | |
| background entry for Significant People. The investigator | |
| mistakes another person in the scene for their Significant | |
| Person. Consider the nature of the relationship; the | |
| investigator acts upon it. This lasts 1D10 rounds. | |
| 6. FAINT: The investigator faints, recovering after 1D10 | |
| rounds. | |
| 7. FLEE IN PANIC: The investigator is compelled to get as | |
| far away as possible by whatever means are available, even | |
| if it means taking the only vehicle and leaving everyone else | |
| behind. They travel for 1D10 rounds. | |
| 8. PHYSICAL HYSTERICS OR EMOTIONAL | |
| OUTBURST: The investigator is incapacitated laughing, | |
| crying, screaming, etc. for 1D10 rounds. | |
| 9. PHOBIA: Investigator gains a new phobia, such as | |
| Claustrophobia (fear of confined spaces), Demonophobia | |
| (fear of spirits or demons), or Katsaridaphobia (fear | |
| of cockroaches). Even if the source of the phobia is not | |
| present, the investigator imagines it is there for the next | |
| 1D10 rounds. | |
| 10. MANIA: The investigator gains a new mania, such | |
| as Ablutomania (compulsion for washing oneself ), | |
| Pseudomania (irrational compulsion for lying), or | |
| Helminthomania (an excessive liking for worms). The | |
| investigator seeks to indulge in this new mania for the | |
| next 1D10 rounds. | |
| Temporary Insanity | |
| as a Result of Meeting Corbitt | |
| Bout of Madness: If an investigator goes temporarily insane | |
| roll 1D10 and refer to the Bouts of Madness table. If the | |
| investigator is in the presence of other investigators, play | |
| out the result round by round. If the investigator is alone | |
| you may use the result to tell how the investigator is found | |
| sometime later in a bad way, perhaps locked in a cupboard or | |
| drunk in a gutter. | |
| Backstory: Take the investigator sheet and add a suitable | |
| entry based upon the nature of the investigator’s bout of | |
| madness. | |
| Delusions: The investigator will remain insane for 1D10 | |
| hours or until leaving the Corbitt House and having a good | |
| night’s rest. Until then, the investigator will be prone to | |
| delusions; however, given that the only event that has the | |
| potential to cause insanity in this scenario is likely to occur in | |
| the final scene, the scope for using delusions is limited. Here | |
| are some suggestions: | |
| • If the deluded investigator flees the cellar, have him or her | |
| find a photo in the house that appears to be evidence that | |
| Corbitt is his or her ancestor; it shows Corbitt and the | |
| investigator’s grandfather together and names them as | |
| 29 | |
| WELCOME TO CALL OF CTHULHU | |
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 0 | |
| Extension | |
| brothers (though in actuality is nothing more than a scrap | |
| of old newspaper). | |
| • If the deluded investigator stays in the cellar, pass the player | |
| a note to the effect that another investigator’s face and voice | |
| have somehow changed and that he or she is mumbling | |
| something in Latin (this is of course only a delusion). | |
| Keepers will have noticed the freshly painted sign on the rubble | |
| at the Chapel, as well as the evidence of the cover-up following | |
| the raid in 1912. Connections to what may be a great conspiracy | |
| are available and might be returned to at some later time. | |
| Also, consider the strange, crumbling paper that looked | |
| like a horoscope—is this connected to the conspiracy or | |
| something altogether different? | |
| Both of these clues could lead the way into further | |
| adventures of your own devising for this group of | |
| investigators. | |
| Reality Checks: If the player questions a delusion, suggest | |
| to the player that a Reality Check roll might be made if the | |
| investigator wishes to discern the truth. If the player wishes | |
| to make a reality check, ask for a Sanity roll: | |
| Walter Corbitt, Undead Fiend | |
| • If successful, drop the delusions and don’t present that player | |
| with any more. | |
| • If failed, have that investigator lose 1 Sanity point and | |
| experience another Bout of Madness, and escalate the | |
| delusions. | |
| STR 90 | |
| CON 115 SIZ 55 | |
| INT 80 | |
| POW 90 DEX 35 | |
| APP 05 | |
| EDU 80 | |
| SAN: 0 (ignore Sanity costs for spells) | |
| HP: 16 | |
| Damage bonus: +1D4 | |
| Build: 1 | |
| Move: 8 | |
| Magic points: 18 (if spent, recover 1 per hour) | |
| Given that the temporary insanity is caused by a | |
| manifestation of the Cthulhu Mythos, 5% should be added | |
| to the investigator’s Cthulhu Mythos skill. | |
| Roleplaying hooks: | |
| • Corbitt is full of malice and will seek to divide investigators | |
| and turn them against one another. | |
| • Corbitt seeks excitement and perverse amusement at the | |
| investigators’ expense. | |
| • He will seek to acquire any sources of Mythos knowledge | |
| that are bought in to the house (such as the Liber Ivonis). | |
| CONCLUSION | |
| If the investigators have solved the mystery and | |
| overthrown Corbitt, Mr. Knott the landlord pays them | |
| promptly and happily. | |
| If they fail to dispose of Corbitt and simply report to Mr. | |
| Knott that nothing was wrong, he spends a night in the house | |
| to make sure and is stabbed to death in the basement by | |
| Corbitt’s magic dagger. The investigators will then be sought | |
| by the police and must then seek to prove their innocence. | |
| Of course things may not go so well for the investigators. | |
| Both the knife and Corbitt are dangerous and, depending | |
| how the dice roll, the players may find their investigation | |
| ends in death or madness. | |
| One possible ending would be to describe a brief epilogue | |
| for each player: dead investigators are perhaps reanimated | |
| by Corbitt’s magic, to repair the basement walls before their | |
| bodies crumble to dust. Insane investigators flee screaming | |
| into the night, never to return. | |
| If the investigators are victorious then you may wish to | |
| ignore the ongoing effects of Corbitt’s Claw attacks. | |
| KEEPER’S NOTE: Keep careful track of Corbitt’s Magic | |
| points. Be sure to remember that he recovers at the rate of 1 | |
| point per hour. Corbitt casts Flesh Ward as soon as anyone | |
| enters the house. If intruders head straight to his body, they | |
| may encounter Corbitt before he has regained those two | |
| points. | |
| Combat | |
| Attacks per round: 1 | |
| Fighting attacks: When animated, Corbitt is able to make | |
| all regular attacks (kick, punch, etc.). Being wounded by | |
| Corbitt’s clawed fingernails risks serious disease; if he lands | |
| a successful attack upon an investigator, a Luck roll should | |
| be made. If it is failed, the investigator has been raked by | |
| Corbitt’s claws and a day later the victim becomes delirious | |
| and must make a CON roll: | |
| Rewards | |
| If Corbitt is conquered and destroyed, each participating | |
| investigator gains 1D6 Sanity points. | |
| The investigators can claim the worm-eaten book from | |
| the Chapel for their own. | |
| Finally, the landlord gladly pays their fee plus a bonus of $30. | |
| • Failure: Delirium lasts 1D10 days; lose 1D10 CON. | |
| • Success: Delirium lasts 1D6 days; no further CON loss. | |
| • Repeat the procedure until the investigator recovers or dies. | |
| CON lost does not regenerate. | |
| 30 | |
| WELCOME TO CALL OF CTHULHU | |
| Corbitt’s Spells | |
| Weapon: Floating magical dagger. See The Floating Knife (see | |
| page 23). Spending a Magic point to cause the dagger to attack | |
| for 1 round counts as Corbitt’s combat action for the round. | |
| Fighting | |
| Dodge | |
| DOMINATE (Corbitt’s variant): Costs Corbitt 1 Magic | |
| point and takes one round to cast. | |
| With his version of the Dominate spell, Corbitt can | |
| mentally cloud the mind of one investigator at a time, as long as | |
| the target is physically in the Corbitt house. The player should | |
| make an opposed POW roll versus Corbitt’s POW of 90. | |
| If Corbitt succeeds, the target is in a daze for 1D6+1 | |
| combat rounds. While in this dazed state, the victim is | |
| subject to telepathic commands from Corbitt. These may | |
| take the form of subtle and creepy hallucinations or direct | |
| commands at the Keeper’s discretion. He or she will not | |
| commit suicidal acts, though homicidal, idiotic, or reckless | |
| acts (such as trying to swallow a butcher’s knife) might be | |
| attempted. Waking, the victim will not recall what happened. | |
| 50% (Hard 25%/Extreme10%), damage 1D3 + | |
| damage bonus(1D4) + possible infection (see above). | |
| 17% (Hard 8%/Extreme 3%). | |
| Skills | |
| Cthulhu Mythos 17%, Intimidate 64%, Listen 60%, Sleight | |
| of hand 30%, Stealth 72%. | |
| KEEPER’S NOTE: Only a few skills are listed for | |
| Corbitt—those that might come into play. You may | |
| improvise others if required. | |
| Armor: Each point of armor reduces the damage received by | |
| 1 point. Corbitt has cast Flesh Ward already. Roll 2D6 for | |
| his armor. Reduce his armor by one point for each point of | |
| damage he suffers. | |
| Spells: Dominate (variant, see below), Flesh Ward, | |
| Summon/Bind Dimensional Shambler. | |
| Magical Artifact: Floating dagger. | |
| Sanity Loss: 1/1D8 Sanity points to see him move. | |
| FLESH WARD: Corbitt will already have cast this spell | |
| before the investigators get to him, to provide himself with | |
| armor (see Armor above). | |
| • Cost: variable magic points | |
| • Casting Time: 5 rounds | |
| Grants protection against physical attack. Each magic point | |
| spent gives the caster or the chosen target 1D6 points of | |
| armor against non-magical attacks. This protection wears off | |
| as it blocks damage. For example, if a character has 12 points | |
| of Flesh Ward as armor and suffers 8 points of damage, the | |
| character suffers no damage but the Flesh Ward is reduced to 4 | |
| points. The spell lasts 24 hours or until the protection is used up. | |
| Once cast, the spell may not be reinforced with further magic | |
| points, nor recast until the old spell’s protection has been used up. | |
| ABOUT W. CORBITT, ESQ | |
| He might be silent at first, but at some point during the | |
| confrontation with the investigators it will be more | |
| convincing to have him growl, screech, cackle, or mock. He | |
| does not breathe at all. | |
| Corbitt is not truly a vampire, nor any recognizable monster— | |
| he is a sorcerer in the process of transforming himself into | |
| something entirely inhuman. | |
| Sunlight causes him pain and is too bright for him to see | |
| comfortably. It might kill him, but whether it does so is for | |
| the Keeper to determine. Although he drinks blood for food, | |
| he could also eat carrots—drinking blood is just more fun. | |
| His Flesh Ward spell operates as described below, but | |
| characterise its effect like this: bullets and blows only | |
| chip off pieces of his body, making him look even more | |
| horrific than he already does. His dried, iron-hard flesh is | |
| invulnerable so long as the spell holds. If damage exceeds | |
| the armor, his hit points reduce normally. He never heals | |
| and cannot be knocked unconscious. Reaching zero hit | |
| points, Corbitt crumbles into dust and never returns. | |
| Corbitt controls the floating dagger, but if the | |
| investigators manage to wrest control of it and successfully | |
| stab Corbitt with it, he will quickly turn to ashes and dust, | |
| regardless of any spells. | |
| 31 | |
| WELCOME TO CALL OF CTHULHU | |
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 0 | |
| Handout 5 | |
| Handout 1 | |
| Evidently Corbitt wins the lawsuit. His obituary in 1866 | |
| states that he still lived in the same place. It also states that | |
| a second lawsuit was being waged to prevent Corbitt from | |
| being buried in his basement, as provided by his will. | |
| A landlord, Mr. Knott, asks you to examine an old house | |
| in central Boston, known as the Corbitt House. The former | |
| tenants, the Macario family, were involved in a tragedy and | |
| the owner wishes to understand the mysterious happenings at | |
| the house and set matters straight. Mr. Knott has been unable | |
| to rent the house out since the tragedy and hopes that you can | |
| clear things up and restore its good name. He offers to pay for | |
| your time and trouble, at a rate of $20 per day. The landlord | |
| gives you the keys, the address, and $20 cash in advance. | |
| Handout 7 | |
| Civil court records show that the executor of Walter | |
| Corbitt’s will was Reverend Michael Thomas, pastor | |
| of the Chapel of Contemplation & Church of Our Lord | |
| Granter of Secrets. The register of churches (also available | |
| in the Hall or Records), notes the closure of the Chapel of | |
| Contemplation in 1912. | |
| Knowing your jobs, you will want to conduct some | |
| research before you head to the house. You could check out | |
| old newspaper articles at the offices of the Boston Globe, | |
| head to the Central Library, or go to The Hall of Records. | |
| The choice is yours. | |
| Handout 8 | |
| The file concerns a secret raid on the Chapel of | |
| Contemplation. The police raid was occasioned by affidavits | |
| swearing that members of the church were responsible for | |
| the disappearances of neighborhood children. During the | |
| raid, three policemen and seventeen cult members were | |
| killed by gunplay or fire. Autopsy reports are singularly | |
| lacking detail and uninformative, as though the coroner | |
| had not actually performed examinations. | |
| Handout 2 | |
| Unpublished story, Boston Globe 1918. | |
| 1918 feature story, which was never published. It states that | |
| in 1880, a family of French immigrants moved into the house | |
| but fled after a series of violent accidents left the parents dead | |
| and three children crippled. The house long stood vacant. | |
| Though 54 members of the church were arrested, all but | |
| eight were released. The records hint of illegal intervention | |
| in the proceedings by an important local official, offering | |
| stories of the battle—the biggest criminal action in the | |
| city’s history—that never appeared in print. | |
| In 1909 another family moved in, and immediately fell | |
| prey to illnesses. In 1914, the oldest brother went mad and | |
| killed himself with a kitchen knife, and the heartbroken | |
| family moved out. In 1918, a third family, the Macarios, | |
| rented the house, but they left almost immediately after | |
| they all became ill at the same time. | |
| Pastor Michael Thomas was arrested and sentenced to 40 | |
| years in prison on five counts of second-degree murder. He | |
| escaped from prison in 1917 and fled the state. | |
| Handout 3 | |
| Handout 9 | |
| In 1835, a prosperous merchant builds the house, but | |
| immediately falls ill and sells it to a Mr. Walter Corbitt, | |
| esquire. | |
| Handout 4 | |
| In 1852, Walter Corbitt is sued by neighbors, who petition | |
| to force him to leave the area “in consequence of his surious | |
| [sic] habits and unauspicious demeanor.” | |
| Handout 6 | |
| No outcome to the second lawsuit is recorded. |