recursal/Fanatic-Fandom huggingface dataset:
La primera

Primera Barbie

## La Primera Barbie (1959)

La primera Barbie fue lanzada el 9 de marzo de 1959 por Mattel, Inc., una empresa juguetera estadounidense fundada por Harold Matson y Elliot Handler. La muñeca fue creada por Ruth Handler, esposa de Elliot Handler y cofundadora de Mattel. Ruth se inspiró en su hija, Barbara (apelidada "Barbie"), quien disfrutaba jugar con muñecas de papel que representaban mujeres adultas. Observando la falta de muñecas tridimensionales con rasgos adultos en el mercado, Ruth vio la oportunidad de crear una muñeca que reflejara diferentes roles y profesiones para inspirar la imaginación de las niñas.

## Diseño e Impacto Cultural

Barbie fue diseñada por el equipo de desarrollo de productos de Mattel, con la contribución del diseñador de juguetes Jack Ryan. La muñeca original tenía una altura de 11.5 pulgadas (aproximadamente 29 cm) y llevaba un traje de baño a rayas en blanco y negro, gafas de sol, tacones de aguja y pendientes de perla falsos.

El lanzamiento de Barbie fue un éxito instantáneo, y la muñeca se convirtió en un ícono cultural. Barbie pronto se convirtió en un referente de moda y estilo, representando la imagen de la mujer moderna y empoderada. A lo largo de los años, Barbie ha sido testigo de muchos cambios culturales y sociales, evolucionando para reflejar una mayor diversidad y representación en términos de etnia, profesiones y estilos de cuerpo.

## Accesorios y Evolución

En sus inicios, Barbie vino con accesorios básicos que incluían un peine para cuidar su cabello y un soporte para exhibirla. A lo largo de las décadas, Mattel ha desarrollado una amplia gama de ropa, accesorios, vehículos y casas de muñecas para complementar la experiencia de juego con Barbie.

## Controversias y Cambios

A lo largo de los años, Barbie ha enfrentado controversias en relación a su imagen corporal y estereotipos de género. Algunas críticas han señalado que su figura corporal no es representativa de la diversidad del cuerpo humano y puede promover expectativas poco realistas en las niñas. En respuesta a estas preocupaciones, Mattel ha trabajado para diversificar la línea de muñecas, ofreciendo Barbies con diferentes tipos de cuerpo, tonos de piel y estilos de cabello, y promoviendo una imagen corporal más positiva.

## Legado Duradero

A pesar de las controversias, Barbie ha dejado un legado duradero como un ícono cultural y un símbolo de empoderamiento para niñas de todo el mundo. La muñeca ha protagonizado numerosas películas, programas de televisión y ha sido una fuente de inspiración para millones de niñas a lo largo de las décadas.

La primera Barbie original sigue siendo una pieza de colección muy valorada por los coleccionistas, y su diseño icónico ha dejado una huella indeleble en la historia de los juguetes y la cultura popular.
Морфеус

Морфеус - это второстепенный персонаж из НКБЧ

## Внешность

Морфеус - это белый круг.

Морфеус носит очки. Он никогда не носил никакой одежды в сериале и в НКБЧ shorts.

## Личность

Морфеус - это добрый и общительный персонаж.

Не смотря на это, он не всегда добрый. В серии "записка" он отправил Ника в ад за то, что прочитал записку.

## Отношения

Ник - друг Морфеуса. Они подружились когда морфеус отправил Ника в матрицу. Почти сразу после этого Морфеуса убили. Нику было очень грустно из-за этого. В серии "записка" когда Ника убил Бобир он попал в рай. Когда Морфеус прочитал записку, он отправил Ника в ад.

Кирану Рэфс - лучший друг Морфеуса. Их отношения не были показаны.

## Появления

* **НКБЧ shorts**

2 серия (матрица: даунизм) (смерть)

* **НКБЧ**

2 сезон 2 серия (записка)

## В сериале

### Первое появление

НКБЧ шортс: 2 серия, НКБЧ: 2 сезон 2 серия

### Последнее появление

НКБЧ шортс: 2 серия, НКБЧ: 2 сезон 2 серия
God has Parasites

## Details

**Setting:** New York City

**Campaign Type:** Long Term

**Player Characters:**

* Doctor Michael by Haden
* Albert Leigh by Austin
* Howard Howl by Lucah
* Max Hoyt by Caden
* Evan Hartwood by Collin
* Jumo Johnson by Taylor
* Alina Petrov by Mairin
* Cathy Finch by Eleanor

**Notable NPCs:**

* Minerva,
* Mr. Houston,
* Jon Edgeway

**Played mostly at Nick's House**
Maximum Sanity

The threat of insanity in *Call of Cthulhu* characterizes the Cthulhu Mythos in a way that allows no compromise. Exposed to it, few sane humans freely choose the Mythos, for the Mythos is intrinsically loathsome and foul. The connection of Sanity points and Cthulhu Mythos skill points emphasizes the power of the Mythos, which corrupts and ruins by proximity and association.

An investigator's Sanity points may rise and fall during play; however they may never rise above the character's maximum Sanity rating. Each investigator has a maximum Sanity point value that begins at 99. Knowledge of the Cthulhu Mythos always lowers an investigator's maximum Sanity points. Maximum Sanity points equal 99 minus current Cthulhu Mythos points ( 99 - Cthulhu Mythos skill).

When gaining Cthulhu Mythos skill points, the player should decrease the investigator's maximum Sanity by the same amount.

*Harvey Walters spends some time perusing ancient tomes, gaining 3% Cthulhu Mythos skill. His player adds 3 points to Harvey's Cthulhu Mythos skill and decreases his maximum Sanity from 99 - 96.*
(8-4-23) Terror In Harlem

## **Details**:

**Time:** 8-4-2023 6:13PM - M. Session time: X hours and XX minutes, Play time: X hours and XX minutes.

**Players: Haden, Austin, Collin, Caden, Lucah,**

**Spectators**:

**Location:** Nick's House

XXPM: The Session Begins

## The Die is Cast

6:13 PM: Doctor Michael goes to the St. Mary chemist and begs adrenaline out of the attendant.

6:21 PM: Albert Leigh

6:27 PM: Max Hoyt (Dante)

6:34 PM: Evan Hartwood goes to Dr Michael for more opium.
Разработчики проекта Lunik SAMP

Разработчики проекта Lunik samp является Lunik Incorporated которая основана в 2020 году.

Есть и другие разработчики которое внесли вклад в разработку проекта

Lunik\_Samp - основатель проекта Lunik SAMP и Lunik Incorporated. В частности разрабатывает клиент игры и добавляет моды и скрипты.

С февраля 2023 года в команду разработчиков пришел DedExpert и разработчик проекта Arizona King. В основных случаях они занимаются модами и работают с форумом. Но в июнь 2023 года DedExpert покинул разработку игры и создал свой проект, забрав часть модов с проекта с собой.

18 сентября DedExpert заявил, что он возвращается в команду разработки проекта. Он является моддером и устанавливает моды на сервера.

Скриптами занимались DedExpert.

Разработчиками сайтов являлись: Разработчик проекта Arizona King.
Factions, Groups, and Religions

* The Bureau of Control / Department of Control / The Foundation (Global, but American centric)
* Global Occult Coalition (Global)
* Commission on Unusual Cargo (British Empire)
* The Horizon Initiative (Global)

### Mixed Alignments

Groups and persons who really don't care about the great struggle between humanity and the outer powers. They're fence sitters at best and predominantly self-interested.

* Miskatonic University (American)
* The Bowery Boys (NYC)
* The Eighth Ave Animals (NYC)
* Murder, Inc (NYC)
* The Five Families / Maranzano"Bonanno" / Profaci "Colombo" / Mangano "Gambino" / Luciano" Genovese" / Gagliano "Lucchese" (NYC)

### Eldritch Aligned

Organizations that are either in service of a Eldritch being or have been compromised by

* Southern Oil Company (Texas)
* Gehlen Brotherhood or "Chaos Insurgency" (Global)
* The Carcosa Kings (New York)
* Gestapo (Nazi Germany)
* People's Commissariat for Internal Affairs "NKVD" (Soviet Union)

## Religions and Ideologies

### Human Religions, Beliefs, and Ideologies

* Christianity
* Communism
* Fascism

### Eldritch Gods, Powers, Elder Things, Old Ones, Great Old Ones, etc, etc

Created by Outer Powers - https://lovecraft.fandom.com/wiki/Family\_Tree\_of\_Azathoth

* Azathoth - Creator God / Blind Dreamer - Apathetic
* Dagon - Great Old One / Archdemon - Evil
* Cthulhu - Outer God / Ruler of Earth - Evil
* Hastur - Outer God / Trickster - Evil, Occasionally Human Aligned
* Nug and Yeb - Outer Gods / Ying and Yang - Occasionally Human Aligned
* Nyarlathotep - Great Old One / The God of a Thousand Form - Evil
* Yig - Great Old One / Snakes and Oklahoma - Human Aligned
Improvised Weapons

(Back to Combat)

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.
Reality Check Rolls

(Back to Insanity Side-Effects 2: Delusions and Reality Checks)

While reality checks are usually only called for on behalf of insane investigators, a player might call for one if they wish to "see through" what they believe to a hallucination or illusion. To perform a reality check, the player makes a Sanity Roll:

* **Failure:** lose 1 Sanity point. This will immediately induce a bout of madness if the investigator is suffering Underlying Insanity. Any delusions are not dispelled.
* **Success:** the investigator sees through any delusions, and the Keeper must describe what the investigator genuinely perceives.

On making a successful reality check roll, the investigator should see things as they really are and will be resistant to delusions until losing further Sanity points (thus preventing the Keeper from constantly throwing delusions at a player).

Successful use of the Psychoanalysis skill will an allow an insane investigator to see a delusion for what it is.

*Harvey, still suffering from underlying insanity, returns to his home. Going out of his back door, he finds his neighbor leaning over the garden fence with some kind of recording device in his hand, pointed at Harvey's house. The Keeper tells Harvey's player that Harvey's neighbor is spying on him. This is a delusion - in fact the neighbor is doing no such thing. The player, wondering if this is a delusion, asks for a reality check.*

*With a successful reality check roll, Harvey is free of his delusion. The Keeper cannot continue the delusion and must describe the scene realistically. In this case, there was no recording device and the neighbor was simply admiring Harvey's lawn.*

*If the player chooses to make a reality check roll and fails, Harvey will lose 1 Sanity point and suffer a bout of madness. As he is the only investigator present, the Keeper is free to fast-forward to the point where another investigator (or the police) turns up to find Harvey coming out of his own front door, armed with a shotgun, determined to break into his neighbor's house and interrogate him, or worse.*

*If the player does not choose to ask for a reality check, the Keeper is free to elaborate on the delusion, perhaps staging that Harvey sees his neighbor conversing with a ghoul (actually the neighbor's child) on the patio. At this point the player would have to either make a Sanity roll for seeing a ghoul or make a reality check roll. If they succeed in the reality check, Harvey will realize there is no ghoul and that he was imagining it all. If they fail, Harvey will lose a point of Sanity, suffer a bout of madness, and terrible things will no doubt ensue.*
Scott Broeker

### Ideology/Beliefs

Scott Broeker has been completely overcome with Dagon's power. He is a vessel of revenge and hatred.

### Significant People

* Lewis Kitts
* Dale Chalmers
* Jon Edgeway
* Abraham Dunwhich
* Lloyd Ellington
* The Old Man

### Traits

* Bitter and hateful
* Vengeful
* Just all around a piece of shit

### Injuries & Scars

* Serious water damage, bloated skin, fish bites

### Encounters with Strange Entities

* The Haversmitt Incident
* Dagon
* Hastur
Permanent Insanity

(Back to Insanity)

When Sanity points are reduced to zero the investigator is permanently and incurably insane and ceases to be a player character. In the real world, all insanity is defined as indefinite insanity, since no one in real life can hope to predict the future as accurately as a *Call of Cthulhu* Keeper can.

Many disorders, especially congenital conditions, offer little hope of recovery. Lovecraftconcludes more than one story with the intimation that a lifetime of madness for the narrator will follow.

Every Keeper must work out what the end-point of madness is in the game. Now and then a quiet release might be made from a local asylum. Some thin, unnaturally pallid person, almost unrecognizable after soul-wracking terrors, can walk shyly into downtown Arkham or elsewhere, cast keen eyes about, and attempt to regain some semblance of their normal life - however, no player should count on such privilege as a right.
The Eighth Ave Animals

## Details

**Headquarters:** 8th and 131st in New York City, NY

**Creation:** Danny Big

**Powers:** Total control of Harlem. Recognition from a few other street gangs in NYC, and more importantly The Five Families.

**Locality and Territory:** Aggressively maintains control of Harlem, and occasionally attempts to spread down 8th Ave.

**Goals:** Continue pedaling drugs, racketeering, murder for hire, robbing, and other organized criminal activities.

**Allies:** The Gambino Family

**Enemies:** The Bowery Boys, The Carcosa Kings

## Known Operatives and Members

**Founder:** Danny Big

**Leadership:** Danny Big

## Works and Actions

### Actions

The group started small, but has successfully united almost all the gangs of Harlem against the Carcosa Kings. Those who did not join 8th Street joined the Kings. They're infamous for their short temper and vengeful spirit. The very attributes that have made them the perfect group to hold down Harlem.
Phobia, Mania, Compulsion, Aversion, Amnesia

(Back to Sanity)

**Phobia**

When exposed to the source of their phobia, or even just thinking about it, a character's symptoms can develop rapidly. Within seconds, palpitations, trembling, choking, and an uncontrollable anxiety appear. The character that they must do everything possible to avoid the situation.

**Mania**

A character with a mania will have a fairly constant euphoric or possibly irritable mood. Symptoms include a general increase in activity, garrulousness, increased self-esteem to the point of delusion, decreased need for sleep, easily distracted, willingness for dangerous or imprudent activities such as reckless driving, hallucinations, delusions, and bizarre behavior.

**Compulsion**

Compulsions tend to be ritual actions performed to affect the future, possibly to prevent some vague notion of impending doom. Though the character may agree the actions are senseless, the need to perform them is overpowering. Even in times of great stress, the character may ignore their survival in order to perform the ritual.

**Amnesia**

An inability to recall important personal information, brought on by a desire to avoid unpleasant memories. The character may just forget the bad experience that caused the amnesia or they could forget major chunks of time, or even everything about themselves. The Keeper may choose to reset Cthulhu Mythos to 0 and maximum Sanity to 99 while the amnesia holds sway; the horror returns when the character's memories do, or when they experience a similarly horrific situation.
Resolving a Fighting Attack Made Against a Target That is Dodging

(Back to Combat)

(see also Resolving a Fighting Attack Made Against a Target That is Fighting Back)

The attacker and the target (who is trying to dodge) make an opposed skill roll using their Fighting skill and Dodge skill respectively. If the attacker gains a higher level of success, the attack is successful and the attacker inflicts damage on the loser (see Determining Damage). Otherwise the attack is dodged and no damage is dealt. If both sides achieve the same level of success, the character dodging wins and evades the attack.

* If the attacker achieves a higher level of success, they deal damage.
* If the defender achieves a higher level of success, they have dodged the attack and take no damage.
* In the case of a draw, the defender wins (when the defender is dodging).
* If both fail, no damage is inflicted.
Characters

In order of when the games were played

## Player Characters

### The Haversmitt Incident (1921)

* Dale Chalmers by Austin
* Lewis Kitts by Caden
* Scott Broeker by Haden
* Abraham Dunwhich by Collin
* Stephen Lawton by Lucah (Partial)
* Gerald McMillen by Kiran (Partial)
* Lloyd Ellington by Kiran

### God has Parasites (1937-19xx)

* Doctor Michael by Haden
* Albert Leigh by Austin
* Howard Howl by Lucah
* Max Hoyt by Caden
* Evan Hartwood by Collin
* Jumo Johnson by Taylor
* Alina Petrov by Mairin

## Non-Player Characters

### The Haversmitt Incident (1921)

* Robert Edgeway
* David Haversmitt
* The Butler

### God has Parasites (1937-19xx)

* Jon Edgeway
* Mr. Houston
* Minerva
* Dale Chalmers
* Lewis Kitts
* Scott Broeker
* Abraham Dunwhich
* Gerald McMillen
Sanity

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
Zero Hit Points: The Effects

(Back to Combat)

Cumulative damage ceases to be tracked once current hit points have fallen to zero; do not record negative hit points. On zero hit points the character is unconscious.

Further damage is generally ignored, but any sincere attempt to kill an unconscious character should succeed.

Zero hit points can indicate of three conditions (akin to the triage model):

* If only regular damage has been taken, the character does not die and will heal in time.
* If the character has taken a Major Wound, the character will soon die unless First Aid is administered (see Dying). If an uninjured character takes a wound equal to their maximum hit points, this would be a Major Wound.
* If an amount of damage great than the character's hit points is taken in one attack then death is inevitable.
黄票

{{#vardefine:has\_ticket|yes}}

版主操作面板
页面 **黄票** 的最近一次编辑由 **宁国杰** 于 **2023年11月12日** 进行
【删除页面】 // 【编辑页面】 // 【修订历史】

✘ 这个页面违反了写作相关规定，需要进行重写或整改 ✘

**黄票理由：**暂未填写
**执行者：**（请在这里使用`~~~~`以添加签名）

最近的记录时间是 北京时间 2024年1月14日 星期日。（点此刷新）
自12月25日至1月24日被添加黄票的文章将于**11天后**由版主重审并决定删除与否。

**模板文档** [ 模板文档頁面 ]（**※提醒**：此模板有時隱藏或不可見）
黄票用于标注一篇文章不符合写作规范，需要整改，否则将在月末最后一周删除。贴票时应当把模板置于页顶，并给出你的贴票理由和你的签名。

关于贴黄票的适用规则，请见Backrooms Wiki:红黄票添加规则。

参数
--

黄票模板接受两个匿名参数：

* `{{{1}}}`：贴票理由。
* `{{{2}}}`：贴票人的签名。在本参数使用四个波浪号（即`~~~~`），保存时波浪号会自动替换成你的签名和页面保存时间。这个保存时间标识了文章被贴票的时间，文章重审时需要参考这个时间。如需修改自己的签名，请前往参数设置页面修改。

由于滥用过滤器设置，不签名会导致你的编辑被阻止。此外，修改票的类型和/或修改贴票原因时，需要重新签名。如果旧票的贴票人是自己，可以将参数`{{{2}}}`替换成`~~~~`，保存时会更换新的签名和时间；如果不是自己，且自己只是在旧有贴票原因的后面追加了一些原因，建议在旧贴票人签名后面追加`、~~~~`。

## 自动引入分类

本模板会向页面引入“黄票”分类，版主会每月末检查一遍该分类里的页面，不合格的文章会遭到删除。

这个自动引入分类无法撤销！所以我们不希望有作者将黄票作为文章内容使用，直接嵌入会导致你的文章被当成问题文章。

## 版主操作面板

管理员和内容版主可以看到票的上方有个版主操作面板。它应该看起来像这样：

版主操作面板
页面 ***<页面名>*** 的最近一次编辑由 ***<用户名>*** 于 ***<年月日>*** 进行
【**删除页面**】 // 【**编辑页面**】 // 【**变更历史**】

当一篇文章被贴上多张红黄票时，只有第一张票的上方会有版主操作面板。

## 模板制作人

* 晴雪与雨制作了初版红黄票。
* PakcReed和Apreaky制作了类似当前样式的红黄票。
* HyperNervie微调了红黄票样式，并将版主操作面板改为一页只有一个。
	+ 由于Apreaky制作的黄票模板的日期处理代码有bug，HyperNervie顺势将黄票文章的重审期从“当月28日到当月结束”改为了“当月最后7天”

（這如何運作？）
The Carcosa Kings

## Details

**Headquarters:** American Radiator Building, 40 West 40th Street - Manhattan

**Creation:** Mr. Carcosa in 1919

**Powers:** Extreme political connections, large network of criminal connections, deep pockets, and a increasingly large and difficult to control following

**Locality and Territory:** They claim dominion of all of New York, but particularly Manhattan.

**Goals:** Take over all of New York City

**Allies:** The Five Families, Gestapo, NKVD, Murder Inc, Gehlen Brotherhood,

**Enemies:** The Foundation, 8th Street Animals, The Bowery Boys, Global Occult Coalition, Commission on Unusual Cargo, The Horizon Initiate, Miskatonic U,

## Known Operatives and Members

**Founder:** Mr. Carcosa

**Leadership:** The Yellow Council
Jumplight Odyssey

***Jumplight Odyssey*** is a video game of simulation strategy genre developed by League of Geeks and published by League of Geeks. It was released on Steam for Microsoft Windows on August 22, 2023.

## Premise

*Keep hope alive on your adventure to the mythical Forever Star! Gather survivors, repair and build out your starship, brave black holes, and fend off attacks, all while managing the daily soap opera of your colorful crew.*
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.*
Occupations

(for complete list of Occupations, see Occupation List)

Your investigator's occupation determines the skills they are most proficient with, their income level, and who they are likely to know. An occupation also, in part, helps define the investigator's character, their motivations, and view of the world around them.

**Sample Occupations**

The occupations listed are just a sample of the possibilities. Most occupations can be applied to pretty much any historical setting in which games might take place. However, some occupations, like **Hacker** for example, exist only in specific settings like the modern-day. You should choose only those appropriate to the historical setting in which your game is taking place. If you're unsure about this, talk to your Keeper.

**Creating Occupations**

Use the listed occupations as a guide when creating ones not listed here. If creating a new occupation, confine the number of skills to eight, otherwise the notion of an occupation being a concentration of knowledge and ability (Skills) quickly becomes pointless. These skill should be an essential concentration of the knowledge and abilities required for the occupation you are developing. In some cases you may not need all eight skills to adequately represent the occupation; if there are free skills then these may be taken as player choices, *i.e.* the player can choose any skill befitting their occupation, era, or character concept. An appropriate **Credit Rating** range for the profession should also be assigned.

**Key**:

Occupations are listed alphabetically. Some entries group related occupations; for example Bank Robber, Bootlegger, Burglar, Conman, Forger/Counterfeiter, and Assassin are all listed under the Criminal occupation.

* (**Lovecraftian**) Occupations important in Lovecraft's stories.
* (**Classic**) Occupations only available in the Classic 1920s period.
* (**Modern**) Occupations only available for modern-day game settings.
* **Occupation Skill Points**: Determines which Characteristics are used to derive the investigator's occupation skills.
* **Credit Rating**: Determines the number of occupation skill points that must be spent on Credit Rating. Each entry is a range, and any number within this range may be chosen and that amount of occupation skill points spent.
* **Suggested Contacts**: Suggestions of the type of people and/or society that a member of this occupation might know in their day-to-day pursuits. These may serve as ideas for the investigator's backstory.
* **Skills**: The eight skills that define this occupation. Occupation skill points are spent on these skills; Personal Interest skill points may also be used to further top-up these skills if wished. Add such points to the base skill value noted by each skill on the investigator sheet.

**Occupation List:**

Accountant

Acrobat

Actor

Alienist (Classic)

Antique Dealer

Criminal

Mechanic (and Skilled Trades)

Occultist

Pilot

Police Detective/Officer (Lovecraftian)

Undertaker
Dale Chalmers

### Ideology/Beliefs

Believes that Korgoth is his one and only God. Isn't much of a religious type, but Dale truly believes that he was destined to wield Korgoth. Unfortunately for Dale, he's risen the ranks of The Bureau quite quickly. He no longer goes out into the field, despite Korgoth's protests.

### Significant People

* Abraham Dunwhich
* Lewis Kitts
* Gerald McMillen
* Jon Edgeway
* Mr. Houston

### Meaningful Location

* Arkham, MA
* New York City, NY

### Traits

* Reliable and dependable
* Quick to anger, quick to forgive
* Courageous
* EXTREMELY addicted to cigarettes

### Injuries & Scars

* Old stomach wound (shot in the stomach on July 14th, 1921 by Scott Broeker)
* Bite mark on his neck (bitten on the neck July 14th, 1921 by Stephen Lawton)
* "The Cough" from smoking too many cigarettes' for too many years

### Phobias & Manias

* Phobia of Drowning
* Phobia of the Ocean
* Aversion to moonlight
* Aversion to Clergy

### Encounters with Strange Entities

* The Haversmitt Incident
* Dagon
* Hastur
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).*
Southern Oil Company

## Details

Headquarters: Houston, Texas.

Creation: David "The Old Man" Haversmitt in 1919.

Powers: Extremely deep pockets, strong political connections amongst Conservative politicians,

Locality and Territory: The American South, but is attempting to expand across the entire lower 48 states.

Goals: Increase profit to shareholders and accomplish the wishes of the ruling Haversmitt.

Allies: The Five Families, Gestapo, NKVD, Murder Inc, Gehlen Brotherhood, The Bowery Boys, Miskatonic U, The Horizon Initiate,

Enemies: The Foundation, Global Occult Coalition, Commission on Unusual Cargo,

## Known Operatives and Members

Founder: David "The Old Man" Haversmitt

Leadership: Haversmitt Junior, Mr. Houston
Resolving a Fighting Attack Made Against a Target That is Fighting Back

(Back to Combat)

(see also Resolving a Fighting Attack Made Against a Target That is Dodging)

Both sides roll percentile dice and compare the results with their own Fighting skill. The side with the better level of success avoids being harmed, and inflicts damage on their opponent (see Determining Damage). If both sides achieve the same level of success, the character initiating the attack hits the character that is fighting back, inflicting damage.

* If the attacker achieves a higher level of success, they deal damage to their target.
* If the defender achieves a higher level of success, they have successfully blocked, parried, or avoided the attacker's blows and simultaneously landed a blow of their own upon their attacking, inflicting damage.
* In the case of a draw, the attacker wins (when their opponent is fighting back).
* If both fail, no damage is inflicted.

*Harvey has been cornered by an angry cultist, and both are attempting to hurt one another. The cultist has a DEX of 55 and so does Harvey. However the cultist's Brawling skill is 70%, which is far higher than Harvey's, so the cultist acts first.*
Striking the First Blow (Surprise)

(Back to Combat)

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.
Important Locations

## The Haversmitt Incident

### The Study on Haversmitt Island

A fine mahogany and gold accented study with deep red upholstery. The place where Lloyd Ellington was weakened by Cain and killed by Abraham Dunwhich. The place where Scott Broeker failed to kill Lloyd with a door. Then failed to shoot The Old Man. Scott was turned into a Dagonite by being fed the blood of the Old Man.

### The Armory

A claustrophobic room full of mahogany cabinets overflowing with weaponry. Stark lighting and the smell of gunpowder suffocated the room. This is place where the group armed up. The place where The Priest hid during many fights and encounters. Dale Chalmers found his lifelong comrade Korgoth in this very room. Lewis Kitts equipped a shotgun that would prove tragic in the end. Even worse so, Lloyd would acquire the pair of .45-70 lever action rifles named Cain and Abel. Lloyd would later be killed when Cain exploded in his face upon trying to shoot The Old Man. Scott stuffed his pockets full of random handguns and bullets, picking up two knives. He would later trade his pistol for the .30-06 rifle The Professor found in the armory. Abraham's former rifle would later be used at The Docks to shoot Dale Chalmers in the stomach.

### The Docks

A neglected and shoddy wooden pier by which the extremely nice and expensive boat was docked. It had little around it and was fairly sparse. The group was led to the docks by The Priest when he shared Dagon's Curse to Dale Chalmers.

> ***"Have you ever seen anything so perfect? So pure? Come my son, watch the moonlight, join me under the waves, join me with GOD"* - The Priest.**
>
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At The Priest's beckoning, both walked straight off the dock into the cold salty seawater of Arkham bay. They would be saved by Jon Edgeway who made Olympic speed through the Atlantics water. The Priest grabbed Dale by the leg, and would die rather than let Dale get out of the water. With the help of Abraham, they pulled Dale Chalmers and The Priest out of the water. Dale and The Priest recovered. The Priest upon recovering bit Dale. Jon realized that that Stephen Lawton was no longer himself. In his adrenaline, Jon used a gutting knife to open The Priest ear to ear, instantly killing The Priest.

The Butler and Scott rushed across the garden and down the road, taking up positions and firing down onto the group assembled below at the docks. The Butler would fail miserably, destroying his own body with the shotgun. Dale would grab Lewis and run for his life. Scott would land, amongst two misses, one clean shot into Dales stomach. Dale continued on as Korgoth gave him strength. He would jump into the boat with Lewis still in hand. They left the slain clergy behind, casting off and away from Haversmitt island forever. Dale Chalmers was the last human to set foot on Haversmitt Island, as the United States Navy would later level the island in a "routine firing systems test."
Recovering from Temporary 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.
The Foundation

## Details

Headquarters: Empire State Building, NYC, NY

Creation: It's precursor organizations eventually trace their history to a blood pact in Ancient Akkadian or Sumeria around 5,000 BC.

Powers: New World Order style shadow government that has compromised every possible level of society.

Locality and Territory: They claim dominion of all of Earth, but are generally American centric.

Goals: Protect and safe guard humanity from any and all Outer Powers.

Allies: Global Occult Coalition, Commission on Unusual Cargo, The Horizon Initiate, Miskatonic U,

Enemies: 8th Street Animals, The Bowery Boys, The Five Families, Gestapo, NKVD, Murder Inc, Gehlen Brotherhood, Murder Inc, The Carcosa Kings, Southern Oil Company

## Known Operatives and Members

Founder: A council of Priests and City State Kings of Sumeria and Akkadia

Leadership: The 05 Council

Notable Members: Mr. Houston, Dale Chalmers, Abraham Dunwhich, Jon Edgeway, Lewis Kitts, Gerlad McMillen,

Approximate Size:
Notes

## Keeper Notes

### The Haversmitt Incident

> Notes for this one shot were light, and written on paper. See the event itself for a description of what happens. The digital notes after this event are direct upload though, and are a primary sources. The events of The Haversmitt Incident are recollections.
>
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## Player Notes

### God has Parasites

* (8-4-23) Terror In Harlem / Player Characters
Determine 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).*
Penalty Dice

(Back to Difficulty Levels vs Bonus / Penalty Dice)

**For each Penalty die**: Roll an additional "tens" percentage die alongside the usual pair of percentage dice. You are now rolling 3 separate dice: one "units" die and two "tens" dice. For a Penalty, use the "tens" die that yields the worse (higher) result.

*In a dire turn of events, two investigators, Felix and Harrison, have been captured by the insane 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; the loser will be sacrificed to the cultists' foul god.*

*The Ordeal of Pain involves lifting up a huge rock and holding it aloft. Whoever holds the rock up longest will win. This requires an opposed **Strength** roll from each of the investigators. 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, 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, so Felix wins because he has the higher STR.*

*Felix is able to hold the rock above his head for longer than Harrison. The cultists jeer and lead Harrison off towards their altar.*
Major Wound Recovery

(Back to Combat)

A CON roll should be made at the end of each week of game time that the Major Wound box is ticked.

* If the CON roll is failed, no recovery takes place that week. On a success, 1D3 hit points are recovered.
* On an Extreme success, 2D3 hit points are recovered.
* **Add a Bonus die**: if the character has complete rest in a comfortable environment.
* **Add a Bonus die**: if the character receives effective medical care. The care giver with the highest Medicine skill should make one Medicine skill roll at the end of the week (before the patient's CON roll is made).
* **Add a Penalty die**: if the character is in a poor environment and is unable to take the sufficient rest, and/or a fumble was rolled on their care giver's Medicine skill roll.

There are two ways to heal a major wound (*i.e*. erase the major wound marker). Firstly, when the character rolls an Extreme success for their recovery (CON roll). Secondly, any time their current hit points have recovered to half (or more than half) of their full hit point total.

If the roll is a fumble, a lasting injury, complication, or worse condition results. Rather than rolling for a random complication, the Keeper is encouraged to pick something that relates to the nature of the character's injuries (e.g. permanent limp, blindness in one eye, missing fingers, loss of a limb, scarred face, etc.) and make an entry in the character's backstory (under **Wounds and Scars**).

***Examples:***

*Harvey is recovering in a hospital after almost dying. He has the best care and complete rest, so he gains to Bonus dice to his recovery roll. This roll gives a Hard success, granting the recovery of 3 hit points (1D3). Harvey is now well enough to return home. He does some light work on the second week (thus he has not rested) and, as he is no longer under medical care, his recovery roll gets no bonus dice. This time he rolls a failure; no recovery. On the third week he realizes that he needs to take it easy and asks a friendly nurse to look in on him as he rests in bed; this grants a Bonus die. A Medicine roll is made for the nurse's care (a success), and so he gains a second Bonus die. He rolls an Extreme success on his recovery roll at the end of week three. He recovers another 5 hit points (2D3) and erases the Major Wound marker. His current hit points now stand at 8. He regains one more hit point each day, and in seven more days he is fully healed to his maximum of 15 hit points.*

*Cecil is on an expedition in the jungles of South America. He suffers a major wound during a fight, receiving a terrible bite to his left arm. A friend administers First Aid, but there is nowhere for Cecil to rest properly and, any, he and his companions are working to a deadline to prevent a cult from summoning a dark god. At the end of a week he attempts his recovery roll with one Penalty die, rolling a fumble. The Keeper decides that the wound has become infected and that the lower arm is swollen and painful; medical treatment is required promptly or the infection may kill him. Cecil looks at his companions; one of them is going to have to attempt an amputation!*
Alina Petrov

## Back Story

### Personal Description

> Alina Petrov is a heiress from St. Petersburg. Her family fled during the Russian revolution with the money they had. Alina isn't really sure what her family did in the old country. Her family fled to London and her father abandoned them in England. Her Aunt took what little money they had and fled for NYC.
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### Ideology/Beliefs

> Eastern Orthodox, but hasn't received communion in years. Doesn't even know what the religion is about. Culturally Eastern Orthodox.
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### Significant People

> Aunt Olga - Mother figure and financier, she's taken care of Alina her whole life.
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### Meaningful Locations

> St. Petersburg, London, New York City
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### Treasured Possessions

> Some weird cross thing her mother gave her. Who knows what it means or why she was given it.
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### Phobias & Manias

> Phobia of Abandonment, Mania of Greed
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### Arcane Tomes, Spells, & Artifacts

> Cross of Ivan the Terrible
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