Chaosium Digest Volume 26, Number 3 Date: Sunday, June 21, 1998 Number: 1 of 1 Contents: A Hard Decision (Paul Franklin) NEPHILIM 1890s Campaigns Leave You With Time... (Derek Mayne) CTHULHU 1890s The Cthulhu Survival Pack (Eric Awbrey) CALL OF CTHULHU Editor's Note: Welcome to the newest Chaosium digest. A variety of notes on a variety of systems this week. Shannon RECENT BOOKS OF NOTE: * Elric! - _The Dancers at the End of Time_ (White Wolf, $22.99) is the tenth book in White Wolf's collection of Moorcock's Eternal Champion works. As you might expect, this one brings together the three core "Dancers" books (with the last two presumably to be found in volume 13). * Pendragon - _The Saxon Shore_ (Tor/Forge, $24.95?), by Jack Whyte, is the fourth book in his Camulod Chronicles series. I haven't had the opportunity to read this newest selection yet, but so far the series has been grade A, detailing a historical Arthurian saga in a realistic and gritty Britain following the Roman withdrawal. If you have tried the series yet, check out the first book, _The Skystone_, which is available in paperback. NEW ELECTRONIC RESOURCES: A New Nephilim Page http://www.io.com/~jwtlai/nephilim A very nice Nephilim page that currently has a few articles that have appeared on the digest, and other stuff. Tim Emrick's Site http://www.geocities.com/area51/hollow/1970 Still in progress, but already has some very cool rules for using GOOs in the Iron Dragon board game and assorted other things. -------------------- From: cthulhu@corpcomm.net (Paul Franklin) Subject: A Hard Decision: A Nephilim Adventure Outline System: Nephilim A Hard Decision: A Nephilim Adventure Outline Nephilim in and around the SF Bay area are no longer able to enter into Ka-Vision. Whenever they do, they only get chaotic visions--strange visions of things they know nothing about. The Nephilim may be try to triangulate the position of the source of the disturbance, or they may attempt to do some investigating into the time when the disturbance in Ka-Vision started happening. The only significant events that happened that day were the intentional destruction of a bizarre church (red herring), and the introduction of a new computer chip that allows people to communicate over a short distance to a computer. Triangulation leads to the lab where the chip is being engineered. The lab is in the heart of San Francisco. It is a computer chip engineering site that has made recent breakthroughs into the integration of human flesh and silicon technology. The Nephilim may also discover this fact by reading recent technical journals and trade magazines; especially any regarding bio-engineering and genetics will definitely have information about this breakthrough procedure. They will not be able to determine how the chip has been implemented, only that there is a chip in current use that utilizes brainwaves to operate. Do not let them know that the chip has been implanted in a human. The lab is not heavily defended. However, there is a token defense, enough to make the Nephilim think about how to get in. There should be state of the art alarms and probably live guards every so often. At least one of the Nephilim should be able to manipulate electronics and computers. The closer the Nephilim get to the source, the more the broadcasts start to infringe upon their vision. As the PCs get closer, describe snippets of television shows, parts of someone's life, and a feeling of pity, determination, self-loathing, and strength. Once they find the source, hopefully to their surprise, they will see that the source is a real person. And to the further dismay of the Nephilim, this person is a mute quadriplegic, who is using the chip in order to talk to other people. Without the chip, this person cannot communicate with the outside world. This person will have no clue what is going on, and will be very surprised by the nice people that have come to visit him/her (GM's choice). This person will communicate through a computer which they control with the chip in their head. Each time the source talks, the Nephilim will hear not only the computer talking, but parts of this personality and their tragedy will be imprinted upon the Nephilim. To neutralize the source, the chip will have to be removed from the patient and the plans destroyed. There will be a doctor on duty who can perform the operation. However, he will be extremely reluctant to do so, also mentioning that this is the patient's last chance to be able to communicate normally with the rest of mankind. If the Nephilim persist and even threaten the doctor, he will perform the operation. To destroy the plans for the chip, the Nephilim will have to hack into the computer to remove all traces of plans and notes for the chip. The doctor cannot do this, nor will he offer anyone who can. If the Nephilim thoroughly search the place, they will be able to find an off-hours programmer there who can do the job, but only for a price: one million dollars, and a ticket out of the states. The programmer eats the espionage stuff up and will get totally into it after a while, calling the Nephilim "secret agents" and the like. Once the plans have been destroyed, the Nephilim's job is done. Summary: 1. Ka-Vision does not work in SF Bay area. 2. Discover source of disturbance. 3. Gain entrance to source of disturbance. 4. Neutralize source of disturbance. 5. Stop further implementations of disturbance. -------------------- From: Subject: 1890s Campaigns Leave You With Time to Travel System: Call of Cthulhu 1890S CAMPAIGNS LEAVE YOU WITH TIME TO TRAVEL... I really like the 1890s setting for Call of Cthulhu, but it brings with it a whole set of unique difficulties. Two main options exist for an 1890s campaign. First, you could start from scratch and generate characters for that time and milieu. Second, it is conceivable that characters from any period could be transported to the 1890s. I don't like generating 1890s characters from scratch; in my (limited) experience players have problems picturing and relating to the Victorian milieu, so I'll abandon that approach in favour of considering only the second option. Time travel gives the immediate benefit of allowing players to utilize existing, experienced, characters. There are a number of mechanisms open to the Keeper for time travel and it is worth reading the notes on this subject in Chaosium's "Cthulhu by Gaslight". For the purpose of this discussion I will restrict myself to what I believe to be a new option for Time Travel--the use of the Dreamlands. USING THE DREAMLANDS FOR TIME TRAVEL A simple hypothesis must be subscribed to in order for this to be conceived as possible. That hypothesis is that the lands of Earth's dreams is coterminous with all time and space relative to the lands of dream they represent. In simpler terms, the Dreamlands of Earth coexist with all points on Earth at all points in time. It is therefore possible to enter or exit Earth's Dreamlands from any place on Earth at any point in time--the simplest proof of this being that people from differing periods and places can share the same dream. It is quite feasible to share a dream adventure simultaneously with both your great grandfather from Ireland and your great grandson, an Irish-American. The laws of dreams even mean that it is possible to share a dream with yourself from a different period in time! It then follows that if your entry to the lands of dream is a physical entry, rather than sleep- or drug-induced, then it may be possible that your exit leads to a completely different time and place. Note that this contradicts the guidance given in the Dreamlands source book: Whether or not he exits through a different place than that he entered by, his waking world point of arrival is always the same as that through which he entered the dreamlands. A character cannot travel in the waking world by using the Dreamlands as a shortcut. Because of this contradiction I suggest that the Keeper employ a mechanism such as a modified Gate spell to facilitate such travel. Given the power of such travel--instantaneous movement between two points in time and space--I feel that Investigators should be victim to rather than master of any such magics. I suggest that such a spell be available only in the most rare of Tomes and in the great library of Celeano. The Gate of Temporal and Spatial Oneirology This is a modification of the spell given in the Dreamland source book under the title of "The Gate of Oneirology". The spell opens a physical pathway to or from the Dreamlands, connected to a physical location at a specific point in time (time relative to the destination), the path being one-way only. When the gate is created the caster must know both the entry and exit points and must have at some time visited both locations; the caster is therefore required to be an experienced traveler in the land of dream. As such it is impossible for one person to use this spell to facilitate time travel beyond the sphere of his own existence. However, two Sorcerers from differing times and locations could conspire to bring each other together. The spell requires the sacrifice of 4 permanent points of POW (not magic points) and opens a gate which will exist for a number of days equal to the caster's remaining POW; this time period is relative to the locale in which the Gate was cast. Objects or entities native to the Dreamlands may not pass through such a gate. Objects originating in the waking world can pass through such a gate restricted only by the direction of the gate, even if an object were transformed by its original passage into the Dreamlands, although once transformed it would remain so. Thus, if an investigator took a handgun into the Dreamlands through such a gate, it would be transformed into, say, a slingshot. When the investigator utilized a second gate or another physical passage to exit the Dreamlands, the slingshot would come through, but remain a slingshot. Unlike the simpler spell "The Gate of Oneirology", this spell may not be used to travel to or from Dreamlands other than that relative to the locale of the caster. It is not therefore possible to use this spell to travel, for instance, to the Dreamlands of Yuggoth from here on Earth. Practical considerations for using this method for time travel Investigators travelling to the Dreamlands using such a gate have several options for leaving the lands of dream and re-entering the waking world. First, they may employ any of the physical passageways into the waking world: An investigator physically present in the Dreamlands can leave [only] by finding one of the physical paths thereto, such as those in the Forbidden Lands past the Tanarian Hills, the Ghoul tunnels from the Underworld, which lead to the waking world, or similar means. If he walks back up the Seven Hundred Steps to Deeper Slumber, to find the Cavern of Flame, he can exit the Dreamlands by proceeding up through the Seventy Steps of Light Sleep. I have to admit that I have in the past enjoyed playing out a simple "dungeon bash" through Ghoul tunnels as desperate investigators battle to return to the waking world. The ideas of them emerging from the tunnels, weary, wounded, and peering through the dense graveyard mist, hearing the echo of horses on cobblestone roads as a Hansom cab phases out of sight into the distance, and leaving them to wonder how they will ever get back to Boston, oblivious to the fact that they have returned to the waking world on another continent, some 130 years into a shadowy past, is enjoyable. Of course a more adventurous Keeper may employ one of the other exits that exist. One could investigators back into the waking world stranded in the desert, among the towering pillars of the fabled city of Irem, where the Serpent People or Sand Dwellers may make a pack of slavering Ghouls seem almost preferable! Second, a seasoned traveller in Dream may know of the spell "The Gate of Oneirology" and attempt to utilize this to leave the Dreamlands. Unfortunately, if the spatial and temporal version of this spell was used to enter the lands of Dream the "time slip" will have effectively occurred. The Keeper may decide that as a result of this the destination required by the caster is now somewhat different--locations change over periods of time and the original gate spell requires intimate knowledge of the destination location as well as its relation to one other location. In short this spell should not be allowed to function. Third, a traveller may use a second "Gate of Temporal and Spatial Oneirology". This is the only guaranteed method of returning to where you started. Even this should not be easy, calling for Luck rolls at a minimum to avoid returning to a point in time where you already exist. The resultant chaos should not take much imagination. Note, however, that matter passing into or out of the Dreamlands undergoes a transformation, therefore it is not the same matter after this transformation, hence an investigator may occupy the same time and space as an earlier counterpart without the danger of a temporal or spatial rift. Similarly passage through such a gate abstracts the matter from its own temporal and spatial zones, and so the laws of cause and effect no longer applies. An example therefore would be that, murdering your grandparents after travelling back in time using the dreamlands would not cause you to cease to exist! Derek Mayne. E-mail: derek.mayne@butterworths.co.uk Or derek@miskatonic.demon.co.uk -------------------- From: "Eric Awbrey" Subject: The Cthulhu Survival Pack System: Call Of Cthulhu I have found that one of the best things to do for PCs, to assist them, is to allow them to make a Cthulhu Survival Pack. This idea was brought to me by a friend and fellow Game Master. The Cthulhu Survival Pack is a 4'x2'x2' foot locker. Inside this locker are handy dandy things not intended for killing creatures, but to make investigators' lives easier. Our typical CSP contains 50' of rope, three electric torches (flashlights), spare batteries, alcohol (isopropyl, not rotgut), copper wire, duct tape, kerosene, bandages, rubber tubing, rags, 6 sticks of dynamite (which can be bought under the guise of varmit killing, even today), and room for spare ammo and other equipment. The locker should be too small for the PCs to carry big guns in; the occasional spare .45 or P08 Luger is fine. Above all, the locker is HEAVY, made from solid oak, and filled to the rim with all sorts of toys--it is possible it could weigh upwards of 150 lbs. This requires two charaters to carry it safely. Also, the keeper decides what should and shouldn't be in the locker. A bit of a warning though: allow only experienced (paranoid?) charaters to use the CSP. Fresh PCs would have no idea that they need to haul around such a thing. Then, as a bit of revenge, make your PCs lug this thing all over the place in a scenerio where it won't even be opened up, like "The Westchester House." Happy Hunting, Eric Awbrey --