Chaosium Digest Volume 28, Number 6 Date: Sunday, July 17, 1999 Number: 1 of 1 Contents: * The Battle of Britain 1919 (CTHULHU) by Philip J Ebbrell * Another Look At Insanity (CTHULHU) by Eric Yin eyin@hsc.usc.edu Editor's Note: We've got a pair of Cthulhu articles for you this issue. Philip Ebbrell's Battle of Britain 1919 presents an alternate world for CoC players that is quite creative. He leaves plenty of room for development by individual Keepers so you can adapt it to fit your needs. Then Eric Yin of USC's Dept. of Pathology gives us Another Look at Insanity. Two really good articles, enjoy! One final note. If, by some chance, you want to stop receiving the Digest then just send an email to majordomo@chaosium.com with unsubscribe chaos-digest in the body of the message. If this fails, then send me the full header of the Digest's you receive and I'll see what I can do. ANNOUNCEMENTS: I'd like to make my Arkham Horror expansions available to subscribers of the Chaosium Digest. There are two expansions I created, and play-tested at GenCon's 1991-1994. They are complete games, except for artwork, and were submitted to both Chaosium and Pagan Publishing, but both have shelved them for years. I have gone ahead and put them up on my own web page for free download, with appropriate "(TM)"s in place, as per the Chaosium on-line policy. They are available on my games page at: http://www.kreative.net/smith/dru/games/games.htm I'd like to hear your feedback on this. Thanks, Dru Smith NEW RELEASES (as reported in Chaosium's R'lyeh Report) For Call of Cthulhu Fiction: CHA 6024 Tales Out of Innsmouth $13.95 (127-1) A shadow hangs over Innsmouth, home of the mysterious deep ones, and the secretive Esoteric Order of Dagon. An air of mystery and fear looms... Waiting. Now you can return to Innsmouth in this second collection of short stories set in that decadent town. Visit the undersea city of Y'ha-nthlei and discover the secrets of Father Dagon in this collection of stories by Peter Cannon, C.J. Henderson, H.P. Lovecraft, Brian McNaughton, Franklyn Searight, and more. Two stories are reprints, while the rest are all new tales of terror! For Elric! CHA 2901 Melnibone: Isle of Dragon Lords $20.95 (001-1) For 10,000 years the Melnibone Empire ruled the world. From it's capital on the island Melnibone set amidst the oldest ocean , the old race of Meliboneans ruled over the younger human kingdoms and the land itself. Their race breathed magic as if it were air, shaped the elements themselves, sculpted the land to serve their needs, tamed the dragons, and made unmentionable pacts with demon gods. The millennia have corrupted them and now their empire, which once shone like the sun, rots from within. The decadent dragon islanders have fallen and their once mighty empire lies in ruins. But they are still a power to be reckoned with, and who knows where their next Emperor, Elric, will lead them? Melnibone: Dragon Isle and Dreaming City, is a supplement for ELRIC! which details the Island of Melnibone, the Dreaming City of Imrryr, beasts native to the Dragon Isle, Melnibonean history, culture, and theology, information pertaining to Melnibonean characters, and more. Three Melnibone scenarios are also included to jump start your Melnibonean Campaign. ISBN 1-56882-001-1 The Elder Party Y2K Nomination kit: Y2K - The Stars Are Right! 2383, $14.95 Everything the Informed Cultist needs to choose the Elder Party's Y2K presidential candidate. The Presidential Campaign season is heating up and the Elder Party is marshaling it's forces to ensure that the year 2000 election will be the last election! This kit includes everything a minion of Eldritch powers needs to choose the last presidential candidate. Find out where the Elder party lurks on important issues of the day. The Elder party Y2K nomination kit includes an Elder Party Platform booklet, an Elder Party Bumper Sticker, an Elder party membership card, and more! Each kit Also includes a secret ballot with which discerning disciples can cast their vote to decide which candidate will lead the Elder Party to victory in 2000, and beyond! This product will be extremely limited! Go ask you retailer to order yours as soon as possible. ----------------------------- The Battle of Britain 1919 SETTINGS Cthuhlu on parallel earths, crossing Moorcock and Talbot with Lovecraft. Napoleon's continental system restricts Britain's expansion and the loss of Canadian colonies produces further rifts inside the country. A pro-French president in the early 1800's helps France keep hold of Louisiana and the recognizing of The Black Napoleon leads to a wave of unrest in British colonies. Napoleon is successful in the Russia Campaign and agrees the Treaty of Vienna in 1815. Russia loses its European dimension and pushed back into Asia. Sweden gains its lost provinces of Latvia, Finland back. The Confederation of the Rhine is linked to France with Italy being split between Austria and France. The Kingdom of the Two Sicilies reaches an accommodation with France. Spain is still war torn and drains French manpower for most of these years. A truce is agreed with Spain losing her colonies in the Americas and Portugal is restored as a Kingdom. France dominates Europe and has restricted British development; the period after the Napoleonic Wars is long and hard. France and the USA experience a faster leap forward in their industrial bases and allow them to develop at a similar pace to Britain. Russia is forced to modernize again by Alexander, who uses this period to propel the country forward as Peter the Great did. Russia engages in conquest of the Near East and opens up Persia and India to its armies by the end of the century. It starts to turn itself into a modern state along Bismarckian lines in the 20th century. Britain has undergone some crises and found itself nearly losing its Indian Empire in 1857, political crises in 1840s and 1870s with the country suffering political unrest and general labor unrest. This led to a coup led by the young King Edward VII and a counter-coup by the Galdstone-Finn Alliance. This left the UK split and isolated from the continent, it caused those colonies that were governed from Britain to declare themselves in-exile. These countries were part of a British Empire, not ruled from Britain, but from India, were the upper classes fled in the turmoil. The UK declared itself a United Socialist Republics of Britain and Ireland, and was left to fend for itself by an enraged continent. What this does is force Britain to turn inward and create a society that leaps forward in technological terms. However, the Government is split, about exporting its ideology as repression in Europe continues. European intellects look towards Britain as an enlightened society. 'Terrorist Liberation' groups start to stir on the Continent and the Confederation states start to flirt with the Russian Commonwealth and flex their muscles. Britain has turned to the states for help, who have been hampered from expanding westwards by Spain, France and Russia, all who have colonies on the west coat In Asia, China does not suffer from its lost of prestige as Japan is late in being opened up and there is more a collaboration between the three of The British Empire, Japan and China. China is slowly modernized from its past and the area is not as disrupted as in OTL, due to Russia turning to the Near East. The scramble for Africa is between a revived Spain, France, The Two Scillies and Brazil, which has been developed in a stable manner. SCENARIO The idea is to have the PCs gently introduced to this parallel world, by dreams, lapses in sanity (due to rolls) and gating to the wrong place. The cultists involved in this world are seeking to cause a world war, using Britain as starting point. There is to be a counter-revolution launched by the new Prince of Wales who is under occult influence, using Ireland as a base. Napoleon the Seventh is expected to supply troops as well as the Exiled British Royalists from their Hanoverian base in Hegoliand. However, the USR has been funding 'liberation' movements in the Confederation of the Rhine and who have been backed the USA. The attempted coup with set Europe ablaze with terrorist outrages and a declaration of independence by the states held under Bounpartists' thrall. Use of French troops; will see the USA declaring war on France and the invasion of French North American provinces. It activates the American-Russian (NATO) which Britain is a junior partner. War will erupt in the Far East in India as the Imperial British Empire is forced to meet its alliance commitments. Spain is allied to France, who has have helped them to keep the Spanish colonies intact in the Americas, which has led Brazil to develop its own pact with the USA. The activation of the each treaty will plunge the whole world in to a catastrophic war. The dropping of an atomic bomb by German Revolutionaries on Paris will fuel the war for a lot longer and allow enough suffering to open the gate to the old ones. STARTING POINT The Players arrive at Peterloo (waterloo) Railway Station to be greeted by Oonagh Pearse, Chief Inspector of Citizens Office of Protection. PCs have been mistaken for their alternative selves in the Special Patrol Group, a ruthless and oppressive arm of the USR Government. If the players refused or are confused, Oonagh will have them carted off to the Lambeth Asylum in London. This will mean a jump top scene three, although they could be asked to prove their worth to the Royalist movement by the bombing in Edinburgh, moral dilemma here and they could contact Oonagh to stop the action and find themselves again, caught up in the plot. Scene One Infiltrating Royalist Romantic Movement PCs are given a mission to locate a royalist sympathizer in the Red or (Royal) Mile in Edinburgh pub. The contact is Duncan Dewar, a seedy second hand dealer, who flirts with the law. He will pass on details to the team about a royalist terrorist outfit, 'The Defenders of Scone' after Charles II enthronement there. They are led by the Charismatic, Roger Macdonald, who will be suspicious of their actions at first. Therefore the bombing of Edinburgh will be their test for suitability. The group acts as a coven with wild 'raves' in the countryside to bind the members together and sacrifice POW to ???????. The bombing campaign is to cause hysteria within the USR that a terrorist group can operate within the secure borders of the world's first socialist republic. This is part of a general campaign across the country and this is only one of many episodes during the period. Scene Two Direct Action - Bombing Edinburgh PC are asked to deliver a bomb to particular points in Edinburgh, which will cause damage and lead a building up of fear and tension within the country, that will allow the Royalists the chance to launch their counter coup. Scene Three Hospital for the Insane/Rescue PC next mission is to rescue a member of the movement from a mental institution, where the USR Government has placed him. This can also be the institution, where PCs have been put if they refused to co-operate with Pearse earlier and after some initial role playing about if they are mad in thinking they have come from other world. They will be allowing them to escape and find friends with the Royalists. Scene Four Gunrunning for the Royalists The next mission for the PCs is to be asked to go to Denmark to buy Krupp arms for service in the Easter rising by the Irish Royal Army in Dublin. This involves carrying cash to the factory and negotiating a fair price for the goods. These are to be shipped to southern counties in trawlers and landed (a la Ryan's Daughter) on a dark and stormy night. Scene Five The Easter Rising PC is now in Ireland and is expected to take part in the Easter Rising, by now they should be suspicious of the mad German and his cohorts in building the rebellion. They should also know that the British Government is aware of the actions and is waiting for the plan to be hatched. The initial landing on the south coast will come as a surprise, but the Airship Armanda will be seen off by heavier than aircraft. PCs are caught in the crossfire and be given command of the escape root for the cultists, allowing them to escape with the cultists' agents out of Dublin. The PCs should escape the carnage and realizes that a world war is starting. Scene Six German Black Forest Castle The war is now starting to engulf as the Confederation states start to declare independence from France and ask for Russia protection. Austria, France's ally demands they withdraw their action and threaten invasion. Russia agrees to the Confederation plans as it allows a corridor to support USRB as a NATO ally. The PCs will now find themselves travelling through a divided Europe towards the small principally of ???????????. Here, the ?????? cult are preparing their coup de grace for the final act of war. The atomic bombing of Paris. Finale Paris - Eiffel Tower The airship???????, is carrying the NFB project to bomb Paris. The PCs can make the decision to stop it. This could see them trying to siege the airship and taking it elsewhere to be destroyed. It is up to the GM to decide where the PCs are going to be in the future, if they are not dead. Aftermath The NFB will blow the PCs by to their own world and they should experience it as a dream, they could be pushed into another alternative world like sliders or they could made to stay in a world where the Old Ones are let loose. Sources The adventure is a cross between Lovecraft and Michael Morocco universes, it is also linked to ideas of Bryan Talbot and other cross-time worlds stories as well as linking to the early twentieth century scientific romances of H G Wells and the like. GMs are encouraged to show the belief in a utopian future, which is clear cut and initially better than their world, however, the romantic streak suggested by the Royalists is the counter weigh, which the PCs must make a decision of which side they are on. -------------------------- Another Look At Insanity In everyday life, there are insane persons who go about life relatively unimpaired, and completely recognized as such. Others exist who should be institutionalized, but are not. Because of this, I had made up these rules for playing insane characters in Call of Cthulhu back in my undergraduate days. It is a set of guidelines that add game mechanics to help the role-player simulate the uncontrollable nature of insanity and put some checks on what he may do while insane. Of course, there are certain liabilities to playing an insane character, since continued exposure to trauma and lack of competent care results in further deterioration of the character's condition. An Overhaul of Indefinite Insanity Under the Sanity rules used in 5th edition Call of Cthulhu, a character losing 20% or more of his SAN in an hour goes indefinitely insane, and the player loses control of his character to the Keeper. However, unless the Keeper has specific plans for that character, it seems quite reasonable to allow the player to continue playing the character until it becomes obvious that he need to be institutionalized or incarcerated. In the meantime, if the authorities are unaware that the character has gone mad, or his colleagues have nowhere to hospitalized him at the moment, there should be no reason that the insane character should be discarded. While in certain cases insanity results in extreme behavior that would be difficult to role-play for most, there are other cases in which the symptoms that are more subtle, and leave the character with many of his faculties unimpaired. In such cases, a few appropriate guidelines should be enough to allow the player to continue controlling his character. Sanity (SAN) is a representation of the character's mental stability, and should reflect his state of mind. Thus, a person who suffers a breakdown, but has SAN 70 is in much better shape than a person with SAN 30. The degree to which the beliefs, behavior, and perceptions of the character with the higher SAN is altered should not be as drastic as the character with a lower SAN. The degree of seriousness to the character's insanity is determined by his SAN score. Those characters with SAN 48 or less, are severely disturbed personalities, and must make a successful SAN roll to overcome his irrational impulses for a short period of time. Characters who have Minor or Moderate disorders will only succumb to the irrational if they fail a SAN roll. The duration of the temporary lucidity, or irrationality could be determined using the Temporary Insanity Table. When to make rolls is up to the Keeper, who should take into account whether the character's actions would be consistent with his insanity. Indefinite Insanity Table SAN Disability Notes 64-79 Minor Relatively unimpaired 49-63 Moderate Considered eccentric 32-48 Serious Considered strange 16-31 Debilitating A probable danger to self and others 0-15 Incapacitating Must be institutionalized Using this system, each class of insanity should be broken down into five degrees of Disability, each with its own characteristic symptoms. Thus, Paranoia could be described in this manner: Paranoia SAN Disability Symptoms 64-79 Minor The character exhibits hypervigilance, and is suspicious of those with whom he is unfamiliar. 49-63 Moderate As above, but the character may entertain the idea that there may be someone or something out to get him. 32-48 Serious As above, but even more so. The character may become compulsive about safety precautions or protective rituals. 16-31 Debilitating The character becomes delusional. All his beliefs and perceptions become focused on a conspiracy directed specifically against him. 0-15 Incapacitating The character becomes unhinged and maniacal. He is a very dangerous person to be around. He may see hallucinations. Phobia can be described like this: Phobia SAN Disability Symptoms 64-79 Minor The character is frightened by the object of his phobia. He will cower and maybe run whenever this object is encountered. 49-63 Moderate As above, but the character becomes panic-stricken by the object, and perhaps even representations or things that are similar to the object. He may even lose SAN if the object is encountered. 32-48 Serious As above, but his reactions are even stronger when the object of his fear is encountered. He may start developing paranoia with regard to the object of fear. He may develop a split personality to deal with his fear. 16-31 Debilitating The character has delusions regarding the object of fear, and hallucinations where he sees the object of his fear. He becomes more and more irrational. 0-15 Incapacitating The character is so enthralled by his phobia, that he is completely unable to function. He may have locked himself in a fortress against the object of fear, or may have gone catatonic. Insanity is a complex disease, and symptoms manifest themselves differently in different people. The tables give a general guideline on how the player should play the character, but the Keeper can be as specific as he likes. Keepers should tailor each character's insanity and its progression based on the cause of the trauma, and the character's personality (Originally, I had a large list of symptoms gleaned from abnormal psychology class, with descriptions, and how they could be interpreted in game terms, but I think that it is very similar to material in The Taint of Madness, so I left it out. Besides which, it was too much to retype). An Overhaul of Temporary Insanity Temporary insanity should result in short term symptoms that will go away at the end of the period for which the character is insane. Thus, phobias, schizophrenia, and the like would be inappropriate. The following table lists some immediate symptoms that could afflict the character following a crisis, and some residual symptoms that could follow. Temporary Insanity Table roll duration symptoms 1-4 1-10 rounds immediate 5-7 14-20 rounds immediate 8-9 ~1 day immediate + residual 10 1-10 days immediate + residual Immediate Symptoms Flee from scene of SAN loss. Become helpless with hysteria. Nausea, vomiting, dry heaves. Frozen, loss of involuntary muscle control. Paralyzed with fear. Pass out. Physical symptom (e.g. stroke, heart attack). Psychological symptom (e.g. trigger split personality). Perform reckless act of heroism. Residual Symptoms Suffer from flashbacks to SAN loss event. Suffer from bouts of headache. Undergo change in personality (e.g. exhibit fits of rage, depression, hedonism). Suffer sleep disorders (e.g. nightmares, insomnia). Go into denial, accompanied by partial amnesia or detachment from reality. Suffer amnesia, fugue. Psychological incapacitation (e.g. enter state of delirium, senility, or delusion). Enter state of shock or catatonia. --