Chaosium Digest Volume 12, Number 12 Date: Sunday, February 11, 1996 Number: 1 of 1 Contents: Drinking in the Blues (Eamon Honan) CALL OF CTHULHU Using Patrons in CoC (Eamon Honan) CALL OF CTHULHU Giovanni Da Milan: A CoC Patron (Eamon Honan) CALL OF CTHULHU Announcement: AOL CoC Adventures (Michael C. LaBossiere) CALL OF CTHULHU Editor's Note: Welcome to the 144th issue of the Chaosium Digest, which also marks the start of the Digest's fourth year. Today's digest goes out to 851 subscribers, and all told 425,000 words have passed through the pages of the Digest. Here's to many more years, and many more words of Chaos. This week, you'll find a whole slew of articles for CoC, including Giovanni Da Milan, a particularly neat patron. I appreciate all the support the Digest has been getting from new and old subscribers alike in recent weeks (I'm already expecting several other articles for upcoming issues); if you haven't written something for the Digest yet, consider doing so! Shannon NEW RELEASES * Call of Cthulhu - _The Cthulhu Poster_ (Pagan Publishing, 1 pg., $8.95) is the first in PaganPub's new Cthulhu Mythos Poster Series. It features a very nice full color picture of Cthulhu, drawn by Toren Atkinson. _The Dunwich Cycle_ (Chaosium, 252 pg., $10.95) is book #9 in the Cthulhu Cycle series. Like Hastur, Shub-Niggurath and Azathoth, it contains a variety of stories about one subject, all ably edited and introduced by Robret M. Price. This particular volume includes work by Price, Derleth, Lupoff and other. _The Unspeakable Oath #13_ (Pagan Publishing, 64 pg., $5.00) is the newest issue of The CoC magazine. It includes an introductory adventure, a scenerio centered around "The King in Yellow", all the regular features, and much more RECENT BOOKS OF NOTE * Nephilim - _Two Crowns for America (Bantam: Spectra, HC, 375 pg., $22.95) is an interesting new book by Katherine Kurtz. It's all about Jacobite and Masonic influences during the foundation of the United States. I just started reading the book on Friday, but can assure you that it's sufficiently full of visions, magic, secret societies and conspiracies to please any Nephilim player. * Pendragon - "The Book of Ballads and Sagas #2" (Green Man Press, $2.95) is the second issue of a comic series I've mentioned before (see V11.11). It features renditions of classic ballads and sagas, beautifully drawn by Charles Vess. This issue includes "King Henry" (Childe #32), "Sovay" and the second part of the Norse saga "Skade". NEW ELECTRONIC RESOURCES Necoronomicon Press Archive Updates ftp://ftp.csua.berkeley.edu/pub/cthulhu/necropress The Necronomicon Press archives on ftp.csua have recently been updated with a new catalog (update95-4) as well as a new version of their checklist. -------------------- From: Eamon Honan Subject: Drinking in the Blues System: Call of Cthulhu This is an idea for a scenario that came to me while listening to "Drinking in the Blues", a CD by Sonny Terry and Brownie McGee (two great blues musicians), with some damn fine music on it. I got the idea when listening to the song "I'm a Stranger". If you have the CD or a copy of the song, I'd suggest the investigators hear "I'm a Stranger" when they first see Simon play. This scenario has very little action (if run right, virtually none), but plenty of role-playing opportunities. Read up a little on the life of blacks in the 1920's, and don't flinch from showing the investigators how bad things were (and are in America and most Western countries today). CoC can be educational as well. PS: Don't hesitate to use this idea has an excuse to play some really fine music. Scenario Idea A black musician arrives in the investigator's hometown (or wherever they live) with a guitar and a suitcase done up with string. Not much of a big deal, huh? The musician says his name is Simon Turner. He plays sweet music for anyone who asks him to, be it for a couple of dollars in a smoke filled speak, or for a meal and a bed for the night, or even for nothing but a few kids loitering on a streetcorner. The gentle guitar notes trickle like gold into the ears of Simon's audience, and his mellow bass voice soothes all troubles. The investigators should encounter Simon accidentally somehow, bumping into him in the street or hearing him playing in a rented room in a flophouse, where the music drifts down to the listener as he walks home at night. The investigator who hears the music will be enchanted, longing to hear it again. However, no matter how the investigators try to meet Simon, they will just miss him every time, by only a few minutes. Once the investigators see Simon play the first time (if they see him play, they may just hear him), they should never actually see him again. After staying for a few days, Simon moves on, but in the weeks that follow, the investigators should notice a strange mellowing of the attitudes of the town. Racists and bigots become less ardent, and life becomes just that little bit easier for blacks in the town. While not a complete turn around, things have improved and Simon Turner has left his mark. Explanations. 1. Simon Turner is simply an ordinary, if incredibly gifted, man. His music is beautiful, but not Mythos inspired. Not all strange events relate to madness and tentacled monstrosities. 2. Simon is one of the less malevolent avatars of Nyarlathotep. His music is the music of gods and demons, an ambrosia for the ears, a melody divine. And, like his music, his favour is heaven sent. Anyone actively antagonising the black community without fair reason may just disappear with a slither of tentacles and a strange piping at night... 3. Simon is an Outer God named Yd'gh'tjetye, the same who lured Erich Zann to music and to madness. This inhuman musician seeks an audience. The mellowing, due to a steady drain of POW and MPs, is a side effect of listening to such unearthly music. Well that's all for now. Send any comments, queries, etc. to spire@indigo.ie. I would be very interested to see if anyone runs this as a full fledged scenario. If so, I would like to hear how it worked out. Personally, I prefer explanation 1. It's more mysterious and gives the investigators something to wonder about, which is much scarier then another Deep One/Serpent People/Dhole/etc hunt. -------------------- From: Eamon Honan Subject: Using Patrons in CoC System: Call of Cthulhu Have you ever been stuck for a plausible way to introduce the investigators into a scenario? It is usually not a problem when you have written the scenerio yourself, but on occasion a really cool idea for a scenario or an excellent prepublished one comes along, and you're stuck. As one who has gone to extreme lengths to finagle characters to join forces ("You were college roommates", "He has nice eyes", "He's your long lost uncle Ernie", "You have a thing for blondes"), it can really stretch the players suspension of disbelief after a while, to be told that this guy came up to them in a bar and asked very politely, would they like to help defeat the Old Ones from beyond the Stellar Rim. I've come across a way of resolving this problem: give the characters a patron, a rich and well connected person of some power. This patron can be a source of money, influence and excuses to go and face the Old Ones. Of course, patrons should have just enough money, influence and power to get the investigators involved, without enough to make it a cakewalk. Reasons Why a Patron is a Good Idea 1. Travel Most adventures will require travel, and almost all of HPL's antagonists and protagonists did a fair bit of globe-trotting in their time. It would follow that the investigators will have to travel, at least a bit. In the 1890s, 1920s and even in the 1990s, this can prove a problem. Travel costs money. In the 1920s and earlier, it costs a lot of money. Unless the investigators happen to live in Arkham, where the round trip of the most Mythos ridden places on earth (Innsmoth, Dunnwich, Kingsport) can be done for under $10, the investigators will have troubles getting around. A patron can slip the investigators a few plane tickets to get them where they need to go. Also, a well connected patron can provide adventures, pointing trouble in foreign climes out to the investigators. 2. Money Dosh, cash, greenbacks, spondoolix, call it what you like, investigators need money and lots of it. Medical bills, asylum fees, ammunition, occult tomes and black market weaponry all cost money, and the investigators can't really work while Cthulhu hunting. Unless one of the investigators (possibly a businessman, mobster or a dillettante) can bankroll the investigator's operations, they will require money when their own (all ready overly generous in the rulebook) bank accounts go into the red. A Patron can solve the problem, if he is a rich person of independent means who can pay for all the expenses the PCs will incur. Doing this has one added advantage: in every group there is a player who, whatever they do in real life, is a closet accountant. This person will account for every measly penny, add VAT, subtract DIRT and get it all to the cube root of the investigator's tax band. A person with a relatively unlimited bank account solves this and we can all get back to the role-playing. However, you must make it clear to the investigators that their patron's bank account is finite. Do not allow them to run around like kids in a sweetshop; keep a tight rein on their more grandiose schemes, but allow anything that seems interesting. Even to this day, my players' eyes light up when they hear the magic words "expense account". 3. Connections and Influence Investigators are often solitary bookish types or sleazy PIs (at least in my experience). And, of course, one simply can not allow such barbarians into polite society. Most rich people mix with high society, play golf with the Police Commissioner or the District Attorney, and generally circulate in the higher social circles. Such circles can prove impenetrable barriers to investigators who are either of poor social background, the wrong skin colour, the wrong sex or who are generally unsociable. This can all change if a patron knows the right people. While a contact in the Mafia, police force, military, MU or CIA generally prove more useful, an introduction to high society can prove vital, as for some reason (probably due to inbreeding, vast amounts of leisure time, and weird family relations) cultists seem to be good at gathering followers there. Once a patron has been introduced, it would be a good idea to set some parameters on who s(he) would know, as playboy millionaires are unlikely to have contact in the CIA. Also, there is a strict limit to what contacts can or cannot do. No MU librarian is going to let a investigator away with an original Necromonicon, no matter who they know. 4. Resources. This is a catch all section, but some patrons have resources others don't. I mean, why buy tickets if you have access to a plane and a pilot? When you create the patron, decide roughly what sort of resources (s)he has access to. Just note the weird stuff specifically and give general categories for the rest. For example, Vince Fontaine, a 1920s millionaire playboy, might have access to any type of normal car and top quality lab equipment, but nothing in the line of weapons or occult items. His weird resources might include a private plane, a private airstrip and a powerful wireless capable of transmitting to any point on the globe reachable in the 1920's. Personally, I would not allow Mythos tomes or any kind of magic into player hands via a patron, as that would be too easy. Resources should suit the character and should not be to extravagant. As with everything else, if the investigators start using the patron's resources as a crutch, kick it out from under them. -------------------- From: Eamon Honan Subject: Giovanni Da Milan: A CoC Patron System: Call of Cthulhu Giovanni was a young and enthusiastic renaissance man, born in Milan in 1534. He was an avid scholar, well respected by his peers. When he was 24, a rich Florentine nobleman offered him a position as a tutor for his children, which he took. With his first year's wages from his new position, Giovanni went on a summer tour of Italy, visiting all the great libraries and places of learning. While in Venice, Giovanni was captured by some cultists who worshipped three Mi-Go that had been separated from their own kind and were eking out an existence in Venice, until they had enough strength to fly back home. Giovanni's brain was removed and placed in a container. However, a group of witch hunters attacked the cultists while Giovanni's brain was being operated on, and made subservient to the Mi-Go. The alien who was operating on Giovanni was killed in the ensuing conflict, but the witch hunters were defeated. Giovanni was placed in a simulacrum (explained later), and the unaltered condition of his brain was unnoticed. His brain was implanted (explained below) with enough Mi-Go knowledge to act as a lab assistant to the two remaining Mi-Go. The shock of the implantation process broke Giovanni's mind for several months, but he eventually came back to his old self and managed to escape. Shaken and terrified, Giovanni roamed Europe, working as a teacher or a musician until his battered psyche repaired itself. This done, he began to build up a fortune that would allow him revenge on his tormentors. The two Mi-Go were long gone, but Giovanni destroyed several cults and the monsters they worshipped. Giovanni has lived under various aliases, moving every twenty or thirty years. He has lived in every major European city including Berlin, Vienna, Milan, Paris, Prague, London and Bucharest (his favourite). He moved to America after the revolution, knowing his great wealth and lack of identity would serve him well. Giovanni lived in New Orleans for fifty years, until the attentions of an over curious catholic priest forced him to move. After a brief spell in Chicago, he moved to Chile and stayed there under various different aliases until he moved to Russia in the 1860s. In Russia, he travelled widely and divided his time between exploring the far east and socialising in Saint Petersburg. He moved to New York at the turn of the century and has lived there ever since as Mr. Simon Bates, self made man and reclusive millionaire, valued at over $12,000,000. Giovanni is an intelligent, wise and gallant man. He has fought, not without success, against the Mythos for over 350 years. However, he is now getting old and feeling it. The incredible mental strain he was under has caused his resolve to crack in the last few years. He is a very lonely man. He has no peers and none of his few friends know of his secret. Giovanni's good looks, a matter of personal pride in his youth are gone, and he has no female companions. He is on the edge and is finely balanced. Paranoia and deep depression are setting in. Giovanni will fall and when he does, it will be fast and terrible. He will join the forces he fought against for so long as a slave and worst of all, a kernel of himself will remain human enough to appreciate the horror of it all. The investigators will probably end up destroying their patron in the end and learning his secret the hard way. Giovanni Da Milan Str:8* Dex:8* Int:18 Idea:90 Con:8* App:10* Pow:23 Luck:115 Siz 11* San:24 (o.75) Edu:34 Know:170 HP: 30 DB: - Armour 2 pts metal skin. Spells: Brew Space Mead, Conjure Glass of Mortlan, Elder Sign, Summon/Bind Byakhee Attacks: Fist 50% 1d3 .22 air pistol 60% 1d6 All other attacks at base chance. Skills: Archaeology 99%, Cthulhu Mythos 60%, Disguise 85%, Drive Auto 60%, Electrical Repair 95%, History 99%, Library Use 99%, Listen 10%, Mechanical Repair 95%, Mi-Go Science 30%, Occult Lore 99%, Pilot Balloon 70%, Pilot Boat 70%, Pilot Carriage 70%, Pilot Plane 70%, Psychology 99%, Spot Hidden 99% All other knowledge skills are at 75%. Add any other skills the Keeper sees fit. Languages: Chinese 70%, Deep One 6%, English 80%, French 85%, German 73%, Greek 80%, Indian (South American) 60%, Italian 99%, Latin 99%, Mi-Go 30% Spanish 75% Simulacrum A simulacrum is a Mi-Go device similar to the one that appears at the end of "The Whisperer in the Darkness". It is an asexual, hairless, metal facsimile of a human. The most common model is a youngish Caucasian male, roughly 5'11 or so. The brain canister is accommodated in the chest cavity, where it is linked up to the thing's eyes, ears (which are not very sensitive) and other senses. It has a rudimentary sense of touch (the entire structure is covered by a thin layer of living human tissue) and no sense of taste or smell. It can intake food which must later be removed from it, as the food is not digested. It can assimilate a meat paste that keeps the brain alive. This is combined with the correct neurochemicals to keep the body functioning (these can all be easily obtained). Being debrained and placed in a simulacrum is a SAN taxing experience costing 1d50 SAN. The machine is fragile, but is reliable and rarely requires repairs (Giovanni performs these himself). The Brain-Wave Implantation Ray This ray, when trained on a human brain, emits electro-magnetic signals that cause the synapses to warp and grow into entirely new shapes and forms. This requires several hours, depending on the amount of information and conditioning being implanted. However, once the ray has been trained on it, the brain changes permanently and cannot be affected by it again. This usually comes too late for the hapless victim of the Mi-Go. The transmitter transmits 1d20 skill points to one skill per hour of exposure. This requires that the subject has been debrained and placed in a canister. If the subject is not already nuts, it loses 1d8 SAN an hour. The ray only works on humans and the Mi-Go have several different models for the various species they capture and imprison. There is a Deep One ray and a Ghoul ray for example. Campaign Notes Giovanni will at first communicate in secret with the investigators, through telegrams and safety deposit boxes. Once they have gained his trust, he will come a little closer. As they advance in his estimation, they will get closer and closer to meeting him. He will always provide whatever they need to fight the good fight, but will not allow them to lose their independence. Giovanni's mental decay should become obvious towards the end, with the investigators being asked to investigate perfectly ordinary organizations and people. Allow the players to come to their own conclusions, but hint that there is something wrong. Giovanni should eventually betray them. Let the investigators wonder about the strange metal body and canned brain. Such an experience and loss of trust should be terrifying to the players and SAN draining to the investigators. Let them wonder "Was he planning to betray us all the time.....?" Use and abuse Giovanni as you wish; he's yours to play with. My players are currently wondering about the mysterious telegrams and wandering around Suffolk looking for cultists. Have fun with the Mi-Go! -------------------- From: "Dr. Michael C. LaBossiere" Subject: AOL CoC Adventures System: Call of Cthulhu Full Length Call of Cthulu Adventures Available for the Macintosh on America Online Dr. Michael C. LaBossiere, author of "Blood Moon" in Strange Eons for Call of Cthulhu, has begun distributing original adventures as self contained electronic documents which will run on any Macintosh from the Plus through the latest PowerMacintoshes. These adventures feature complete, detailed text, full color maps and graphics, new Mythos beings and other horrors, new magic, and are professionally written. Best of all they are completely free. To download these adventures, go to the Online Gaming Forum on AOL and then to the OGF software libraries and then go to the Macintosh software section. As of this writing, there are three adventures available ("The Demon of Catheway," "The Thing in the Park," and "My Aunt's House"). The author regrets that due to the time and expense involved he cannot email or postal mail adventures in response to individual requests. The author does plan to establish a web site to facilitate a broader distribution of adventures at some point in the future. The author is also willing to allow the adventures to be archived at internet FTP sites or converted into HTML and set up as web pages by others, should they so desire and agree to include due credit and copyright notices. For more information contact Dr. LaBossiere at ontologist@aol.com. -------------------- The Chaosium Digest is an unofficial electronic 'zine about Chaosium's Games. In no way should it be considered representative of the views or beliefs of Chaosium Inc. To submit an article, subscribe or unsubscribe, mail to: appel@erzo.org. The old digests are archived on ftp.csua.berkeley.edu in the directory /pub/chaosium, and may be retrieved via FTP.