Chaosium Digest Volume 11, Number 3 Date: Tuesday, July 4, 1995 Number: 1 of 1 Contents: Black Moon Rising Over Innsmouth (Jim W. Lai) COC/NEPHILIM Review: Prisoner of Ice (Frederic Moll) CALL OF CTHULHU New Passions for Pendragon (Peter Corless) PENDRAGON Editor's Note: With this edition of the Digest, I've finally cleared my queue of the many submissions I've had over the last month and a half. With that said, let me encourage everyone to send more stuff in for the Digest. I'd love to keep sending out (fairly) regular and large Digests as I have recently. Shannon NEW RELEASES: * Call of Cthulhu - _The Book of Iod_ (Chaosium, $10.95) is currently shipping from Chaosium, and should be in stores in the next week. It's the seventh Cthulhu Cycle book, centering around the stories of Henry Kuttner [see V10.2 for a complete table of contents]. (FRENCH) MAGAZINE SIGHTINGS: * Call of Cthulhu - "Un Village Ordinaire", a seven page scenerio set in a small village in England, Casus Belli Hors Seri #15 [June, 1995] * Pendragon - "Le Chant des Loups", a seven page scenerio, Casus Belli Hors Seri #15 [June, 1995] -------------------- From: Jim "GrimJim" W Lai Subject: Black Moon Rising Over Innsmouth System: CoC/Nephilim Black Moon Rising Over Innsmouth: A Scenario Kernel for a Modern-Day Crossover Campaign For Call of Cthulhu and Nephilim [see V10.3 for further ideas on this Modern Day Crossover Campaign] The astrological signs and portents reveal that a particularly nasty Moon-Ka plexus will occur underwater a few kilometers (miles) off the coast of an isolated coastal town called Innsmouth. If the Nephilim character does not want to reveal the actual reason for visiting the town, perhaps the investigator group needs a vacation; what better place than a quiet seaside town, far from the worries of the city? Upon arrival, the investigators may find the natives somewhat cold and unfriendly, for they are unused to visitors. All will no doubt seem fine at first, but the team will soon discover the presence of the Men in Black and perhaps the Deep Ones... Consider the possibility that the Men in Black are actually the minions of the Templars. Though the Templars in the area are few in number, they have gained powerful allies. A generation ago they made a pact with the Selenim of the Sea nearby, who may or may not be recognized as Deep Ones by the investigators. Periodically the Men in Black will kidnap and brainwash one of the locals, perhaps planting a false memory of being abducted by a UFO; they will then turn over the person to the Deep Ones for their amphibious simulacrum breeding program. The Deep Ones gain assistance in their goal of creating a simulacrum equally at home on land as in the water, while the Templars are provided with magical assistance not normally accessable to their kind. Another possibility is that the Men in Black are a ruse by the Templars to draw in an investigator team in order to capture them, and harvest the magic of any Nephilim members. One nasty twist would be for there actually to be a Deep One colony nearby, and have them invade the town while the investigators are being held, forcing the Templars to release them so that they may together combat the Selenim menace. The Templars are treacherous, so the investigators had better be prepared to make their escape. Or, perhaps it turns out to be a quiet vacation, as nothing becomes of the Moon-Ka plexus. Maybe that astrological lore roll was a fumble after all. Time enough to research a few neglected skills. Ah... GrimJim (Jim W. Lai), jwtlai@io.com -------------------- From: FREDERIC MOLL <100350.1766@compuserve.com> Subject: Review: Prisoner of Ice System: Call of Cthulhu Below is a short review of the Prisoner of Ice game. Right now, this game is in French but i sincerly hope that it is going to be published in English... Prisoner of Ice Publisher : Infogrames Genre : Graphic Adventure Game Prisoner of Ice is the new PC CD-ROM game (in French) published by Infogrames and loosely based on Lovecraft's works. Previous games published by Infogrames were: Alone in the Dark 1, Alone in the Dark 2, Alone in the Dark 3 and Shadow of the Comet. [see V8.2 for reviews of some of these older CoC computer games] This game came on a single PC CD-ROM game and can be run in 2 graphic resolutions : MCGA (320x200) and SVGA (640x480) in 256 colors. After a nice 3D introduction which can be replayed as a screensaver, the player, as Lieutnant Ryan, tries to escape from a submarine where strange creatures brought back by an Antartica Expedition which was rescued by the submarine are loosed. There are a lot of occasions to die. As it is an adventure game, the player must collect some objects and do some logical actions in order to go to the next part of the game. The mouse interface is very simple to use (items of interest are mentioned only when the mouse is on them). Two things to note: All the backgrounds (about 150 for all the game) are hand-drawn, while characters are rotoscoped. This give a very artistic feeling to all the scenes. A last chance save is automatically activated when the player is about to face a dangerous situation. This is a very useful option. If the player escapes succesfully from the submarine, then he will be able to travel to Argentina, the United States, Antartica and a few other places. As it is a quite linear adventure, no progression is allowed if all the clues aren't solved (there is a funny way of using a teapot). The goal of the game is to stop the Prisoners of Ice and their evil masters, and thus avoid the end of our world (in 1937). To do this, Ryan has a lot of possibilities : ancient magic, time travel, weapons, help from scholars, etc.... This is an enjoyable adventure game that can take dozen of hours to master. There are nice ideas (screensaver, last chance save and about 10 saved games that can be used by stuck players as a last resort), lots of graphics and a good soundtrack (with voices of the characters). This could be a masterwork but... there are two disappointing things: the adventure is much too linear and the ending is a bit strange (i cannot say more on it). But, even with these two bad points, this game is a must have for all the fans of Lovecraft's works. Those who have played Shadow of the Comet will enjoy this game even more. Last minute note: Infogrames in association with Vents d'Ouest has also published three comics in French that are based on some of the events that occured in the game, but with independent stories. This is an interesting idea that should be expanded by other games publishers! The titles are "La geole de Pandore", "Le glaive du crepuscule" and "La cite des abimes". A fourth title has also been published but it is based on the game "Alone in the Dark 3". Frederic Moll -------------------- From: Peter Corless Subject: New Passions for Pendragon System: Pendragon Proposed New Passions for Pendragon: Fraternity & Sorority ---------------------------------------------------------- A PROBLEM OF PASSIONS Many passions exist beyond those that can be simply labelled as "Love", "Amor," and "Loyalty". One category of these are the "familial" bonds that individuals had for each other, or groups had amongst their members. For instance, do all Knights of the Round Table get a "Love (Fellow Round Table Knights)," or a "Loyalty (Other Round Table Knights)"... or both? Neither one really sums up the bond that knights had for each other. Nor do "Love" or "Loyalty" truly describe the kinship the great ladies of the court shared -- such as the mutual admiration and "kinship" between Guenever and La Beal Isoud. Opposite-sex bonds as well cannot always be summed up as senses of "Love" (romantic affection) or "Amor" (platonic affection) or "Loyalty" (sense of duty). "Love" assumes an affinity, but implies a romantic connotation. This is clearly not what most of the original authors intended when two Christian knights kissed and hugged upon greeting, or when it was said that two ladies loved and respected each other. Instead, their "Love" was more mutual esteem. These were familial affections. Brother knight for brother knight. Great damosels treated each other as sisters would. Neither does "Loyalty" truly represent the feelings towards another individual or group of individuals. "Loyalty" usually implies a vassal/lord, or child/parent relationship, with one in the superior and protective role, and the other in the inferior and supported role. One can be "Loyal" to a wife, or a Lord, or to one's vassals, and perhaps even to a brotherhood or sisterhood. But this is a bond of responsibility, and not necessarily one of mutual affinity. For opposite-sex relationships, "Amor" implies a chaste, platonic yet discretely romantic or flirtatious relationship. A good traditional Christian would be aghast of a knight having an "Amor" for his own biological sister, not to mention a knight for his fellow knight! Modern theological or political debates and revisionism of the classics aside, this is clearly not what the original authors intended when they talked of these brotherly or sisterly affections. A familial role, such as "Fraternity" or "Sorority" lies somewhere between these three. It is a bond of both "Love" (though familial), "Amor" (definitely more chaste than this even), as well as "Loyalty" (sense of responsibility) towards the group or individual. DEFINITIONS OF FRATERNITY AND SORORITY Fraternity is a sense of "brotherhood", Sorority is "sisterhood". These sorts of bonds are sometimes natural, such as the Orkney brothers, or the daughters of the Dame Igraine: Margawse, Morgan, and Elaine. But often, they are societal brotherhoods and sisterhoods. Societal affiliations differ from familial ones in that they usually require an initiation rite, or other common shared experience to create the bond between the individuals. As well, they often have rites of passage, marking entry or advancement within them. However, in most cultures, there are often customary rites of initiation and passage into adulthood within families or cultures. In Pendragon, many of the general societal and knightly passions of communal affiliation can be subsumed in a character's "Honor". "Fraternity" and "Sorority" are reserved more for bondings to specific groups or individuals within the character's life, such as their genetic brothers and sisters, their clansmen or kinswomen, their knightly, religious or magical orders, etc. It is up to the gamemaster to determine whether the relationship is a familial one of brotherly or sisterly devotion and affection. Even so, for key individuals or groups within the character's life, feelings of familial affiliation may have to be broken down more to specific passions of "Love", "Amor" and/or "Loyalty". FRATERNITY (INDIVIDUAL OR BROTHERHOOD) and SORORITY (INDIVIDUAL OR SISTERHOOD) These are passions marking both an affinity and loyalty between a character to another character (Individual) or group of characters of the same sex (Brotherhood/Sisterhood). Fraternity and Sorority can also express a kind of "brotherly" or "sisterly" love that is different than a Chaste Amor or Loyalty to an opposite-sex sibling or friend. It could, though, subsume them both. The passion can be generated by converting any existing Love, Amor or Loyalty passion to a Fraternity/Sorority passion of the same value (which then subsumes all of those ideals). Players who prefer to maintain their character's passions separately are free to do so. Example: For instance, a brother might not wholly Love his fellow brothers, but would be supportive of their cause because of his familial Loyalty, or vice versa. Many a clansmen of the Highlands would appreciate this sentiment. The opposite can also be true: Gareth, for instance, loved his family but would not take part in his brothers' murder of Lamorak or the attempted burning of Guenever, showing greater Love than Loyalty for his family. In such an instance, Gareth would maintain separate Love (Family) and Loyalty (Family) passions. Fraternity and Sorority, instead, are for characters who would like to sum up their feelings towards an individual or group in a single Passion. Good candidates are those who take vows in a religious, knightly or mystic order, or those who pledge their words and deeds for a long-time cause (such as Grail Questers, or Queen's Champions, etc.) Initiation Rites and Rites of Passage mark most communal (non-genetic) groups, such as Fraternities and Sororities. * Rites of Passage often revolve around performing solo or group tests or adventures to prove worthiness to join or advance with the group. Rites of Passage are often proceeded or followed by the identification of a sponsor to join or advance within the group. * Initiation Rites are public and/or private rites to welcome the individual to the group, or to a new level within the group, after a successful Rite of Passage. Mutual vows and pledges to the new member and to the group are exchanged. Testimonials are often given by the individual, or on behalf of the individual by the sponsor or other witnesses to the Rite of Passage. At the foundation of a new Fraternity, the Passage and Initiation Rites are often taken en masse by the founding members. As well, often powerful or important shared events serves as a Rite of Initiation or Rite of Passage. For instance, a group of young knights might all become brethren after fighting "for real" for the first time in a particularly important and decisive battle. This battle serves as a Rite of Passage. Afterwards they gather together, share their stories and praise their good fortunes, and pledge to each other to provide mutual aid, friendship and support in future times of peace and war. This serves as their Rite of Initiation to each other. A new Fraternity is formed. Often the more dire (life/death) and profound (ephemeral/soul-shattering) the Rites, and the more personally pronouced and binding it will be to a character, and summarily the higher the passion will be in general. As well, over time during play, a character's actions towards their passion of Fraternity or Sorority might alter the Passion's value. RULES FOR FRATERNITY AND SORORITY PASSIONS * Convert an existing Love, Amor and/or Loyalty (Individual/Group) The gamemaster must decide whether it is appropriate for the passion(s) to be converted from an existing Love, Amor or Loyalty to a Fraternity/Sorority. In general, the relationship must display both an affinity (love) and sense of responsibility (bond) between the characters. As well, the relationship should exhibit ideal traits common to familial siblings. If the passion is for a societal (non-genetic) relationship, the gamemaster should also decide whether appropriate Rites of Initiation or Passage have been accomplished. Starting Fraternity/Sorority (Individual) Same as higher of Love or Loyalty (if already generated); replace the existing Love, Amor, and/or Loyalty with Fraternity/Sorority, if desired. (If a character wishes to maintain these separately, they cannot also have a Fraternity or Sorority to that Individual) * Creating new Fraternity/Sorority (Individual or Group) Characters may generate Fraternity or Sorority passions during play for various reasons. Here is a general description of how to generate the character's passion Base Roll = 3d6 Modifiers to Roll (+10 Maximum): Joining a Chartered Fraternity or Sorority +1 Founding a Fraternity or Sorority as a Charter member +3 Rite of Passage: Experienced life-altering adventure +1d3* Rite of Initiation: Experienced life-affecting changes +1d3* Participated in Secret Rite (Passage or Initiation) +1 each Have similar tenets to Individual or Group (i.e., Religious or Chivalrous characters joining a similar Religious or Chivalrous group) +3 For every 1000 Glory of Sponsor into group +1/1000 Glory, up to +5 Max * By the gamemaster's judgement of events. For instance, a Knight who fights a joust "for love" might not be a life-altering adventure for a chivalrous knight, since it is his nature. However, a villainous knight convinced to renounce his old ways, take up the chivalrous path, and to fight a joust "for love" to prove his change of heart might qualify. However, a chivalrous character who pledges to find the Grail or never return to court is certainly taking an action that is quite life-affecting, even it it is within the character's normal mode of behavior. Since interpretation of these events are highly subjective, it is left to the gamemaster's discretion as to whether to allow the modifier or not. * Modifying Fraternity or Sorority during play Characters may take additional Rites of Passage or Initiation to further strengthen their brotherly/sisterly bonds. If the gamemaster decides that the Rite is a significant one, the character may recieve a set bonus, from +1 to +3, or might instead roll a +1d3, etc. Learning a Secret Rite of a Fraternity or Sorority Failing in a Rite of Passage or Initiation neither increases or decreases the character's passion; they may make additional attempts to join at another time. However, being disinvited from a group (because of a dissagreement with the group or one or more individual members) might cause a reduction or elimination of the Fraternity or Sorority passion. Significant passions (values of 16 or greater) that are reduced or eliminated in this way can even generate a negative directed trait, such as "Suspicious (Group)". This would represent the character's disillusionment with the group they had held so dear. * Sponsoring Others into a Group A character who sponsors a new member into a group, or a level within a group gains a +1 to their Fraternity after the sponsored member passes the Rites of Passage and Initiation. However, a character loses -2 if their sponsored party drops out of the organization (for instance, due to disillusionment). CREATING FRATERNITIES AND SORORITIES Histories, Heirarchies, and Hypotheticals Players and gamemasters alike are invited to research various historical fraternities and sororities, or invent their own: political, knightly, religious, magical, academic, commercial, racial and familial groups abound throughout the Arthurian period and literature. Of course, players are also free to invent their own. [For some examples of these groups, see Pendragon pg. 133-136, Beaumains #3 pg. 20, Beaumains #5 pg. 10, Chaosium Digest V3.12 and Chaosium Digest V4.1] Organization & Description To define a group, a few basic questions should be asked: What is the nature of the group? Is it genetic (family or clan), or political (based on faction or geography), etc. What are the commonalities of the group? Is it limited to members of the same sex, or can men and women participate as equals? What are the limitation to the scope of the group? Is it secret or public? Or is it a public group with secret rites? How do members identify themselves and each other? Where do they meet, and what do they do when they meet or are away from their meetings? Charters To create a new group a formal or informal Charter can be devised. Not all groups have charters, but if one is drawn up, it often allows other members to more clearly understand the nature and scope of the organization, as well as the duties and benefits to each of the members. A Charter is a statement of the goal of the group, and the purpose for which the goal is to be obtained. The goal then defines the mission of the group: the way in which is forsees obtaining the goal. All members of the group should be familiar with charter of the group, both it's goal and purpose and mission. With a mission, it is Example: We are the Knights of the Grail Quest. Our Goal is to acheive the Holy Grail. We purpose to find it for King Arthur, so that it may heal the deep wounds of the land. Our mission is to search for it until such a time as we attain it, or lose our lives on this Earth in the attempt. Rites Rites of Passage or Initiation can become formal and documented by players or gamemasters. Different levels or circles of initiation can be devised. Fraternity or Sorority secrets can be described, including the manner in which they are passed along, and the meaning, significance or illuminating element they contain. At the same time, smaller, less-formal familial bondings can work without similar pomp and circumstance. Genetic brothers and sisters do not need any secret handshake to pass a secret, knowing smile recalling an event only they shared. Kinswomen do not require any formal by-laws to properly welcome a young maid into adulthood at the time of her wedding day. Fraternities and Sororities as passions are meant to be used sparingly, when appropriate to the character, the storyline, and the culture of the world of Pendragon. Roles, Responsibilities, Offices & Bylaws Large organizations might be quite political. Only groups that wish to need maintain such formalized positions and behaviors. However, maintaining a role or office might garner Glory or Insight on a periodic or event basis. Certain duties or bylaws might also restrict a character to a certain course of action, which can act as the basis for many adventures. A WORD OF CAUTION Use Fraternities and Sororities sparingly. Gareth, for instance, might have a "Fraternity (Knights of the Round Table)", and "Fraternity (Orkney Clan)" However, in later years, his fraternity for his brothers might lessen or break up into two lesser passions of Loyalty (Orkney Clan) and Love (Brothers), as shown in the example above. A character having too many affiliations might find themselves stretched too thin to perform all of the associated duties of the different groups. Never underestimate genetic affiliations as well! For instance, participating in a tournament with your fellow knights might gain you a few points there, but missing a brother or sister's marriage might lessen your standard with your "own blood." -------------------- The Chaosium Digest is an unofficial discussion forum for Chaosium's Games. 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.