Chaosium Digest Volume 32, Number 11 Date: Saturday, December 23, 2000 Number: 1 of 1 Contents: * Call of Cthulhu House Rules by James D. Collins - collwood@gte.net * Review of Utatti Asfet by Oliver Schmidt * Call of Cthulhu Vehicle Building Rules by Dany St. Pierre Editor's Note: Happy Holidays to all our subscribers, however you chose to celebrate them! Welcome to the last Chaosium Digest of 2000. Wow, it's already been two years since Shannon Appel passed the editing of the Digest to your current Editor. Thanks to all of you who've submitted articles for the Digest, to everyone who subscribes to the Digest, to the industry folks who send announcements and news, to Dustin Wright for setting up the Chaosium Submission Contest and most of all to Chaosium Inc. without whose fine products (and those of its licensees) the Digest would not exist. As noted previously, any submissions for Call of Cthulhu, Nephilim and/or Elric! received before January 1, 2001 will qualify for Chaosium's contest. The prize is $40 credit with Chaosium. Enjoy! ANNOUNCEMENTS * From Robert McLaughlin, author of Cthulhu Live Cthulhu Live: Delta Green is at the printers right now! The FFG lads may have a better turn around date... but I'd wager it'll be shipping by the first or second week in January. Absolutely loaded with goodies for game staff and players alike. You can probably pre-order a copy now from the FFG site. Be sure to spread the word to your gaming friends... this should be quite a supplement. Some really detailed tradecraft materials in the book... some great stuff for hands-on Delta Green LARPs! * From Dustin Wright of Chaosium ** Plush Cthulhu Now Available!** Our Buddies at the Wizard's Attic now have a very cool Plush Cthulhu available just in time for Christmas. The toys arrived earlier this week and are now in stock at the Attic. This item is expected to sell out quickly, so don't put off your Christmas shopping too long! You can order a Plush Cthulhu of your own, or view one right here: http://www.wizards-attic.com/WAStatues.html TVY 0001 $28.00 >From the coldest depths of R'lyeh comes Plush Cthulhu! Now you can have your very own Plush Cthulhu Doll to protect you at those Miskatonic Dorm room slumber parties. This poseable doll measures over 15 inches high and has an impressive wingspan of 16 inches! The wings have wire running through them allowing you to change their shape, and Cthulhu's horrible tentacles flop around as he cavorts upon poseable limbs. You've never seen a plush Great Old One like this. Plush Cthulhu is perfect Christmas gift for all those weird friends and relatives of yours! ** Lovecraftian online Cartoon at Atomfilms.com** Here at Chaosium, we support all manner of Lovecraftian entertainments and expressions. So when I heard about this online Lovecraftian cartoon, I had to see it. Once I saw it, I had to tell you about it. Created and Animated by Call of Cthulhu supporter Chris Lackey , The Investigators will hopefully become a regular feature at Atomfilms.com. You can view the cartoon and help it get picked up by visiting: Support Lovecraftian Entertainments whenever you can! Us cultists need to stick together until the end times. :) ***Big Summer Cons - Coming fast!*** Although Origins and GenCon are over seven months away, the deadlines for pre-reg events are closing VERY fast! If you plan to run some Chaosium events at the Big Cons this summer, you better submit them soon! Chaosium will gladly provide prizes for your Chaosium events at Origins and Gen Con! Just swing by our booth during the Convention. We'd like to see a lot of Call of Cthulhu events this year to celebrate it's 20th Anniversary. Thanks in advance for supporting Chaosium at the Big Cons! The Origins Pre-reg events deadline is Friday December 15th or January 5th. You can download an Origins event form at: http://www.wizards.com/origins Or you may submit Origins events online at: http://www.wizards.com/origins The Gen Con Pre-reg events deadline is January 19th. You can download a Gen Con event form at: http://www.wizards.com/gencon Or you may submit Gen Con events online at: http://www.wizards.com/gencon We hope to see you this Summer! **Upcoming Releases** Late December 2000 1920's Investigators Companion (reprint) #2370, $20.95 ISBN 1-56882-106-9 The 1920's Investigators Companion is split into four sections. THE ROARING TWENTIES details life in the 1920's, from a general historical overview to listings of favorite songs, books, and films of the era. ON BECOMING AN INVESTIGATOR outline the trials of becoming an investigator, offers 140 different occupations, and annotates the use of skills in the 1920's. THE TOOLS OF THE TRADE lists resources investigators may use for research, describes various forms of transport and transportation, and also catalogs other equipment and guns. WORDS OF WISDOM brings the book to a conclusion by offering advise to the intrepid investigator. Everything the 1920's investigator needs in one place! Winter 2001 Releases Reprint of the Call of Cthulhu Hardcover (5.6) Our core rulebook is currently at the printer and should see re-release in January. Unseen Masters Modern COC adventures against hidden powers 2384, $23.95 ISBN 1-56882-120-4 208pp by Bruce Ballon http://www.chaosium.com/cthulhu/rpg/2384.shtml Three mini-campaigns set in modern New York City lead investigators through serial murder investigations, madness, and into an ancient conflict between bitter rivals. Along the way investigators will be aided by Mysterious allies, face [the] Cult of the Sacred Light and the Black Brotherhood, and confront immortal horrors beyond time and space. These three scenarios can be combined to form a NY City campaign. Worlds of the Eternal Champion: Dragon Lords of Melnibone A New World for the d20 System CHA #2017 $23.95 ISBN 1-56882-150-6 208 pages, illustrated. For ten thousand years the bright empire of Melnibone ruled the world. Her soldiers were ruthless, unspeakably cruel, and well-skilled at arms. Powerful sorcerers, magic comes easily to them, as easy as breathing. They forged eternal bonds with the aloof gods of Law and Chaos, with the hideous demons from other planes, with elemental lords that are of the world itself, and with the ancient dragons that Melnibone used to enforce her might. But wealth and age has dulled the Bright Empire, tarnished it beauty, and weakened its people. The empire rots from within. And outside, young kingdoms arise on the lands Melnibone's sons and daughters carved from the stuff of chaos that lies at the edge of the world. They are petty, and envious of the ancient wealth of their former masters. A pirate navy is forming, to sail against the Dreaming City of Imrryr. Its captains hope to recapture stolen riches and to bring a hated overlord to ruin. DRAGON LORDS OF MELNIBONE provides a heroic setting for your d20 System game in a complete and detailed role-playing world developed by Chaosium Inc. and based upon the fabulous stories written by Michael Moorcock. The island of Melnibone and the world of the Young Kingdoms wage their eternal battle in a fully developed and extensive storyline. Ancient magic abounds. Sorcerous swords whisper of forgotten treasure. Spirits and demons plague the living. . . . . and a new albino emperor has taken the Ruby Throne, promising to restore the terrible heritage of Melnibone and bring the young upstarts to heel. CALL OF CTHULHU 20th ANNIVERSARY EDITION Code: To Be Announced Price: To Be Announced We will release a special 20th Anniversary Edition of Call of Cthulhu in March-April 2001. It features a much-heavier paper stock, leatherette cover, and a new layout evocative of an old tome. This will be a limited edition, individually numbered, and will not be reprinted. This will be THE edition that you will want to play with, to show off, and to have on your bookshelf. We're not sure of the retail price yet, we're still finalizing some details of the design, but it will probably be in the $70.00 range ( we're trying to find out the cost of embossing the whole cover, and a couple of other flourishes). ------------------------ Call of Cthulhu House Rules by James D. Collins - collwood@gte.net I use the following house rules in my "Welcome to Averville" campaign (a present day campaign that utilizes Call of Cthulhu 5.5, The Complete Dreamlands, The Golden Dawn, Delta Green, and Delta Green: Countdown). I realize that these house rules will not suit every Keeper (or player) and will not suit every campaign, but here they are. * Magic Points can be used to increase the chance of skill success (1 Magic Point = + 10%) or to reroll a failed skill roll (3 Magic Points). * 100 Magic Points may be substituted for 1 Power (when creating magical items and such). * Each use of a magical skill (such as the Sight, the Great Art of Memory, Seeming, Synchronicity) costs one Magic Point or one Sanity Point (successful or not). The Sight permits the user to see the natural energy auras present around people, animals, plants, and objects. A successful use of the Sight will allow the user to see through a Seeming (see below). Each use requires one Magic Point and lasts one per point of Power. The Great Art of Memory allows the user to memorize great amounts of information (recalling the information requires a skill roll and one Magic Point). One textbook may be memorized per point of Power. Seeming is the ability to appear differently than you actually are or to go unnoticed. Similar to the Disguise skill (Call of Cthulhu 5.5, page 63), it also applies to objects touched by the user. Each use of the skill costs one Magic Point and lasts one minute per point of Power. Synchronicity is the art of luck. In effect, this is the ability to be in the right place at the right time. While wide open to Keeper (or player) interpretation, it has the potential for abuse. Each use requires one Magic Point. * Dreamland natives can use their Dreaming skill normally (full skill chance) when physically present in the waking world (Dreamers -- anyone with the Dreaming skill -- from the waking world may use the Dreaming skill in the waking world at the same reduced chance that Dreamland natives are allowed in the Dreamlands). * Magical spells may be created with the Dreaming skill (either in the Dreamlands - to be used there or imported to the waking world - or in the waking world). A spell usually consists of five elements that define its effects; magic points are spent to strengthen an element (the higher the magic point expenditure, the more powerful that element is). Each of these rules may be interpreted differently by each Keeper. The main thing is to use them if they fit your campaign (if you don't like them, ignore them). Good Luck! ------------------------- CALL OF CTHULHU: UTATTI ASFET - THE EYE OF WICKED SIGHT (1990s) Following are some proposals how to improve the Utatti Asfet Campaign, based on my experiences from running it. Utatti Asfet is a great campaign, which I can only recommend: it has a very good story (which the investigators slowly learn to understand), and a lot of nice scenes. The background is worked out very well especially the New Orleans setting provided us background and plots for four sessions. The main problem with it is the complex story which builds from the very first session. If you leave too much time in between the sessions, make sure your players keep notes otherwise they'll forget a lot of important details, and miss part of the fun. Another help is a short remembering session at the beginning of each session - let someone draw the big picture. If you play rarely and with different people you should not run this campaign. But if you have a steady group one way could be to play more often but only for a short time, e.g. every three weeks for three hours. PART 1: TONGA Nice setting for the beginning; make sure your investigators don't miss the ritual on Avua'tuopavo: E.g. by capturing some of them. INTERLUDE: AIRPORT Here, the investigators see a trace of Stroeker and the crates. Make them curious and let them get to the hangar where the crates are stored. They could climb on the roof and get in by opening part of the roof. Just when they climb down by a rope, Stroeker will arrive with a big truck (maybe a listen roll?). His assistants will immediately start to move the crates into the truck. The investigators better hide and might want to jump into the truck when Stroeker and gang leave. PART 2: NEW ORLEANS This part offers lots of nice plots. Of course your investigators will miss many of them. It doesn't matter, because you will guide them back and around the whole area (again and again). To your advantage, when you are prepared and know the people and what's happening you can focus your preparation on your investigators and what they are going to experience or do. Maybe your investigators know a location like LeGoullon Enterprises from an open visit, but when they go there the second time, they also learn about the real business LG is doing now. If your players want to leave the area while you still think they should visit a place, then you better stop that session, and prepare something to attract them to stay longer and learn more (because there really is a lot!). The Voodoo curse of R.Washington: Let one investigator go crazy and deliver the others or some of them right to the ritual site where they going to be sacrificed (if the sane investigators wouldn't jump in just in time; they better follow their insane colleagues). Note that the insane investigator has the advantage of surprise and should come up with some good explanation why a sane 'chosen' investigator should go out at night. When away from the group, things are easy. PART 3: THE SUDAN For more entertainment, you could add a mercenary soldier, and a foreign translator as non-PCs. While the mercenary helps getting a truck, weapons, finding the way, the translator might not like the travels and complain all time. As the situation develops, decide on one of them being a traitor and spy for Aziz. When the investigators climb on Jebel Barkal for the first time, they might see a blinding light from their camp: the traitor is sending signals with a mirror down to the river (he climbed on a nearby pyramid, assuming the they camp in Napata). Soon, the investigators are visited by some of Aziz's soldiers (helicopter?). If your investigators don't get the hint, let the traitor kill the other NPC, grab whatever he can get and leave the area. The ceremony: If possible, keep your investigators busy in/on the Jebel the end of the ceremony when the people start to jump in which should shock them. FINALE: RETURN TO TONGA This is the final! Tension, mood and intrigue are most important. Now, it is time for your investigators to realize the power of Labib. If the investigators don't want to follow the cultists down into the ocean, Cthulhu might play an illusion on them: appearing and pulling them down into the ocean. This is extreme, but Cthulhu has real power here and he counts on the investigators help to stop Labib. Well, down in the temple, my investigators were kept by Labib's men at the bottom of the stairs to the Great Altar. They tried to escape and one got immediately shot. This is a shock as it happened very fast! That is exactly what you want. Now when the rest escapes (not too many deaths now!), they continue upstairs and go on. Their friend died as a hero rescuing them. Well, Cthulhu who owns the whole temple is not satisfied yet and wants to stop Labib/Shaklatal. The investigators are his joker; so he resurrects all dead investigators and makes it clear to them that they only live to serve him. They carry a tentacle amulet which they know is their life insurance. Sanity unfortunately is not recovered. Later, when chasing Labib down the altar, they might want to jump down (little insane now?), overtake, die at the bottom (sanity...) and be resurrected again. If possible, keep one investigator alive and let him decide how to deal with the cultist-investigators (maybe they are pro-active anyway). In any case, they won't forget it. GENERAL HINTS The Eye of Wicked Sight - make sure that your investigators learn about the meaning of it and are ready to understand it when they finally encounter Shaklatal in the lower temple. The lower temple and surroundings are a place where Cthulhu has more power and influence, so he might interfere as appropriate (to make sure the campaign has a good climax). Again, if you want a well prepared, nice campaign, with action combined with a good story, then run Utatti Asfet. oliver_schmidt@hp.com -------------------------- Vehicle Building Rules. Although CoC has rules for vehicles it doesn't include rules for building them. I`ve bashed together some quick rules for constructing and driving simple vehicles in my CoC game. The player has the right to have a normal car for free in the beginning of the game, The GM`s may also simply assign a maximum of points for a player to spend (a total equal to the INT of the PC is a good guideline). MOVEMENT COST. TYPE BASE COST BY MPH ADDITION COST Ground vehicle 1 pt. per 10 MPH Submarine 1 pt. per 10 MPH Adaptability +6* Boats 1 pt. per 5 MPH Helicopters 1 pt. per 10 MPH Hover +2 Tunneling 1 pt. per 1 MPH +2 for each class of protection above 1* Adaptability +3* Airplane 1 pt. per 20 MPH Supersonic aircraft 16 pts for mach 1 +2 for additional mach Adaptability +3* VEHICLE SIZE SIZE RANGE(COC) SIZE EXAMPLE PROTECTION 20 kg to 200 kg(7 to 24) Motorcycle/scooter 6 points 436kg to 733kg(33 to 39) Small car 8 points 1 ton to 3 ton(45 to 55) Helicopter/limousine 10 points airplane/fighter 4 ton to 10 ton( 60 to 70) Truck/light tank 12 points DC2 and 3/ Ford trimotor *Adaptability has the game effect for the pilot or driver to not taking damage from a hostile environment. 3 points by hostile environment. Submarine: underwater no asphyxiation. Tunneling: underground no asphyxiation. Supersonic aircraft: high altitude no asphyxiation. ACCELERATION & HANDLING OF COMMON VEHICLES. VEHICLES TYPES ACCELERATION/DECELERATION HANDLING Sports car 2/10 of the maximum speed +20% Ordinaries car 1/10 of the maximum speed +0% Limousine 1/10 of the maximum speed -10% Pickup truck, van " " " """" Light Tank " " " """" Police car 2/10 of the maximum speed +20% Standards planes 2/10 of the maximum speed +0% Combats planes 4/10 of the maximum speed +20% DOGFIGHT RULES. +1% in your piloting skill per 10 mph yours plane has of superior speed(x2 if you have a combat plane and your opponent has an ordinary one). If you win a contest of skill you have the right to shoot your foe with your weapons. When a vehicle has taken a total of 20 points of damage beyond it's defense it is considered out of action. It has to be fixed or replaced. A investigator can smash into a foe. Using the mass and speed of his vehicle to do damage. Each 10 mph does 1D6 of damage. A vehicle of size 7 to 24 has a 1D6 of basic damage, 33 to 39 2D6, 45 to 55 3D6 and 60 to 70 4D6. The vehicle takes 1/6 of the damage done. The vehicle's protection counts toward this damage. COMMON HAZARDS FOR GROUNDS VEHICLES. Hitting curb, obstacle or pedestrian -20% Hitting lose debris -5% Light rain, gravel on road -5% Heavy rain, light snow, oil on road -10% Heavy snow or ice -20% Colliding or sideswiping any vehicle or large object(shoggoth) -30% Losing a Tire -25% FORD MODEL T In simple terms, the Model T changed the world. It was a powerful car with a possible speed of 50 mph and ran 25 miles on a gallon of gasoline. It had a 20 horsepower side-valve four-cylinder engine, two-speed planetary transmission and a 100 inch wheelbase. Important to the long-term success of the Model T was Childe Harold Will's experiments with the properties of vanadium steel which resulted in the lightness and durability that was an important trademark of the Model T. TYPE: ordinary car WEIGHT: 1 ton(45) SPACE: 1 driver 3 passengers SPEED: 50 mph PROTECTION: 10 COST: (5+10):15 STUTZ BEARCAT These are little two-seater convertibles for the fast lane drivers. If speed is your need, look no further. the Stutz is a four-speed, 150 mph joyride. No actor or actress will be caught in anything less. TYPE: sport car WEIGHT: 733kg(39) SPACE: 1 driver 1 passengers SPEED: 150 mph PROTECTION: 8 COST: (15+8):23 1935 L6500 MERCEDES-BENZ The L6500 cargo carrier is one of several Mercedes-Benz trucks that saw considerable use. The cargo area is open for ease of loading and unloading, although a canvas top is often added to provide some protection from the weather. With a cargo capacity of roughly 5,900kg, its the reliable workhorse you use to transport the lost ark or the bizarre altar with strange glyphs on it. TYPE: truck WEIGHT: 6 ton(60) SPACE: 1 driver 1 passengers SPEED: 80 mph PROTECTION: 12 COST: (8+12):20 LIGHT TANK MKIIa This highly effective British design, dating from 1929 was developed by Vickers. The MKIIa is notable in that it is designed to be crewed by only two individuals. One serves as driver, the others as commander/gunner. With a maximum 10mm of armor, the MKIIa is a light, maneuverable vehicle, perfectly suited to shoot-and-scout situations, or infantry support roles. The MKIIa's main armament is two 303 caliber Vickers heavy machine guns (ROF:20 shots:250 range:110 yards malf:99-98-85) increasing the vehicle's effectiveness against infantry or Cthulhu cultists. TYPE: light tank WEIGHT: 10 ton(70) SPACE: 1 driver 1 passengers SPEED: 40 mph PROTECTION: 12+8 COST: (4+20):24 --