recursal/Fanatic-Fandom huggingface dataset:
Dusk and Dawn/Credits

Here are the credits for the 2003 DreamWorks animated film *Dusk and Dawn*.

## Opening credits

**DreamWorks Pictures**
presents

a
**PDI/DreamWorks**
production

**DUSK AND DAWN**

Josh Peck

Zooey Deschanel

Anthony Hopkins

Christine Baranski

and
Dan Aykroyd

## Closing credits

### First part of the credits

**Directed by**
Eric Darnell
Cody Cameron

**Produced by**
Aron Warner
Jeffrey Katzenberg

**Story by**
Phil Nibbelink

**Written by**
Jymn Magon
Roger S. H. Schulman
Ralph Zondag

**Music by**
Hans Zimmer
John Powell

**Editor**
Eric Dapkewicz

**Production Designer**
Kendal Cronkhite

**Visual Effects Supervisor**
Philippe Gluckman

**Head of Character Animation**
Rex Grignon

**Art Director**
Guillaume Aretos

**Supervising Animator**
Raman Hui
Tim Cheung

**Senior Production Manager**
Denise Nolan Cascino

**Production Manager**
Teresa Cheng

**Casting by**
Leslee Feldman, CSA

### Second part of the credits

#### Cast

 Dawn
 Twilight
 Sun
 Light

##### Story Artists

 David Bowers
 Eric "Bibo" Bergeron
 Ken Bruce
 Walt Dohrn
 Steven E. Gordon
 Matthew Gullahorn
 Rob Koo

##### Additional Storyboard Artists

 Brenda Chapman
 Henri Dosclz
 Dalton Grant Jr.

 Production Supervisors
 Production Assistant

#### Consultants

 Story Consultant

*More to be added*

### Last part of the credits

*Recorded using an* ARRI Digital Film Recorder

Copyright © 2003 DreamWorks LLC
All Rights Reserved

DreamWorks LLC is the author and creator of this motion picture for the
purposes of the Berne Convention and all national laws giving effect
thereto, and for the purposes of copyright law in the United Kingdom.

This motion picture is protected under the laws of the United States
and other countries. Unauthorized duplication, distribution or exhibition
may result in civil liability and criminal prosecution.

Distributed by DreamWorks Distributon LLC
Fighting Maneuvers Require a Definite Goal

(Back to Combat)

(see also Fighting Maneuvers)

Sometimes a player may state an action as a goal; in response to having a gun pointed in their face they might simply say, "I'm pushing his arm away so the gun isn't pointing at my face." Pushing an arm away isn't a goal - it's an action. It doesn't define a strong objective; the opponent could simply they are pulling back and firing the gun when it comes to their turn. A goal should be something definite such as, "I'm knocking the gun from his hand", "I'm seizing the pistol from him", or "I'm grabbing the gun arm and keeping it point away from me". Each of these has a definite effect on the status quo and thus constitutes a goal.
Disguise

(Back to Skill List)

**Disguise (05%)**

To be used whenever you wish to appear to be someone other than whom you are. The user changes posture, costume, and/or voice to enact a disguise, posing as another person or another sort of person. Theatrical makeup may help, as will fake ID.

Note that to pass as a specific person in a face-to-face meeting with someone who knows the person being imitated is beyond the scope of this skill, and may well indicate the need for a combined skill roll at a higher difficulty (with Persuade, Charm, or Fast Talk)

**Opposing skill/Difficulty level:**

* Regular difficulty: to convince strangers that you are who you say you are. For example, to return to the scene of a crime you perpetrated yesterday and escape notice.
* Hard difficulty: to convince professionals in a face-to-face meeting that you are who you say you are. For example, to pass as a bank employee to gain access to a bank vault.

**Pushing examples**: undergoing a fully immersive and intensive preparation (losing oneself in the role); stealing personal items and utilizing them in the disguise; over exaggeration to confound the target; feigning a sudden attack of illness to disorientate the observer.

**Sample Consequences of failing a Pushed roll**: Being arrested; causing offense, leading to violence or criminal charges; finding that the person being imitated is wanted by a criminal gang who come looking for vengeance.

* If an insane investigator fails a pushed roll, the investigator no longer recognizes their own face in the mirror, even when the disguise is removed.
Dying

(Back to Combat)

A character is dying when their hit points are reduced to zero and they have also sustained a Major Wound. Record the Current Hit Points as "0" and check the "Dying" box.

The character immediately falls unconscious. The player must make a CON roll at the end of the next round and every round thereafter; if one of these CON rolls fails, the character dies immediately. Only the First Aid skill can be used to stabilize a dying character. Medicine cannot be used to stabilize a dying character.

The use of First Aid to stabilize a dying character grants 1 temporary hit point, and it must be followed up with a successful Medicine skill roll. A dying character that has been stabilized with First Aid (on 1 temporary hit point) should make a CON roll at the end of each hour; a failure indicates the patient's condition has deteriorated: they lose the temporary hit point and revert to the start of the **Dying** process, in need of First Aid and requiring a CON roll at the end of each round.

The Medicine skill should be used to treat a dying character after they have been stabilized with First Aid. After a successful Medicine roll, uncheck the "Dying" box on the investigator sheet and increase the hit points by 1D3. A recovery roll (see Major Wound Recovery) should be made at the end of each further week of care/convalescence.

*Harvey suffers a further 5 damage. His current hit points fall to zero and, since he has taken a Major Wound (8 points of damage in a single attack), he is now dying; his player checks the "dying" box and marks hit points as "0". The following round a companion attempts First Aid and fails. Harvey's CON roll is successful and he survives another round. The companion attempts First Aid again, this tie he is successful. Harvey gains 1 hit point and is stabilized (only requiring a CON roll per hour) and is taken quickly to a hospital where he receives profession medical assistance. The dying tick is removed and Harvey gains 2 hit points (1 D3 from Medicine skill roll). After a week of rest Harvey makes a recovery roll.*
Unconsciousness and Death

(Back to Combat)

*Call of Cthulhu* is a horror game and sometimes it may be more terrifying for an investigator to stay conscious; if the Keeper wishes, a character may be incapacitated rather than fully unconscious. Equally, final death does not have to occur instantaneously, and the light in a character's eyes might not go out until after a particular dramatic moment or once their final words have been uttered (at the Keeper's discretion).
Skill Points: What Do They Mean

(Back to Skills)

General level of ability by skill value:

01% - 05%: Novice: complete amateur.

06% - 19%: Neophyte: beginner with a small amount of knowledge.

20% - 49%: Amateur: possesses some talent or rudimentary training (hobby level)

50% - 74%: Professional: allows a character to eke out a living from the skill. Equivalent to a bachelor's degree in a specific subject.

75% - 89%: Expert: advanced expertise. Corresponds with a master's degree or Ph.D.

90%+: Master: among the world's best in the skill.
Psychology

(Back to Skill List)

**Psychology (10%)**

A perception skill common to all humans, it allows the user to study an individual and form an idea of another person's motives and character. The Keeper may choose to make concealed **Psychology** skill rolls on the player's behalf, announcing only the information, true or false, that the user gained by employing it.

**Opposing skill/Difficulty level: Psychology** can be used to oppose all forms of social interaction rolls: Intimidate, Fast Talk, Persuade, and Charm. It can also be used to see through someone's disguise (such as when using the Disguise skill).

* Regular difficulty: read someone's intent or determine if the person is lying if their relevant skill (Intimidate, Fast Talk, Persuade, or Charm) is below 50%.
* Hard difficulty: read someone's intent or determine if the person is lying if their relevant skill (Intimidate, Fast Talk, Persuade, or Charm) is between 50% and 89%.

**Pushing examples**: being very unsubtle and asking highly personal, intimate, or downright direct questions of the target; immersing yourself in data regarding a specific person (the target of your study) in order to think like them and understand their motivations.

**Sample Consequences of failing a Pushed roll**: you somehow reveal your own motivations to the target; the target is offended by your prying questions or curious stare, and refuses to speak with you further, or takes action against you (perhaps violence or a call to the police); unknown to you, the target is connected with your adversaries, and you unwittingly reveal your own agenda to them; spending all week locked in your room in order to build the profile has left you a physical and mental wreck (Penalty die to all rolls until you recover).

* If an insane investigator fails a pushed roll, he or she believes that they hear the target's evil thoughts, and launches a physical attack upon them.
Mechanic (and Skilled Trades)

(Back to Occupation List)

This occupation includes all types of trades requiring specialized training, time on the job as an apprentice or trainee, etc. Carpenters, stonemasons, plumbers, electricians, millwrights, mechanics, and others all qualify as skilled trades. Usually they have their own unions - almost guilds - that bargain with contractors and corporate employers.

**Occupation Skill Points:** EDU x 4

**Credit Rating**: 9 - 40

**Suggested Contacts**: Union members, trade-relevant specialists.

**Skills:**  Art/Craft (Carpentry, Welding, Plumbing, etc.), Climb, Drive Auto, Electrical Repair, Mechanical Repair, Operate Heavy Machinery, any two other skills as personal, era or trade specialties.
Cecilia Dorn

(Back to Non-Player Characters)

Grandmother of Delia Dorn. Upon her untimely demise in 1918, she bequeathed ownership of her occult book store in Central Boston to her great niece, who renamed it The Wish Doctors and expanded the store's inventory and services. Monte Sterling is a known acquaintance, having frequented Cecilia's store often when she was still alive.
Campaign Sessions

(Back to the main page Call of Cthulhu: Nachtstadt Berlin Wiki)

Session One - 01/31/2021 - A group of strangers take up an offer to investigate a house with an evil reputation, canvassing Central Boston for information.

Session Two - 02/07/2021 - The investigators visit the Macarios at Roxbury Sanitarium, while visions of dark things begin to haunt them.

Session Three - 02/21/2021 - The group explores the ruins of the Chapel of Contemplation, dive recklessly into a book of forbidden knowledge, and are plagued by horrific nightmares.

Session Four - 02/27/2021 - The investigators attempt to gain some more information on a forbidden book, and meet with local salesman Dooley outside of the Corbitt house.

Session Five - 03/14/2021 - A few new friends arrive, the group investigates the horrors of the Corbitt house, and treachery is afoot.

Session Six - 03/21/2021 - The group splits to take one of their own injured to receive medical attention, while the others meet a strange new friend.

Session Seven - 03/28/2021 - Reunited, the investigators follow the trail left behind by their treacherous compatriot and end up getting more than they bargained for.

Session Eight - 04/11/2021 - After experiencing horrific visions at the Landing Tree Inn, the group races back to the Corbitt house to face the evil the dwells within.

Session Nine - 04/25/2021 - The investigators face off against the wraith of Corbitt, find themselves on the run from the police, and make a daring attempt to gather information at the museum.

Session Ten - 05/16/2021 - The group confronts the police, is offered a mysterious job offer in Berlin, and delve dangerously into the supernatural.

Session Eleven - 05/30/2021 - The investigators converse with an eldritch horror, friends come and go, and they embark on a voyage across the Atlantic abyss.

Session Twelve - 06/13/2021 - After a nightmarish flight across the Atlantic, the remainder of the group reunites aboard the ship just in time to behold fresh horrors from below the sea.

Session Thirteen - 06/25/2021 - An encounter with mirrors brings about the return of an old friend, the revelation of some peculiar immortals, and questions involving reflections and memories.

Session Fourteen - 07/16/2021 -
Insanity Phase 2: Underlying Insanity

(Back to Sanity)

Once the initial bout of madness is over, the investigator enters a lower-level state of underlying insanity. Control of the investigator is placed firmly in the hands of the player, who may freely choose how to roleplay being insane. While the player is not compelled to do so, aspects of the initial bout of madness might be reincorporated for the duration of the underlying insanity.

While in the fragile state of underlying insanity (after the initial bout of madness has passed) any further loss of Sanity points (even a single point) will result in another bout of madness. This mental fragility remains for the full duration of the insanity - 1D10 hours in the case of Temporary Insanity - and probably for the duration of the scenario or chapter of the campaign in the case of Indefinite Insanity.

It is important to note that the investigator, while insane, may act completely rationally and normally, only outwardly presenting their insanity during bouts of madness. Further advice on roleplaying insane characters is provided in **Failed Sanity Rolls**.

*Having recovered from his bout of madness, Harvey rejoins his friends. Harvey's player now has full control over Harvey and decides to play up Harvey's paranoia, constantly checking the street for cars and disassembling the telephone, looking for bugs.*
No Pushing Combat Rolls

(Back to Combat)

There is no option to push combat rolls (either Fighting or Firearms). Skill rolls are resolved with one or two rolls, but combat is resolved with a sequence of rolls. Pushing a skill indicates a subsequent attempt - a concerted effort to succeed. In combat this subsequent attempt would be your next punch or your next shot, *i.e.* your next attack.
Throw

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**Throw (20%)**

Use Throw to hit a target with an object. A palm-sized object can be hurled up to STR divided by 5 in yards. The effective range can be extended up to STR divided by 2 in yards, but a Penalty die is applied to the Throw roll.

If the Throw roll fails, the object lands at a random distance from the target. The Keeper should compare the closeness of the die roll result to the highest number which would have indicated success and choose a distance between the target and the object that feels comparable.

The Throw skill is used in combat when throwing rocks, spears, grenades, or boomerangs.

**Opposing skill/Difficulty level:** Modifiers might be applied for the weight of the object being thrown or, in the case of a very light object, the prevailing wind conditions.

* Regular difficulty: throw a basketball through a hoop.
* Hard difficulty: an accurate shot at a distance; throw a basketball through a hoop from center court.

Once an item has been thrown, it is quite literally out of the investigator's hands and therefore there is nothing the player can do to justify a pushed roll. If multiple missiles are available, there is no risk connected with failure, and it is only a matter of time until the investigator is successful, don't roll dice. If multiple missiles are available and there is a distinct risk connected with failure then the Keeper might ask for a Pushed roll.

**Pushing examples**: taking more time to assess the distance or waiting some time for more favorable conditions; putting every ounce of strength into the throw and throwing yourself as you launch the item; throwing a lot of items in quick succession hoping one will hit the target; taking a massive run-up and risking your momentum taking you over the ravine.

**Sample Consequences of failing a Pushed roll**: you send the object flying to your companion as you stumble and fall, hitting your head against the jagged rocks; you throw too hard and the object flies over the high church wall into the graveyard; the dynamite stick slips from your hand - you look for it in vain but fail to see it in your hood, and only then do you smell the burning fuse.

* If an insane investigator fails a pushed roll, they will refuse to let go of the item to be thrown.
Regular Damage Recovery

(Back to Combat)

Recovering from regular damage is relatively fast. If the character has not sustained a Major Wound (the Major Wound box is unchecked) the character recovers 1 hit point per day.

*In another incident, Harvey (who has a total of 15 hit points) takes 4 damage, then 6, then 7. He has taken a total of 17 damage, but as negative hit points are not recorded his current hit points now equal zero. He has only taken regular (none of the attacks, in themselves, cost more than half of Harvey's maximum hit points) and so Harvey recovers one hit point per day and is back to full health after 15 days.*
Determining Damage

(Back to Combat)

The amount of damage that an attack delivers is indicated on the **Weapons Table.** Note that the damage for unarmed human attacks is 1D3 (*e.g.* punching and kicking)

**Extreme Damage and Impales**

Greater damage is inflicted if the attacker gains an Extreme level of success in their attack. This only occurs if the attack is made on the character's turn in the DEX order, not when fighting back: each character gets one moment in the spotlight each round, and this is their opportunity to make an outstanding attack.

If the attacker achieves an Extreme success with a non-impaling weapon (for example, blunt weapons, such as a fist, kick, or a club), then they have hit a weak spot and caused maximum damage (plus maximum damage bonus, if any).

If the attacker achieves an Extreme level of success with a penetrating weapon (such as a blade or bullet) then an impale has been inflicted. This means that the weapon or bullet chanced to strike a vital area, driving deeply through arteries or slashing crucial tendons or muscles. Apply the increased damage as for an Extreme success with a blunt weapon (maximum damage plus maximum damage bonus) and add a damage roll for the weapon.

Weapons that can impale are indicated on the **Weapons Table.**

*A character with a 1D4 damage bonus achieves an Extreme level of success when attacking with a switchblade. The players 1D4 for the weapon's damage, and adds the maximum damage the weapon can inflict (4) together with their maximum damage bonus (4). This results in a total of 1D4 + 8, (a range of 9 to 12 points of damage).*
Dodge

(Back to Skill List)

**Dodge (half DEX %)**

Allows an investigator to instinctively evade blows, thrown missiles, and so forth. A character may attempt to use dodge any number of times in a combat round (but only once against a specific attack). Dodge can increase through experience, like other skills. If an attack can be seen, a character can try to dodge it. It is impossible to dodge bullets because they cannot be seen when in motion; the best a character can do is to take evasive action that results in being harder to hit ("diving for cover").

**Opposing skill/Difficulty level**: The Dodge skill is mostly used in combat as part of an opposed roll and so no difficulty level is set.

* **Note**: as a combat skill, this cannot be pushed.
Firearms (Specializations)

(Back to Skill List)

**Firearms (Specializations) (varies %)**

Covers all manner of firearms, as well as bows and crossbows. You may spend skill points to purchase any skill specialization. The generic **Firearms** skill cannot be purchased. Choose specializations appropriate to your investigator's occupation and history.

* **Note**: as a combat skill, this cannot be pushed.

***Specializations:***

**Bow** **(15%)**: use of bows and crossbows, ranging from medieval longbows to modern, high-powered compound bows.

**Flamethrower** **(10%)**: weapons projecting a stream of ignited flammable liquid or gas. May either be carried by the operator or mounted on a vehicle.

**Handgun** **(20%)**: use for all pistol-like firearms when firing discrete shots. For machine pistols (MAC-11, Uzi, etc.) in modern games, use the **Submachine Gun** skill when firing bursts.

**Heavy Weapons (10%)**: use for grenade launchers, anti-tank rockets, etc.

**Machine Gun** **(10%)**: weapons firing bursts from bipods, tripods, and mounted weapons. If single shots are fired from a bipod, use **Rifle** skill. The differences between assault rifle, submachine gun, and light machine gun are tenuous today.

**Rifle****/Shotgun (25%)**: with this skill any type of rifle (whether lever-action, bolt-action, or semi-automatic rifle) or scatter-gun can be fired. Since the load from a shotgun expands in a spreading pattern, the user's chance to hit does not decrease with range, but the damage dealt does. When an assault rifle fires a single shot (multiple singles) use this skill.

**Submachine Gun** **(15%)**: use this skill when firing any machine pistol or submachine gun; also for assault rifles set on burst or full automatic fire.

* **Note**: Thrown knives use the Throw skill.

Firearms are listed in the **Weapons Table**.
Demolitions (Uncommon)

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**Demolitions (Uncommon) (01%)**

With this skill the user is familiar in the safe use of demolitions, including setting and defusing explosive charges. Mines and similar devices are designed to be easy to set (no roll required) and more difficult to remove or diffuse.

This skill also encompasses military-grade demolitions (anti-personnel mines, plastique, etc.)

Given enough time and resources, those proficient may rig charges to demolish a building, clear a blocked tunnel, and repurpose explosive devices (such as constructing low-yield charges, booby-traps, and so on).

**Opposing skill/Difficulty level:**

* Regular difficulty: to defuse an explosive device. To know where to place charges for greatest effect when destroying a bridge or building.
* Hard difficulty: to defuse an explosive device in limited time.

**Pushing examples:** taking until the very last second to defuse the bomb; double-checking all the circuits/connections by hand.

**Sample Consequences of failing a Pushed roll:** if defusing or removing an explosive device, the consequence of failing a pushed roll is clear - it explodes! If using the Demolitions skill to place charges, the consequence of failing a pushed roll may be a failure to detonate at the right time (or at all), or that the detonation fails to have the desired effect (either too great or too little)

* If an insane investigator fails a pushed roll, they device the most bizarre method of delivering the explosive, such as strapping it to a cat or themselves.
Monte Sterling

(Back to Player Characters)

Monteville Sterling is a 50 year old white male Antique Dealer. In earlier ventures, Monte was selling "Miracle Elixirs" across various areas throughout the southern states of the United States. His travels led him west where his medicine profession was not as popular among the locals. While he was there, he came across a rare artifact that brought clarity and new purpose to his life. Monte added the artifact to his collection, and now travels the New England area seeking rare oddities and items of interest. Such items he seeks to purchase and either keep or resell the item within his own store. His travels are often a challenge as he is in a wheelchair in his later years.

Currently whereabouts are unknown.
The Grunewald

(Back to Berlin - Weimar Republic)

(see also https://en.wikipedia.org/wiki/Grunewald)

**The Grunewald**

Six miles (9.6 km) southwester of the bustling city center, the 7,500-acre (3,035-hectare) Grunewald forest stands in stark and bucolic contrast to the nonstop urban mania of Berlin. A mixture of coniferous forest and glacial lakes, the Grunewald is also dotted with so-called "mansion colonies" of the city's industrialists and political moves and shakers. Foreign Minister Walther Rathenau, famously, is assassinated in 1922 while driving from his Grunewald mansion to the Reichstag. But the Grunewald isn't an exclusive retreat for the super-rich; although the country side around Berlin is replete with lush forests and cool lakes, the Grunewald remains the favored destination for Berliners of all classes to escape for an afternoon or weekend of recreation and relaxation.

There are eight lakes within the Grunewald proper, and the Wannsee, a lake-like bight of the mighty River Havel, with its famous artificial beach, is only a short distance from the woods. Berliners flock to these lakes in the hot months for cooling dips in the water or stately jaunts aboard boats and small yachts. On the banks of one of these lakes, the Halensee, at the very terminus of The Ku'damm (Kurfurstendamm), sits Luna Park, a massive, rambling amusement park deliberately modeled on New York's Coney Island. The largest amusement park in Europe, complete with restaurants, theaters, cabarets, and beer halls, as well as a large water slide, a swimming pool with an artificial wave machine, a mountain railway, and a shaking staircase with a skirt-lifting fan at the end. Shuttered during the Great War, the park re-opens in 1918 as a shadow of its former glorious self; a creaking, dilapidated remnant of past glory.

Other attractions in the forest include the all-brick Kaiser Wilhelm Tower (180 feet/50 m tall), situated on top of the Karlsberg and offering spectacular views of the surrounding countryside, along with the Grunewald Casino, a restaurant and gaming parlor. Also of note is the building that gave the region its name: the Grunewald Hunting Lodge. The oldest Prussian palace in Berlin (built in 1543), it passed to state ownership in 1918 after 350 years of use by the Hohenzollern nobility. There are currently plans under consideration to turn the building into an art gallery. Who's to say what strange ghosts haunt its ancient halls?

On the topic of ghosts, there is one section of Grunewald shunned by the usual crowd of happy tourists: the so-called **Suicides' Cemetery.** It is an unhappy phenomenon of nature that suicides throwing themselves into the Havel and tributary waterways wash up along the same stretch of riverbank here, well outside of the city.
Difficulty Levels vs. Bonus/Penalty Dice

(Back to Bonus Dice and Penalty Dice)

In the majority of cases, only one person, usually the player, makes a skill roll. Any factors that provide an advantage or disadvantage for the investigator should be factored into the difficulty level set by the Keeper. Bonus Dice and Penalty Dice may be awarded in conjunction with difficulty levels, at the Keeper's discretion, but doing so should be the exception rather than the rule.

in the case of an opposed roll (wherein both sides are rolling in opposition to one another, as in melee combat) difficulty levels are never set. The level of success achieved by one side is, in effect, the level of difficulty that the other side must compete against. If there are factors that provide a distinct advantage or disadvantage for one of the characters involved, the Keeper should grant a Bonus die or Penalty die to that player.

**Skill rolls**: Set level of difficulty

**Opposed rolls**: Award Bonus dice or Penalty dice

*An evil cultist is attempting to push a door open as Harvey pushes it closed from the other side. This calls for a STR or SIZ roll. The Keeper lacks statistics for the cultist and must set an appropriate difficulty level. They decide that the cultist's STR and SIZ would both be 50 and 89, requiring Harvey to make a roll of Hard difficulty level to push the door closed. The Keeper allows Harvey to choose whether to use his STR or his SIZ (he uses his SIZ of course, it is much higher). If he fails, he might be able to push the roll by throwing himself recklessly against the door, but only at the risk of taking physical damage should he fail.*

*If the cultist is a key non-player character (with STR 80 and SIZ 65), the Keeper may feel that it would be more fun to have both sides make an opposed roll. Harvey rolls 57 against his SIZ of 80, giving him a Regular success. The Keeper rolls 15, which is an Extreme success for the cultist's STR. Harvey is knocked back, with no chance of pushing the roll.*
Insanity Side-Effects 3: Insanity and the Cthulhu Mythos

(Back to Sanity)

Insanity brought on by non-Mythos stimuli yields no Cthulhu Mythos knowledge. However, each time an investigator reels from Mythos-induced trauma (*e.g.* seeing a Mythos monster, reading a Mythos tome, being affected by a Mythos spell), they learn more of the Mythos, and this is reflected in the Cthulhu Mythos skill. The first instance of Mythos-related insanity always adds 5 points to the Cthulhu Mythos skill. Further episodes of Mythos-induced insanity (Temporary or Indefinite) each add 1 point to the skill.

*Harvey Walters finds a manuscript in Crowninshield Manor. After comprehending it, he has 3% Cthulhu Mythos skill but lost no Sanity points. When he steps outside, Harvey sees a **nightgaunt** fly overhead. He goes insane, his mind quailing before the unearthly manifestation. Since this is Harvey's first Mythos-related insanity, his player must add 5 percentiles to Harvey's Cthulhu Mythos skill, raising it to 8%. Harvey's maximum Sanity points drops to 91 (99 minus 8 Cthulhu Mythos skill).*
Artillery (Uncommon)

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**Artillery (Uncommon) (01%)**

This skill assumes some form of military training and experience. The user is experienced in the operation of field weapons in warfare, able to work in a crew or detachment to operate the projection of munitions beyond the range of personal weapons. Many weapons of this nature are too large for a single person to operate, and either an individual cannot use the weapon without a crew or the difficulty level should be raised (at the Keeper's discretion, dependent on the type of weapon employed)

Various specializations exist, depending on the setting of the game, including cannon, howitzer, mortar, and rocket launcher.

**Opposing skill/Difficulty level:**

* Regular difficulty: if the artillery is well maintained and used in favorable conditions.
* Hard difficulty: if the artillery is poorly maintained or used in a rush and/or while under fire

* **Note**: as a combat skill, this cannot be pushed.
First Aid (rules)

(Back to Combat)

To be effective, First Aid must be delivered within one hour, in which case it grants 1 hit point recovery. It may be attempted once, with subsequent attempts constituting a Pushed roll. Two people can work together to administer First Aid, with a success granted if either of them rolls a success. An exception is allowed when treating a dying character, where the best that can be achieved with First Aid is to temporarily stabilize the patient.
Improvised Weapons

(Back to Combat)

(see also Using Weapons in a Fight)

All sorts of items can be used to inflict physical harm: snooker cues, scissors, bottles, rocks and so on. Even a gramophone player could be smashed over the back of someone's head for a nasty injury.

The Keeper should determine the damage done by an improvised weapon using a comparable item on the **Weapons Table**. If the improvised weapon is similar to a basic melee weapon, such as a knife or club, it may be used with the Fighting (Brawl) skill. If it is not, the Keeper should decide on which Fighting skill specialization is appropriate.

Everyone is strongly encouraged to make use of the environment in a fight. Doing so will add a unique feel to each fight and will make the setting come to life. If every fight uses the same old punches, kicks, and regular weapons, they may feel repetitive. Picture the scene and grab what comes to mind. If the fight takes place in a bar, you should be swinging pool cues, throwing bottles, and hitting each other with barstools. Fire pokers, hat stands, and ornamental swords may be to hand in a mansion. Computer monitors, power cables, and scissors could all be deadly in an office. As Keeper, encourage your players to improvise and don't block their ideas without good reason. If you want to introduce the hand of fate to determine whether that handy improvised weapon is present, call for a **Luck** roll.
Charm

(Back to Skill List)

(see also Interpersonal Skills: Disambiguation)

**Charm (15%)**

Charm takes many forms, including physical attraction, seduction, flattery, or simply warmth of personality. Charm may be used to compel someone to act in a certain way, but not in a manner completely contrary to that person's normal behavior. Charm is opposed by the **Charm** or Psychology skills.

Charm may be used for bargaining, to haggle the price of an item or service down. If successful, the seller is won over and they may well reduce the price a little.

**Opposing skill/Difficulty level:**

See Charm, Fast Talk, Intimidate, and Persuade Skills: Difficulty Levels

**Pushing examples**: overtly flattering the target with affection; presenting an expensive gift; building trust by imparting a secret.

* Remember this about being charming: if the investigator begins to take an alternative approach, the Keeper may ask for a different skill to be used; if threats are used, it may become Intimidate; or if a protracted discussion ensues, it may become Persuade. Switching from one to the other to gain a second roll still constitutes a pushed roll.

**Sample Consequences of failing a Pushed roll**: the target takes offense and will have nothing further to do with you; the target is associate in some way with your enemies and, while they may play along with you, they also inform on you; a third party intercedes to prevent you from chatting up their girl.

* If an insane investigator fails a pushed roll, they fall head over heels in love with their target and will act as if the target had successfully used a Dominate spell upon them.
Shipping

Your gaze over low heat
Over low heat you or nothing
We are plotting this madness
With the force of the wind
And the warmth of tenderness

Follow the path of court**ship**
Simmer over old heat

Keep fanning our flame
I love you with everything
And how much you love me

Over low heat you make water
I have a soul in love with you
You fill me, you empty me, you disarm me
Oh oh oh love when you love me

Simmering unruly
Caresses that look like butterflies
They slip under clothing
And they leave the feeling
Love forged over low heat

Simmering my waist
Over low heat and smoothly
We are plotting this ruckus
With the dance of the seas
And the taste of little by little

I follow the path of court**ship**
Simmering over a low heat

I keep stoking in our flame
As many days as we dream
So many dreams that do not end

Over low heat you make me water
I have a soul in love with you
You fill me, you empty me, you disarm me
Oh oh oh love when you love me

Simmering unruly
Caresses that look like butterflies
They slip under clothing
And they leave the feeling
Love forged over low heat

To simmer

To simmer

To simmer
To simmer
To simmer
To simmer

Over low heat you make me water
I have a soul in love with you
You fill me, you empty me, you disarm me
Oh oh oh love when you love me

Simmering unruly
Caresses that look like butterflies
They slip under the clothing
And they leave the feeling
Love forged over low heat

Over low heat you make me water
I have a soul in love with you
You fill me, you empty me, you disarm me
Oh oh oh love when you love me

Simmering unruly
Caresses that look like butterflies
They slip under the clothing
And they leave the feeling
Love forged over
Love forged over
Love forged over low heat.

-To shimmer, old poem
Set 3, Game 3

\*includes adding, removing or changing

## Trivia

* At the beginning of the game, WATSON performs an IGCC so he can be wearing a shirt like the other two.
* For #4, KEY's original category is no more people sharing a forename with a Disney character. However, after discussing it for a while he decides to change it as he worries that he'll get eliminated by it.
* This game sees the return of the Can I Fit My Mug Between My Face and My Hand game.

## Swear Jar

### Statistics

 **Swear Score** | 2
 **Average Strength** | 1
 **Unique Swears** | 1

### Quotes

* Only six letters. Two bloody animals in there - KEY at 12:37
* And a bloody good one - KEY at 16:50
The Ku'damm (Kurfurstendamm)

(Back to Berlin - Weimar Republic)

(see also https://en.wikipedia.org/wiki/Kurf%C3%BCrstendamm)

**The Ku'damm**

   The city's neon-lit midway for high-end shopping and expensive nightclubs, the Kurfurstendamm is almost universally referred to as "the Ku'damm". Running through the western boroughs of Charlottenburg and Wilmersdorf, the Ku'damm also boasts some of the finest examples of Berlin nightlife: cabarets featuring cross-dressing performers, cafes to lesbian clientele, bars in the American style, and pleasure palaces. The Ku'damm is where the most semi-professional "**Half-Silk**" prostitutes come after they knock off their day shifts, and where **Boot-Girls** stand outside expensive boutiques, offering their own version of merchandise.

   Heading east along the boulevard at the Auguste-Viktoria-Platz, the Ku'damm turns into Tauentzienstrasse, hunting grounds of the infamously stylish "**T-Girls**" - mother-daughter prostitute teams that are always on the cutting edge of fashion and ready with a quick quip for journalists (or investigators) looking for the latest street gossip. The Auguste-Viktoria-Platz is also the site of three famous Berlin institutions: the Romanisches Cafe, the Kaiser Wilhelm Memorial Church, and the **Heaven and Hell Club**.

Anchoring Tauentzienstrasse at its eastern end is the formidable Kaufhaus des Westens (colloquially and affectionately called the "KaDeWe"), one of Berlin's great department stores. Opened in 1907, the sprawling site covers 260,000 square feet (more than 24,150 square meters) spread over five stories. So popular is the store that it single-handedly transforms Tauentzienstrasse from a quiet residential street to a bustling commercial extension of Ku'damm. In 1929, the store is enlarged even more. Within, customers may shop for everything from luxury Paris fashions and exotic foods to everyday items. The store provides a registry, tailor, hairdressing, hotel and home delivery, money changing, and even buggy and car rentals. The top-floor food court is one of the most popular destinations for casual dining in the city.

The Ku'damm's destination status is strictly a post-war phenomenon. Long a quiet suburban avenue, it is only after the Great War that the Ku'damm supplants Friedrichstrasse as the city's premier hotspot; this does not sit well with traditionalists and reactionaries, many of whom see the Ku'damm as emblematic of Berlin's fallen status. The region's large Jewishpopulation only adds fuel to the fire of anti-Semitic Nationalists (Organisation Consul in the early-1920's, Bund Wiking (Viking League) in the mid-1920's, and the National Socialists in the late-1920's and early-1930's) who link Berlin's moral degradation with imagined Jewish conspiracies. As a result, the street and neighborhoods are subject to civil unrest and turmoil, culminating in 1932 with mass attacks on Jewish-owned businesses and worshipers leaving synagogues on the night of Rosh Hashanah.
Archaeology

(Back to Skill List)

**Archaeology (01%)**

Allows dating and identification of artifacts from past cultures, and the detection of fakes. Ensures expertise in setting up and excavating a dig site. On inspecting a site, the user might deduce the purposes and way of life of those who left the remains. Anthropology might aid in this. Archaeology also helps identify written forms of extinct human languages.

**Opposing skill/Difficulty level:**

* Regular difficulty: sufficient time and resources to do the job properly.
* Hard difficulty: a lack of time and/or limited resources

**Pushing examples**: taking more time to study the site or item; conducting further research; consulting another expert.

**Sample Consequences of failing a Pushed roll**: the site is spoiled, with finds ruined through incompetence, vandalism, or theft; some higher authority seizes the site or the finds from your controls; publicity leads to the finds being stolen.

* If an insane investigator fails a pushed roll, they keep digging deeper, ever deeper - the truth is down there somewhere.
Sanity

(Back to the main page Call of Cthulhu: Nachtstadt Berlin Wiki)

Investigators begin the game sane and rational. During their investigations they will encounter otherworldly horrors, alien creatures, and the terrible cosmic truths of the Cthulhu Mythos - all of which will challenge their state of mind and sense of normality, and push them to the very edge of sanity. In some cases, the experience will be too much and the unfortunate investigator will descend into periods of temporary, indefinite, or even permanent madness.

Each investigator has Sanity points that rise and fall during play. Sanity is used to determine whether the investigator can withstand the horrors of the Cthulhu Mythos, as well as stand up to fear-inducing situations without turning tail and running away. Loss of Sanity points can lead to insanity. When Sanity points are reduced to zero, an investigator is permanently and incurably insane, and ceases to be a player character.

Sanity in the game is modeled after the behavior of protagonists in H.P. Lovecraft's fiction who, more often than not, faint or go mad when confronted with mind-bending physics and monstrous entities from beyond space and time. Sanity is the game's register of the investigator's flexibility and resilience to emotional trauma. Characters that start with a high number of Sanity points find it easier to rationalize traumatic events or to repress horrific memories. Those with a lower number of Sanity points are mentally fragile and more susceptible to emotional upset. While the cosmic horror of the Cthulhu Mythos is the fundamental assault on the mind of an investigator, other gruesome and comparatively ordinary sights and events can also cause emotional disturbance.

In an unnerving or horrifying situation the Keeper will test the resiliency and emotional strength of the investigators. This is done by calling for a Sanity roll for each investigator entangled in the situation. Investigator insanity is triggered when too many Sanity points are lost in too short a time, causing temporary or indefinite insanity.

Sanity Points and SAN Rolls

Maximum Sanity

Examples of Sanity Point Costs

**Insanity and its Effects**

Insanity

* Temporary Insanity
* Indefinite Insanity
* Permanent Insanity

The Effects of Insanity

* Insanity Phase 1: A Bout of Madness
	+ A Bout of Madness - Real Time
		- Bouts of Madness - Real Time (roll 1D10)
	+ A Bout of Madness - Summary
		- Bouts of Madness - Summary (roll 1D10)
* Insanity Phase 2: Underlying Insanity
* Insanity Side-Effects 1: Phobias and Manias
	+ Phobic and Manic Responses While Insane
* Insanity Side-Effects 2: Delusions and Reality Checks
	+ Reality Check Rolls
* Insanity Side-Effects 3: Insanity and the Cthulhu Mythos

Phobia, Mania, Compulsion, Amnesia

A Note about Delusions and Sanity Point Loss

Sample Phobias

Sample Manias

**Recovery from Insanity**

Treatment and Recovery from Insanity

* Recovery from Temporary Insanity

Getting Used to the Awfulness

Failed Sanity Rolls
Walter

**Walter** is a notable member of the server. She is a dog in a trench coat pretending to be human. Walter usually ~~rants~~ talks about Australian Politics (*usually abbreviated to **auspol**)* with her dear friends peteradnan and lissi. She has a shrine dedicated to Christopher Pyne in her room which hasn’t been cleaned since 1972.

## Personal Life

   Walter lives in Australia under a bridge in the glorious region of wagga wagga. She owns 3 books all of them being Paul Keating’s memoir. She makes money from drawing and begging for money at the train station.

## Other

WALTER HAS COMMITTED VOTER FRAUD ON MORE THAN 1 OCCASION RIGGING THE 2001 FEDERAL ELECTION FOR OUR GLORIOUS CHAIRMAN JOHN HOWARD
Recovery from Temporary Insanity

(Back to Treatment and Recovery from Insanity)

Temporary Insanity lasts 1D10 hours. Alternatively, the investigator will recover after a good night's sleep in a safe place. If the investigators are in a state of heightened tension (for example, standing watch at night due to fear of imminent attack), the Keeper may deem that Sanity cannot be recovered.
Friedrichstadt

(Back to Berlin - Weimar Republic)

(see also https://en.wikipedia.org/wiki/Friedrichstadt)

**Friedrichstadt**

Berlin's downtown district stands in stark contrast to the Alexanderplatz. Bisected by the Friedrichstrasse, the city's main north-south artery, are luxury hotels, government buildings (the Prussian Parliament meets here), churches, museums, business high-rises (chiefly financial and publishing houses), many upscale theaters such as the Konzerthaus, and indoor shopping arcades like the Kaisergalerie. Many of these are centered on the Gendarmenmarkt, the original cultural center of Berlin; Friedrichstrasse has sometimes been called "Berlin's Champs-Elysees".

Yet the Friedrichstadt's glory days are behind it. The chief destination for shopping and entertainment prior to the Great War, it has since lost that crown to The Ku'damm (Kurfurstendamm). Now its square-mile area is increasingly home to gay bars, strip clubs, massage parlors, and greasy spoons, as well as the sleazy Linden Passage, an arcade 300 years (274 m) long. Like the Friedrichstrassenpassage, it was once an upscale shopping and entertainment emporium that nowadays mostly serves as a place for **Doll-Boys** (young male teenage prostitutes) to strut their stuff. No other spot in Berlin more aptly illustrates the fallen fortunes of the city than this Wilhelmine monument to Neo-Baroque excess and splendor now serving as a picking-up joint for underage prostitutes.

These two sides of the Friedrichstadt operate independently of each other. When the sun comes up, the area is flooded with businessmen and civil servants in hat and tie, going about their daily business; however, after the commuter hordes leave at 5:00 pm, the bars open and the real fun begins, lasting until around 3:00 in the morning. In addition to a profusion of clubs and bars, the swarming hordes of tourists and party-goers might spend some time at the Kerkau-Palast, a massive hall containing 48 pool tables - as well as rooms for chess-playing - founded by the Carom billiards champion Hugo Kerkau, or indulge in a bit of titillation at the Anatomical Wonder Cabinet, an all-nude show dedicated to "documenting female beauty - no children allowed!"