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I C C

i:

t L

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CTHULHU

LIVE

LIVE ACTION

HORROR

GAME

SET

IN THE WORLDS

OF

H.

P.

LOVECRAFT

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CTHULHU

VRITTEN

BY

:OVER PHOTO

BY

INTERIOR PHOTOS

BY

ILLUSTRATIONS

BY

PROJECT

AND

EDITORIAL

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ROBERT

MCLAUGHLIN

GIVES SPECIAL THANKS TO:

Julia McLaughlin, for your love, patience, and support

and Frank Vocilka, for your assistance and constructive criticism.

Phil

Harbin, Alan

Isom,

Mary Jo Pupala, John Hughes, Geoffrey Barnett, Tim

Trammel, Stephanie Zoeller, and all the other play-testers who helped along the

way.

H E ALSO GPJES BEST WISHES TO:

Cthulhu Live: Live action horror game set in the worlds of H. f! Lovecraft.

Pictured on the cover (1-r): Ken Perata, Chris Hudnall, Clare Burmeister, Jason Ford, Michael Blum, Janice Sellers (seated). Photograph staged by Julie St. Germaine. Assistant: Elaine Fuller. Tentacles by Drashi Khendup.

Project coordinated and edited by Janice Sellers. Editor-in-chief Lynn Willis.

Proofreading by Alan Glover. Monster illustrations by Earl Geier. Diagrams by Steve Gallacci.

Cthulhu Live is published by Chaosium, Inc.

Cthulhu Live is 01997 by Robert McLaughlin, with the exception of the combat section (pp. 29-35) which is 01997 Chaosium. All photographs are copyright by their respective owners. All other contents and materials are 01997 by Chaosium, Inc; all rights reserved. Call of CthulhuB is a registered trade- mark of Chaosium, Inc. Similarities between characters in this book to other persons living or dead is coincidental. The reproduction of material from within this book for the purpose of personal or corpo- rate profit, by photographic, digital, or other electronic methods of storage and retrieval, is prohibited.

Photograph of H. I! Lovecraft 01983 by The Strange Company. We invite anyone from The Strange Company to contact us.

Please address any questions and comments concerning this book, as well as requests for free notices of Chaosium publications, by mail to Chaosium, Inc., 950 56th Street, Oakland, CA 94608, U.S.A. Visit our web site at http://www.sirius.com/-chaosiudchaosium.htm1.

ISBN: 1-56882-041-0

1 2 3 4 5 6 7 8 9 10

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INTRODUCTION

INTRODUCTION

C

thulhu Live is a live-action horror game set in the universe of eldritch horror created by Howard Phillips Lovecraft. It is a game in which players interact with other gamers and actors as they explore arcane mysteries. Players actually have a chance to handle props and converse with a variety of characters.

Every player creates a fictitious character to be his alter ego in the game universe. Often these characters are quite different from the players themselves, and may repre- sent idealized professions and personalities. The characters work together to solve puz- zles, overcome obstacles, and face dangers standing between them and their final goal. They mil also have their hands full just trylng to stay alive and sane.

There is no set number of gamers required for Cthulhu Live, but a typical session usually has about ten to fifteen gamers. Four to eight player characters is the average. There’ll be a variable number of non-player characters (NPC‘s), who perform the roles of everyone encountered by the players. The Keeper of Arcane Lore, or Keeper for short, is the referee for the game and sees that everything runs properly during the adventure. All characters have a set of ability scores defining their mental and physi- cal capabilities.

Players use these skills, and their own wits, while they struggle to save their lives and sanity from unspeakable cosmic horrors. Various props, costumes, special effects, and interesting locations contribute to a richer playing environment, and support the illu- sion of reality the Keeper and NPC’s create.

This rulebook is broken into two sections: The Player’s Guide and The Keeper’s Guide. Persons playing the game as investigators should refrain from reading The Keeper’s Guide, since it contains details on the technical aspects of the game and how to run an adventure. That information is for the Keeper and his NPC’s. There’s noth- ing bad about players reading this part of the rules, but it’s not necessary for them to play the game as investigators.

The Keeper and NPC‘s need to be thoroughly familiar with the entire game system. They can’t always carry a rulebook and copy of the adventure’s script with them. When players become familiar with the game system, the Keeper may invite them to play NPC roles. It’s a nice change of pace occasionally to rotate positions in the gaming group.

Cthulhu Live is based on the role-playing game Call of Cthulhu. Experienced role- players will notice that the rules of Cthulhu Live are streamlined and simpler than many role-playing games. The intent is to accommodate the requirements of live role- playing. Neither dice nor complex tables are used in this game. The design of the entire rules system is to facilitate smooth, uninterrupted role-play.

For convenience, the masculine gender is used throughout most of this rulebook, but of course there are no such restrictions on the gamer’s physical (or practiced) gender.

Fantastic role-playing experiences await in Cthulhu Live. These rules provide great flexibility to gaming groups wanting to recreate the terrors of the Cthulhu Mythos and to confront the supernatural fiends of conventional horror fiction.

A lot of work is put into each adventure, but the reward is well worth it. The players have a terrific time, and supporting the game as a n NPC or Keeper is great fun as well. Many sessions of Cthulhu Live end with a large party. Give the gamers a chance to relax. Let the players meet the monsters and discuss the evening‘s adventure. On a more practical note, it’s a good chance for the Keeper and NPC’s to enlist the players’ help cleaning up after a game session.

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It’s important to build a large gaming group. Make sure you have several members that can do the job of the Keeper, and try to maintain a dozen or more garners from which to draw players and NPC‘s. Always try to recruit more players. New faces and ideas keep the game fresh and constantly changing.

Keep safety foremost in mind. Only play in locations legally authorized and declared safe. Never trespass or break the law while playing Cthulhu

Live.

The trouble for all players involved is simply not worth the risk. Always be alert for unsafe acts and don’t be afraid t o halt game play in the name of safety.

Be sensitive to people not involved in the game. Certain segments of the game may occur in public areas with no major complications. Combat, spell-casting, and intensive role-playing should only be held in secluded spots and enclosed areas. This is to avoid undue public attention and distractions for the players. If a problem is foreseen, be sure to alert the proper authorities beforehand. This is in case your well-meaning neighbor calls in a report of a ritual murder he witnessed through your living-room window. Some discretion is advised when playing Cthulhu

Live.

Above all, have a good time. The Keeper is the authority in the game, but that does not mean he discourages player creativity or initiative. Allow players to try to solve the problems on their own, instead of guiding them through a rigidly defined script. These adventures are meant to be entertaining, and a certain sinister humor is written into many of them. I hope you have as much fun playing this game as I’ve had developing it.

Robert “Mac” McLaughlin

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DEFINITION

OF

TERMS

Ability: One of four special scores generated for every character defining his physical and mental pow- ers. They include Education, Constitution, Dexterity, and Power. A character’s ability scores determine the success and failure of many actions in the game.

Action: When a character attempts a specific task, he performs an action. The Keeper decides the out- come of the action based on a Test.

Character: The persona adopted by a player for the evening’s role-play. The character is often quite a different person from the player himself, and is limited only by the basic rules of character creation, the referee’s discretion, and the player’s role-playing capabilities. Characters are also referred to as investi- gators.

Difficulty Category: Difficulty Categories are templates used by the Keeper when determining Success Scores. When the Keeper resolves a test, he quickly establishes the Success Score by categorizing the action as Simple, Routine, Difficult, or Impossible, and applying the corresponding score.

Gaming Group: The collected gamers involved in live role-playing; including players, non-player char- acters, and the Keeper.

Investigator: See Character,

Keeper of Arcane Lore: The referee of Cthulhu Live, who accompanies the players as they go through the adventure. The Keeper ensures certain events happen on schedule and steps forward to resolve rules issues. He adjudicates the use of character skills, and is the final authority on disputes that may arise during the adventure.

Magic Test: When an investigator casts a spell or attempts a feat of psychic power, the Keeper makes a Magic Test to determine the results.

Non-player Character (NPC): Any other person or creature encountered by the player characters during the game session. NPC’s may be benevolent, provide useful information, and might even aid the charac- ters. A sheriff, a librarian, a grave-digger, even a wealthy patron are but a few examples. Other NPC’s may be direct opponents of the investigators: a deranged cultist, a necrophagous ghoul, or a bullying thug.

Player: The actual person playing a session of the game. Meant to identify clearly the real world individ- ual as opposed to his character.

Health Test When the character is exposed to a toxic substance, the Keeper makes a test to determine the effects on the investigator’s health.

Sanity Test A test the Keeper makes for each investigator that determines his reaction to horrific sights and blasphemous secrets not meant for mankind. Panic or insanity may result from failed Sanity Tests. Script Seen only by the Keeper and the NPC’s, the script is a detailed description of the adventure and the non-player characters, and a timeline of important events. It describes most of the events that will occur during a gaming session.

Skill: One of many special fields of knowledge acquired by a character and used during the game. Skill Test When an investigator performs an action based on one of his skills, the Keeper makes a Skill Test to determine if the character succeeds or fails.

Success Score: This is the minimum Supporting Ability score required to succeed in an action. Tougher actions have higher Success Scores. If the Success Score to identify a Mayan statuette were EDU 14, then the character would need an Education score of 14 or more. Success Scores are tools of the Keeper and are never known to players.

Supporting Ability: Every skill and test has a Supporting Ability that is critical to success (History and Education, Sneak and Dexterity, Sanity and Power, etc.) A character’s score in his Supporting Ability establishes his l i e l i o o d of succeeding in a test.

Test: Many times during the game, the Keeper makes tests to determine the results of skill use, poison- ing, fear, magic use, and similar resolutions that vary from one character to another. The test is analo- gous to a dice roll in other role-playing games. It’s when the outcome of an event must be determined based on the abilities and skills of the investigator. When the Keeper makes a test, he compares the Success Score to the character’s Supporting Ability.

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CHAPTER

1:

THE CHARACTER

PLAYER’S GUIDE

ach player starts out with a conception of his character. Will he be a brilliant academic or a two-fisted detective? An abrasive reporter or a charming dilet-

E

tante? Look through the character templates provided a t the end of this chapter. They present the likeliest professions of an investigator in Cthulhu Live. Find one that best suits your conception of your alter ego.

An investigator’s mental and physical capabilities are defined by the following four abilities: Dexterity, Education, Constitution, and Power. A score of 20 is the maximum ability level for a human. All characters start with 45 points distributed among these four categories. The average human ability scores are between 7 and 10. Most investi- gators are a cut above average.

A character’s skills go hand in hand with his profession. Skills are specialized fields of knowledge the character acquired in his profession or picked up through special interests and hobbies. The initial number of skills available to the character depends on the value of his Education score.

Make use of the character templates provided. Most calculations have already been made. Arealistic set of skills has been chosen for each specific profession, and the character’s attributes are preset to a basic profile required for his line of work.

There are still a number of extra points left in each template for you to personalize your character as you see fit. You may elect to make the investigator better educated, healthier, faster, or whatever you decide best represents your persona.

Extra non-weapon skills can be purchased if you add more points to the character’s Education. These extra ability points are subject to the following limitations:

Only DEX, EDU, CON, and POW are eligible for these points.

No ability may have an initial score less than 3 or greater than 20.

After the initial 45 points for abilities, each character has 5 points which may be applied to any skill. Many players will choose to add a weapon skill a t this point.

After the template is selected and all points are distributed, it’s time to determine several additional scores that are important to game play. Establish the investigator’s Sanity Points by multiplying Power by five. Magic Points are equal to the character’s Power. Wound Points are equal to a character’s Constitution.

Experienced players may construct their own character templates, subject to the Keeper’s approval. Character templates are a method to outfit quickly a player with a set of skills and abilities logically associated with a particular profession, and to dis- courage efforts to create unrealistic super characters.

A final note on abilities: A few ability categories seen in many role-playing systems are omitted. Cthulhu Live’s rules are streamlined, allowing for smoother play. It per- mits players

t o

use their own strengths and forces them to cope with a few of their individual weaknesses.

No Strength score is used (to the chagrin of thousands of armchair barbarians). Combat should occupy only a small part of any game session, and physical contact is forbidden. No Intelligence score is used. You must use your own wits to solve the puz- zles with which you’re confronted. No Charisma score is used. You’ll have to rely on your natural charm, or lack thereof, to fast-talk NpC’s.

Dexterity (DEX): An investigator’s agility and manual dexterity. The Keeper uses a character’s DEX when settling the outcome of all actions requiring agility, sleight of hand, or the performance of delicate operations. A few examples are picking a lock, fir- ing a gun, and repairing mechanical or electronic equipment. Someone with a DEX of 3

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can’t walk and chew gum a t the same time. A character with a DEX of 20 could be a stage magician or an Olympic gymnast.

Education (EDU): Knowledge and learning capacity. EDU determines the number of initial skills a player may purchase. EDU is considered by the Keeper when resolving many actions. Translating a foreign language, recalling historical facts, diagnosing a disease, and all Skill Tests when a character relies on his acquired knowledge and “book learning” rely on his level of Education. An EDU of 3 probably means the charac- ter was raised by wolves. A 20 EDU means the character is a certified genius.

Constitution (CON): This is the investigator’s physical health and toughness. CON establishes a character’s Wound Points. It’s also a factor when the Keeper determines the effects of poisons, electrical shock, radiation exposure, and other instances when an investigator depends on his physical toughness. A character with a CON of 3 passes out after one beer. Someone with a CON of 20 is probably invulnerable to everything except kryptonite.

Power (POW): An investigator’s psychic and spiritual awareness. POW determines a character’s initial Sanity Points and comes into play when performing magical or psy- chic feats. It also indicates how strongly a character is tied to intuition and emotion rather than hard logic.

Power is considered by the Keeper when judging the tests of spell-casting, mind reading, psychic combat, resisting possession, and other times when a character relies on his innate psychic and magical powers. Characters with high POW are more attuned to the supernatural and fare better during Sanity Tests than investigators with low POW. A person with a 3 POW is frightened by his o w n shadow. Someone with a POW of 20 could be a psychic or march straight into the depths of Hell without flinching.

Sanity Points (SP): An investigator’s mental stability and a guideline for how the character reacts when confronted with arcane horror. Sanity ranges from 0 to 100 and is initially determined by a character’s POW multiplied by five. From then on, Sanity is independent of POW, and each may be raised or lowered without affecting the other. Sanity will be lowered when the character encounters supernatural entities, witnesses ghastly acts, or reads terrifymg secrets.

Magic Points ( M P ) : While POW is a sum of a character’s total magical awareness, Magic Points represent the actual magicaUpsychic energy available to a character. At the start of the game, MP are equal to an investigator’s POW. During the course of an adventure, a character may attempt psychic or magical actions, expending MP in the process. Magic Points are regained through rest and meditation.

Wound Points

(WP):

Critical in combat, this is a rating of how many wounds an investigator sustains before losing the use of a limb, falling unconsciousness, or dying. A character’s Wound Points are equal to his CON score. If a character loses half or more of his original Wound Point total in a single attack, he is knocked unconscious. If a character is reduced to 2 or fewer Wound Points, he is unconscious. If a character is reduced to 0 or fewer Wound Points, he is dying, and will die in one minute (or five combat rounds) unless he receives First Aid, in which case he is stabilized.

Remember that no player may create a character with ability scores higher than 20.

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SKILLS

You have a number of “skill points” with which to purchase skills. Investigators receive an allotment of skill points equal to their EDU. Most skills cost three or four points to purchase. Some advanced skills first require the possession of a separate prerequisite skill.

As live role-playing requires a streamlined rules system, fewer skills are used than in traditional role-playing games. There are no levels of mastery for skills. There are no dice to be rolled. A character’s SI-ICCPSS or failure is judged by the Keeper and i s

based on the character’s ability scores.

Some practical skills such as Dodge, Fast Talk, and Spot Hidden are not used. Players must rely on their own personal talents in these areas. If you want a skill not covered in these rules, consult the Keeper to reach an agreement on the cost and limi- tations of specialized skills. The Keeper has the final word on the development and use of new skills. It’s his responsibility to maintain the game’s balance.

skills. As you distribute your extra ability points, you may be allowed to purchase one or two extra skills to represent special hobbies and interests. Each extra point added t o EDU is a point that is also applied to buying extra non-weapon skills.

This rule applies only during character generation. A player using experience points to raise a character’s EDU later in the game will not get these free skill points. Raising EDU through experience increases the chance of success in skills the character already has, but does not automatically allow the purchase of new skills. Skills are bought sep- arately after the initial creation process.

Obviously, a player giving his character a high EDU can choose more initial skills. Remember, though, that many tests require high scores in abilities other than EDU. While a learned academic is a great benefit to any party of investigators, he may lack the physical abilities t o use some skills effectively, and be hopelessly inept in combat. In the same regard, any player designing a physically oriented character with high DEX and CON scores will be a valuable asset when the fur starts flying, but is limited in his initial number of skills.

No character has enough points to begin the game as a learned scholar and a physi- cal stud. Each group of investigators should include an assortment of academics, physi- cally oriented characters, and a few that fall somewhere in the middle. Work together to complement your strengths and balance out your weaknesses.

Skills represent various physical and mental fields of expertise the character picked up during his life. The character templates are designed to reflect this accumulation of skills through special paths of study. For example, an Archaeologist has Archaeology, Anthropology, Geology, and History to simulate the skills he learned in his profession.

If you elect to design your own template, you must obtain the Keeper’s approval. Wait until you’ve become familiar with the game system and you’ve learned what skill combinations work best together. Beginning game groups should stick with the basics for their first few games.

Choose wisely and realistically. Skills like Mysticism sound attractive, but they are prohibitively expensive for most characters. Outfit your party of investigators wisely. Most characters should have a t least one Weapon skill. More than one character needs First Aid training. Languages are always useful. Practical skills like Mechanical Repair are needed in many adventures. A balanced party is the key to success.

When you use one of the character templates, you already have a n initial set of

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Each skill is listed with its name, the supporting ability(ies) in parentheses, the pur- chase cost, and a brief description. More details on skill use are presented in “Playing the Game” (see page 27).

SUMMARY OF CHARACTER CREATION

(1) Choose one of the character templates that best represents the investigator you

wish to create. Each character starts with 45 points distributed among the following abilities:

Dexterity Education Constitution Power

Most points have already been placed to create a basic profile for the profession. Distribute the extra points to areas you wish to build up, but remember that no ability may be raised higher than 20.

( 2 ) Calculate points derived from the ability scores. Sanity Points = Power x 5

Magic Points = Power Wound Points = CON

( 3 ) The character has Skill Points equal to his EDU. Basic professional skills are cal- culated into the templates. If you raised the character’s

EDU,

you may purchase additional non-weapon skills equal t o the extra points put into EDU. Select from the following list, or discuss new skill ideas with the Keeper.

SKILL

PURCHASE

COST

SPECIAL

NOTES

Accounting 2 Anthropology 4 Archaeology 4 Biology Botany 4 4 Chemistry 4 Computer Programming 4 requires History requires Mathematics

Cthulhu Mythos 6 NIA during character creation

Electrical Repair 3 Fine Arts 3 First Aid Forensics 2 2

-

per each field

-

requires Medicine

-

Geology 4 History Language 4 2

-

per each language

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SKILL

PURCHASE

COST

SPECIAL

NOTES

Law Library Use Linguistics Mathematics Mechanical Repair Medicine Meditation Mysticism Navigation Occult Physics Pilot Aircraft Psychoanalysis Psychology Sneak Surgery Track Weapon 4 2 4 4 3 4 2 8 3 3 4 3 4 4 2 2 2 vanes

-

- requires Language

-

-

requires First Aid/Biology

requires Occult/l3 POW

-

- - requires Mathematics

-

requires Psychology _. - requires Medicine

-

-

( 4 ) The character has 5 skill points to apply to any skill, weapon or otherwise. ( 5 ) The investigator’s name, nationality, and background are chosen by the playel: (6) Complete the character by selecting an appropriate costume and props. After a while, the gaming group builds a “prop room” to rummage through when outfitting investigators.

As most adventures occur during the 1920’s and 199O’s, costuming won’t be much of a problem. Consider what someone in the investigator’s profession might wear. Used clothing stores are a gold mine.

Special props like weapons, flashlights, or a doctor’s bag will usually be provided by the Keeper. The nature of the adventure may limit the investigator’s resources. Players shouldn’t show up in full spelunking gear, carrying a crate of dynamite and a n elephant gun.

Most Keepers don’t mind if you equip your investigator with a watch, pencil, note- pad, calculator, magni@ng glass, Swiss A r m y knife, gloves, and similar small personal items that are still in keeping with the time period of the adventure.

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This photo, taken in Peru (the real country in South America) years before the game was played, was antiqued and used as a prop in the game.

Pictured: Charlie Twobears (Sean Branney) Keeper: Andrew Leman

Photo by Darrel Tutchton (July 1992), courtesy of the Revisionist Historical Society.

I

CHARACTER

TEMPLATES

The following templates are designed to speed character creation and build realistical- ly designed player characters. A total of 45 ability points is allocated to each character. Most of these points have been spent to create a basic profile of the profession, but no weapon skills have been purchased. Extra points are placed as desired, as long as no ability climbs above 20.

Players should choose one of the ready-made templates. Any template designed by the player must be approved by the Keeper in the interests of game balance and the simulation of realistic fields of study.

Each additional point put into EDU provides one point with which to buy extra non- weapon skills. These skills represent hobbies or special interests. Extra points put into CON increase a character’s Wound Points and resistance to toxins. Points added t o DEX increase the chance of succeeding in many physical skills. Last, but certainly not least, POW determines the initial Sanity and Magic Points.

All character templates have been created with at least a POW of 10. Smart players will raise it even higher. Insanity can be a killer. All the skills and Wound Points in the world won’t mean a thing if your character is curled up, weeping and trembling in ter- ror before the alien horror of the Great Old Ones.

ARCHAEOLOGIST

EDU 16 CON 5 DEX 7 POW 10

Extra Ability Points: 7

Skills: Archaeology, (Anthropology or Biology), Geology, History.

Scholars studying ancient cultures often stumble upon forgotten mysteries. Some research leads to great discoveries or lost treasures. Other mysteries are best left unsolved.

an Archaeologist and this character is definitely on the academic side. Choose either Anthropology or Biology, depending on whether your character digs for pottery and stone tools or for dinosaur bones. Players that can’t imagine an Archaeologist without a whip and a fedora can always put extra points into CON and DEX and save up those Experience Points. A more cautious player might want to stock up on POW, since char- acters always end up in a downward Sanity spiral.

This investigator isn’t exactly Indiana Jones. It takes a great deal of study to become

AUTHOR

EDU 11 CON 5 DEX 5 POW 10

Extra Ability Points: 14

Skills: Fine Arts, Language, Library Use, Psychology.

This is a very flexible character template. With so many extra points, players can do a lot to personalize the Author. Beefing up CON and DEX makes for an adventurous, Hemingway-style writer. Additional skills like History or Occult add depth to the Author and define his interests and hobbies.

Whether he’s researching an idea for a new book, living out an inspiringly adventur- ous lifestyle, or simply has too much time on his hands, the Author can easily be swept into a dark web of horror and intrigue.

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BURGLAR

EDU 8 CON 5 DEX 15 POW 10

Extra Ability Points: 7

Skills: Electrical Repair, Mechanical Repair, Sneak.

Not the most common of characters, the Burglar is a likely companion to the Gangster template. The Burglar is designed to be more of a sneak-thief or cat burglar than a heavy thug or mob leader. His skills make him an excellent scou,t as he’s well equipped to break into places and move about unnoticed. His extra points are best used reinforcing his CON or POW.

CORONER

EDU 16 CON 8 DEX 8 POW 10

Extra Ability Points: 3

Skills: Biology, Chemistry, First Aid, Forensics, Medicine.

The peculiarly mangled state of many a victim of the Old Ones is likely t o arouse the professional curiosity of any skilled Coroner. Essentially, this character is just a doctor who’s studied forensic science. He is a likely companion for a police detective.

He has fewer extra points to distribute than the standard Doctor template. A little more DEX is required to cut open and study dead tissues. We also felt that any Coroner needs a boost to his CON as well. When undecided, always add to POW.

DOCTOR

(GENERAL

PRACTITIONER)

EDU 16 CON 5 DEX 5 POW 10

Extra Ability Points: 9

Skills: Biology, Chemistry, First Aid, Library Use, Medicine.

Damn it, Jim! I’m a doctor, not a brick-layer! Every group of investigators should have a doctor of some sort with them-simple insurance. This template is good for a general practitioner. More than just the group’s first aid man, all Doctor templates come with useful skills.

Three variations of the doctor template (Coroner, General Practitioner, and Surgeon) are presented to support the investigators with whichever variation seems most logical for the characters and adventure a t hand.

GANGSTER

EDU 10 CON 10 DEX 5 POW 10

Extra Points: 10

Skills: Accounting, Law, Psychology.

This character was designed to represent a mob leader or other professional criminal. There are enough extra points available to personalize him with extra skills or a more physical profile. While most Gangsters are in the money-making business (and sensi- bly refrain from chasing slime trails into open crypts), strange cults or valuable arti- facts occasionally surface into their business dealings. DEX and POW are good candi- dates to increase.

I

i

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This photo was used as a prop in the game. Pictured: General Bart Brookstone (Mark Ruebling)

Keepers: Jamie Anderson, Rob Cimmarusti, Katia Herbst, Sue Marker

Photo by Jamie Anderson (May 1994), courtesy of the Revisionist Historical Society.

GOVERNMENT

AGENT

EDU 13 CON 7 DEX 7 POW 10

Extra Points: 8

Skills: Language, Law, Mechanical Repair, Sneak, Track.

From 1920’s G-men to the modern CIA, this is a basic template for Government Agents. Usually, the activities of underground cults run contrary to the interests of national security. On the other hand, there are many government research projects that are not meant for the eyes of the general public. Secrets need to be kept secret and most Agents never truly understand the motives behind all their assignments.

HISTORIAN

EDU 16 CON 5 DEX 5 POW 10

Extra Points: 9

Skills: Anthropology, History, Language, Library Use, Linguistics.

Much like the Archaeologist, the Historian is another professional who frequently stumbles across long-forgotten fragments of ancient cultures. Historians tend to con- centrate on areas within the past millennium or two, while Archaeologists often dig even deeper into the past. Most Historians tend to be skilled linguists as well. Many adventures are initiated from disturbing legends Historians extract from dusty old books.

LAWYER

EDU 16 CON 5 DEX 5 POW 10

Extra Points: 9

Skills: Accounting, Language (Latin), Language (player’s choice), Law, Library Use, Psychology.

Just what the world needs. Another lawyer. Nevertheless, when the investigators find themselves in any legal difficulty, this is the man to call.

Just as in the real world, Lawyers tend to surface in Cthulhu Live with disturbing regularity. They have some useful skills and still come with enough extra points for the player to modify the basic template to suit his taste. Many adventures are introduced through legal matters. A n inheritance from an eccentric relative or trying to free a friend from prison or an asylum are two prime examples.

MECHANIC

EDU 6 CON 10 DEX 10 POW 10

Extra Points: 9

Skills: Electrical Repair, Mechanical Repair.

This profile is meant to be your average Joe. He’s solidly built. He’s not a rocket scien- tist, but he knows a couple of practical skills. He has enough extra points to pick up a skill or two, but he’s probably best used with increased POW, DEX, or CON to build a mean monster-basher. Not a bad template to start with, and he can be placed easily into most adventures as a chauffeur or handyman working for another one of the investigators.

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MILITARY

OFFICER

EDU 11 CON 10 DEX 7 POW. 10

Extra Points: 7

Skills: First Aid, Language, Navigation, Psychology.

During the 192O’s, most military officers were still from the upper class of society. This

has changed in modern settings, but the skills and profile are essentially the same. Any officer in a 1920’s setting should carry a swagger-stick and bore his fellow investi- gators with stories about “the Regiment” and “the Great War.”

Modern military officers have dropped on the social ladder and are less likely to hob- nob with the landed gentry. Those that also learn a science may become involved in classified research projects. Some adventures may make specific use of military per- sonnel as investigators.

MYSTIC

EDU 13 CON 5 DEX 5 POW 13

Extra Points: 9

Skills: Meditation, Mysticism, Occult.

This is a unique profession. The Mystic template represents a serious mystic and occultist, not someone who’s just lucky at guessing ESP cards. The Mystic is more in the realm of mainstream horror than the Cthulhu Mythos, but as long as the Keeper has nothing against it, the investigator should be allowed to play a Mystic.

Players hoping t o bend steel bars with their mind and cause their foes to burst into flames are better advised to spend more time a t the gym and to mix up some napalm in their basement. The Mystic can be a useful character, but most of his help comes in subtle hints and impressions.

The Mystic may obtain clues through the use of his powers, but they will seldom be much more valuable than other characters might obtain with academic skills.

Impressions and images of previous owners can be read from some objects. When deal- ing with the Great Old Ones, you often won’t want to see such images. Sometimes those previous owners might be looking back a t you!

Some adventures will be written specifically for the presence of a Mystic in the group. These adventures provide more opportunities for the use of psychic powers and often feature confrontations with incorporeal entities or human serial killers. The best advice is to talk it over with your Keeper before selecting the Mystic template. If you take a Mystic, I recommend bringing POW to 19 or 20 so you’ll make maximum use of your abilities.

PARAPSYCHOLOGIST

EDU 15 CON 5 DEX 5 POW 10

Extra Points: 10

Skills: Library Use, Meditation, Occult, Psychology, Psychoanalysis.

Players who want an academic character that dabbles in the occult re best advised to become a Parapsychologist. This is a great profession to draw investigators into all kinds of trouble. Lurking around cemeteries and exploring shunned houses is all part of the job.

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This photo was used as a prop in the game. Pictured: Dr. Jaffrey Moore (Jamie Anderson) Keepers: Jamie Anderson, Rob Cimmarusti, Katia Herbst, Sue Marker

Photo by Katia Herbst (May 1994), courtesy of the Revisionist Historical Society.

A Parapsychologist is great t o have in the party. He has a high EDU and several commonly used skills (including Psychoanalysis). He still has enough points left to raise CON or POW to a very respectable level and equip him better for dealing with the unknown.

ally look upon the Parapsychologist as a bit of a quack.

On the down side, many scientists are not likely to take him very seriously and usu-

PILOT

CON 5 DEX 10 POW 10

EDU 12

Extra Points: 8

Skills: Electrical Repair, Mechanical Repair, Navigation, Pilot Aircraft.

The Pilot isn’t a bad template, though many players are probably wondering when they’d ever need the Pilot Aircraft skill. His technical skills are good for any group to have and he still has enough extra points with which to play around.

The Pilot is likeliest to be used in adventures when the party has flown into the depths of a jungle searching for a lost temple, or to distant islands to study ancient carvings on mysterious stone figures. Players looking for logical links with other mem- bers of the group can easily associate the Pilot with the Mechanic or Military Officer.

PRIEST

EDU 13 CON 5 DEX 5 POW 10

Extra Points: 12

Skills: Lkguage, Linguistics, Occult, Psychology.

The Priest is a surprisingly flexible template and can be logically drawn into all man- ner of bizarre adventures. His Linguistics and Occult skills make him ideal for assist- ing more academic characters translate ancient books of forbidden knowledge. A wise choice is to raise his EDU enough to pick up Psychoanalysis (‘‘Be at peace, my Son.”) and possibly even First Aid. Put the remaining points into POW, and you’ve got a solid character that can be a lot of fun to role-play. He won’t be a combatant, but he’ll have some very important support skills for the group.

PRIVATE

INVESTIGATOR

EDU 12 CON 10 DEX 5 POW 10

Extra Points: 8

Skills: Law, Psychology, Sneak, Track.

Always a popular choice among 1920% groups, the Private Eye is another character whose line of work often draws him into investigations he’ll later regret.

with a decent CON score, but a few more points in CON and DEX will make him tougher in a scrap. He’s one of the professions likely to be carrying a gun, and you want to be able to hit what you’re aiming at. Of course, extra Sanity Points don’t hurt.

The PI is a good template for a physically oriented character. You already start out

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PLAYER’S GUIDE

PSYCHIATRIST

POW 10

EDU 16 CON 5 DEX 5

Extra Points: 9

Skills: Anthropology, Library Use, Language, Psychoanalysis, Psychology.

One of the few templates with the Psychoanalysis skill, the Psychiatrist is a good per- son to have around when Sanity Points start plummeting. A word of advice: Drop a lot of your extra points into POW. Psychoanalysis won’t do anyone any good if you’re the first character to go insane. Many Psychiatrists are drawn into adventures when they decide to check out the deranged ravings of lunatics (many of whom were former play- er characters).

REPORTER

EDU 10 CON 5 DEX 10 POW 10

Extra Points: 10

Skills: Language, Library Use, Psychology, Sneak.

Reporters are always trying to get the true story and poking around where no one wants them, especially secretive cults, reclusive hermits, and the grim-faced residents of curious, backwoods villages. Anywhere there’s the possibility of a story, you can find a Reporter.

This template needs to be developed by the player. With 10 points to spend, one or two extra skills and an increase of CON or POW is a good way to personalize the Reporter. Will he be a smooth correspondent from the society pages, or a muck-raking sensationalist?

SCIENTIST

EDU 16 CON 5 DEX 5 POW 10

Extra Points: 9

Skills: Language, Library Use, Mathematics, plus any two of the following skills (Biology, Chemistry, Computers, Geology, Physics).

Loaded with powerful academic skills, the Scientist will provide lots of good advice and assistance to investigators. Depending on which two sciences you select, you can even place your Scientist in a realistic field of study (biochemistry, cybernetics, geophysics, etc.).

If you’ll be going into a n adventure that requires a lot of lab work and scientific expertise, the Keeper will advise you beforehand. Most groups bring several scientists to cover all bases and allow for strong team efforts on complicated research actions.

The Scientist template is pretty frail. Instead of an additional skill, you’d be better off investing extra points in CON, DEX, or POW.

SOLDIER

EDU 7 CON 10 DEX 10 POW 10

Extra Points: 8

Skills: First Aid, Mechanical Repair, Sneak.

Not surprisingly, this is a n excellent physically oriented template. He comes with three useful skills and a solid fighter’s profile. Putting extra points into CON makes this

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investigator a tough match in combat. If the group has to reach out and touch some- one, boost his DEX and make a sniper. Put at least two or three points into POW. Physically oriented characters are employed as point-men to clear the way for the aca- demics. That means they’ve got to be able to keep their cool when they stumble on something nasty. At least one weapon skill should be purchased t o relfect the charac- ter’s military training.

SURGEON

EDU 16 CON 5 DEX 10 POW 10

Extra Points: 4

Skills: Biology, Chemistry, First Aid, Medicine, Surgery.

The third Doctor template, the Surgeon doesn’t have many extra points to spare. DEX and POW seem the best choices since you can’t make a significant difference with your CON. Insanity or malpractice suits. Which seems worse for you?

THE

SKILLS

ACCOUNTING

(EDU)

2 POINTS

Accounting and bookkeeping procedures. All characters have a basic knowledge of math, but this skill is used to check financial ledgers and books for inconsistencies and embezzlement. The investigator understands complex financial transactions and may search old ledgers for clues as to how a person or business made its money and how the money was spent.

ANTHROPOLOGY

(EDU) 4

POINTS

This skill pertains to the study of human culture. It’s used to glean information on the practices and beliefs of various cultures, as well as to identify the cultural or racial ori- gins of a particular individual. The anthropologist may make simple predictions of an individual’s behavior based on what the character knows about the person’s back- ground and beliefs.

A character uses this skill to identify the time period and source of ancient and prehis- toric artifacts. If the character has the opportunity to study an archaeological site thor- oughly, he may make deductions about the culture of the former inhabitants. History is a prerequisite.

The study of living creatures, from amoebae to zebras. The biologist can identify ani- mal species known to mankind, their behavior, tracks, and habitat. He may study an unknown species or individual creature and make educated guesses about its lineage, diet, and habitat.

BOTANY

(EDU)

4

POINTS

The science of identifying plants and knowledge about their uses and misuses. It’s used to identify any plant or fungus known to mankind and make educated guesses about those which are unknown.

ARCHAEOLOGY

(EDU)

4

POINTS

BIOLOGY

(EDU)

4

POINTS

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PLAYER’S GUIDE

CHEMISTRY

(EDU)

4

POINTS

Given time, a character can analyze and identify a host of chemical compounds. With the proper chemicals and equipment, the investigator can concoct simple explosives, poisons, gases, or acids.

COMPUTER

PROGRAMMING

(EDU)

4

POINTS

Only available for modern-era investigators. Knowledge of this skill goes beyond day- to-day word processing, to advanced programming and hacking techniques. The char- acter can access guarded files, bypass computer security programs, and plant, elahorate computer viruses. Some systems may be an Impossible task to hack, but if anyone can, it’s the computer scientist. The character must have the Mathematics skill.

CTHULW

MYTHOS

(Pow)

6 POINTS (SPECIAL)

This skill is unique in that it may never be purchased in the character creation phase. Only between adventures, after surviving an encounter with the alien nightmares of the Cthulhu Mythos, may a character learn this arcane branch of study.

Usually the character will have to survive two or three adventures (which can be a feat in itself) before having the experience necessary to study the Mythos. The Keeper will also require the player to have a source of knowledge: ancient, forbidden writings, or a deranged sage.

ELECTRICAL

REPAIR

(EDU

&

DEX)

3

POINTS

Knowledge of the construction and repair of electrical equipment. The character can repair or modify electrical gadgets and attempt to identify the purpose of an unknown piece of technology. This skill is used to disarm alarm systems, repair damaged radios and transmitters, hot-wire cars, and numerous similar actions. Special tools may be required.

FINE

ARTS

(EDU) 3 POINTS

This is not only an appreciation and knowledge of art, drama, and literature, but also the requisite talent to produce works of creative genius. The character can identify rare works of art and recall basic facts on the person or culture which produced it. This skill is necessary for any successful artist, author, or actor. The player specifies whether his character will specialize in graphic, literary, or performing arts. While the character has a basic understanding of all fine arts, more information is gleaned by this skill when the work identified is in his primary field of interest.

This skill is a basic understanding of how to treat shock, bind wounds, set broken bones, and other simple medical tasks. A successful use of First Aid restores EDU/3

(round down) Wound Points to a character. An investigator may benefit from this treat- ment only once per combat or ‘(damaging situation.” A character may not be healed for more points than he received in the combatJdamaging situation. Of course, the wound- ed character must still be alive for the treatment to have any appreciable effect. Investigators also use First Aid to revive unconscious characters. Unconsciousness and wounds are discussed in (‘Playing the Game” and The Keeper’s Guide.

The investigator knows the police science of forensics and can perform autopsies on recently deceased bodies. He may examine a corpse to identify the manner and general time of death. He can discover if the body was moved after death, how long the victim

FIRST

AID

(EDU) 2 POINTS

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took to die, and possibly discover clues to the murderer’s identity on the victim’s body. The Medicine skill is a prerequisite to Forensics.

This permits a character to tell the approximate age of rock strata, recognize fossils, and identify rocks and minerals. He recognizes potential landslide areas, earthquake zones, and places that are likely to contain caves, underground springs, and oil deposits.

HISTORY

(EDU) 4 POINTS

The character is knowledgeable about important events in human history. The charac- ter can recall background information on personalities, cultures, artifacts, or events in human history.

A character speaks all languages his player actually knows a t no cost, but this skill allows the character to be familiar with other languages beyond the scope of his real- world education. This is an understanding of the modern, commonly used form of the language. The character can converse in the language and read newspapers, letters, and diaries dating back the last couple of centuries. Most texts older than 300 years, or written in an obscure dialect, also require the purchase of the Linguistics skill.

Optional rule: If a character has a skill in one language and would like to try to read something in a language that is closely related linguistically (e.g., the character knows Spanish and would like to try to read something in Italian), the Keeper may allow a player one half of his EDU to try to read the text.

The investigator has an extensive understanding of the legal system. He may ascertain the legality of various actions, cut through legal paperwork and red tape, use his knowledge of Law to gain access to certain restricted areas, and filibuster with the best of them.

LIBRARY

USE (EDU) 2

POINTS

Use of this skill enables a character to find a given book, newspaper, or reference in a library, assuming that the reference exists. The investigator may need to employ charm or bribery, however, to get into certain restricted cases or rare-book collections. This is a comprehensive understanding of ancient dialects and root origins of any lan- guage spoken by the character. Languages undergo so many changes through the years that this skill is required to translate properly any document dating before the mid- 1600’s. Regional dialects, alternative spellings, and archaic phrases all contribute t o the difficulties faced by the linguist. Once purchased, the Linguistics skill is applied to all languages spoken by the character, but only to those languages.

Financial expertise and bookkeeping are covered by Accounting. This skill is a knowl- edge of higher math and abstract equations. It is a prerequisite for several of the sci- ences and it permits the character t o solve staggeringly complex mathematics and geo- metric calculations.

GEOLOGY

(EDU)

4

POINTS

LANGUAGE

(EDU) 2

POINTS

PER LANGUAGE

LAW

(EDU)

4

POINTS

LINGUISTICS

(EDU)

4

POINTS

MATHEMATICS

(EDU)

4

POINTS

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MECHANICAL

REPAIR

(EDU

&

DEX)

3

POINTS

The investigator has a special understanding of mechanical devices. He can identify and repair machinery, fur broken autos, pick locks, and similar actions. Special tools may be required.

MEDICINE

(EDU)

4

POINTS

The big brother of First Aid. The investigator may diagnose disease, treat poisoning, and deliver babies, and has a knowledge of drugs and their effects. The doctor usually has a medical bag in his possession, containing drugs and eqnipm.ent. t,o diagnose and treat ailments. The drugs in the medical bag may be used once during the game to save the life of a character who would otherwise perish. Treatment must begin within five minutes of the character’s death. Both First Aid and Biology are prerequisites.

A character uses the Meditation skill to regain expended Magic Points at a faster rate. Every ten minutes a character spends in meditation restores one MP. Otherwise, all Magic Points are regained after eight hours of sleep.

MYSTICISM

(POW)

8

POINTS

An investigator must have the Occult skill to purchase Mysticism. A minimum POW of 13 is also required. This is a step far beyond the study of the occult. The investigator has trained his mind to the point where he can perform psychic feats. The character can read psychic residue from an object and learn information about past owners and handlers. He may sense positive or negative emanations from individuals, objects, or locations, and can attempt other psychic feats a t the Keeper’s discretion. The Keeper explains the use of psychic powers to any character who has Mysticism. The intensive training and study required to become a Mystic make it beyond the reach of most char- acters, save those who dedicate their lives to Mysticism.

NAVIGATION

(EDU)

3

POINTS

The investigator is familiar with map reading, polar coordinates, and compass naviga- tion. Successful use of this skill allows pilots to plot their courses correctly, and schol- ars to identify and decipher ancient maps. If the investigators become completely lost, they may become reoriented through the use of this skill.

OCCULT

(EDU)

3

POINTS

The investigator recognizes occult paraphernalia and words, as well as magic gri-

moires and occult codes, when he sees them. Note that this skill does not apply to spells, books, legends, and magic of the Cthulhu Mythos, but as the Mythos is often tied to traditional occult beliefs, this skill may be useful.

The investigator has an excellent knowledge of the scientific principles which move and shape our universe. He is familiar with nuclear physics, applications of the theory of relativity, space sciences, and a host of other fields on the cutting edge of modern science. The character may identify complex scientific equations and realize the ramifi- cations of space-time manipulation through non-Euclidean geometry. He is familiar with the known planets of our solar system and astronomical science. Mathematics is a

prerequisite.

MEDITATION

(POW) 2 POINTS

P ~ S I C S

(EDU)

4

POINTS

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PILOT

AIRCRAFT

(EDU

&/OR

DEX)

3

POINTS

The character can safely fly (and land) a wide variety of aircraft. 1920’s era investiga- tors may fly propeller driven planes, hot-air balloons, and dirigibles. Modern investiga- tors are unlikely to be familiar with dirigibles but can fly planes, helicopters, and jets. No Skill Tests are required for normal flight, but emergencies or special maneuvers are supported by EDU and/or DEX.

PSYCHOANALYSIS

(EDU)

4

POINTS

Investigators use this knowledge of the human psyche to cure temporarily a neurotic or psychotic patient. It takes time to perform, but will permit the madman to behave somewhat normally through the rest of the adventure. A character must have the Psychology skill before purchasing Psychoanalysis.

PSYCHOLOGY

(EDU) 4 POINTS

An understanding of the workings of the human mind and emotions; a knowledge of how outside influences affect a person’s behavior, and how to manipulate the emotions. This skill allows the investigator to study an individual and tell if he is overtly psy- chotic or not. Given time to conduct observation, the investigator may try to learn from what specific ailment the individual suffers, and guess as to his desires and needs. Not only the realm of the purely academic, Psychology is also used extensively by such pro- fessions as detectives, writers, and artists.

S

m

(DEX)

2

POINTS

The individual must notify the Keeper when he wants to employ this skill. There must also be a reasonable amount of cover, concealment, and shadows. The character hides or moves through the shadows with exaggerated, tip-toeing movements. If successful, he is ignored by whatever NPC’s or creatures are in the area. The character reveals himself by any loud noise, combat action, or overtly stupid act (such as sneaking out in the open or directly in front of Nyarlathotep).

SURGERY

(EDU

&

DEX) 2 POINTS

The Medicine skill is fine for general practitioners, but the Surgery skill is required for a doctor who wants to open up his patients (and put them correctly together again). The surgeon may remove cancerous growths, diseased organs, and foreign objects deep within the body, and may even attempt organ transplants or the reattachment of sev- ered members. Medicine is a prerequisite.

TRACK

(EDU)

2

POINTS

An investigator uses this skill to follow trails left by passing animals, monsters, or humans. Many factors influence the success of this skill. Weather and soil conditions, vegetation, size of the creature, and the time elapsed will all affect a tracker’s success.

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WEAPON

(DEX) POINTS

VARY BY TYPE OF WEAPON

In order to use a weapon effectively in combat, a character must have had some train- ing and practice with that weapon. If a character has to use a weapon he is not trained in, only half of his Dexterity is available for use in the combat phase. See “Combat” (page 29) for more information on weapons.

OFFENSIVE

BONUS

WEAPON

CosT

Unarmed Combat 1

+O

Brawling 2

+I

Thrown Weapons 2 +1 Martial Arts 4 +2 Small Melee 2 +1 Large Melee 4 +2 Small Missile 2 +1 Medium Missile 4 +2 Large Missile 8 +4 DEFINITIONS:

Unarmed Combat: Fisticuffs or wrestling

Brawling: Using dirty tricks, brass knuckles, blackjacks, and other small weapons Thrown Weapons: Rocks, stars, darts, and other hand-held weaponry

Martial Arts: Karate or other martial art

Small Melee: Knife, hatchet, sword-cane, foil, blackjack, whip Large Melee: Sword, axe, lit torch, large club

Small Missile: .22 automatic, .25 Derringer

Medium Missile: .32 automatidrevolver, crossbow, shotgun Large Missile: Elephant gun, Thompson machine gun

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CHAPTER

2:

PLAYING

THE GAME

his is a live-action game, and you’ll immerse yourself in your character to a greater degree than in most other games. The less you act like yourself, and

T

more like the character you play, the more fun and realistic the gaming adven- ture will be for everyone. Set your day-to-day world behind you and lose yourself in these few hours of illusion.

During free-play periods when the investigators roam and explore at will, don’t break the spell by talking to your friends about the latest movies. Stay in character and think about what your investigator would do in such situations. Discuss the impact of early 18th-century witch trials upon modern views of pagan religion with your colleague, “Professor Armitage.” Or ask “Captain Johnson” about his experiences with the American Expeditionary Force in France. Encourage others to live out their alter egos in a similar fashion.

NPC’S

AND THE KEEPER

During the adventure, you’ll meet a number of non-player characters (NPC‘s). These are actors helping the Keeper present the adventure. Each actor might play several NPC’s, so don’t be surprised if you later see the same person in a totally different role. NPC’s provide clues, local color, and valuable background information. They might even assist the investigators to battle eldritch nightmares, provided the characters convince the NPC’s they’re not raving lunatics. Other NPC‘s will be the villains of the adventure, plotting the destruction of the prying characters and hatching plans t o unleash ancient evils on an unsuspecting world.

Each NPC has his part prepared ahead of time, and knows his role in the grand schemes of the Keeper. While the actor is familiar with the whole plot of the evening‘s adventure, the non-player character he portrays will know only a small piece of the puzzle. Most NPC actions are described in the script; however, an NPC will modify or even change his reactions based on what the player characters do.

Interact with non-player characters. Be alert to their personalities and reactions. Is the NPC hiding something? Are you winning his trust, or making him hostile? Treat non-player characters as real people. You’ll rarely know for certain who is a friend or a foe. Treating neutral NPC’s well can earn their respect and assistance.

The Keeper is the grand puppeteer of the evening‘s story. Both he and the NPC’s put a great deal of effort into preparing the adventure. The Keeper is the narrator, describ- ing subtle feelings and impressions intruding into the investigators’ minds. He resolves all skill use and answers questions about persons or objects encountered. Sometimes the Keeper becomes an investigator’s “inner voice”, leaning over the player’s shoulder and whispering thoughts, doubts, or facts known only to that one character.

Most of the time, the Keeper shadows the investigators, makes notes, ensures NPC’s and monsters don’t miss their cues, and steps in only from time to time t o resolve spe- cial actions.

The Keeper is an “invisible” entity. Player characters and NPC’s should ignore his presence during much of the game. If you want to use a skill, or if you have game- related questions, talk quietly with the Keeper. Never approach a non-player character about an issue involving rules or game mechanics. Good NPC’s will just stare at you blankly. The NPC’s have their roles to play and they will adhere to them.

The Keeper must be recognized as the ultimate authority in the game. If you have a legitimate problem with one of his decisions, take the Keeper aside and discuss it with-

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out disrupting play. He’ll be fair, but his judgments are final. Don% get involved in pointless arguments.

observed a dangerous act, or too much is happening a t once and he needs time to resolve several issues before play continues. Generally speaking, this doesn’t occur very often.

If the Keeper calls a freeze on play, stop everything and wait. The Keeper may have

USING

SKILLS

Whenever you want to use one of your character’s skills, get the Keeper’s attention. Explain the intended action. “I want to use my Medicine skill to learn what this beggar is suffering from.” The Keeper will make a Skill Test. He compares your Supporting Ability of the relevant skill with the Success Score of the action. This determines if you’re successful, and to what degree. If your character tries to translate a Latin text, he may get the gist of the document but misunderstand a couple of key points if his EDU is too low. Of course, you may not be aware of this until your error results in a nasty surprise.

Success Score of a test, but can still have a n idea of how well they might perform. You know which of your investigator’s abilities are high, average, or low. Just think about how difficult the action is and how skilled a person might need to be. You never know for sure unless you try7 although an application of common sense will help. Someone with low scores in EDU and DEX probably shouldn’t try to disarm a nuclear warhead.

It’s possible to attempt an action for which you lack the proper skill. If you are locked in your chambers by a suspicious Bulgarian count, you may try to pick the lock even if you don’t have the Mechanical Repair skill. Don’t expect spectacular results, however, unless you have a phenomenal DEX. In these instances, the Keeper still makes a Skill Test for your character, although at a higher Difficulty Category than if you had the actual skill.

Investigators may pool their efforts. As they say, two heads are better than one. The Keeper should allow several characters to work together to accomplish difficult actions with an increased chance of success.

One hopes that you and your companions choose your professions and skills well. It’s a sad scene when the party is torn apart by ghouls, and you realize there’s not a single doctor in the house. Equally frustrating is when a crew of hardened street fighters and mercenaries stare dumbly a t a manuscript in medieval French. Balancing skills is the key to success. The Keeper will make suggestions as you create your characters.

As a tip to players, the Keeper usually increases your chance of success if you’re doing a good job of role-playing. Always stay in character. Don’t just point a t a mysteri- ous statue and say that you want to use your Archaeology skill. Pick it up, if you can, and examine the craftsmanship. Test how hard the material is with a thumbnail, tap to see if it’s hollow, and pull a notebook from your pocket to check your “notes.” This applies to all skills. Pretend to putter around for a while with that electrical or mechanical device; get down and scratch around that lock with a paper clip; tie some rags around your wounded friend’s arm and help him drink some water. An excellent acting job enhances the illusion that the NPC’s and the Keeper create. The Keeper rewards good role-players when they need just a little help to succeed.

The Skill Test is something only the Keeper resolves. Players never know the

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Decks of combat cards should be prepared prior to the beginning of the game. The easiest way to make them is to use blank index cards. Each deck should include cards for each num- ber 1 through 20, plus a Flee and a Dodge card. When a combat situation develops, give each player involved a combat deck.

TIME

IN THE

GAME

Most of the game is played in real time. A minute of actual time is a minute in game time. Circumstances may arise in which the Keeper alters the passage of time. If there is a gap of several days or weeks between scenes in the adventure, the Keeper notifies the players and provides a synopsis of all that occurred during this ghost time.

A more common occasion is when the players choose to jump the clock ahead. If an investigator is wounded, he or another character may apply First Aid to restore Wound Points. The procedure requires ten minutes of treatment. In the same manner, an insane character must be calmed by Psychoanalysis for ten minutes before he may return to play.

If there are no conflicting interests (such as a mob of enraged cultists smashing down the door) the players may wish to “jump” time and allow for the instantaneous passage of these ten minutes, instead of standing around with nothing to do. This has no negative impact on the adventure, and prevents players from becoming bored.

Some adventures will be running on a precise timeline. The investigators must stop a ghastly ritual before midnight, for example. Players may still perform these time- jumps, if they so choose, but the Keeper and NPC’s adjust their schedules accordingly.

COMBAT

During the course of an adventure the investigators perform tasks using real time. The investigators must spend real time interviewing, researching, and searching for clues. However, an adventure may also feature a physical confrontation between the investi- gators and the foul creatures of the Cthulhu Mythos. Cthulhu Live uses an abstract system to resolve combat situations.

A Cthulhu Live game shifts from real to abstract time when a combat situation develops. A combat situation occurs when someone commits an offensive act. Offensive acts include drawing a ranged or melee weapon, starting to cast a spell, a verbal threat, or the appearance of a creature that requires a Sanity test. When any of these events occurs the Keeper should call for the commencement of combat rounds.

Game: Oscar

Pictured: Charlotte Gimfalk, Ian Fagan, Brian McInnis

Keepers: Rebecca Strong, Michael Tice Photo courtesy of Michael Tice.

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